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

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

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

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

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

                                 Thank You.


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

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

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

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

I hope you enjoy the guide,

- Matt


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

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

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



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

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

The first version of the FAQ, everything is complete!



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

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

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

---

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

Leon is now facing his ultimate challenge...

A mysterious village...

Creatures that defy natures...

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

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

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



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

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

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


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

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


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

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

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


-----
Herbs
-----

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

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

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


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

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



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

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

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


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

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

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


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

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


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

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


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

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

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

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


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

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


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

A few notes about the walkthrough before we begin.

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


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


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

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

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

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

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


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

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

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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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

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

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

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


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

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

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


-----
House
-----

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


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

-----
House
-----

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

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


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

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


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

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

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

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


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

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

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

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

                                    3 x7
                                    4 x5
                                    3 x1

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


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

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


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

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

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

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


-----
Swamp
-----

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

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


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

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

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

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

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


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


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

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


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

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

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

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


---
Dam
---

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

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

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


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

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


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

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

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

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

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


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

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


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

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


                                       V     >
                                          <

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

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


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


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

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


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

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


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

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

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

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


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

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



----
Farm
----

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


-----
Cabin
-----

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

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


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


-----
Cabin
-----

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

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


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

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

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

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


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

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

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

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


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

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

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

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


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

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

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

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

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

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


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

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


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

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



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


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

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


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

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

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


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

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

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

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

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

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


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

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

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



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

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

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


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

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


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

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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


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

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

Take the nearest doorway to enter the Sewers.


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

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

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

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

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

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


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

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

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


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

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

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

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

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

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

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


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

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


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

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

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

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


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

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

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

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

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


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

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

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

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


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

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

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

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

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


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


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

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


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

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

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


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

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

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

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

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

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


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

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



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


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

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

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

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


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

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


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

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

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

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

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

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

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


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

Enter the car to head to Castle North.


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

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

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


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


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

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

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

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

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


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

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

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

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


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

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


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

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


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

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

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


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

Save at the TYPEWRITER and talk to the Merchant.

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

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


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

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

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


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

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


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

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

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

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


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

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


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

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


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

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

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

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

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


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

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

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

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

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

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

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

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

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

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


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

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

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


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

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

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

As for spoils, there are SHOTGUN SHELLS (10), FLASH GRENADE and a FIRST AID
SPRAY around the edges, as well as some crates near the east exit. When you are
done, you'll get 15,000 PTAS. Exit via the East door.


-----------------
Novistador Cavern
-----------------

Head out to the open area, and read the sign in front. Basically there are two
switches you must activate to leave this area. From here you'll see a few
Novistadors hovering around; shoot them down with the Handgun, then continue
up the right passage, getting the FLASH GRENADE as you go. At the top, get the
SHOTGUN SHELLS to the left slightly and enter the nearby room, where you can
get a GREEN HERB from the corner and to press the switch on the wall. From this
point onward, Novistadors will keep coming at you; take out as many as you
like from here, then run out and head left across the back walkway. I recommend
you just run away from the Novistadors and just use the Shotgun when they start
to gang up on you. Just before the next room is a inlet in the rock with some
TMP AMMO, then proceed into the room and get another GREEN HERB and press the
second switch. Now head out and across the walkway to the gate, press the
button and enter the corridor.

Note that if you fancy some easy spoils, turn around back to the cavern to
see a group of Novistadors congregated against the entrance. None can enter,
so chuck a few grenades outside and get the spoils. Back to the corridor,
there are crushers blocking your way onward. The first one is pretty simple
and with the second wait until you can run forward then quickly drop down to
avoid it. There is a lever on the left before the three in a row, which stops
the middle one, giving you breathing room between them. At the end inspect the
tablet for the ROYAL INSIGNIA, then check it again to be taken up.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.13. Chapter 4-3
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

------------------
Cathedral Approach
------------------

Slash the crates, get the LETTER FROM ADA memo from the front of the cabin and
talk to the Merchant inside.

  Merchant - Chapter 4-3 (Castle - Cathedral Approach)
      Attache Case XL         - 73,000 PTAS
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Treasure Map (Castle)   - 6000 PTAS
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Striker                 - 43,000 PTAS 
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Handgun, Red9, Punisher, Blacktail, Broken Butterfly, Shotgun,
         Striker, Rifle, Rifle (semi-auto) and TMP Upgrades!

Just weapon upgrades, but you should be able to upgrade all of your main
weapons. Do so and save at the TYPEWRITER then head down the side passage.
Here are loads of ruins; take out the two enemies standing around then head
toward the end area where there is a large group surrounding a fire. Two
grenades should easily see them off. Get the spoils, then enter the right
ruins and find the money, then to the far corner and round the back of the
shack. Jump through the window, get the money and use the crank to open up
a hole in the ground. Jump in.


-----------------
Underground Ruins
-----------------

Head down the passage until you come to the ruins. If you have the Red9 fully
upgraded it has a pretty sweet head exploding shot on it by now, meaning you
can take out many of the enemies here from a distance. Note that you will
hear chainsaws - there is no threat from them down here however. Just navigate
your way through taking out enemies as you go. There are sets of bear traps
so watch your step. If you back track around to the end where you came in there
is a room down some steps with an enemy and a STAFF OF ROYALTY inside the
coffin. Head back up and make your way round to the ladder to the side and
head up into the room above.

Our old friend Dr. Salvador is up here, clearly in the need of some Shotgun
Blasts to the face. Give him his wishes and watch out for more standard enemies
pouring in through the window via the ladder. Once the area is clear, get the
YELLOW HERB from the corner crate and the KEY TO THE MINE from the podium.
Head downstairs to meet another Dr. Salvador. Dispose, exit out of the door
and up toward the end door. Get the RED HERB to the left and use the Key to the
Mine to leave this area.

Proceed down the passage to a spiked ceiling room. As like last time, using
Handgun ammo shoot the red lights in the ceiling toward each corner to stop it
dropping. There are a few parasites in here this time, however you can easily
shoot the lights before getting attacked. If you need Handgun Ammo, there is
some in the corner, as well as it being the spoils from killing the parasites.
Before proceeding, check the coffin for money and head to the next room.
Head down the ramp and get the SPINEL from the ground and the spoils from the 
crates before proceeding through the door.


----------
Mine Shaft
----------

Smash the right crates, then round and get the GREEN HERB before the cart.
Jump in and jump across into the middle compartment. Ensure all your weapons
are fully reloaded, then shoot the left lever with the Handgun to get the
carts moving. Move to the back most compartment and get ready for enemies to
jump into the carts from the two stations. Try and shoot them at the stations
before they jump to fell them before they can even attempt to. After another
few corners is another station, then a bridge. A plank of wood is across the
tunnel ahead, so either press A and B to dodge it or shoot it well in time.

You'll soon stop at the next station, where floods of enemies will jump in.
The lever is at the far end on the left; you can shoot it from the back but
if you are having trouble jump a few compartments over. The enemies here come
thick and fast, including Dr. Salvador, so use the Shotgun to clear the way
at least until you start moving again. If you need ammo, there is some HANDGUN
AMMO at the right side of the back cart and SHOTGUN AMMO on the left at the
front.

When you start moving again, clear the remaining enemies from the station
just and get ready for more to jump in soon. After another block of wood, 
you'll be less enclosed with a higher station with enemies jumping from either
side. Back inside there'll be another dual station and a long spiral down
below. Try and fight off the enemies as long as you can, as soon there will
be a jump (press A and B). Now shack the Wiimote like a madman to climb up
onto the ledge; on the Cube and PS2 versions this is near impossible, but
is a lot easier on the Wii. Once you are up, head down the passage and enter
the room to find the STONE OF SACRIFICE. Head up the ladder to leave. Phew!


------------------
Cathedral Approach
------------------

Head round the cabin right and go to the door next to the fire and use the
STONE OF SACRIFICE to open it up. Take the lift up to end the chapter.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.14. Chapter 4-4
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

---------
Cathedral
---------

Get the HANDGUN AMMO from the TYPEWRITER on the right then proceed onward.
Head down the steps for a quick view of the giant Salazar statue. Try and
run down the walkway for it to be drowned by the sudden appearance of a dozen
enemies behind you. Take out the enemy on the right then head back up the 
ladder, and move to the edge in the middle. The switch in the centre swaps
which arm raises and falls, so get it to do the nearest, jump on and off at
the uppermost level. Clear the enemies and throw the switch to get the first
walkway back up.

Jump back on the hand and to the centre platform, and throw the switch to
get the opposite arm moving. Ride it up to the highest level, then go round
the back of the Salazar statue and throw it to get both the arms moving as well
as get them moving laterally (slightly). Head back onto the hand and into the
middle level. Clear the enemies and drop down the whole to the bottom level.
Throw the switch the get the other part of the walkway back and to open the
door. Enemies will come down the ladder and through the door, so get rid of
'em and head down that walkway.

Chase time! Waggle the Wiimote like crazy and get ready to press A, then B,
then A and B to dodge the failing pillars. When you stop, shoot the lock off
the door and exit. Another chase outside and get ready to press A and B to
jump, then waggle it again to climb up. Phew! Enter the Tower.


-----
Tower
-----

Cutscene - prepare to swing the Wiimote during it. Once it's done, get the
HANDGUN AMMO from the left and head round the back of the crates to get the
YELLOW HERB from the chest. Now head up the ramp, where at the bobble you'll
get some Donkey Kong style barrels thrown your way. Wait until one passes 
then run up and cut left to some walkways. Dispose of the enemies and head
up the ladder. At the top you'll get a cutscene of plenty of enemies coming
through at the base of the tower. Ignore them; if any come up any time soon,
use the lever here to chuck a barrel down.

Go to the centre of this floor to see a big lift. Quickly push the crates
off the sides to make it light enough to activate, then press the switch in
the corner to send it up. Shoot the crossbower at the side and the dynamite
throwing enemy to his left. Various enemies will drop down, most of which
can be shot then kicked off for quick and painless disposal. You might need
the Shotgun if it gets a bit crowded. At the top head out to the walkway and
around, smashing the crates as you go. When you come back inside onto the
tower, get the RED HERB on the left then drop down at the right to get a
GOLD BANGLE from the chest. Climb back up and take the lift.

At the top head up the steps and go to the end for the Merchant. Get the
MAGNUM, TMP, HANDGUN AMMO and FIRST AID SPRAY from next to the TYPEWRITER
and save, then chat to the Merchant.

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

Just the Red9. You shouldn't really need it for the battle ahead, but upgrade
if you fancy it anyway. Make sure you have a fully upgraded and reloaded
Broken Butterfly, and that you have saved, and enter the door.


     ==============
     BOSS: Salazar
     ==========================================================================
     If you have the fully upgraded (to this point) Broken Butterfly this
     battle is a complete walkover. Shoot the yellow eye to open up Salazar,
     and fire away. Note that only shoot when the crosshair is red, so wait
     a split second between shots, otherwise you'll waste them. He'll close
     up soon, so quickly shoot the yellow eye again and a few shots later he is
     done! Huzzah.

     Otherwise, the Rifle is very handy, as is the Striker. A few points about
     his attacks is that most of them require swinging or button presses to
     dodge, and note that if you see the yellow eye opening up and coming
     toward you, run out of the way otherwise you'll get killed regardless of
     how much health you have. Yikes.

     As for spoils, there is SHOTGUN SHELLS to the right, and a GREEN HERB and
     HANDGUN AMMO to the left. Below, in the bottom left crates are HANDGUN
     AMMO and a FIRST AID SPRAY, bottom right FLASH GRENADE and SHOTGUN SHELLS,
     front left RIFLE AMMO and an INCINANARY GRENADE and front right HANDGUN
     AMMO and a GREEN HERB.
     ==========================================================================

When you are done, get the spoils from both the starting area and below then
head up the ladder and get the cool 50,000 PTAS before the door. Exit.


----------
Tower Exit
----------

Get the GREEN HERB from the right crate and head round right and climb down
the wall. Check the crates for a snake and some MAGNUM AMMO and take the lift
down. Head through the passages to a Merchant room. There are various
crates in here, as well as RIFLE, HANDGUN and SHOTGUN AMMO on the right next
to old Merch'.

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

If you have the fully upgraded Red9 you can get the exclusive which raises the
firepower dramatically. Upgrade what else you can and save at the TYPEWRITER.
Head through the door and down the passage for a cutscene.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.15. Chapter 5-1
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

----------------
Island Coastline
----------------

Head round the corner, drop down and head to the fork. Go left and up the
rockface and get the spoils from the crates, including an EMERALD. Head back
to the fork and now go right, to reach a base. Leap across to sound the alarm
and summon a load of enemies. These are effectively the same as you have seen
before, except some carry electric batons and are more prone to become
parasite heads. Clear these and make your way left round the building for a
Gunner - J.J. -  to drop down. Shotgun his face until he falls - he can take
a lot of pain so keep at it. If you aren't persistent he'll start firing which
really hurts. A lot more enemies appear now, so keep plugging away until the
waves stop coming. Oh and shoot out that damn annoying spotlight while you
are there.

Head up to the far right, up the steps and inspect the door to create a beam
of red light out to the reflector in the corner. Head over to that shack,
get the TMP AMMO from inside and up the ladder round the back and inspect the
reflector. Move it so the light hits the reflector to the right. Drop down
and head over to that building, up the ladder and aim the light to the
wall panel to the right of the door to open it. Get the MAGNUM AMMO just next
to here, drop down and get the GREEN HERB from the left building before heading
up to the door. Head down the passage and get ready to press A and B together
just before you go back into the doorway. Get the GREEN HERB and cash from the
right crates and over the bridge. Kill the two enemies here and take the
ladder up.


----------------
Complex Approach
----------------

Turn right and get the EMERALD from the crate, then walk out and kill the
enemy to the left behind the sandbags. Go right, jump across the ledge and
jump through the right window. Get the RIFLE AMMO from the table and walk
right where there's a fork in the paths; go left and kill the three
enemies here, then get the RED HERB on the left, back and shoot the oil drum
to open up a secret lime cave, where you can climb up onto the rock and get
a GOLDEN LYNX from the chest. Head back to the table where you found the
rifle ammo and head out and go right. At the corner, hide behind one of the
boxes as one of the enemies will fire a rocket at you. There are various
enemies ahead, including one with dynamite on the left - take him out first and
head up the left passage.

This leads to a walkway above this area - turn left and shoot the barrel
cart to send it down the ramp below into the various enemies. Run to the end
of this passage to find some SHOTGUN SHELLS and a GREEN HERB. Head back and
dispose of the various enemies on the way - another dynamite thrower may
spawn on the corner next to the upper walkway when you return below, so watch
out for him. Head up that ramp and right and press the switch to open the door.
Head down the ramp (an enemy might come from behind at this point) and see
to the Merchant.

  Merchant - Chapter 5-1 (Island - Complex Approach)
      Attache Case XL         - 73,000 PTAS
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Treasure Map (Island)   - 9000 PTAS       !NEW! 
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Striker                 - 43,000 PTAS
      Killer7                 - 77,700 PTAS     !NEW! 
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Broken Butterfly, Striker, Rifle (semi-auto) Upgrades!

New purchases - the ever essential map to a new area, and the Killer7 handgun
which is not as good as the Red9 - skip it. A few new handy upgrades as well.
Save at the TYPEWRITER. Continue down the path to see various enemies on the
building jumping down - use the Rifle, line them up as they run and clear them
all in a few shots. Head down and enter the building via the end door on the
left.


----------------
Complex Entrance
----------------

Check the left locker for money, then head down the passage. Ignore the locked
door, and get the INCINANARY GRENADE from the skip at the corner. Go through
the door and take out the enemy on the left, then get the SHOTGUN SHELLS from
the briefcase and the GREEN HERB from the side. Continue down the passage
and round the corners... get the HAND GRENADE from the left sink then proceed
through the door.


------------
Storage Area
------------

Head round the corners to meet the Armoured Ganado - these guys take at
least two shotgun rounds to down, and have a mighty big hammer to swing at you.
Take him down and go down the steps round the corner to the basement. There
is another Armoured Ganado down here as well as a standard enemy. Clear them,
as well as the enemies that come down the steps from behind, and open the
right briefcase and get the RED STONE OF FAITH. Head round the corner down
here and round to some crates, where you'll find a YELLOW HERB. Head all
the way back upstairs and through the door you passed, next to where that
first Armoured Ganado was.

Get the HANDGUN AMMO from the side and go round the corner - cutscene. Head
through the door.


-------------
Merchant Room
-------------

  Merchant - Chapter 5-1 (Island - Merchant Room)
      Attache Case XL         - 73,000 PTAS
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Tactical Vest           - 60,000 PTAS     !NEW! 
      Treasure Map (Island)   - 9000 PTAS 
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Striker                 - 43,000 PTAS
      Killer7                 - 77,700 PTAS
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Killer7 and Striker Upgrades!

The Tactical Vest is a worthy purchase, lowering 30% damage. If you don't
have the cash then complete the forth and final Target Practice game next
door for some moolah.


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

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

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

      GAME D - Top Line - Soldier w/ dynamite
                          Soldier w/ stun-rod
                          Soldier w/ hammer
                          Isabel
                          Maria
                          J.J.
      A lot of Ashleys getting in the way in this one. First of all, be sure
      to stand to the side slightly Ashley cut outs get in the way of straight
      lines at certain points. Be sure to identify the Ashleys from the
      normal cutouts, and to get the two or so Salazar's in the background.
      When the dynamite comes up, just shoot it as it'll clear all the cutouts.
      Complete set reward - 50,000 PTAS.


Now you have just won 50,000 PTAS, sell what you can and get that Tactical
Vest if you can realistically afford it, as well as upgrading the Striker.
Head out and right, and stand at the glass to see the doorway ahead open up
and various enemies inside. You need to keep clearing the enemies as they
stand there until they are all gone. The first few are dynamite throwers (shoot
them if you can) then crossbowers, and finally normal Soldiers. I recommend
chucking a few Grenades if you have them. When they stop the door will stay
open so run through. Get the TMP AMMO from the red box on the opposite wall,
then take out the final enemy on the right, and get the RED HERB by the wall
switch. Go through the door.


-------------------
Laboratory Corridor
-------------------

Unlock the left door, then head into the room and get the BRASS POCKET WATCH
from the left crate and save at the TYPEWRITER. Head out and up the stairs
to the corridor above. Head to the fork, open the right doors and go left
and get the EMERALD from the briefcase. Head back to the fork and go left,
and round to the Laboratory.


----------
Laboratory
----------

Head right and ignore the room on the left for now, and go to the panel at
the door opposite. You need to work the puzzle in order to open it up.
Press Green x3, Blue x2 and Red x1 to open it. If you messed it up, use the
below image as a guide to open it -

http://www.gamefaqs.com/console/ps2/file/925156/41479

Shameless plug, but it's applicable right? Once you are in, check the
bed on the left for the LUIS MEMO 3, right to the machine for some TMP AMMO
and around the central bed to the body and get the FREEZER CARD KEY. Now
walk to the door out of this room to hear a crash - leave and the Regenerator
from the side room has come to say hello. You cannot kill this guy just yet,
so ignore him; if you want an Emerald go into that side room and slash the
window on the right, otherwise just leg it back out into the corridor.



-------------------
Laboratory Corridor
-------------------

More of those freaky bastard Regenerators populate this corridor now. You need
to go to the Freezer Room - Run down this corridor, go straight on at the
fork, through the double doors and right. Use the FREEZER CARD KEY and enter
quickly.


------------
Freezer Room
------------

Get the RIFLE AMMO from the left, and the GREEN HERB from the cabinet straight
ahead. Go into the room nearest the way you entered and rewrite the Freezer
Card Key to get the WASTE DISPOSAL CARD KEY. Go right and turn off the
freezing system. Head out and into the corner area now, and get the
INFRARED SCOPE. You'll notice one of the Regenerators in here has dropped down.
Combine the Scope with the Rifle, and head out into the room proper and find
the Regenerator to the right. To kill them you must locate the parasites on
it's body, the warm parts, and shoot them all. There are just two on this one,
and if you need ammo there was some as you came in, on the right. Get the 5000
PTAS from it's body and exit.


-------------------
Laboratory Corridor
-------------------

I wouldn't bother with the Regenerators here. Go right (if you didn't get
it earlier, turn left here down the passage for an EMERALD) and right at the
corner and race to the end and use the WASTE DISPOSAL CARD KEY to leave this
area. Phew.


-------------------
Waste Disposal Area
-------------------

Head down to the corner and get the TMP AMMO then head into the next room.
Get the HAND GRENADE from the floor and check the controls to operate the
crane in the next area. Here you can hover over an enemy, press A to pick up
up and sling them into the waste area! You can only do this three times though
when they'll come up to you. Take out the remaining enemies that come through
the door, then head through yourself and drop down to the waste area.
Go round the skips, get the GREEN HERB from behind the last one and through
to the computer room. There is a YELLOW HERB on the cabinet, and a FLASH
GRENADE in one of the corner lockers. Proceed on through the door.


------------
Storage Room
------------

Head round the corners and get the HANDGUN AMMO from the box on the right
wall. Head round the corner and dispose of the two guarding Armoured soldiers.
Check the cell door to see that it's locked. Proceed through the door behind
you.


-------------
Long Corridor
-------------

Head down the steps and through the door. Dispose of the half dozen enemies
here, and get the FLASH GRENADE from the right cabinet, and head down the
stairs. Head under the stairs and get the SHOTGUN SHELLS from the left shelf,
then through the door. There is a GREEN HERB and TYPEWRITER from the room
at the end, then go through the other door from here.


----------------
Tower Laboratory
----------------

Head through the door ahead to see a cutscene of an Iron Maiden heading
toward you. It'll come from the far left door. These are Regenerators with
more parasites and a nasty spike attack when you get too close. There are
four on it's front, and another on it's back - use the Rifle with the Infrared
Scope to blast away the four at the front from a distance, then shoot it's legs
and get the one on it's back to see it away. Get the STORAGE ROOM CARD KEY
from it's body.

There is some TMP AMMO at the first corner between the doors. From the second
door, ignore the left door where the Iron Maiden came from and head right
and get the RIFLE AMMO from the briefcase at the end. Turn around and jump
through the right window into the specimen area, where there is various
GREEN and RED HERBS in the left windows, and SHOTGUN and RIFLE AMMO on the
right side. Exit out of the corner door, and through the door opposite.


-----------
Radio Tower
-----------

Head down the walkway and get supplies from the Merchant if you need them -
no updates at this point. Knife the crates next to him for spoils and a YELLOW
HERB. Head up the lift at the end, get the GREEN HERB from the left and head
around the control room and enter. Check the equipment for a cutscene, get
the SHOTGUN SHELLS and leave. Head all the way back to the previous area.


----------------
Tower Laboratory
----------------

Nothing new here, just pass through to the Long Corridor area.


-------------
Long Corridor
-------------

Save if you like, then continue back through the area. New enemies have spawned
however in the central room. Take them out and continue through to the
Storage Room.


------------
Storage Room
------------

Turn left and use the STORAGE ROOM CARD KEY on the cell door to open it.
Run round the corner to finish a rather lengthy chapter.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.16. Chapter 5-2
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


------------
Storage Room
------------

Grab the SHOTGUN SHELLS from the side and head back round the corner, and
collect the PAPER AIRPLANE memo from through the window. Exit the cell and tell
Ashley to hold back while you clear the enemies ahead, including an Armoured
Soldier. Once done, call Ashley and head left and down the passage.


-------------------
Waste Disposal Area
-------------------

This area is locked down when you enter. Defeat the four or so enemies here
then go to the wall panel and press the switch to open the door. A few more
enemies will come in. Take out the crossbower on the left first then dispose
of the rest. Once you are done, head through the door you just opened
and approach the edge for a cutscene.


------------
Rubbish Dump
------------

Walk onward and operate the door lever to open it up. The Iron Maiden on the
rubbish will spring to life; I recommend you fight it, again there are four
parasites on the front and one on the back. You'll get 20,000 PTAS as a reward.
Otherwise you can run through and press the lever to close it in, or use
the explosive barrel in the next area to help you in your fight. Anyway,
get the RIFLE AMMO on the right in the next area, then use the levers to
get through the next gate.

At the dirty stream, get both Leon and Ashley to push the large crate into the
water to create a bridge across. Get the RIFLE AMMO from ahead, and go left.
There is another Iron Maiden on the left, which you really need to dispose of;
you'll get another tasty 20,000 PTAS for doing so. Push the red crate out of
the way ahead and head through the door on the left.


-------------
Waste Furnace
-------------

There is an Armoured Soldier ahead, which will alert another few enemies to
help him. Clear them out and get the spoils from the crates ahead. Continue
and get the GREEN HERB at the corner, go through the double doors and up the
steps. Head out of the tunnel and drop down into the open area. 

Enemies will flood in from the left door and the corner area, so use the 
Shotgun and make a clear path through them and head to the far right corner.
Get the HANDGUN AMMO and GREEN HERB from the ground and investigate the 
controls for the wreaking ball - get Ashley to operate them. Stand in the 
corner and pick off any approaching enemies from either side. When you are
done, take care of any remaining enemies (more will keep coming so wait until
you can make it out) and head to those double doors.


----------------
Shutter Corridor
----------------

Sob. You hear the breathing, right? Run forward and enter the right room,
and get the INCINANRY GRENADE from the grate at the end on the right, and
the RIFLE AMMO from the end cabinet. Head back to the corridor and open up
the shutter with the lever to face a Regenerator. Shoot the two parasites to
see him away, and get the 5000 PTAS. Go through the shutter, ignore the
left passage for now and head to the next bend and dispose of the second
Regenerator. Head back down that passage, get the SHOTGUN SHELLS from the
corner locker and press the switch at the end wall. Return back to the
corridor and left to where the second Regenerator was and get Ashley to go
under the shutter. She'll open it up.

Head down to the end and get the YELLOW HERB from the wall, and go into the
right door. Here is the Merchant Room. Get the RED HERB from the right locker,
and get any upgrades you need and save the TYPEWRITER. Exit back out into the
corridor and go to the door with the levers either side. Tell Ashley to wait
aside one of them and check the other. The lights above will count toward the
centre with a timing of one second per light, so time it and press A when the
centre one will light up to open the door. Proceed through.


-----------------
Bulldozer Passage
-----------------

Smash all the crates on the right, as well as the one on the left side
for a FIRST AID SPRAY and also get the RIFLE AMMO from the floor. Approach
the back of the Bulldozer to get on. This section has you riding the back of
the Bulldozer, while Ashley drives, while you ward off enemies. Use either
the Handgun or Shotgun to blast away the crowds that chase you. Most of them
just fall at a single shot or blast. When you hear a horn, equip the Rifle
and shoot the front grate of the lorry to blow it up. More enemies will start
chasing, so keep blasting away, and get ready to use the Rifle on the lorry's
grate to dispose of it.

You'll come to a stop, where you have to get out and climb up to the lever.
Go up the right ladder where there is a GREEN HERB at the top, and be hasty
in plowing through the enemies to get to the lever. If you hear Ashley scream
it just means the enemies are on the bulldozer, so you'll have a little
time to rescue her. Pull the switch and head back to the Bulldozer to resume.

The final area outside is the same as before; there are a few enemies on the
above walkways that can be shot down before they can jump, and more chasing.
When you reach a hill, the lorry returns from the front. Use the Rifle to
shoot the front grate for the final time for a cutscene.


--------------
Destroyed Room
--------------

Head next door, and check the lower cabinets either side for some money and
an INCINANARY GRENADE. Check the right briefcase for a GREEN STONE OF JUDGEMENT
and the far right corner shelf for some HANDGUN AMMO. Talk to the Merchant
(again, no updates) and save the TYPEWRITER. Head through the door for a
cutscene.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.17. Chapter 5-3
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


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

After the cutscene, get the 5000 PTAS left of the stairs and head up them.
Get the OUR PLAN memo from the table and head through the door on the left
for a cutscene. You'll be on the other side once it's over. Get the SHOTGUN
SHELLS from the end walkway, then head back and go down the stairs. Get the
GREEN HERB and go through the door. There is a half dozen enemies here,
dispose of them then head down and up the left stairs. There should be another
two enemies in here, one with a shield, so get rid of them and get the
SHOTGUN SHELLS from the locker. Head back down stairs and through the
door on the far right side for a FLASH GRENADE and some money. Head back 
through and enter the door on the end wall.


--------
Platform
--------

Head round the corner and bust the door open. Get the money at the end and
head up the lift for a cutscene. This is a fight where you'll have to press
various buttons in order to pass... assuming you get them all first time,
here is the order -

Swipe, A+B, A+B, A+B, A+B, Swipe, Constant Swipe

Once the cutscene is over, head down the walkway, down the ladder and through
the door ahead.


--------------
Laser Corridor
--------------

Head through the door. If you have seen the Resident Evil film, you know what
to expect here. Pass the first set of lasers when the horizontal one is high
and the vertical ones are parted. For the second, wait until the horizontal
ones are out of view and the rest are vertical, and run through. You'll need
to swipe the Wiimote to avoid the third set. Walk into the sensors ahead,
and swipe twice to avoid them. Run to the end and press the switch to start
unlocking the door. Watch the lasers approaching and get ready to swipe once
more. The door will unlock, so head through.

In the Throne Room, run onward and get the EMERALD from the Throne, and take
a seat if you like (heh). Turn around and shoot the ELEGANT HEADDRESS from
above where you entered. Head round the Throne and go down the lift.


----------------
Merchant Passage
----------------

Head down the stairs and go underneath them to find an EMERALD and a GREEN
HERB. Proceed down the passage to find the Merchant and a TYPEWRITER on
your right.

  Merchant - Chapter 5-3 (Island - Merchant Passage)
      Attache Case XL         - 73,000 PTAS
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Tactical Vest           - 60,000 PTAS 
      Treasure Map (Island)   - 9000 PTAS 
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Striker                 - 43,000 PTAS
      Killer7                 - 77,700 PTAS
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Broken Butterfly and Killer7 Upgrades!

Upgrade the Broken Butterfly if you can. There is also a RED HERB out the
back and the LUIS MEMO 4 on the crate. Head through the giant doors ahead
when you are done.


------
Cavern
------

Run onward and get the YELLOW HERB from the niche on your left and head over
the bridge to the cavern proper. After the introduction, head up the left
passage for a cutscene.

You'll arrive in the Container Rig that was suspended in the middle of the
cavern area. The aim is to avoid U3's attacks and press the two emergency
switches within each rig in order to reach the next. To open doors, shoot the
green lights nearby. Don't bother attacking U3 as it cannot be killed, so just
run around it as best as you can. You'll need to avoid it's attacks by 
swiping or pressing buttons at random intervals as well. Here is a map to
help you if you need it -

http://www.gamefaqs.com/console/ps2/file/925156/41527

RIG 01 -
Run around U3 and get the SHOTGUN SHELLS (5) on the right, then head left
round the corner and shoot the green light on the right to open the shutter.
Press the FIRST EMERGENCY SWITCH. Turn round and U3 should be there. Run round
and right twice, onward and left to another shutter. Shoot the right light
and round the corner, where U3 will be by the door. Ignore and go past him,
press the SECOND EMERGENCY SWITCH and head through the red door behind you.

RIG 02 - 
Get the INCINANARY GRENADE from the right corner, and go left to the fork.
The shutter will close behind you and U3 will appear. Ignore him, and shoot
the light above on the right to open the shutter round the corner. Go round
and press the FIRST EMERGANCY SWITCH. Head back round to where U3 last appeared
and shoot the light right above the shutter ahead to open it. U3 should be
round the left corner, but just run past and press the SECOND EMERGENCY
SWITCH. Now turn around and run to the far corner, get the TMP AMMO and
through the red door.

RIG 03 - 
Activate the FIRST EMERGANCY SWITCH on the right. The central passage will
open and U3 will appear behind you, with a slight upgrade. Ignore him and enter
the central passage and round to the other side. Past the red door and turn
the corner - U3 will be there. Ignore and shoot the green light through the
grate to open the shutter on the other side. Head all the way back through
the middle passage, go right through the opened shutter and activate the SECOND
EMERGENCY SWITCH. U3 will be around the corner, run past him, through the
middle passage and round the corner to the red door on the right. Jump for
the crane to finish.


Phew! Get the SHOTGUN, HANDGUN and MAGNUM AMMO on the right as well as the
GREEN HERB. Walk onward...

     ========
     BOSS: U3
     ==========================================================================
     You didn't think it was that easy, right? Turn around, get the RED HERB
     and run round the rock to the explosive barrel. Wait until U3 follows and
     wonders past it, and shoot it to damage. Shoot it a few times with either
     the Shotgun or Broken Butterfly (the latter if you can) - remember to
     only shoot when the crosshair is red, and also try and aim for it's head.
     After a few shots, pull the lever on the right and enter the passage.
     Pick up the HANDGUN AMMO and head round the passage, past the explosive
     barrel and wait for it to wonder past and shoot the barrel. Do another
     few shots.

     That's all the environmental help you'll get for now. At around this point
     the bottom half of U3 will die, and it'll start burrowing into the ground.
     You'll need to swipe or press A and B together to dodge it. When it
     remerges, let rip with more bullets until it submerges again. Repeat until
     he bites the dust.
     ==========================================================================


Get 50,000 PTAS from it's body and get any spoils you missed, and head back
out and through the side door. At the other side, go round the side of the
stairs for a GREEN HERB then proceed up them. For another GREEN HERB, take
the cable car back over the cavern where it'll be right in front of you.
Head back and go round the edge to the ladder to escape this fiendish area.


----------
Enemy Camp
----------

Head up the ladder and get the HAND GRENADE from the cabinet at the opposite
side, and exit via the door. Slash the crate against the fence and approach
the edge to see the enemy camp below. Shoot the far explosive barrel to
kill most of them. Just down and clear out any survivors. Check the barrels
at the back of the tent and get the YELLOW HERB from round the corner. Now
head down into the tunnel from within the tent.

Head down the passage and go right to get the BLUE STONE OF TREASON. Resume
the main path and go down the left area when you can for a few boxes to
knife. Resume back again to the end where you'll see the Merchant. Get the
KRAUSER'S NOTE memo from the table and save at the TYPEWRITER.

  Merchant - Chapter 5-3 (Island - Enemy Camp)
      Attache Case XL         - 73,000 PTAS
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Tactical Vest           - 60,000 PTAS 
      Treasure Map (Island)   - 9000 PTAS 
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Striker                 - 43,000 PTAS
      Killer7                 - 77,700 PTAS
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Broken Butterfly Upgrades!

Try and upgrade the Broken Butterfly if you can. There is the Target Practice
room on the left as well, if you need to finish it off (there is nothing new
there). Once you are done, head up the ladder. Get the spoils from the barrel
behind you, then proceed through the doors at the end.


---------------
Ruined Fortress
---------------

Run onward and drop down below, then continue onward for a cutscene. You need
to find the two insignias within this area, with Krauser on your tail. He'll
fire at you and chuck grenades at regular intervals, so try not to be out in
the open too much, and get ready to swipe to avoid the grenades. Head up
the stairs ahead and go through the door. Try the door on the right and it'll
unlock in a short time. Krauser will come through, and you'll have to entertain
him for a while. Shoot him in the head as much as possible while dodging his
attacks (swipe and button presses mostly) until he chucks a flash grenade and
does one. The door will unlock - don't forget to get the spoils from the roof
and next to the door before heading out.

Head onward and Krauser will appear again. Ignore him, run onward and down
the stairs on the right. Turn right and across the walkway to the building
ahead. Go through the door, swipe the barrels in the corner for a FIRST AID
SPRAY and SHOTGUN SHELLS then exit, and head left around the building.
Drop down, turn left (GREEN HERB on the right) and up the stairs to the above
area.

Here you'll get the PIECE OF THE HOLY BEAST, PANTHER. After the cutscene, you
will need to fight with Krauser until he flash grenades and leaves. He'll
be on the roof at certain points but just shoot him down, and just headshot
him until he leaves. Once he is gone, a statue will rise in the far corner.
Push it out toward the open area past the far wall, then push it past that
wall in line with the RED HERB, then across to the floor panel to open the
grates over the two levers - one here and the other from the previous area.
Get the HANDGUN AMMO from the corner and leave.

Head down the stairs, round the corner and round the building to the front
and pull the lever opposite. Krauser will appear behind you (scared the
bejesus out of me!) but quickly jump down in to the area below. This area
is populated with small robots, but a few shots of the Handgun will take care
of them. Get the GREEN HERB from the corner and head left, shooting the
two ground robots before progressing round the corners. Another ground robot
will be at the start of the long side passage, and a flying one in the right
area. Continue round the corner and shoot the two ground robots in the
shelter, then round the corner for a chat with Krauser - press A to respond.
When you are done, take out the flying robot first then the ground one, and
head into the base of the tower.

You'll be locked in here; get the YELLOW HERB before heading up and go up the
ladder in the middle section. Head right to the wooden walkway and go right
round and collect the PIECE OF THE HOLY BEAST, EAGLE. Get ready to swing in
the cutscene, and swing like crazy in order to climb back up.

     =============
     BOSS: Krauser
     ==========================================================================
     You have three minutes to complete this boss fight and insert those
     relief's into the wall below. This fight is pretty tough as he will shield
     all attacks from his torso and head with his arm. When he is at a distance
     shoot him in the legs with either the Handgun or Shotgun so he falls, then
     switch to the Broken Butterfly and pop him in the head. Repeat. You
     can also use Grenades (Hand or Incinerary) to the same effect to lower
     him to his knees and just switch to the Broken Butterfly and cap his face.
     He'll move quickly and you'll need to button press your way out of his
     attacks, and he'll try and knock you over the edge, but just swing to
     climb back up again.
     ==========================================================================

Once he is dead, get the PIECE OF THE HOLY BEAST, SERPENT from his body. There
is a GREEN HERB and MAGNUM ROUNDS at the end of this roof if you have time,
then head back down the ladder and through the right doorway and drop down.
If you have time, get the HANDGUN AMMO from the inlet in the opposite wall
and put all three HOLY BEAST pieces in the right wall, and head through the
door. Phew!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.18. Chapter 5-4
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

----------------
Enemy Stronghold
----------------

Save at the TYPEWRITER and head up the path for a radio cutscene. Walk forward
for another cutscene. Now the coast is clear, head onward and enter the tent
on your left for some SHOTGUN SHELLS. Wait here until the helicopter has taken
out the gunner, then head out on the left side, swiping the barrels until you
come to the end of the area with two paths, one left higher and the right
lower. I recommend the right route.

Head down and go to the corner barrel. Turn around an enemies should be either
side of you, including a few with shields. The Shotgun should come in handy
here. When they are down, continue down the path and go up the ladder on the
left for a HAND GRENADE (jump over the wall if you fancy taking the left path)
and head down and blast open the lock on the gate with the Shotgun. A gunner
will appear above, but just wait until he stops firing then run under the
bridge. Swipe the barrel in the corner for a YELLOW HERB, then head through
the tunnel.

At the other side, enemies will jump down from the ladder toward you, and a few
more through the tunnel. Dispose of them all and head up the ladder. Providing
the chopper destroyed the top level of this building there will be nothing up
there, so head round the corner and get the FLASH GRENADE at the end. Turn back
and enter the building, where you'll get some HANDGUN AMMO and a GREEN HERB
on the right side. Press the button by the door to open it, and head outside.

Walk toward the left lower path and a J.J. will appear on the far upper left
ledge. Get your Rifle and fire away. Note a few enemies will come to you at
this point, so get a few Rifle shots in then turn your attention to them.
Once they are done with, continue with J.J. until he is down. Head down the
lower path and get the SHOTGUN SHELLS by the horizontal shutter at the wall,
then drop down to the lower area. There is a RED HERB and barrel in the tents,
then a GREEN HERB and TMP AMMO in the niche opposite. Head back up the ladder
and back to the building, and take the right path. Head all the way up to the
zip wire and take it across. Get the HAND GRENADE, the 15,000 PTAS from J.J.
and drop down to the switch. Use it to open the shutter below, and drop down
and head through.

The shutter will close behind you, so run left into the tunnel, swipe the
barrel and head up the ladder. Head to the outside walkway and stay behind
this metal barrier and pick off the enemies that approach from round the corner
walkway, including a dynamite thrower. A few enemies might pop out behind you.
When you hear the chopper pilot talk, head back into the tunnel for a few
moments until he blows up the building opposite. Now take that walkway round
and pop into the next niche on the right for a barrel. If the gunner just out
side to the right is there, wait for the chopper to take care of him before
proceeding. Head straight across to the gate where the shutter below will
lock down. Kick down the gate and pull down the first lever.

Turn around and drop down the hole in the centre of that platform. There are
various spoils on the ground, so get them on the way to the opposite side
of this area (the left side as you entered). Go to the far left and climb up
the ladder, across past the hole in the platform to the walkway with the
second lever at the end. Pull it to open the end shutter. Head back and drop
down the hole in the platform and get the GREEN HERB. Now head left and to
the end door to exit - it's up to you if you fancy picking off any remaining
enemies, it doesn't really matter.


-----
Ruins
-----

Head up the stairs for a cutscene. Collect all the spoils dotted around then
head round left and through the door.


---------------
Prison Approach
---------------

Run onward and jump down the ladder. Get the PEARL PENDANT from the pedestal
behind the ladder and head through the doorway for a cutscene. Proceed
through the door and across the outside of the building to the door and enter.


------
Prison
------

First of all, there is a Regenerator in one of the prison cells so let's take
care of it. Head left out to the corridor and go to the second prison cell
on the left, where it'll be just beyond the entrance. Lure it out and kill it
via the Infrared Scope and Rifle - note it has five parasites like an Iron
Maiden, and not the usual two or three.

Now the area is clear, head back to the starting area and get the FLASH GRENADE
from the corner, the MAGNUM BULLETS from the cabinet and the SHOTGUN SHELLS
from the wall box. Check the side area on the right for a YELLOW HERB, then
save at the TYPEWRITER. The cells don't contain much; the first one on the
right as RIFLE AMMO and the second SHOTGUN SHELLS. Go to the end past the
steps and climb up at the far end side, and head through the door.


------------------
Industrial Complex
------------------

Head down the stairs and back on yourself down the side for a GREEN HERB
and a box. Head round the corner to some large steps, with various enemies in
the area ahead of you. Use the Rifle and take out as many as you can from here.
Eventually J.J. will appear round the corner - just rush him and keep shooting
him so he cannot shoot, then get the 15,000 PTAS from his body. Head down
the right wall and enter the door, get the RED HERB and head up the ladder.
In this room, get the RIFLE AMMO from the right shelf, the SHOTGUN AMMO
from the briefcase and check the barrels. Ignore the card reader on the wall
for now, and go across the walkway in the next room. There are various spoils
in here also, including some TMP AMMO in the locker.

Head back out and drop down onto the walkway below, and go left. Take out the
enemy and check the locker for HANDGUN AMMO, then check the switch in the
far opposite corner. Use it, and a card will appear in a different room and
the other switches will lock down. As the cutscene shows vast amounts of 
enemies will come this way. Head back out on to the walkway and blast every
one that comes - there will be a lot of enemies so keep at it until they
are all clear. One of them should leave the EMERGENCY LOCK KEY CARD in their
wake. Get it, and head back up the ladder to the upper walkway and into the
first room and use it on the card reader to green light two switches.

Jump back down to the below walkway and go left to where you first pressed
the switch to enable the first door light. Back out, down the walkway and
round to the next room where the second switch is, and the door will open.
There is a FLASH GRENADE on the table and a YELLOW HERB in the right locker.
Jump down the hole in the corner here, slash the barrels behind you and head
straight on against the wall and through the door you just unlocked. Head
down the stairs and through the door. Kill the two shielded enemies in here,
and get the SHOTGUN SHELLS in the cabinet next to where you entered. Go through
the double doors.


------------------------------
Las Plagas Laboratory Approach
------------------------------

After the cutscene, head through the door and turn right for some barrels.
Resume the path and get upgrades from the Merchant if you need. Get the GREEN
HERB opposite and the LUIS MEMO 5 from the rocks on the right, then head
through the door.


---------------------
Las Plagas Laboratory
---------------------

Head down the passage and turn the corner, where there'll be two Armoured
enemies ahead and two standard ones at the corner. Defeat them, and if you
want some items, head right first and back to the Laboratory Approach, then
head to the opposite walkway, head all the way across to the upper room and
get the MAGNUM AMMO and RED HERB. Head all the way back here and take the
doors on the left of that fork for a cutscene. Almost done now!



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 3.19. Final Chapter
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

---------------------
Las Plagas Laboratory
---------------------

Head through the rounded archway and up the stairs. Go through the door and
get the SHOTGUN SHELLS, YELLOW HERB and the OUR MISSION memo by the door.
Proceed through.


-----------------
Construction Site
-----------------

Get the GREEN HERB on the left and go right, slash the boxes on the ground
and get final upgrades from the Merchant. Note that you can start a New Game+
where you keep your remaining treasures and weapons, so don't go too crazy
with selling stuff, and keep your incomplete treasures, but only if you
fancy playing it again. However do sell the Infrared Scope for an easy 
10,000 PTAS - you can get another on your next playthrough at the Laboratory.
I highly recommend that you max out the Broken Butterfly for the final boss
(50.0 attack power with the exclusive!) and save at the TYPEWRITER.

I also recommend that you make room in your inventory - 8x2 to be precise.
If you have a lot of grenades then just use them up in the coming battle,
otherwise sell off crap you don't need and combine all the herbs if you can.
When you are ready, head down the steps and approach the lift for a cutscene.


     ==================
     BOSS: Lord Saddler
     ==========================================================================
     You need to weaken Saddler before you can climb on to him and stab his
     main eye - thankfully there are several ways to do this. Using weapons,
     you can shoot the eyes on his legs (they alternately open, so watch them
     and shoot quickly) using either the Striker or Broken Butterfly until he
     collapses. Otherwise a couple of grenades will do the job. There are a
     few environmental ways of doing it too - the area is dotted with explosive
     barrels, so wait until he gets near one and blow it up. The area is
     basically two long platforms with bridges between them, with higher
     ledges on the end of each. Climb on to these and when Saddler is at the
     base of the ledge, press the button to swing a girder and down him.

     Other things to note are the bridges between the platforms - go across
     when the lights are green, don't when they are blinking as they are
     about to switch. If you do happen to cross when it's blinking, swing the
     Wiimote when instructed to leap over, and waggle it like crazy in order
     climb up.

     His attacks are pretty standard, just keep your distance as much as you
     can and keep on the move. Note that his back has a tail that keeps
     swinging, even when he is down, so avoid going behind him. At a distance
     watch out he doesn't chuck girders at you, if so you'll have to swing or
     do a few button presses.

     There aren't many spoils to be found in the area; before both platform
     ledges (where the girder buttons are) you'll find a GREEN HERB on the
     lower and a HAND GRENADE on the higher. There is also SHOTGUN SHELLS
     next to the barrel, round the corner from the lift.

     Keep felling him and stabbing his eye with the A command until Ada chucks
     in the ROCKET LAUNCHER (SPECIAL) on the other long platform. Make your
     way over and pick it up - you'll need 8x2 room in order to fit it in,
     so combine some herbs and so on if you need the room. Now equip it, wait
     for Saddler to get into close view and fire. Done!
     ==========================================================================

After the cutscene you'll get the JET-SKI KEY. Get the cool 100,000 PTAS from
Saddler's corpse and head back to the lift and go down, where you'll take
Ashley to a cavern.


--------------
Jet-Ski Cavern
--------------

Head down the passage and leap down the ladder. Catch Ashley and go to the
cavern proper, and use the key on the Jet-Ski. You need to ride out, so take
it slow for now and go through the gates. When the cutscene occurs and the
wave starts riding high behind you, hold Up on the nunchuck to get a move on.
Head left round the falling debris, through the gates, then go left right right
through the final falling rocks to escape.

Enjoy the ending! If you were interested in my final stats (note I was
writing this guide as I went!) -

Hit ratio - 81%
Enemies Killed - 921
Number of times killed - 19
Clear time - 32:46'42"

Now you've completed the game once, you've unlocked the following -

- New Village title screen
- New Round (load the Final Save to start again with the old equipment)
- Infinite Rocket Launcher and Madilda from the Merchant in New Round
- New Extras - Separate Ways, Assignment Ada, The Mercenaries, Movie Browser

You can get more unlockables for the new round by doing all the extras, so
head to the relevant sections below for guidance!



===============================================================================
                             --------------------
                               4. SEPARATE WAYS
                             --------------------
===============================================================================

You play as Ada as she does her mission along side Leon's main story. She
controls a little quicker, has slightly different weapons and a cooler kick.
She controls pretty much the same, and starts with the Blacktail and Shotgun.
Note that Ada is pretty weak, so try and minimise fighting to a minimum and
get used to avoiding enemies rather than tackling them head on.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 4.01. Chapter 1 - Ring the Church Bell
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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

Clear the villagers around you and start checking out the houses. There are
the same spoils from when you played as Leon, so check out as much as you can
to get ammo and the like. Check up toward the north east outhouses for a
CHICKEN EGG and HANDGUN AMMO, as well as around the back of the north houses
for a RED HERB. There is some SHOTGUN AMMO up the bell tower also.

Keep killing enemies until you get a cutscene of a chicken flying off the
roof of a house. Head to the house right of the Church (opposite the house
where you find the Shotgun in the main game) and stand a few feet away from
the door to get the Hookshot command. Use it to get onto the roof, and collect
the INSIGNIA KEY. Jump down and head into this house, get the HAND GRENADE
from the right cabinet and go through the locked door to get a ELEGANT MASK
from the bed.

Head back outside and use the INSIGNIA KEY on the Church door to enter.


----------------
Merchant Passage
----------------

Get the HANDGUN AMMO from the right and talk to the Merchant.

  Merchant - Chapter 1 (Village - Merchant Passage)
      Mission 1 Treasure Map - 10,000 PTAS     !NEW!
      Attache Case M         - 24,000 PTAS     !NEW!
      Treasure Map (Village) - 3000 PTAS       !NEW!
      Blacktail              - 24,600 PTAS     !NEW!
      Shotgun                - 21,440 PTAS     !NEW!
      Rifle                  - 12,000 PTAS     !NEW!
      TMP                    - 12,800 PTAS     !NEW!
      Rifle (semi-auto)      - 35,600 PTAS     !NEW!
      Scope (semi-auto)      - 10,000 PTAS     !NEW!
      First Aid Spray        - 5000 PTAS       !NEW!

No upgrades in this side mission, however get the Mission 1 Treasure Map and
Attache Case M if you can afford it. Save at the TYPEWRITER. Head through the
door and get the GREEN HERB from the crate, then drop down the ladder.
As you head down the passage two villagers will drop down behind you, so kill
them and move on until the passage opens up. Get the TMP AMMO and money from
the floor, and the GREEN GEM from the left crate. Continue down the passage
and take out the villagers that come through the door, and another few from
behind. Head up the ladder at the end.


---------
Graveyard
---------

Kill the villager here and head up the path to come to the Graveyard proper.
Run through the graves and get the RED GEM from the top of one of the graves,
then sprint back to the button and enter the corner outhouse. Kill the 
villager inside and get the HANDGUN AMMO and YELLOW HERB within the crates.
Head up the side path, ignore the two villagers guarding the church and head
down the right path that leads toward the lake. Shoot the villager to drop her
off the edge, and same applies to the two over the gap. Go in the outhouse and
get the HANDGUN AMMO and snake (chicken egg if you kill it!) and continue down
the walkway.

At the end is a Bella Sister and two villagers. Use the Shotgun until the
Sister is down, and get the 3000 PTAS from her body. Pick up the GREEN CATSEYE
and head all the way back to the Church, and go round the back. Inspect the
pedestal and do...

3 x7
4 x5
3 x1

... to get the ROUND INSIGNIA. Press A again and insert the GREEN CATSEYE to
open up the gate behind. Head out to the front, ignore all the villagers and 
use the ROUND INSIGNIA on the Church door to enter.


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

Kill all the villagers at the end and on the left, then head down the right
passage for a FLASH GRENADE in the end barrel, turn down round and get the
PURPLE GEM from the corner. Head up the left passage and up the ladder, then
round the outside and kill the villagers at the end here. Continue round and
get the money from the crates, then return back to the light puzzle. This time
turn the Red x3, Green x1 and the Blue x2 so they look like this -

                                       <     V
                                          >

Chapter end!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 4.02. Chapter 2 - Rescue Luis
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-----
House
-----

Ignore the Merchant for just now and head through the passage right and down
stairs to outside. Run down the path and shoot the birds for cash, and enter
the outhouse to get TMP AMMO and a SPINEL. Head to the corner water bucket,
shoot the supporting wooden block then shoot down the BRASS POCKET WATCH
and collect it. Head back to the House and talk to the Merchant.

  Merchant - Chapter 2 (Village - House)
      Mission 2 Treasure Map - 10,000 PTAS     !NEW!
      Attache Case M         - 24,000 PTAS
      Treasure Map (Village) - 3000 PTAS
      Blacktail              - 24,600 PTAS
      Shotgun                - 21,440 PTAS
      Rifle                  - 12,000 PTAS
      TMP                    - 12,800 PTAS
      Rifle (semi-auto)      - 35,600 PTAS
      Scope (semi-auto)      - 10,000 PTAS
      First Aid Spray        - 5000 PTAS

It's up to you what you get - pick up the Mission 2 Treasure Map if you like,
however I can direct you toward treasures (but it's still a handy guide). If
you managed to clock up enough cash in the last Chapter (such as getting the
Elegant Mask and the three coloured Gems) pick up some other things too. Check
the wardrobe for money, the desk drawer for HANDGUN AMMO and the chest on the
side for a CHICKEN EGG then go through the door.

Get the money from the left cabinet then head down the hallway and down the
stairs. Check the toilet under the stairs for a villager, then into the main
room. Go into the corner area for another villager, some money in the cupboard
and a HAND GRENADE in the glass cabinet against the window. Head toward the
door, but before you exit get the GOLD CHICKEN EGG from the oven.

There are two villagers outside and Dr. Salvador. Like in the main game,
get out the Shotgun and keep shooting him in the head until he is down, and
get the RUBY from his body. There are more villagers down the path to the
village, and be sure to get the RED HERB from the crate in the outhouse on
the way. If you have a grenade, you might want to use it on the three or so
villagers by the Village gate.


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

Head down and enter the left outhouse to get a FLASH GRENADE. Aside from that
there is nothing new here - there are fewer enemies than before so feel free
to explore if you didn't get the spoils from the first Chapter visit. 
Otherwise head up the north east path to the Farm.


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

Head round left and save at the TYPEWRITER in the outhouse. Go left out
and shoot the wooden support and the SPINEL and pick it up. Stand by the
central barn door and shoot any nearby villager to get them all toward you.
Get them in a group and either use a Grenade or shoot and fan kicks until
they are all down. Stand to the right side of the central barn and face it
to hookshot up to get another SPINEL from the roof.

Jump down and head to the east barn and get the various spoils from the crates
inside. Go up the ladder, get the RIFLE AMMO in the corner cabinet and through
the window. Drop down into the closed off area below and get the GOLD BANGLE
from the crate and push the wardrobe away to escape. Knife the beartraps on
the right and head toward the gate to the east.


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

Head down the passage - no boulder this time! When you pass the bridge overhead
turn around and face it and adjust your position until you get the hookshot
command to get on the bridge. Kill the two villagers and get the HANDGUN AMMO
and BEERSTEIN from the crates and drop down and continue down the passage and
through the tunnel.

Kill the villager ahead then go left into the building and kill the dynamite
thrower just outside, then get the money from the crates. Turn back and
head round the central building, just take out the dynamite thrower inside
if he is being annoying. There are more enemies outside now, so take them out
as you head round, try and kill the second dynamite thrower through the window
and climb through. Kill the other villagers and check the far doorway for a
cutscene showing Leon and Luis being taken away. That's right, you are gonna
have to backtrack. Before you leave, get the SPINEL from the crate next to the
corner building, and get the spoils from within that building including a
GREEN HERB and RIFLE AMMO if you don't mind taking out a few villagers.

Head back through the tunnel and watch out for the dynamite thrower as you 
exit; there are also a load more villagers that appear on the trek back up the
hill and I highly recommend you just run past them back to the Farm.


--------------------
The Farm (Backtrack)
--------------------

No enemies, but a few new spoils. There is SHOTGUN SHELLS next to the central
barn, money next to the TYPEWRITER, HANDGUN AMMO on the roof next to the
typewriter outhouse and a SPINEL on the rock opposite. Go to the Village.


-------------------
Village (Backtrack)
-------------------

Just run all the way through back to the south west path to the House.
There are a lot of villagers but just ignore them all and run right past them.
There is a villager by the gate with Leon;s jacket on, kill him if you want for
a hidden message. Head through.


-----
House
-----

Run up the path to the house for a cutscene.


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

Get ready to swipe during the cutscene. Kill the villagers here and get the
GREEN CATSEYE from the chest in the corner. Head down the passage and leap
down the ladder, and shoot the dynamite to clear the two villagers. Jump over
the sandbags and round the corner, and kill the last villager on the base of
the stairs. Ignore the path down for now and head up the steps to the control
room. Get the IRON KEY from the table, and get the YELLOW HERB from the locker
and talk to the Merchant. If you got all the spoils you should have a lot of
money now - I managed to purchase the Attache Case M and Rifle (semi-auto)
and scope. Get what you can anyway.

Head out and down the stairs, and down again. Save at the TYPEWRITER and get
the RIFLE AMMO next to it, then use the IRON KEY to get to the Large Barn.


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

Head down the path and go right of the barn and pick up the RED CATSEYE and
the YELLOW HERB. Go round the front and enter. Inside is a Bella Sister and
two villagers; there is an explosive barrel just round on the left that you
can use for decent damage, otherwise just dispose of them with the Shotgun.
Get the LIFT ACTIVATION KEY from the Bella Sister corpse then get the various
spoils here - TMP AMMO by the door, INCINANARY GRENADE on the same side
further down, a GREEN HERB by the ladder, and HANDGUN AMMO and a RED HERB
on the upper level. Exit via the front and go back up the path, dodge the
two villagers and through the gate.


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

Shoot the dynamite being thrown to kill the two villagers then save at the
TYPEWRITER if you want. Head up the stairs and kill / bypass the two 
villagers, and do the same with another just before the control room. Enter and
use the LIFT ACTIVATION KEY on the left panel to start the cable cars. Hurray!
Head out and round, get the HANDGUN AMMO from the corner and get on board. At
the top, head down the path, getting the SPINEL next to the gate and continue.
Head round the back of the building for some TMP AMMO and enter for a
TYPEWRITER, money in the locker and HANDGUN AMMO on the corner barrel. Go
up the stairs right for the Merchant (nothing new) and a crate. Head back down
and hookshot over the door.


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

Head through the doorway and get the HANDGUN AMMO on the right. There are two
upper ledges either side that you can hookshot up to - at least go up the
right one for a FIRST AID SPRAY and YELLOW CATSEYE. Check the huts for various
AMMO then go through the next doorway for a RED HERB. Continue onward.


     ================
     BOSS: El Gigante     
     ==========================================================================
     You didn't think you would get away so easily, right? This is pretty
     much the same as the others you faced in the main game. Get the Shotgun
     and blast him in the head a few times and run round him and get the GREEN
     HERB by the gate ahead. You can run back through the previous sections
     and he'll chase you - if you have long distance weapons like grenades and
     the semi-auto Rifle this could be handy to snipe it from afar. After
     enough damage, he'll drop to his knees and expose the parasite which
     requires running up to and cutting. After two of these, it's toast.
     ==========================================================================

Get the 10,000 PTAS from it's corpse and head through the gate to the Cabin.
Watch the cutscene.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 4.03. Chapter 3 - Retrieve the Sample
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

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

Go round to the fountain and get the BOWGUN ROUNDS. Turn around and talk to 
the Merchant.

  Merchant - Chapter 3 (Castle - Castle Garden Maze)
      Mission 3 Treasure Map - 10,000 PTAS     !NEW!
      Attache Case L         - 40,000 PTAS     !NEW!
      Attache Case M         - 24,000 PTAS
      Treasure Map (Village) - 3000 PTAS
      Blacktail              - 24,600 PTAS
      Shotgun                - 21,440 PTAS
      Rifle                  - 12,000 PTAS
      TMP                    - 12,800 PTAS
      Rifle (semi-auto)      - 35,600 PTAS
      Scope (semi-auto)      - 10,000 PTAS
      Bowgun                 - 70,000 PTAS     !NEW!
      First Aid Spray        - 5000 PTAS

A fancy exclusive weapon, the Bowgun, is available to purchase. It's a bit
pointless however as it's quite powerful and the Blacktail, Shotgun and Rifle
should see you through. Just sell any bolts you come across for extra cash 
(unless of course, you seriously want it). Get the Mission 3 Treasure Map and
Attache Case L if you can afford them.

Head round the corner where you'll encounter a normal and shielded enemy.
At the corner you can shoot the head of the one carrying the shield, so do
so and dispose of the other. You'll hear a crossbower but ignore it just for
now, and go right and get the TMP AMMO from the chest. There is another
enemy just here. Head back and start going up the steps onto the bridge,
where'll you see the crossbower over on the far left side. Take him out with
the Rifle, if you have it. You'll also see a red cloaked enemy below left next
to the chest, which you can take out from here if you please.

Go over the bridge and go left and head round to that crate to get SHOTGUN
SHELLS. Head back round and to the opening with the dog kennel on your left
(which is empty). Ignore the right door and head down the left path, ignoring
the turn offs till the end. Here is an enemy and a YELLOW HERB. Head back
round and take the first left, to the end, and go left and up the steps to the
fountain. You'll see a cutscene at the point showing enemies unlocking the
main entrance to the maze and coming in. Run onto the fountain and collect 
the GOLD BANGLE W/PEARLS. Head back down the steps and wait at the end,
so you are looking at the three possible paths ahead. Wait until enemies
come round to you and dispose of them all.

Head down the second path on the right to a quick dead end with an enemy and
a chest containing RIFLE ROUNDS. Head out and go right, under the bridge
and round to the end wall. Turn left to find another enemy and a chest,
again containing RIFLE ROUNDS. Turn back and follow the wall straight on to
a barrel next to the corner dog kennel. Get the spoils and turn right to a
wide path, with an enemy standing at the end. Approach and kill, then round
the corners for an INCINANARY GRENADE.

Head back and go left, through the gate and get the spoils from the crate
under the archway. Head round now to the main gate, where the red leader
with the gold mask is waiting. Keep shooting at his torso until he falls,
then get the spoils and those from the crates on the right. Head through the
gates, round up the steps and enter the corner room where you met Leon in the
cutscene earlier. Check the vases from the outer and inner rooms for spoils,
the wardrobe in the small room for some BOWGUN BOLTS and save at the
TYPEWRITER by the door. Don't forget the ELEGANT PERFUME BOTTLE over the
poster bed as well! Instead of going through this door, you'll need to
exit here and take the walkway round to the door to the side of the castle.


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

Two enemies ahead, one a shield carrier and the other a crossbower. Use the
Rifle on both, then head over and to the corner, where there are two cross-
bowers left and right as you turn out (the right one will be obscured by the
fountain). Go against the wall and take out the other crossbower at the far
corner from a distance with the Rifle. Now check the door to see you cannot
open it, and stand back a little until you get the option to hookshot through.
Kill the red masked leader and get the spoils from the chest - HAND GRENADE,
YELLOW HERB and a HOURGLASS W/ GOLD DECOR (a key item, in fact). Hookshot out
and head down to the opposite corner and open the door to greet another masked
red leader. Kill him and get the 3000 PTAS, go down the steps and through the
left door (the right passage is a dead end and has an enemy, which yields
nothing, so ignore him).

In this room is just various spoils found in the jars and crates that litter
the room. Chat to the Merchant in the corner for sales and purchases if you
fancy them, and head through the door.


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

Get the spoils from the corner jars and kill the two enemies in the corridor
here. Another is round the corner, and it's worth the trip to the crossbower
at the far end of the hall, where there's SHOTGUN SHELLS in the corner jar and
a GREEN HERB on the end table. There is also HANDGUN AMMO on the other table
nearer the room ahead.

Go through to the cage room and walk into the centre to drop the cage, various
enemies and El Garrador. Do exactly as you did in the main game; shotgun
your way out of the cage by blowing off the locks and flee around the side.
Hopefully El Garrador should remain inside the cage, leaving you to easily
pick off the other foes and Rifle his back when he turns away from you.
If he escapes then walk around and keep an eye on him, as he has a habit of
just appearing and scaring the bejesus out of you (and slicing your face off
in the process).

Get the RUBY from his body, the BOWGUN ROUNDS from the side passage and the
FLASH GRENADE from behind the glass cabinet in the corner. Enter the cage and
use the HOURGLASS W/ GOLD DECOR to open the door in the corner - if you
forgot it, then head back to the North-West Passage and hookshot your way
into the outside room where you found the Broken Butterfly in the main game.
Once you have opened the door, go through it.


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

Head down the walkway and shoot the lamp in front of the door to take out
those shield enemies coming ahead. Leap off the walkway and go to the end
to find the ELEGANT CHESSBOARD behind the last pillar. Get the Rifle and
snipe all the enemies on the walkway and coming toward you. Get spoils from
the jars down here and go up the ladder and get the SHOTGUN SHELLS from the
jar here. Head down the walkway again, through the door up the steps, and
kill the shield enemy and the crossbower down the end. Run down and shoot the
FLASH GRENADE from the top of the archway on the right side, and enter the
door opposite.


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

Run left for a cutscene. Chapter over!


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 4.04. Chapter 4 - Stop Leon's Assassination
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

-----------
Road Tunnel
-----------

Ohh... a new area. Chat to the Merchant.

  Merchant - Chapter 4 (Island - Road Tunnel)
      Mission 4 Treasure Map - 10,000 PTAS     !NEW!
      Attache Case L         - 40,000 PTAS
      Attache Case M         - 24,000 PTAS
      Treasure Map (Village) - 3000 PTAS
      Blacktail              - 24,600 PTAS
      Shotgun                - 21,440 PTAS
      Rifle                  - 12,000 PTAS
      TMP                    - 12,800 PTAS
      Rifle (semi-auto)      - 35,600 PTAS
      Scope (semi-auto)      - 10,000 PTAS
      Bowgun                 - 70,000 PTAS
      First Aid Spray        - 5000 PTAS

Apart from the map nothing new here. Head down the tunnel and kill the
various enemies that come from the left room, and enter. Slash the ground
crate then hookshot up the far end, as well as in the corner closest to the
enterance for spoils from the crate. Head back to the tunnel and shoot the
explosive barrel ahead from a distance to clear the enemies. Get the spoils -
you may notice the Golden Lynx in the wreckage, but just ignore it just for
now. Head through the door on the left side of the tunnel to a side area.

There are two enemies in here another three will come through the far door
to support them. Get them in a group and use fankicks and the Shotgun to
get rid of them quicker. Get the SHOTGUN SHELLS from the right side, a GREEN
HERB from the crate next to it, and a FLASH GRENADE from the far side before
the door. Head through the door to go back to the main tunnel, where there'll
be three enemies ahead. They'll be a standing one to the left of those and
a crossbower on the bridge on the upper left of your position.

For some great spoils, go right and hookshot onto the upper duct and enter the
tunnel at the wall. Shoot the Armoured enemy down below and jump down with him.
Dipose of him and the other normal enemy and get the YELLOW HERB on the crate.
Exit out the door, get the GOLDEN LYNX and climb up the wreckage to find
some BOWGUN BOLTS. Clamber over the crates and drop down the other side back
to where you were before. Now head toward the bridge overhead, hookshot up
and take the door at the side.


--------
Shipyard
--------

How awesome is this? Head down the passage and get the GREEN HERB from the
crate and the TMP AMMO from the side niche and continue down the steps.
Ignore the Gun Battery for now, and continue through the lift and pick up the
SHOTGUN SHELLS on the barrel. Head down the steps for a cutscene. After,
lob a grenade and run right and hide here for the enemies to die off and the
guns to stop firing momentarily. Run round right and get the ACTIVATION KEY
(BLUE) from the crate and hide again. Run back to the stairs, getting the
HANDGUN AMMO as you go and run to the Gun Battery you passed eariler. Use the
Activation Key (Blue).

Move the gun around with the analog stick on the Nunchuk and press A to
fire. There are turrets along the top level, so aim and fire constantly
until they explode. There are also a few enemies you might want to slaughter
too. Once all the turrets are gone, your Gun Battery will be destroyed.
Head down the steps and get the FIRST AID SPRAY on the left side, and head
round the far end to get BOWGUN BOLTS. Head back to the open area and take
the ladder up - head down the end and get the RED HERB on the left on the
way. Get the spoils from the crates, and using the Rifle, take out the
crossbower across on the ship ahead. Turn around and hookshot above to get
some RIFLE AMMO, and find another Gun Battery that you cannot use it. Jump 
down.

Head to the moving platforms and jump on when you get the chance. Wait until
it goes all the way round and jump off the other side. Get the HANDGUN AMMO
from the side and run back to get the spoil from the crate. Equip the Rifle
and line up the enemies ahead and take them out with a couple of rounds,
as well as the crossbower on top of the suspended boat in the distance. Head
down and get the GREEN HERB from the end, then go up the ladder.

There are three enemies just up the steps, so kill them and continue round
and leap over the gap. Kill the enemy just left round the corner and collect
the HANGUN and SHOTGUN AMMO, and proceed up the ladder. Take out the enemies
here, one a dynamite thrower, and run onward. A cutscene will occur showing
various turrets appearing, including just ahead. Turn right and hookshot up
to the platform above and get the ACTIVATION KEY (RED) from the side,
then go left and hookshot all the way across to where the Red Gun Battery is.
Board it and take out all the turrets like before, and as many enemies as you
can; you'll know when you have got them all as you'll be chucked off.

You have 3 minutes now to escape this area. Jump down the ladder, and run
through the enemies and onto the revolving platforms. Aim up to the ship
and shoot the enemies so they fall off, and board the ship. Head left, round
the two approaching enemies and up the ladder. Dart up the stairs, over the
gap and up the ladder. There is a dynamite thrower before the gate, so shoot
the dynamite just after it's been thrown to kill him then go through.

After the cutscene the timer will stop. Get the HANDGUN, SHOTGUN and RIFLE
AMMO from the side crate and get the BOWGUN BOLTS from the crate, then go up
the steps to the Merchant (no updates) and TYPEWRITER at the corner. Go
through the door.


----------------
Industrial Ruins
----------------

Get the GREEN HERB ahead and go round the corner, and pick up the RIFLE ROUNDS.
Kill the enemy at the corner, as well as the one with the shield ahead,
then run down the walkway and leap down the ladder. Get the SHOTGUN SHELLS
from the crate ahead and kill the three enemies here. The door is locked;
where there is a gap in the barrier leap down to the area below and quickly
shoot the explosive barrel on the right side to take out a few enemies.
Clear the rest and get the SHOTGUN SHELLS on the left side and continue on.
The camera will pan up to a bridge; use the Rifle to kill the three enemies
here, then go to the end and get the VELVET BLUE from the end. Stand back
and hookshot up, then go up the ladder.

Turn right and get the GREEN STONE OF JUDGEMENT then walk down toward the
crate; the doorway ahead will burst open and a few enemies will come forth.
Head back to where you got the treasure just and wait until the enemies pass
the explosive barrel and shoot it to clear them all. Head down to the out
house for a crate, and watch out for the enemy just outside. Go round the
corners and as you get to the bridge, quickly shoot the crossbower on top of
the outhouse to your left to fell him. Go across the bridge and drop down,
and collect the YELLOW HERB and FLASH GRENADE. Either Shotgun, Rifle or
Grenade the two approaching shield enemies then continue round the corners,
kill the lone enemy and go up the ladder.


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

Go left through the door.


--------------
Destroyed Room
--------------

Get the GREEN HERB from the left then go across the end wall; inspect the
briefcase for the RED STONE OF FAITH, then the low cabinets either side of the
door for some BOWGUN BOLTS and a HAND GRENADE. Head back through the door
you just came through.


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

Head down the left side and get the BOWGUN BOLTS from behind the pillar.
Go up the steps, save at the TYPEWRITER and head through the door. Go round
and get the SHOTGUN SHELLS from round the walkway then down the stairs to
see two approaching shield enemies. You can get them in the head from the
higher stairs if you fancy it. Get the GREEN HERB then through the door -
an enemy will be directly the other side, then head down, left up the stairs
and get the money from the locker. Head down again and kill the enemy that
has just appeared at the bottom and enter the side area for a FLASH GRENADE
and HANDGUN ROUNDS. Go out and through the end door.


--------
Platform
--------

Run round the corner, through the door and go onward to the sparkling object
which is a VELVET BLUE. Hookshot from this point, prepare to press A and B
during the cutscene and continue watching to finish this chapter.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 4.05. Chapter 5 - Obtain the Sample
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

----------------
Enemy Stronghold
----------------

Get the RIFLE AMMO on the right and chat to the Merchant.

  Merchant - Chapter 5 (Island - Enemy Stronghold)
      Mission 5 Treasure Map - 10,000 PTAS     !NEW!
      Attache Case XL        - 70,000 PTAS     !NEW!
      Attache Case L         - 40,000 PTAS
      Attache Case M         - 24,000 PTAS
      Treasure Map (Village) - 3000 PTAS
      Blacktail              - 24,600 PTAS
      Shotgun                - 21,440 PTAS
      Rifle                  - 12,000 PTAS
      TMP                    - 12,800 PTAS
      Rifle (semi-auto)      - 35,600 PTAS
      Scope (semi-auto)      - 10,000 PTAS
      Bowgun                 - 70,000 PTAS
      First Aid Spray        - 5000 PTAS

You probably won't even need the Attache Case XL, but you might want that map.
Note that this is the last chapter, so that money has to go someplace, right?
Head up the hill and take out the lone enemy behind the crate. Walk onward
and J.J. will leap down. Get the Rifle out and head shot him until he falls,
and keep an eye out on a approaching shield enemy too. Get the FIRST AID
SPRAY from his body and enter the side tent for spoils, then standout side
and face the building to hookshot up. Go round left and get the BLUE EYE
from the barrel, then to the opposite corner where they'll be some BOWGUN BOLTS
next to the enemy. Go back to the front and drop down.

Continue to where fork (the lower path is blocked) and face the enemies coming.
Chances are dynamite will land here, so get ready to run back. It'll clear
most of the enemies however. Head down toward the bridge and take out the
dynamite thrower from the upper left platform, then continue and stand by the
ladder - get the YELLOW HERB on the right and shoot the explosive barrel to
take out the large group of enemies on the other side. Go up the ladder and
get the RED HERB, then back down and across the bridge to the building.

When you enter, the way out is sealed and the door locked. Run around the
edges and get the spoils, and defeat all the enemies that drop in. And there
is a lot of them. Eventually (and I stress that) when all the enemies are
cleared the door will open. Go out and quickly shoot the explosive barrel
down the end of the right path to take out two enemies, then use the Rifle
to kill the enemy on the left side on the far platform (where J.J. was in the
main game). Head up the right path and go down the zipwire to the far ledge,
pick up the HAND GRENADE and throw the switch to open the door below.

Drop down and before heading through, get the spoils in the pit below where
you'll get a RED HERB in the left tent, an enemy in the right and a YELLOW
HERB in the back niche. Head back up the ladder and through the door. Like in
the main game, it'll close and the one ahead will lock, requiring two switches
either side to be thrown. Go right a little and shoot the explosive barrel
ahead, then run down the left passage and up the ladder. Head to the end and
take out the enemy here, then using the Rifle kill the crossbowers to the
left and on the upper right from this corner platform.

Head round the walkway and just before the niche J.J. will appear behind the
right gate before the switch. From here Rifle him in the head until he dies.
Head into the niche (enemy in here!) and get the BOWGUN BOLTS from the crate.
Back out on to the walkway and get the TMP AMMO on the left, and on to the
gate. Kick it down, get the 4000 PTAS from the J.J. corpse and throw the
first switch. Turn back and jump down the hole in the walkway.

Now you need to get across the middle area to the other side. Go along the
right, get the TMP AMMO and shoot the explosive barrel to get any enemies
around here. Go round right, then left, get the RIFLE ROUNDS from the crate
then up the ladder. Yet *again* J.J. appears, this time on the left of the
gate. Rifle him until he is dead, then go toward the gate, knock it down, get
the 4000 PTAS from his body and throw the switch. The door opens! Head back,
get the GREEN HERB from the crate, the BOWGUN BOLTS from the side, jump down
through the hole and get the GREEN HERB from down here. Head toward the door;
there is some SHOTGUN SHELLS just in front of it, quickly look to see if there
are any more spoils then head through the door.


-----
Ruins
-----

Head up the steps, and get the RIFLE ROUNDS from the pillar base on the left
as you go up. Equip the Rifle and take out the enemy at the top of the stairs,
and at the top look onward toward the smoke at the edge of the cliff to see
an enemy holding a rocket launcher. Snipe him from here. Head onward, get the
GREEN HERB from that spot, then turn around to see a passage along side the
way ahead. Go down and slash the crate to get a YELLOW HERB. Enemies will
head down this short passage toward you, so dispose of them and head out.
Get the HANDGUN AMMO from the rock at the corner, then get out the Rifle once
more - there is a RED EYE hanging from the right column, then take out the
enemies either side of the door. Head down and go through it.


---------------
Prison Approach
---------------

Get the SHOTGUN and HANDGUN ROUNDS from the side rock, then leap down into
the pit. Get the spoil from behind the ladder then through to the next room
for a cutscene.


------
Prison
------

Head right and into the prison building. Talk to the Merchant for the final
time and save at the TYPEWRITER at the desk. Get the CHICKEN EGG from the
wall box and go right in to the side area for a YELLOW HERB, then go down
the main corridor between the cells. Get the Rifle and take out the end
crossbower on the platform, and kill the other three enemies that emerge
from the end cells. There are spoils in the nearest and far cells, as well as
a RED HERB before the platform. Climb up at the side and go through the door.


------------------
Industrial Complex
------------------

Go down the steps and get the HANDGUN and TMP AMMO. Walk right for a cutscene.



     =============
     BOSS: Krauser     
     ==========================================================================
     This is the same as when you face him as Leon, and in Assignment Ada.
     You need to fell him to his knees by shooting his legs or chucking
     Grenades. Keep running round when he gets close and shoot away with the
     Shotgun and his legs until he falls - it's too tough to switch to the
     Rifle and shoot his head, so shoot him in the Shotgun as is. After
     enough damage you'll fight on a second rooftop, where'll find spoils -
     HANDGUN AMMO, BOWGUN BOLTS and SHOTGUN SHELLS to be exact. Get these
     first and keep plugging away at him. After enough damage, again, he'll
     lead you to the third and final rooftop with more spoils - HANDGUN AMMO,
     RIFLE ROUNDS and a FIRST AID SPRAY. Get these again and keep fighting.
     Remember all the while to be ready to swing the Wiimote or press A and
     B together the dodge certain attacks, and that Grenades are as good as
     shooting his legs. Just keep going until he dies.
     ==========================================================================



You'll end up on a walkway after the battle. Turn around and get the
BUTTERFLY LAMP, then go to the end and over the fence to the final Merchant.
Get the GREEN HERB on the right and the SHOTGUN SHELLS from the crates,
as well as the TMP AMMO at the end (ensure it says you are getting them and
not hookshotting out of here now!). This is the last chance to save at the
TYPEWRITER and get equipment - get the Bowgun at any cost as it'll make the
battle ahead so much easier. Stock up and when you are ready, go to the
end and hookshot out of here.



     ==================
     BOSS: Lord Saddler    
     ==========================================================================
     With the Bowgun, aim down below and fire a round or two. Saddler will
     come up to the upper walkway, so fire another round or two of the Bowgun.
     When he gets up close and personal, switch to the Shotgun and blast away
     at this face. His attacks are very punishing for the most part; when he
     is drawing his arm back, run round him to avoid a tentacle attack, and
     get ready to swing or press buttons to avoid his attacks. After enough
     damage he'll shake and his eye will come from his mouth - get close and
     press A to cut it.

     There are various spoils to be had here - from the starting walkway,
     there is BOWGUN BOLTS at the opposite end on the crate, SHOTGUN SHELLS
     on the crate to the right, a FIRST AID SPRAY in the control room, a GREEN
     HERB downstairs in the corner, HANDGUN AMMO either side of the door and
     a RED HERB down the passage in front of the locked door.

     Most of these are useless however, and you can easily finish the battle
     from the upper walkway. If you do however get down to the ground, he'll
     have a ground tentacle attack where he'll remain routed and a tentacle
     will pop up through the ground to get you (you get to swipe to avoid it
     in time however). After several eye cuttings, he'll be done for.
     ==========================================================================



-----------------
Construction Site
-----------------

After the cutscene, you'll be in the surroundings of the Construction Site
while Leon fights Saddler. Get the FIRST AID SPRAY and turn left to hookshot
to the far platform. A countdown will start. Using the Shotgun, blast your
way through the two enemies, go right and get the INCINANARY GRENADE and drop
down. Turn around, go round the corner and blast another enemy out of your
way and drop down at the end. Turn round and head down the ramp, blast the
Armoured enemy out of the way and hookshot off the end.

On the next platform, get the GREEN HERB on the left and head up the ramp.
There are two enemies at the end, one with dynamite, so Shotgun blast him
to take the two out. Turn around and run to the end, get the SHOTGUN SHELLS
from the left and up the ladder. Get the HAND GRENADE and run up the ramp
and blast the Armoured enemy out of the way. Round the next two right corners
are enemies with Rocket Launchers - run up to them and blast them before 
they can fire, and move on. Drop off the end then hook shot your way to the
far platform, turn around, leap off the end and examine the Rocket Launcher
(Special).

All done! Congratulations on completing Separate Ways. You'll get the
Chicago Typewriter unlocked in the Merchant on New Rounds, as well as a
fully unlocked Ada's Report in the Extras section on the main menu.



===============================================================================
                            ---------------------
                              5. ASSIGNMENT ADA
                            ---------------------
===============================================================================

In this short side mission, you play as Ada on the Island, where'll have to
get the five plaga samples. You start with the Punisher, TMP, Rifle (semi-
auto) with Scope and various ammos and health. Like in Separate Ways, she is
faster than Leon is, and has a cool fankick.

Note that each Plaga Sample isn't a key item, but actually is stored in your
main item briefcase, so ensure you have enough room before picking them up.
Annoyingly once you pick them up you MUST put them somewhere, as you cannot
return to the game and drop it so you can sort stuff out. So I recommend
you keep combining herbs, topping up your health and reloading as you go in
order not to get stuck when getting the samples!


----------------
Island Coastline
----------------

Head round the corner, drop down and go over the gap. There are two enemies
before the fork, and a few down either path when you reach it. Dispose of them
all and head down the left, climb up the rock face and smash the crates at
the top to get a HAND GRENADE and YELLOW HERB. Head back down and to the fork
and go right, up the path and across to the buildings.

This can get tricky, as it's very easy to get overwhelmed by enemies. Get the
HANDGUN AMMO from the crate ahead, go right round into the building and
peer through the window to see three enemies on the left. Shoot them so they
come toward you, and fankick them through the window. It's VERY important
you do not walk onward, past the edge of this building toward the steps ahead.
You can climb through the window and walk length ways - which you should do
as there is a crossbower ahead, then climb through the window and up the
ladder to the roof. Stand still and get the two crossbowers at the top of the
stairs the other side. Having cleared the first enemies here, get the FIRST
AID SPRAY at the crate and head toward the end of the roof.

More enemies will come now - quite a lot, actually, including a J.J. Wait at
the end of this roof and using the Rifle, snipe as many as you can that come
through the door and wait until they stop streaming through. Equip the Handgun
and when enemies start coming up the ladder, shoot them once to drop them down
(note that some wear helmets, so you'll have to get their torso). If there
is a constant stream coming up, throw a grenade down to clear a lot of them.

Sooner or later J.J. should jump up to the roof. Using the Rifle, get three
head shots in and he'll be down - get the HAND GRENADE from his body. Clear
any remaining enemies from this roof by waiting until you know the area is
clear (listen out for the music to stop). Now you can explore to get the
spoils. Jump off the roof and head into the building opposite for some TMP
AMMO, head out and left and get the GREEN HERB against the sandbags, around
left to the corner building and get the RIFLE AMMO from the roof, then and
then toward the steps, getting the GREEN HERB on the left side. Ensure you
combine one of these with the Yellow Herb you got a littler earlier, and use
it when you need to.

Head up the steps and go round the sandbag wall to get another YELLOW HERB.
Head through the passage and head into the right niche where there are two
crates. Enemies are ahead over the bridge - from here you can easily take them
out. Although one has a shield, you can headshot him if you aim well as you
are slightly higher from this end of the bridge. When they are disposed of
head across, get the spoils from their bodies, continue to the end area and
get the RED HERB from the window ledge, then head up the ladder.


----------------
Complex Approach
----------------

Go left and get the spoils from the crates, then go to the corner. Get the 
Rifle and snipe the enemies at the far corner. Head across the gap and
enter the window on your right and dispose of all the enemies here. Get the
HANDGUN AMMO from the table, and proceed right down the path to find a
YELLOW HERB. Head back to the fork and go left, then right to where an
explosive barrel is. Keep at a distance and shoot it to reveal a passage to
a secret room, where in the chest on top of the rock plinth is a HAND GRENADE.
Head back through the passage back to the starting room, and head out right.

Head right and hide behind the lower of the two boxes facing the enemy, so
you can shoot over them. There are three dynamite throwers here - one of the
ground ahead, and two above, one to the upper right and one straight ahead
on the bridge. Shoot the dynamite in the air as soon as they are thrown to
take them out; to help there is also an explosive barrel between the two
above throwers. When they are dealt with head up the left passage to the
bridge where you'll find a RED HERB in the end cavern.

Head back and take out the enemies as you go, then up the central hill.
There is a crossbower up here, then continue through the doorway and run down
to where the Merchant is in the main game for a GREEN HERB. You'll hear some
shouts, and there enemies will come through the way you came. Finally, get
the Rifle and head down the path ahead and kill the two crossbowers, one on
the roof and the other on the ground. The door is locked so head up the
ladder and enter the air duct.


-------------------
Laboratory Corridor
-------------------

If you check your map, you can see the locations of the five plaga samples.
Go left downstairs, kill the lone enemy then go right and right again into
the room to get some TMP AMMO (in the main game, here was a typewriter). Head
back upstairs and get the GREEN HERB from the end (ignore the doors right for
now) and turn left. Get the HANDGUN AMMO from the right wall box, round
the corner and kill the enemy at the next corner, then continue to the
Laboratory.


----------
Laboratory
----------

Get the TMP AMMO from the side and enter the corner room where the two
enemies are. Serve them some pain and get the YELLOW HERB from the glass
cabinet, then enter the door behind you to the operation room. Kill the
masked enemy and get the FIRST PLAGA SAMPLE from the body. Three masked
enemies will come through the door now, I recommend either lining them up
and using a Rifle round to the chest, or just going crazy with the TMP. Anyway
get the HANDGUN AMMO from the side table and head back to the Corridor area.


-------------------
Laboratory Corridor
-------------------

Head down the corridor back to the double doors. Head through and go right
into the Freezer Room.


------------
Freezer Room
------------

Get the GREEN HERB from the left side and the HAND GRENADE from the end
cabinet. Go to the far corner room and get the SECOND PLAGA SAMPLE. Head to
the other corner area to get some RIFLE AMMO. Exit back to the corridor.


-------------------
Laboratory Corridor
-------------------

Turn right then left, and burst through the crossbower and get the TMP AMMO.
There are loads of enemies ahead and to the right through those double doors,
so remain here and blast through them all. The Punisher can shoot through
several enemies, as can the Rifle, and the TMP is handy if you get crowded.
There are a few shielded enemies and a few Armoured ones. To save ammo then
there are a few left use Fankicks and knife the bodies. Get the spoils and
go down the side corridor to the Waste Disposal Area.



-------------------
Waste Disposal Area
-------------------

Get the HANDGUN AMMO at the corner and go through the door. Kill the two
enemies here, go through the next door and stand at the top of the ladder.
There are various enemies in the area below, including a J.J., so get the
Rifle and headshot J.J. first then shoot some of the others while he is
recoiling from the shot. Keep coming back to him, and after three or so
head shots he'll be down. Watch out for the other enemies to come up the 
ladder, so switch weapon and drop them off the edge. Once the area is clear,
head down and watch out for a hidden dynamite thrower round the corner where
the next door is. Get the spoils, as well as the RED HERB in the corner,
and go into the control room.

There are two enemies in here, one of which will enable a door lock door.
Kill them and press the switch at the panel, which opens the doors and surprise
surprise, enemies flood in. Quickly get a Grenade and chuck it at the right
group, which should clear the room for you, if not just those at that side.
Get the spoils, as well as the TMP AMMO from the central table, and head
through the door.


------------
Storage Room
------------

Head down the passage and get the YELLOW HERB in the right corner and a
HAND GRENADE from the red wall box. Round the corner and through the cell
door on the right, there are three or so enemies. Drop a grenade at the
right side to clear them. Get the HANDGUN AMMO from the table, and the TMP
AMMO from the crates just across from it, and get the THIRD PLAGA SAMPLE
from the briefcase. Retreat back out of the cell and go through the door on
the right.


-------------
Long Corridor
-------------

Head down the passage and through the door. Get the TMP AMMO and shoot the
enemy on the right side to get some attention, and lay waste to all those
that come up the stairs. Once they are clear, head down the stairs and get the
RED HERB from the left corner, then turn around and head right of the stairs,
where there is HANDGUN AMMO on the far windowsill. Head to the corner door
where it is locked, and a group of shielded enemies and a J.J. will come
from behind. Quickly run up to the base of the stairs and lob a grenade up
to clear most of the enemies. Now get the Rifle and clear out the remaining
enemies quickly in-between head shooting J.J.; when you are done the door will
unlock.

There are some enemies directly the other side, and as soon as they are
disposed of the end room door will open and two dynamite throwers will charge
out. Either grenade them, or shoot them alternatively until one dies and
explodes, taking the other with it. Head down the passage into that end room
for some TMP AMMO and a YELLOW HERB. Head back out and into the right door.


----------------
Tower Laboratory
----------------

Head through the door ahead and kill the lone enemy, and get the GREEN HERB
from the table. Go through the next door, and climb through the long window
on the right into the sample storage area. Dispose of the two enemies and
go crazy at the spoils in here - there are two of each TMP, HANDGUN and RIFLE
AMMO on the right side, and a GREEN, YELLOW and RED HERB at the far end.
Take what you need and ensure you have two spaces free for the FORTH PLAGA
SAMPLE in the centre of the room.

When you take it a lockdown will occur; remain at the corner and wait for
shield enemies to come toward you at the far end. Line them up and use a
Rifle round or two to level them, then jump through the end window and turn
off the lock down via the security panel on the left. More enemies will come
through the far corner ahead, so wait here and dispose of the various
Armoured and shielded enemies. There is some more TMP AMMO in the small area
that leads onto the Radio Tower - ensure you have at least three complete
health items and a lot of TMP ammo, then head through the door.


-----------
Radio Tower
-----------

Head down the walkway to the crates.


     =============
     BOSS: Krauser     
     ==========================================================================
     Holy crap on a stick, he seems faster. This is exactly the same battle as 
     when you faced him in the main game. Like before, you need to fell him
     by shooting his legs or throwing a Grenade to drop his arm, so you can
     shoot his head. While he is at a distance chuck what grenades you have
     (one at at time though) so he stumbles, and quickly switch to the Rifle
     and shoot him in the bonce. Now equip the TMP and go crazy at his feet,
     again until he falls, switch to the Rifle for his head and repeat.
     When he gets close get ready to press buttons or swipe in order to dodge
     his attacks, and then run past him to the other end of the walkway and
     repeat. If you need some more ammo or health, smash the crates to find
     some various AMMO and a FIRST AID SPRAY.     
     ==========================================================================


The battle will end when he chucks a Flash Grenade and leaves the FIFTH PLAGA
SAMPLE in this wake. Get the spoils from the crates but there is no real point
and head up the end lift, round into the control room and explore the
panel to finish this sidequest! Watch the ending, and the save file will be
updated so when you start a New Game, you'll be able to get the Chicago
Typewriter from the Merchant!


===============================================================================
                             ------------------
                               6. MERCENARIES
                             ------------------
===============================================================================

Unlocked once you complete the main adventure once, Mercenaries is an
arcade minigame where you have to kill as many enemies as you can within
the time limit. You get points for kills, with more for chaining enemies
together. You also get two power-ups, Extra Time and Bonus Time. Extra Time
adds time to the clock, whereas Bonus Time gives you an additional 1000 points
per kill within the next 30 seconds (you'll always find these within chests).
You start with Leon, and if you get over a four star ranking on any level,
you unlock the area's respective character.

-------
Ranking
-------

1 Star - 10,000+ Points
2 Star - 20,000+ Points
3 Star - 30,000+ Points
4 Star - 40,000+ Points
5 Star - 60,000+ Points


--------------
Hints and Tips
--------------

- Survival is your number one priority. If you think you are gonna die, then
  ignore your combo and run away and get safer, get some better weapons or get
  to a better position. It's better to have a long run with a decent set of
  combos than a short one.
- Use the environment to your advantage. There are explosive barrels in all the
  levels, so try and work your way around the level to lure enemies to them.
- The key to getting combos is to get kill multiple enemies at once. Wait
  until they group together, then let rip with the Shotgun if you want to get
  up close and personal, or chuck a Grenade. Try and use explosive barrels too.
- When you are keeping a combo up and there are no enemies around, then run
  around the level to the next Extra Time location you know of and pick off
  an enemy or two as you go just to keep that combo alive.
- Extra Time is essential in getting great scores. You can double your time
  in each round by getting all of the extra times.
- Bonus Time is great, if you plan them correctly. If you know there is a large
  group of enemies that can be slaughtered quickly, run to a Bonus Time and
  kill as many as you can within 30 seconds for bonus scores. However Extra
  Time is more important - you'll get better scores in a long run. If you can
  maximise both, then awesome.
- Don't mess around knifing or kicking if you can manage it (for the standard
  characters anyway). Always go for the kill.

----------
Characters
----------


LEON KENNEDY
------------
Stage Unlocked - N/A
Weapons - Blacktail
          Riot Gun
          First Aid Spray
Verdict - Not too bad a character to use. For one, it's the Leon we all know 
          and love, so you'll know how he controls. He has a Blacktail which
          fires pretty quick so as long as you are aiming well and not totally
          overwhelmed you should keep enemies at bay, and the Riot Gun is
          like all Shotguns are, great for groups. There is no real explosive
          element to his arsenal, so you'll need to find grenades and exploit
          explosive barrels in the various levels. Leon should only really
          be used until you unlock better characters, such as Ada or Krauser.


ADA WONG
--------
Stage Unlocked - Village
Weapons - Punisher
          TMP
          Rifle (semi-auto)
          Incinerary Grenade x3
          First Aid Spray
Verdict - Hmm, a mixed bag here. The TMP alone is worth while using her as it
          enables you to clear enemies, either in groups or alone, quickly
          in order to maintain that combo. The added bonus of having two
          Incinerary Grenades is also great, meaning from the off you'll
          have to chance to clear groups painlessly. The downsides are that
          the Rifle is pointless, simply because it'll take ages to use, 
          although if lined up enemies could be dispatched with ease. If you
          have played Separate Ways you know Ada will damage easily, so
          ensure you keep her health up. She does move quicker than all the
          other characters, another bonus. In short, Ada has a few nice weapons
          but with her poor health will die at a drop of a hat. When using her,
          concentrate on getting Extra Times and stay alive!


JACK KRAUSER
------------ 
Stage Unlocked - Castle
Weapons - Bow
          Flash Grenades x3
          First Aid Spray
Verdict - Awesome. His only weapon his the bow, which is very powerful and
          can take down standard enemies with a single blow to the head.
          You don't really need to reload either as it takes a split second
          to load a new bow on, so you can clear groups with ease (just watch
          your back). However if a parasite emerges from an enemy, it might
          take an extra bow or two to take down. However most enemies can
          be downed with a single bow meaning that getting combos is dead easy
          and as enemies will drop Bows most of the time (otherwise Flash
          Grenades). He has a secondary attack, his arm, which glows red when
          you can use it. Press the + Button (not the D-pad, the button) to
          unleash it, then aim and press A to dive forward and mow down 
          anything ahead of you. Great for close encounters or small groups.
          Not only that, but he controls like Leon and has full
          health, making him pretty tough to down. The only real drawback
          is that he has no regular Grenades on him and you can rarely collect
          them, so groups and larger enemies might take a while, however the
          bow works so well it's a fair compromise. Unlock him as soon as
          possible, and use him to get used to the stages and enemies, as you
          should five star them with relative ease with this chap.


HUNK
----
Stage Unlocked - Island
Weapons - TMP
          Hand Grenades x3
          First Aid Spray
Verdict - A stronger Ada. The TMP is a great weapon in this minigame as you
          can spray enemies at groups or just a lone enemy to clear them
          quickly. As this is his only weapon however you'll need to keep on
          top of the ammo, so always still around to check the bodies for
          some. He starts with three Hand Grenades as well which is very
          useful, meaning groups can be cleared from the get go. He also
          has two other good redeeming factors; full health so he can go for
          longer, and an instant neck break move which is activated when the
          enemy is recoiling (just run up and press A like you would a kick).
          This even works on the boss enemies (!) which makes your job a lot
          easier. A draw back is that he has no knife, so you need to shoot
          crates to crack open them spoils.


ALBERT WESKER
------------- 
Stage Unlocked - Waterworld
Weapons - Handgun
          Killer7
          Rifle (semi-auto)
          Hand Grenades x4
          Incinerary Grenades x1
          Flash Grenades x3
          First Aid Spray
Verdict - Meh. His weapons are so-so, with the Handgun which is pretty 
          standard (although it has a cool silencer) and the fairly useless
          Rifle which takes too long to use in most circumstances. His saving
          graces are the Killer7 and the vast amount of Grenades. The Killer7
          is, if you haven't guessed, a Magnum which makes the bosses of
          each stage a hell of a lot easier to down. However as you can guess
          ammo is few and far between. You get a lot of Grenades to use,
          the Flash is pretty useless on the whole apart from with groups,
          but the others a pretty tasty. The fact is that the only normal
          weapon for enemies is a crappy Handgun makes it pretty tough and like
          Hunk he doesn't have a knife, so you'll need to blast open crates.
          Try and pick off as many enemies as you can with it, use Grenades
          for groups, the Killer7 for bosses, and try and get as many powerups
          as possible. 


-----
Areas
-----

VILLAGE
-------
Four Star Character Unlockable - Ada
Strategy - As you can start in random places in this level, there is no exact
           way to tell you how to start. However, the first thing you should
           do is get all the Extra Times you can to begin with. Don't fuss with
           the bonus time's for now. Ignore the enemies until they start
           building up, and when they do, go at them. There are explosive
           barrels dotted around which can be used for groups, however I
           recommend you save them for when the Bella Sisters arrive. These
           will usually appear at opposite sides of the village, West and East,
           and you'll hear the chainsaws coming. Always keep an eye out on 'em
           and use the Shotgun or explosives to keep them down. Make sure you
           kill them as soon as possible. There can be several pairs of Bella
           Sisters in one run, so take them down as quick as you can but always
           peg it when you cannot fight them. I recommend heading round the
           back of the buildings, or going into the NW barn and waiting on the
           top level and waiting for them to come in, and shoot the explosive
           barrel on the bottom.


CASTLE
------
Four Star Character Unlockable - Krauser
Strategy - I find this a lot easier to be a restart point from the bottom level
           and then working your way up to the very top. There are a lot of
           crates and barrels to be exploited, which you should do when you
           are free from enemies. Once you have reached the upper two levels
           you'll be under fire from crossbowers pretty much all the time - try
           and use the Handgun or TMP if you have them and take them out
           quickly with a few shots. Don't spend too long on them however, as
           they'll just keep respawning. There is a Beserker that spawns around
           the second level (and may appear elsewhere); he'll keep on you as
           long as you keep him alive so providing you keep getting Bonus Times
           you should have enough time to keep him isolated and kill him. Use
           Grenades if you can. At the very top level, the leader will come
           from the door, and here is a great place to get a group going from
           both sides of the path if you can manage it. The enemies will keep
           flooding on this level, so as long as you have enough ammo and
           health, getting high scores shouldn't be too tough.


ISLAND
------
Four Star Character Unlockable - Hunk
Strategy - First strategy is rather general - basically stay alive as long as
           possible and rack up as many combos as possible. OK, well you knew
           that already, right? There are a lot of enemies spread apart, so at
           times you'll need to run around from one area to the next, pick off
           an enemy to retain your combo, then wait around an explosive barrel
            and wait for them all to pile up. The big baddie in this stage is
           J.J., and is a sodding nuisance. The best way to deal with him is
           to run away from this guy, if you can. Why? His bullets shred
           through you, and it takes a few seconds of fire before he even
           recoils. Of course running away is easier than it sounds, especially
           when there are enemies holding you up. Chuck a Grenade his way and
           as he recoils, cheese it, and also listen out for his grunts and the
           wurring of his minigun to see his location.

           If you have Krauser, use him. The amount of enemies isn't too tough
           as long as you keep distance and a blow to the head of J.J. will
           make him recoil so you can easily keep him at bay while you pick off
           enemies. The first time I used Krauser on this stage I got 80,000
           with no problems. Otherwise...

           This strategy is for maximising time, a factor I find especially
           handy for this stage considering how you might not be getting combos
           as high as you can due to enemies being far apart, and that health
           is few and far between. Keep restarting until you are on the very
           top level. Here is a Extra Time in the corner, a GREEN HERB in the
           crate and a Bonus Time in the chest across the walkway. By this
           point enemies will fill up, perhaps even J.J., so chuck a Grenade if
           you can and drop down below. On this level are two Extra Times,
           an explosive barrel, and perhaps a horde of enemies to avoid. Jump
           off at the left side to land at the side of the building, on the
           left side of the two forks. Go right where there'll be an Extra Time
           next to the barrel. Go right and through the building to the other
           side at the back for another Extra Time.

           Return to the front of the building to the forks, and go left until
           you see a ladder, and head up it. Here is an Extra Time, and another
           through the tunnel to a platform area. Turn back and go down the
           ladder, and down another ladder to the bottom most area. There is a
           tunnel straight ahead so run through and get the Extra Time. Turn
           back and go right for a tunnel and some ladders. Go up the ladder
           (there'll be an explosive barrel on your left for reference) and
           head right up the steps. Here is a chest with Bonus Time and another
           Extra Time on the platform edge leading off. Head round the upper
           path and up the steps to an Extra Time by the zip wire, and go down
           it to the last Extra Time.

           By this point you should have around four to five minutes on the
           clock and if you shot a few enemies on the go, around 10,000 points.
           Now all you have to do is get a few average yet constant combos for
           a few minutes and you should get the 50,000 points for five stars.
           The hardest part is to stay alive; there is very few health pick ups
           around, so when you clear groups of enemies look out for herbs. A
           fallen J.J. leaves a First Aid Spray behind but considering it could
           take you all of your health to kill the guy, then this is little
           solice.

           It's half luck and survival skills here, so run around, keep getting
           kills, and keep your health up if you can. Just stay alive and pick
           off enemies while you are at it!


WATERWORLD
----------
Four Star Character Unlockable - Wesker
Strategy - Enemies are pretty sparse in this level, however different levels 
           make getting Extra Times a problem. Try and spawn on one of the top
           levels, get the Extra and Bonus Times if you can and work your way
           down to the bottom level outside. Here there is a lot of space,
           quite a few Extra Times in the corners (you'll be able to see them
           from a distance) and between the two buildings is a square area,
           where there is a First Aid Spray, an Extra Time and a chest
           containing Bonus Time. As always enemies will group up when you
           leave them to their devices, and a hidden blessing is that many
           carry dynamite. Try and shoot it in midair otherwise just be aware
           of any sticks being thrown around and run out of the way. Enemies
           killing each other adds to your combo, and as explosions will occur
           now and again, this is pretty handy to staying alive as well.

           This place wouldn't be that tough if it wasn't for the Giant Dr.
           Salvador. Do as many combos as you can until you hear the chainsaw,
           and quickly concentrate on your surroundings. Make sure there is a
           lot of room round you and scan the area. If you can't see him just
           now, clear away the nearest enemies so they don't get in the way and
           when you see him, start hitting him from afar. Explosives work very
           well to knock him down, so chuck Grenades and pop explosive barrels
           if you can to floor them and shoot him down. Otherwise use yourmost
           powerful stuff to keep him away. If he gets close because of poor
           weaponry or other enemies getting to you, run the hell away. Ensure
           you have green health so you can run at maximum speed and just leg
           it. He can run as fast as most of the characters, so use corners to
           slow him down. Forgot your combo until he is downed, and he'll drop
           a First Aid Spray.

           He should be at bay for a while, so keep getting combos and Extra
           Times. Insides of buildings also have a lot of pick ups, so while
           it's quiet check them out too. As said as long as you can tame the
           Giant. Dr. Salvador this stage actually isn't that tough.



===============================================================================
                             -------------
                               7. BOSSES
                             -------------
===============================================================================

---------
Main Game
---------


     ================================================
     BOSS: Lake Monster
     LOCATION: Village (Lake North-West, Chapter 1-3)
     ==========================================================================
     Most of this battle has you being dragged around by the monster. The
     first priority is to ensure you are out of the way of the trees and debris
     in the lake, so use the analog stick to move out of the way well in time.
     Otherwise hold B and aim and fire with A at the monster with the harpoons
     to start injuring. When you stop and he submerges, quickly get ready with
     a harpoon - he will emerge very soon and unless you get him quick you
     get knocked out. There are also times when you stop completely and he
     is no where to be seen; keen an eye out as he will come from the distance
     and requires a few harpoons to take down.

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




     ==========================================
     BOSS: El Gigante
     LOCATION: Village (Enclosure, Chapter 2-1)
     ==========================================================================
     Quickly check all the huts and get all the ammo from there, and the
     YELLOW HERB at the cart in the corner. Now for the boss. Equip either
     the Shotgun, Rifle or Grenades and take a shot, then run wide around him,
     turn and have another shot, repeat. If you get close enough he will grab
     you, and you may have to dodge by swinging the Wiimote or press A and B.
     If you get far enough away he will charge at you and cause major damage
     so be aware of where he is. After enough shots the parasite will
     pop out of his back - run up to him and press A and start swinging the Wii
     mote back and forth. Rinse and repeat. If you get grabbed at any time
     then just swing the Wiimote like crazy. Remember to keep your health up.
     Note if you saved the wolf from the bear trap at the start of the game,
     he'll help distract him letting you get plenty of free shots at him.

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




     ===========================================
     BOSS: Village Elder
     LOCATION: Village (Large Barn, Chapter 2-3)
     ==========================================================================
     Lemme lay out the spoils here - there is ammo by the door, a GREEN HERB
     to your right (next to the ladder), a RED HERB on the left side from the
     ladder upstairs, and YELLOW and GREEN HERBS on the right. There is an
     explosive tank left of the ladder, use it for some good damage when he's
     nice and close.

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

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

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




     =============================================
     BOSS: El Garrador
     LOCATION: Castle (Grand Hallway, Chapter 3-1)
     ==========================================================================
     If you can, get Ashley out of the way as quick as possible - two ideal
     locations are in the caged section and the stairs - just ensure the
     boss is distracted first. Basically he is blind and will be attacted by
     sounds, such as running and gunshots. To hurt him, shoot the parasite on
     his back. There are a couple of ways of getting him to turn around.
     There are two bells either side of the caged area - shooting this will
     ring it, to which he will go up and slash to bits, exposing his back.
     There are only two bells to this only works twice. Walk around at any
     of time, fire then run out of the way as he charges. If you do this in
     front of a wooden crate he will get his claws stick inside them, giving
     you ample time to shoot. Also if he is side on to you, he will slowly
     turn around, giving you just enough of a sight of his back to get a shot
     in.

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




     ==================================================
     BOSS: Verdugo
     LOCATION: Castle (Generator Corridor, Chapter 4-1)
     ==========================================================================
     This guy is nasty, and is very very hard to defeat by conventional
     weapons. You'll also need to press A and B or swipe to dodge his attacks.
     The only way to defeat him is to knock over those Liquid Nitrogen tanks
     dotted throughout the rooms on the way here to freeze him, then blast
     him using either the Magnum or Rocket Launcher (hopefully you saved the
     one earlier!). The easiest strategy is from when you press the panel is
     to run round him and go right and wait until he gets close, then knock
     over the canister. WAIT until he is standing up again but still white,
     then blast him with the Rocket Launcher to smash him to pieces. With the
     Magnum, shoot as much as you can and when that door opens head out to the
     other rooms, knock over more tanks and shoot away.

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




     =====================================
     BOSS: Salazar
     LOCATION: Castle, Tower (Chapter 4-4)
     ==========================================================================
     If you have the fully upgraded (to this point) Broken Butterfly this
     battle is a complete walkover. Shoot the yellow eye to open up Salazar,
     and fire away. Note that only shoot when the crosshair is red, so wait
     a split second between shots, otherwise you'll waste them. He'll close
     up soon, so quickly shoot the yellow eye again and a few shots later he is
     done! Huzzah.

     Otherwise, the Rifle is very handy, as is the Striker. A few points about
     his attacks is that most of them require swinging or button presses to
     dodge, and note that if you see the yellow eye opening up and coming
     toward you, run out of the way otherwise you'll get killed regardless of
     how much health you have. Yikes.

     As for spoils, there is SHOTGUN SHELLS to the right, and a GREEN HERB and
     HANDGUN AMMO to the left. Below, in the bottom left crates are HANDGUN
     AMMO and a FIRST AID SPRAY, bottom right FLASH GRENADE and SHOTGUN SHELLS,
     front left RIFLE AMMO and an INCINANARY GRENADE and front right HANDGUN
     AMMO and a GREEN HERB.
     ==========================================================================




     ======================================
     BOSS: U3
     LOCATION: Island, Cavern (Chapter 5-3)
     ==========================================================================
     You didn't think it was that easy, right? Turn around, get the RED HERB
     and run round the rock to the explosive barrel. Wait until U3 follows and
     wonders past it, and shoot it to damage. Shoot it a few times with either
     the Shotgun or Broken Butterfly (the latter if you can) - remember to
     only shoot when the crosshair is red, and also try and aim for it's head.
     After a few shots, pull the lever on the right and enter the passage.
     Pick up the HANDGUN AMMO and head round the passage, past the explosive
     barrel and wait for it to wonder past and shoot the barrel. Do another
     few shots.

     That's all the environmental help you'll get for now. At around this point
     the bottom half of U3 will die, and it'll start burrowing into the ground.
     You'll need to swipe or press A and B together to dodge it. When it
     remerges, let rip with more bullets until it submerges again. Repeat until
     he bites the dust.
     ==========================================================================




     ===============================================
     BOSS: Krauser
     LOCATION: Island, Ruined Fortress (Chapter 5-3)
     ==========================================================================
     You have three minutes to complete this boss fight and insert those
     relief's into the wall below. This fight is pretty tough as he will shield
     all attacks from his torso and head with his arm. When he is at a distance
     shoot him in the legs with either the Handgun or Shotgun so he falls, then
     switch to the Broken Butterfly and pop him in the head. Repeat. You
     can also use Grenades (Hand or Incinerary) to the same effect to lower
     him to his knees and just switch to the Broken Butterfly and cap his face.
     He'll move quickly and you'll need to button press your way out of his
     attacks, and he'll try and knock you over the edge, but just swing to
     climb back up again.
     ==========================================================================




     ===================================================
     BOSS: Lord Saddler
     LOCATION: Island, Construction Site (Final Chapter)
     ==========================================================================
     You need to weaken Saddler before you can climb on to him and stab his
     main eye - thankfully there are several ways to do this. Using weapons,
     you can shoot the eyes on his legs (they alternately open, so watch them
     and shoot quickly) using either the Striker or Broken Butterfly until he
     collapses. Otherwise a couple of grenades will do the job. There are a
     few environmental ways of doing it too - the area is dotted with explosive
     barrels, so wait until he gets near one and blow it up. The area is
     basically two long platforms with bridges between them, with higher
     ledges on the end of each. Climb on to these and when Saddler is at the
     base of the ledge, press the button to swing a girder and down him.

     Other things to note are the bridges between the platforms - go across
     when the lights are green, don't when they are blinking as they are
     about to switch. If you do happen to cross when it's blinking, swing the
     Wiimote when instructed to leap over, and waggle it like crazy in order
     climb up.

     His attacks are pretty standard, just keep your distance as much as you
     can and keep on the move. Note that his back has a tail that keeps
     swinging, even when he is down, so avoid going behind him. At a distance
     watch out he doesn't chuck girders at you, if so you'll have to swing or
     do a few button presses.

     There aren't many spoils to be found in the area; before both platform
     ledges (where the girder buttons are) you'll find a GREEN HERB on the
     lower and a HAND GRENADE on the higher. There is also SHOTGUN SHELLS
     next to the barrel, round the corner from the lift.

     Keep felling him and stabbing his eye with the A command until Ada chucks
     in the ROCKET LAUNCHER (SPECIAL) on the other long platform. Make your
     way over and pick it up - you'll need 8x2 room in order to fit it in,
     so combine some herbs and so on if you need the room. Now equip it, wait
     for the boss to get into close view and fire. Done!
     ==========================================================================




-------------
Separate Ways
-------------


     ================================================
     BOSS: El Gigante
     LOCATION: Village, Cabin Right Route (Chapter 2)
     ==========================================================================
     You didn't think you would get away so easily, right? This is pretty
     much the same as the others you faced in the main game. Get the Shotgun
     and blast him in the head a few times and run round him and get the GREEN
     HERB by the gate ahead. You can run back through the previous sections
     and he'll chase you - if you have long distance weapons like grenades and
     the semi-auto Rifle this could be handy to snipe it from afar. After
     enough damage, he'll drop to his knees and expose the parasite which
     requires running up to and cutting. After two of these, it's toast.
     ==========================================================================




     ================================================
     BOSS: Krauser
     LOCATION: Island, Industrial Complex (Chapter 5)
     ==========================================================================
     This is the same as when you face him as Leon, and in Assignment Ada.
     You need to fell him to his knees by shooting his legs or chucking
     Grenades. Keep running round when he gets close and shoot away with the
     Shotgun and his legs until he falls - it's too tough to switch to the
     Rifle and shoot his head, so shoot him in the Shotgun as is. After
     enough damage you'll fight on a second rooftop, where'll find spoils -
     HANDGUN AMMO, BOWGUN BOLTS and SHOTGUN SHELLS to be exact. Get these
     first and keep plugging away at him. After enough damage, again, he'll
     lead you to the third and final rooftop with more spoils - HANDGUN AMMO,
     RIFLE ROUNDS and a FIRST AID SPRAY. Get these again and keep fighting.
     Remember all the while to be ready to swing the Wiimote or press A and
     B together the dodge certain attacks, and that Grenades are as good as
     shooting his legs. Just keep going until he dies.
     ==========================================================================




     ================================================
     BOSS: Lord Saddler
     LOCATION: Island, Industrial Complex (Chapter 5)
     ==========================================================================
     With the Bowgun, aim down below and fire a round or two. Saddler will
     come up to the upper walkway, so fire another round or two of the Bowgun.
     When he gets up close and personal, switch to the Shotgun and blast away
     at this face. His attacks are very punishing for the most part; when he
     is drawing his arm back, run round him to avoid a tentacle attack, and
     get ready to swing or press buttons to avoid his attacks. After enough
     damage he'll shake and his eye will come from his mouth - get close and
     press A to cut it.

     There are various spoils to be had here - from the starting walkway,
     there is BOWGUN BOLTS at the opposite end on the crate, SHOTGUN SHELLS
     on the crate to the right, a FIRST AID SPRAY in the control room, a GREEN
     HERB downstairs in the corner, HANDGUN AMMO either side of the door and
     a RED HERB down the passage in front of the locked door.

     Most of these are useless however, and you can easily finish the battle
     from the upper walkway. If you do however get down to the ground, he'll
     have a ground tentacle attack where he'll remain routed and a tentacle
     will pop up through the ground to get you (you get to swipe to avoid it
     in time however). After several eye cuttings, he'll be done for.
     ==========================================================================



--------------
Assignment Ada
--------------

     =============================
     BOSS: Krauser
     LOCATION: Island, Radio Tower   
     ==========================================================================
     Holy crap on a stick, he seems faster. This is exactly the same battle as 
     when you faced him in the main game. Like before, you need to fell him
     by shooting his legs or throwing a Grenade to drop his arm, so you can
     shoot his head. While he is at a distance chuck what grenades you have
     (one at at time though) so he stumbles, and quickly switch to the Rifle
     and shoot him in the bonce. Now equip the TMP and go crazy at his feet,
     again until he falls, switch to the Rifle for his head and repeat.
     When he gets close get ready to press buttons or swipe in order to dodge
     his attacks, and then run past him to the other end of the walkway and
     repeat. If you need some more ammo or health, smash the crates to find
     some various AMMO and a FIRST AID SPRAY.     
     ==========================================================================



===============================================================================
                             ------------
                               8. ITEMS
                             ------------
===============================================================================

=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 8.01. Weapons
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Here is a list, summary and quick analysis of every weapon that can be
obtained within the game. Special thanks goes out to ZackScott's Weapon
Analysis Guide, which I've used on every playthrough of RE4 to aid my choices,
making my analysis here effectively passed down from him. He says everything
better, so be sure to check his guide out if you want things in more depth -

http://www.gamefaqs.com/console/ps2/file/925156/35441

I would also like to thanks Deuce ex Defcon for letting me use some of the
weapon stats I missed on my playthrough. Cheers dude!

For ease of use, each weapon type is divided up, and the stats are abbreviated
like so -

FP - Firepower (how powerful one round is)
FS - Firing Speed (how fast it can fire between shots)
RS - Reload Speed (how fast it can reload)
C - Capacity (how much it can hold before reloading)
(PTA) - Cost (of corrisponding upgrade)


--------
Handguns
--------

You need a Handgun, simply put, and unsurprisingly you begin with one. Useful
for taking down standard enemies, Cerberus, a backup weapon and for shooting
down objects, the Handgun is as the name suggests, pretty handy. You begin
the game with the Handgun, you can get a Punisher through the Blue Medallion
sidequest and I recommend you upgrade to and keep the Red9 as soon as it
becomes available. The others that become available aren't bad, but overall
the Red9 is your safest bet.


Handgun
-------
   Base Cost - Free / 8000 PTAS
   Inventory Space - 3x2
   Fully upgraded cost (sale value) - 198,000 PTAS (103,750 PTAS)
   Exclusive - Increase critical headshot chance by five (57,000 PTAS)

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         1.0            0.47            1.73            10           |
   | 2         1.2 (7000)     0.40 (5000)     1.47 (4000)     13 (4,000)   |
   | 3         1.4 (10,000)   0.33 (12,000)   0.87 (10,000)   16 (6,000)   |
   | 4         1.6 (15,000)                                   19 (8,000    |
   | 5         1.8 (18,000)                                   22 (10,000)  |
   | 6         2.0 (20,000)                                   35 (12,000)  |
   +-----------------------------------------------------------------------+


Red9
----
   Base Cost - 14,000 PTAS (Stock - 4000 PTAS)
   Inventory Space - 4x2 (Stock - 3x1)
   Fully upgraded cost (sale value) - 335,000 PTAS (168,200 PTAS)
   Exclusive - 5.0 firepower (80,000 PTAS)

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         1.4            0.53            2.73            8            |
   | 2         1.7 (15,000)   0.47 (10,000)   2.20 (6000)     10 (6000)    |
   | 3         2.0 (20,000)   0.40 (15,000)   1.67 (10,000)   12 (8000)    |
   | 4         2.4 (24,000)                                   15 (12,000)  |
   | 5         2.8 (28,000)                                   18 (16,000)  |
   | 6         3.5 (45,000)                                   22 (22,000)  |
   | Exclusive 5.0 (80,000)                                                |
   +-----------------------------------------------------------------------+


Punisher
--------
   Base Cost - Free (Blue Medallion Side Quest) / 19,000 PTAS
   Inventory Space - 3x2
   Fully upgraded cost (sale value) - 266,000 PTAS (148,900 PTAS)
   Exclusive - Shoot through five enemies at once (40,000 PTAS)

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         0.9            0.47            1.70            10           |
   | 2         1.1 (10,000)   0.40 (10,000)   1.47 (8000)     13 (8000)    |
   | 3         1.3 (15,000)   0.33 (20,000)   0.83 (18,000)   16 (10,000)  |
   | 4         1.5 (20,000)                                   20 (15,000)  |
   | 5         1.7 (25,000)                                   24 (18,000)  |
   | 6         1.9 (35,000)                                   28 (24,000)  |
   +-----------------------------------------------------------------------+


Blacktail
---------
   Base Cost - 24,000 PTAS
   Inventory Space - 3x2
   Fully upgraded cost (sale value) - 362,000 PTAS (182,000 PTAS)
   Exclusive - 3.4 firepower (80,000 PTAS)

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         1.6            0.47            1.70            15           |
   | 2         1.8 (10,000)   0.40 (10,000)   1.47 (8000)     18 (8000)    |
   | 3         2.0 (15,000)   0.27 (20,000)   0.83 (15,000)   21 (10,000)  |
   | 4         2.3 (20,000)                                   25 (15,000)  |
   | 5         2.7 (25,000)                                   30 (20,000)  |
   | 6         3.0 (35,000)                                   35 (25,000)  |
   | Exclusive 3.4 (80,000)                                                |
   +-----------------------------------------------------------------------+


Matilda
-------
   Base Cost - 70,000 PTAS (second playthrough onwards)
   Inventory Space - 5x2
   Fully upgraded cost (sale value) - 303,000 PTAS (155,750 PTAS)
   Exclusive - 100 Capacity (35,000 PTAS)

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         1.0            0.47            1.73            15           |
   | 2         1.2 (15,000)                   1.47 (6000)     18 (7000)    |
   | 3         1.4 (17,000)                   0.87 (15,000)   21 (10,000)  |
   | 4         1.6 (20,000)                                   24 (12,000)  |
   | 5         1.8 (25,000)                                   27 (16,000)  |
   | 6         2.0 (35,000)                                   30 (20,000)  |
   | Exclusive                                                100 (35,000) |
   +-----------------------------------------------------------------------+



--------
Shotguns
--------

You really need a Shotgun. Probably the best weapon is any instance, it has
a lot of firepower, and can hit multiple enemies at once. Use it on groups,
tougher enemies and bosses. The Shotgun you find in the Village is very
good, however by far the best is the Striker. I recommend that you keep the
Shotgun from the Village and upgrade it until the Striker eventually comes
available, sell the Shotgun and get the Striker.


Shotgun
-------
   Base Cost - Free from the Village / 20,000 PTS
   Inventory Space - 8x2
   Fully upgraded cost (sale value) - 312,000 PTAS (167,440 PTAS)
   Exclusive - Firepower is the same across all distances (90,000 PTAS)

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         4.0            1.53            3.03            6            |
   | 2         4.5 (15,000)                   2.43 (7000)     8 (8000)     |
   | 3         5.0 (20,000)                   1.50 (15,000)   10 (10,000)  |
   | 4         6.0 (25,000)                                   12 (12,000)  |
   | 5         7.0 (30,000)                                   15 (15,000)  |
   | 6         8.0 (45,000)                                   18 (20,000)  |
   +-----------------------------------------------------------------------+


Riot Gun
--------
   Base Cost - 32,000 PTAS
   Inventory Space - 8x2
   Fully upgraded cost (sale value) - 415,000 PTAS (208,700 PTAS)
   Exclusive - 10.0 firepower (120,000 PTAS)

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         5.0            1.53            3.03            7            |
   | 2         5.5 (20,000)                   2.43 (7000)     9 (10,000)   |
   | 3         6.0 (24,000)                   1.50 (20,000)   11 (12,000)  |
   | 4         6.5 (28,000)                                   13 (15,000)  |
   | 5         7.0 (32,000)                                   15 (20,000)  |
   | 6         8.0 (50,000)                                   17 (25,000)  |
   | Exclusive 10.0 (120,000)                                              |
   +-----------------------------------------------------------------------+


Striker
-------
   Base Cost - 43,000 PTAS
   Inventory Space - 5x2
   Fully upgraded cost (sale value) - 392,000 PTAS (206,560 PTAS)
   Exclusive - 100 capacity (60,000 PTAS)

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         6.0            0.73            3.00            12           |
   | 2         7.0 (25,000)                   2.40 (8000)     14 (10,000)  |
   | 3         8.0 (28,000)                   1.50 (15,000)   16 (12,000)  |
   | 4         9.0 (32,000)                                   20 (16,000)  |
   | 5         10.0 (40,000)                                  24 (18,000)  |
   | 6         12.0 (60,000)                                  28 (25,000)  |
   | Exclusive                                                100 (60,000) |
   +-----------------------------------------------------------------------+



------
Rifles
------

While you don't need a Rifle, you'll be kicking yourself in certain parts of
the game. You can survive the Village without one, but by the time you enter
the Castle you'll need one. Not only will it mean hitting far away enemies
easier, but it's mighty powerful enough close up if you need to use it too.
If you can wait, then the semi-auto Rifle becomes available as soon as you 
reach the Castle area, so just go with that.


Rifle
-----
   Base Cost - 12,000 PTAS (Scope - 7000 PTAS)
   Inventory Space - 9x1
   Fully upgraded cost (sale value) - 296,000 PTAS (149,950 PTAS)
   Exclusive - 18.0 firepower (80,000 PTAS)

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         4.0            0.67            4.00            5            |
   | 2         5.0 (10,000)                   3.23 (8000)     7 (6000)     |
   | 3         6.0 (12,000)                   2.33 (18,000)   9 (8000)     |
   | 4         8.0 (20,000)                                   12 (12,000)  |
   | 5         10.0 (25,000)                                  15 (18,000)  |
   | 6         12.0 (35,000)                                  18 (25,000)  |
   | Exclusive 18.0 (80,000)                                               |
   +-----------------------------------------------------------------------+


Rifle (semi-auto)
-----------------
   Base Cost - 35,000 PTAS (Scope - 10,000 PTAS)
   Inventory Space - 7x2
   Fully upgraded cost (sale value) - 361,000 PTAS (182,600 PTAS)
   Exclusive - 0.40 firing speed (80,000 PTAS)

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         7.0            1.43            2.33            10           |
   | 2         8.0 (15,000)                   1.90 (9000)     12 (10,000)  |
   | 3         9.0 (18,000)                   1.33 (18,000)   14 (12,000)  |
   | 4         11.0 (24,000)                                  17 (15,000)  |
   | 5         13.0 (30,000)                                  20 (20,000)  |
   | 6         15.0 (40,000)                                  24 (25,000)  |
   | Exclusive                0.40 (80,000)                                |
   +-----------------------------------------------------------------------+



-------
Magnums
-------

Magnums are extremely powerful handguns and are very useful for bosses,
especially later in the game. There are only two kinds normally - the Broken
Butterfly and Killer7. You can find the Broken Butterfly in the Castle North-
West Passage once you get Ashley back, so get it this way and ignore the
Killer7. There is also the Hand Cannon which is unlocked on a second play-
through once you have got 5 stars on all stages and characters in Mercenaries.
Fully upgraded this is the best gun in the game, although it'll take ages to
get. In short, the Broken Butterfly is your choice, as you won't get the
Hand Cannon until you have mastered the game anyway.


Broken Butterfly
----------------
   Base Cost - Free from Castle / 38,000 PTAS
   Inventory Space - 4x2
   Fully upgraded cost (sale value) - 455,000 PTAS (249,500 PTAS)
   Exclusive - 50.0 firepower (150,000 PTAS)

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         13.0           0.70            3.67            6            |
   | 2         15.0 (25,000)                  3.00 (15,000)   8 (15,000)   |
   | 3         17.0 (30,000)                  2.33 (20,000)   10 (20,000)  |
   | 4         20.0 (35,000)                                  12 (25,000)  |
   | 5         24.0 (50,000)                                               |
   | 6         28.0 (70,000)                                               |
   | Exclusive 50.0 (150,000)                                              |
   +-----------------------------------------------------------------------+


Killer7
-------
   Base Cost - 77,700 PTAS
   Inventory Space - 4x2
   Fully upgraded cost (sale value) - 337,700 PTAS (172,350 PTAS)
   Exclusive - N/A

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         25.0            0.70           1.83            7            |
   | 2         30.0 (62,000)                  1.53 (20,000)   10 (30,000)  |
   | 3         35.0 (78,000)                  0.93 (30,000)   14 (40,000)  |
   +-----------------------------------------------------------------------+


Handcannon
----------
   Base Cost - Free (five star Mercenaries on all characters and stages)
   Inventory Space - 4x2
   Fully upgraded cost (sale value) - 790,000 PTAS (0 PTAS)
   Exclusive - 99.9 firepower and infinite ammo (200,000 PTAS)

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         30.0           1.17            3.67            3            |
   | 2         35.0 (40,000)                  2.87 (25,000)   4 (15,000)   |
   | 3         40.0 (50,000)                  1.83 (50,000)   5 (20,000)   |
   | 4         45.0 (70,000)                                  6 (25,000)   |
   | 5         50.0 (90,000)                                  8 (35,000)   |
   | 6         60.0 (120,000)                                 10 (50,000)  |
   | Exclusive 99.9 (200,000)                                 Infinite     |
   +-----------------------------------------------------------------------+


-------------
Other Weapons
-------------

I personally recommend that you just stick to the main four weapon types -
Handgun, Shotgun, Rifle and Magnum. However if you fancy something different,
there are also a few different weapons on offer. Three of these that's
available through the first playthrough is the TMP, Minethrower and Rocket
Launcher. The TMP isn't a bad choice, it's fun to use and is good for spraying
bullets at enemies, but there is little ammo and it's pretty weak. The
Minethrower is a waste of cash, and you'll hardly need it, whereas the Rocket
Launcher is only ideal if you want to finish a boss off quickly (you do find
one in the game) - note that it can only be used once also.

Once you complete the game once and play through the side missions, other
special weapons become available. The Infinite Launcher, besides costing
a lot of money, is pretty handy in that it'll cream anything in the game
(however with a bit of effort and less cash, the Handcannon is more ideal
if you want to become a demi-God). The Chicago Typewriter is nice with it's
infinite ammo and powerful ammo, but it's costly and again the Handcannon
is more worthwhile. Finally, the PRL 413 is unlocked when you complete the
game on Professional, and fires two types of laser. One is a thin laser that
will kill anything in it's path, the other will destroy everything on screen
(charged up).

In short, all these weapons are just fun extras and you should just stick to
the main four. If you want to consider some however, then try the TMP,
Chicago Typewriter and the PRL 413.

Separate Ways Bowgun - This is exclusive to this mode, and is not like the
one Krauser has in Mercanaries. It explodes upon impact and is pretty powerful
however bows come few and far between. Save purchasing it until Chapter 5 and
use it against the end two bosses (cost - 70,000 PTAS, Chapter 3 onward).


TMP
---
   Base Cost - 15,000 PTAS (Stock - 4000 PTAS)
   Inventory Space - 3x2
   Fully upgraded cost (sale value) - 339,000 PTAS (173,900 PTAS)
   Exclusive - 1.8 firepower (100,000 PTAS)

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         0.4            0.10            2.37            30           |
   | 2         0.5 (7000)                     1.93 (5000)     50 (7000)    |
   | 3         0.6 (14,000)                   1.17 (15,000)   100 (15,000) |
   | 4         0.8 (18,000)                                   150 (20,000) |
   | 5         1.0 (24,000)                                   200 (25,000) |
   | 6         1.2 (35,000)                                   250 (35,000) |
   | Exclusive 1.8 (100,000)                                               |
   +-----------------------------------------------------------------------+


Mine Thrower
------------
   Base Cost - 28,000 PTAS (Scope - 8000 PTAS)
   Inventory Space - 5x2 (Scope - 2x2_
   Fully upgraded cost (sale value) - 219,000 PTAS (112,000 PTAS)
   Exclusive - Heatseeking Mines and Increased Blast Radius (30,000 PTAS)

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         2.0            1.33            3.43            5            |
   | 2         4.0 (25,000)                   2.57 (18,000)   7 (25,000)   |
   | 3         6.0 (45,000)                                   10 (40,000)  |
   +-----------------------------------------------------------------------+


Chicago Typewriter
------------------
   Base Cost - 1,000,000 PTAS
   Inventory Space - 7x3
   Fully upgraded cost (sale value) - 1,000,000 PTAS (500,000 PTAS)
   Exclusive - N/A

   +-----------------------------------------------------------------------+
   | LEVEL     FIREPOWER      FIRING SPEED    RELOAD SPEED    CAPACITY     |
   | 1         10.0           0.10            1.63            Infinite     |
   +-----------------------------------------------------------------------+


Rocket Launcher
---------------
   Base Cost - 30,000 PTAS
   Inventory Space - 8x2
   Fully upgraded cost (sale value) - 30,000 PTAS (15,000 PTAS)
   Exclusive - N/A


Infinite Launcher
-----------------
   Base Cost - 1,000,000 PTAS
   Inventory Space - 8x2
   Fully upgraded cost (sale value) - 1,000,000 PTAS (500,000 PTAS)
   Exclusive - N/A


--------
Grenades
--------

There are three types of grenade, and are found either on the bodies of the
fallen or chests, smashed crates etc.

Hand Grenade - This is the standard grenade - chuck it and it'll explode. Boom.
               This is also to best out of the three, and is excellent for
               clearing out groups of enemies and for boss battles. Save these
               for when you need them the most.
Flash Grenade - On the whole, pointless. They create a flash which stuns
                enemies for a second or two. Only worth using if there is
                a large group of enemies and you need to escape, however I
                recommend that you sell them to the Merchant for cash, and to
                save space.
Incinerary Grenade - This creates a ball of flame when it explodes, injuring
                     enemies. While it'll clear a group of standard enemies
                     it won't injure bosses as much as a Hand Grenade would.
                     Use it over the Hand Grenade for normal situations, and
                     use the Hand Grenade for bosses.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 8.02. Key Items
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

---------
Main Game
---------

Blue Moonstone
   Location - Castle (combining the Moonstone Left and Right halves)
   Description - "A blue stone with a crescent engraving."
   Use - Use it on the door in the south of the Maze area.


Camp Key
   Location - Village (Cabin Left Route - Balla Sister Corpse)
   Description - "It opens the door at the centre of the camp."
   Use - Opens the door in the centre area of the camp.


Castle Gate Key
   Location - Castle (Castle Gate - far west room in chest)
   Description - "A key designed with a goat motif. This key opens the main
                  gate into the castle."
   Use - Opens the main castle gate.


Dynamite
   Location - Castle (Mining Area - Cart)
   Description - "A very destructive explosive used in mining."
   Use - Place it at the rock next to the chasm to create a bridge over to the
         next area.


Emblem (Right half)
   Location - Village (Valley - West)
   Description - "The right half of an emblem with an engraving."
   Use - Combine with Emblem (Left half) to make Hexagonal Emblem.


Emblem (Left half)
   Location - Village (Valley - South East)
   Description - "The left half of an emblem with an engraving."
   Use - Combine with Emblem (Right half) to make Hexagonal Emblem.


Emergancy Lock Card Key
   Location - Island (Industrial Complex, middle walkway end room)
   Description - "A card key with a white logo of the Los Illuminados. Insert
                  it in the card reader of the emergency locking device."
   Use - Insert it into the upper room card reader to green light the two
         switches in the Industrial Complex.


False Eye
   Location - Village (Large Barn - Village Elder Battle)
   Description - "There is a code-like pattern etched inside the iris. It
                  opens the gate to get out of the village."
   Use - After the battle, backtrack to the other side of the cable cars and
         use it on the green gate to head to the Castle area.


Freezer Card Key
   Location - Island (Laboratory - Locked Room - Around from central bed)
   Description - "A card key with a red logo of the Los Illuminados. Use it to
                  open the door of the freezer."
   Use - Opens the Freezer Room from the Laboratory Corridor. Also must be 
         rewritten in the Freezer Room to create the Waste Disposal Card Key.


Gallery Key
   Location - Castle (Castle West - Red Leaders corpse)
   Description - "A key with an insignia of the Salazar family. This key opens
                  the door to the gallery room."
   Use - Opens the Gallery Room in Castle West.


Goat Ornament
   Location - Castle (Castle West - West most room, in centre chest)
   Description - "An ornament peice for the wall relief in the grand hall."
   Use - Placed in the Grand Hall wall relief.


Golden Sword
   Location - Castle (Sword Room)
   Description - "A decorative sword made from gold."
   Use - Swap this with the Platinum Sword to open the passage to the Castle
         Gate.


Hexagonal Emblem
   Location - Combine the Emblem (Left Half) and Emblem (Right Half)
   Description - "A hexagonal object with a unique insigna engraved on it. It
                  opens the gate in the valley."
   Use - On the North East gate in Village (Valley) to open.


Insignia Key
   Location - Village (House - Upstairs Chest)
   Description - "A key with a unique symbol on the end. It opens the door of
                  the house in the village."
   Use - To open the Church door in the Village (Village) to the Underground
         Passage.


Jet-ski Key
   Location - Island (After Final Boss, Cutscene)
   Description - "A jet-ski key. I guess you could call it a "present" from
                  Ada. Well, sorta..."
   Use - To use the jet-ski to escape the island.


Key to the Mine
   Location - Castle (Underground Ruins - Upper Room)
   Description - "A key that opens the locked door in the underground ruins."
   Use - Opens the door in the Underground Ruins.


King's Grail
   Location - Castle (Castle North East - Chest)
   Description - "A grail with a decoration of a king."
   Use - Placed on the right statue at the North of Castle North to open the
         way to the Novistador Dome.


Lion Ornament
   Location - Castle (Lava Hall - End Chest)
   Description - "An ornament piece for the wall relief in the grand hall."
   Use - Placed in the Grand Hall wall relief.


Old Key
   Location - Village (Cabin Right Route - Second Hut)
   Description - "It opens the gate at the end of the back route from the
                  cabin."
   Use - In the second area with the cabins, this is found on the floor. Run to
         the very end and use it on the door to escape this area, ensuring that
         Ashley is with you.


Moonstone (Left Half)
   Location - Castle (Castle Garden Maze - North East Fountain)
   Description - "Only the left half of a stone object."
   Use - Combine it with it's other half to make the Blue Moonstone.


Moonstone (Right Half)
   Location - Castle (Castle Garden Maze - West Fountain)
   Description - "Only the right half of a stone object."
   Use - Combine it with it's other half to make the Blue Moonstone.


Platinum Sword
   Location - Castle (Sword Room)
   Description - "A decorative sword made from platinum."
   Use - Swap this with the Golden Sword to open the passage to the Castle
         Gate.


Piece of the Holy Beast, Eagle
   Location - Island - (Ruined Fortress, North Tower Top)
   Description - "A piece of the object to be used at the wall relief."
   Use - Used on the wall relief in the corner area to escape.


Piece of the Holy Beast, Panther
   Location - Island - (Ruined Fortress, East)
   Description - "A piece of the object to be used at the wall relief."
   Use - Used on the wall relief in the corner area to escape.


Piece of the Holy Beast, Serpent
   Location - Island - (Ruined Fortress, Krauser Corpse)
   Description - "A piece of the object to be used at the wall relief."
   Use - Used on the wall relief in the corner area to escape.


Prison Key
   Location - Castle (Castle Hall Right Corridor - Over painting before flames)
   Description - "A key that opens the door to the underground prison."
   Use - Opens the prison located by the door going to the Castle Hall.


Queen's Grail
   Location - Castle (Castle North West - Chest)
   Description - "A grail with a decoration of a queen."
   Use - Placed on the left statue at the North of Castle North to open the way
         to the Novistador Dome.


Round Insignia
   Location - Village (Dam - Waterfall Passage)
   Description - "A round object with a strange symbol. It fits inside the 
                  door of the church."
   Use - To access Church in the Village Cemetery.


Salazar Family Insignia
   Location - Castle (Knight Room - From Statue head after sliding puzzle)
   Description - "A family heirloom that has been passed down for generations
                  in the Salazar family."
   Use - To open the secret passage in the Castle Bedrooms, North Room


Serpent Ornament
   Location - Castle (Knight Room - From chest after sliding puzzle)
   Description - "An ornament piece for the wall relief in the grand hall."
   Use - Placed in the Grand Hall wall relief.


Stone of Sacrifice
   Location - Castle (Mine Shaft - End of Mine Shaft)
   Description - "A stone object with an engraving of an animal for sacrifice."
   Use - Opens the door to the Cathedral in the Cathedral Approach.


Stone Tablet
   Location - Castle (Knight Room - South area mantelpiece)
   Description - "A tablet with part of a picture etched upon it's surface."
   Use - Once you are done with the sliding puzzle in the Castle Basement, use
         this in the empty slot.


Storage Room Card Key
   Location - Island (Tower Laboratory - On Iron Maiden)
   Description - "A card key with an orange logo of the Los Illuminados. Use it
   to open the door where Ashley is trapped."
   Use - To open the cell in the Storage Room.


Waste Disposal Card Key
   Location - Island (Freezer Room - rewrite the Freezer Card
                                      Key)
   Description - "A card key with a yellow logo of the Los Illuminados. Use it
                  to open the door to the Wast Disposal Area."
   Use - To open the door to the Waste Disposal Area from the Laboratory
         Corridor.



-------------
Separate Ways
-------------


Activation Key (Blue)
   Location - Island (Shipyard, Crate)
   Description - "This electronic key activates the blue gun battery."
   Use - Use it to activate the gun battery up the steps you just came down.


Activation Key (Red)
   Location - Island (Shipyard, Upper Platform)
   Description - "This electronic key activates the red gun battery."
   Use - Use it to activate the gun battery at the far end on the platform.


Hourglass w/ Gold Decor
   Location - Castle (North-West Passage, Outside Chest Room)
   Description - "There are scratches on it that suggest it had been placed in
                  some mechanism."
   Use - Use it in the chest in the cage of the Dining Room to open the way 
         ahead.


Insignia Key
   Location - Village (SE House Rooftop)
   Description - "A key with a unique symbol on the end. It opens the door of
                  the house in the village."
   Use - Opens the Church door.


Iron Key
   Location - Village (Cable Cars, Control Room)
   Description - "This key can be used on a door somewhere near the lift."
   Use - Opens the way to the Large Barn from the Cable Cars.


Lift Activation Key
   Location - Village (Large Barn, Bella Sister Corpse)
   Description - "This key can activate the lift."
   Use - In the control room to get the Cable Cars running.


Round Insignia
   Location - Village (Graveyard, Church Back Pedestal)
   Description - "A round object with a strange symbol. It fits inside the
                  door of the church."
   Use - Opens the Church door.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 8.03. Items
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=


Attache Case M 
   Value - 24,000 PTAS
   Description - "A medium size case. 7x11 (77 boxes)"
   Use - Increases the case size. Extremely useful, purchase the upgrade as
         as soon as it's available / you can afford it.


Attache Case L 
   Value - 40,000 PTAS
   Description - "A large size case. 8x12 (96 boxes)"
   Use - Increases the case size. Extremely useful, purchase the upgrade as
         as soon as it's available / you can afford it.


Attache Case XL 
   Value - 73,000 PTAS
   Description - "The largest case available. (8x15 boxes)"
   Use - Increases the case size. Extremely useful, purchase the upgrade as
         as soon as it's available / you can afford it.


Black Bass 
   Value - 750 PTAS
   Description - "Restores health partially."
   Use - Restores health fully. Can be found in bodies of water in certain
         locations, notably the Building Complex and the Lake in the Village.


Black Bass (L) 
   Value - 2300 PTAS
   Description - "Restores health completely."
   Use - Restores health fully. Can be found in bodies of water in certain
         locations, notably the Building Complex and the Lake in the Village.


Brown Chicken Egg 
   Value - 600
   Description - "Restores partial health."
   Use - Uncommon egg that has a random chance of appearing where Chickens are.
         Can also be found when snakes are killed.


Chicken Egg 
   Value - 300
   Description - "Restores health by a small degree."
   Use - Common egg that has a random chance of appearing where Chickens are.
         Can also be found when snakes are killed.


First Aid Spray 
   Value - 5000 PTAS
   Description - "Complete restores health."
   Use - Restores health completely. Can be found in various places or 
         purchased from the Merchant at regular intervals.


Gold Chicken Egg 
   Value - 3000 PTAS
   Description - "Completely restores health."
   Use - Rare egg that has a random chance of appearing where Chickens are.
         Can also be found when snakes are killed.


Green Herb 
   Value - 500 PTAS
   Description - "Herb that restores partial health."
   Use - Combine with other Green Herbs, or with Red or Yellow Herbs to restore
         health.


Infrared Scope - 
   Value - 10,000 PTAS 
   Description - "Mounts on to any .223 caliber rifle. Enables you to see the
                  hidden parasites in the enemy's body."
   Use - Found in the Freezer Room (Island), enables you to find the parasites
         on Regenerators and Iron Maidens. Need to combine it with either
         Rifle to use.


Mission 1 Treasure Map (Separate Ways Only)
   Value - 10,000 PTAS
   Description - "The location of valuable treasures are displayed on the map.
                  (for Mission 1)"
   Use - Purchased from the Merchant in Chapter 1 of Separate Ways. Updates the
         map with Treasure locations.


Mission 2 Treasure Map (Separate Ways Only)
   Value - 10,000 PTAS
   Description - "The location of valuable treasures are displayed on the map.
                  (for Mission 2)"
   Use - Purchased from the Merchant in Chapter 2 of Separate Ways. Updates the
         map with Treasure locations.


Mission 3 Treasure Map (Separate Ways Only)
   Value - 10,000 PTAS
   Description - "The location of valuable treasures are displayed on the map.
                  (for Mission 3)"
   Use - Purchased from the Merchant in Chapter 3 of Separate Ways. Updates the
         map with Treasure locations.


Mission 4 Treasure Map (Separate Ways Only)
   Value - 10,000 PTAS
   Description - "The location of valuable treasures are displayed on the map.
                  (for Mission 4)"
   Use - Purchased from the Merchant in Chapter 4 of Separate Ways. Updates the
         map with Treasure locations.


Mission 5 Treasure Map (Separate Ways Only)
   Value - 10,000 PTAS
   Description - "The location of valuable treasures are displayed on the map.
                  (for Mission 5)"
   Use - Purchased from the Merchant in Chapter 5 of Separate Ways. Updates the
         map with Treasure locations.


Mixed Herbs (G+R+Y) 
   Value - 10,000 PTAS
   Description - "A mixture of 3 different herbs. It increases your maximum
                  health and restores health completely."
   Use - Restores health fully and increases your maximum health too.


Plaga Sample (Assignment Ada Only)
   Value - N/A
   Description - "A powerful parasitie specimen, powerful enough to change the
                  fate of the world."
   Use - Found in Assignment Ada only. Has no use.


Red Herb 
   Value - 1000 PTAS
   Description - "Mixing it with a Green Herb will completely restore health."
   Use - Combine with Green and / or Yellow Herbs to restore health completely.
         Cannot be used on it's own.


Scope (Rifle) 
   Value - 7000 PTAS
   Description - "A custom scope for the bolt action .233 caliber rifle. Mount
                  it to see your enemies closer. A must for long-range
                  shooting."
   Use - Enables you to zoom in further. Very handy, worth getting if you can
         spare the money and space.


Scope (semi-auto rifle) 
   Value - 10,000 PTAS
   Description - "A custom scope for the semi-auto .233 caliber rifle. Mount
                  it to see your enemies closer. A must for long-range
                  shooting."
   Use - Enables you to zoom in further. Very handy, worth getting if you can
         spare the money and space.


Scope (Mine Thrower) 
   Value -  8000 PTAS
   Description - "A custom scope for the Mine Thrower"
   Use - Although Scopes are good for Rifles, this is lesser so for the Mine
         Thrower. What are you doing with this weapon anyway!?


Stock (Red9) 
   Value - 4000 PTAS
   Description - "A stock for the 9mm Red9 handgun. Absorbs and spreads out 80%
                  of the recoil forces for increased shooting stability and
                  comfort."
   Use - Combine with the Red9 to lessen the recoil. Although you aim with the
         Wiimote, it still wobbles like mad, so a worth while purchase.


Stock (TMP) 
   Value - 4000 PTAS
   Description - "A stock for the 9mm fully-auto TMP. Absorbs and spreads out
                  80% of the recoil forces for increased shooting stability
                  and comfort."
   Use - Combine with the TMP to lessen the recoil. Although you aim with the
         Wiimote, it still wobbles like mad, so a worth while purchase.


Treasure Map (Castle) 
   Value - 6000 PTAS
   Description - "A map that shows the locations of valuable treasures in the
                  castle area."
   Use - Updates the Castle Map with Treasure locations.


Treasure Map (Island) 
   Value - 9000 PTAS
   Description - "A map that shows the locations of valuable treasures in the
                  island area."
   Use - Updates the Island Map with Treasure locations.


Treasure Map (Village) 
   Value - 3000 PTAS
   Description - "A map that shows the locations of valuable treasures in the
                  village area."
   Use - Updates the Village Map with Treasure locations.


Yellow Herb 
   Value - 3000 PTAS
   Description - "Mixing it with a Green Herb will increase your maximum
                  health."
   Use - Combine with Red and / or Green Herbs to increase maximum health.
         Cannot be used on it's own.



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 8.04. Treasure
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You find Treasure everywhere in this game, all of which can be sold for
profit to go toward purchases with the Merchant. Note that there are a select
group of Treasures that can be combined to increase their value.

Combinations - Elegant Mask with the Coloured Gems
             - Beerstein with the Catseyes
             - Butterfly Map with Eyes
             - Royal Insignia and Crown Jewel with Crown
             - # Stone of # with Golden Lynx


Amber Ring
   Value - 10,000 PTAS
   Description - "An old ring. I can almost feel the history behind this
                  jewelry. I hope that there's some value to it."


Antique Pipe
   Value - 10,000 PTAS
   Description - "There's a detailed engraving on this pipe. Let's hope it's
                  worth something."


Beerstein
   Value - 3000 PTAS
   Description - "There are 3 recessions on the side. I wonder what they're
                  for?"


Blue Eye
   Value - 3000 PTAS
   Description - "The markings on the sides of the stone indicate that it was
                  once set in something."


Blue Stone of Treason
   Value - 3500 PTAS
   Description - "The markings on the side of the stone indicate that it was
                  once set in something."


Brass Pocket Watch
   Value - 10,000 PTAS
   Description - "There are signs of use, but this brass watch may still be
                  worth something."


Butterfly Lamp
   Value - 4500 PTAS
   Description - "An exquisite lamp designed with butterfly motifs. There are
                  3 indentations like something might fit inside."


Butterfly Lamp w/ (R,G,B)
   Value - 32,000 PTAS
   Description - "A lamp with all the eyes set in its indentations."


Crown
   Value - 9000 PTAS
   Description - "A crown with 2 divots like something might fit inside."


Crown Jewel
   Value - 11,000 PTAS
   Description - "The markings on the backside of this piece indicate that it
                  was once set in something."


Elegant Chessboard
   Value - 13,000 PTAS
   Description - "A finely crafted chessboard with a rare design."


Elegant Headdress
   Value - 10,000 PTAS
   Description - "The rare stone set in this headdress has made it a one of a
                  kind."


Elegant Mask
   Value - 3000 PTAS
   Description - "A mask with 3 divots like something might fit inside."


Elegant Mask w/ R,G,P
   Value - 20,000 PTAS
   Description - "A mask with all the gem pieces fitted in it."


Elegant Perfume Bottle
   Value - 10,000 PTAS
   Description - "A luxurious looking perfume bottle with an intricate
                  decoration."


Emerald
   Value - 3000 PTAS
   Description - "Although small in size, a precious gem."


Gold Bangle
   Value - 8500 PTAS
   Description - "A handcrafted gold bangle with a beautiful decoration carved
                  around it."


Gold Bangle w/ Pearls
   Value - 10,000 PTAS
   Description - "The fantastic workmanship of this accessory makes this a
                  valuable item."


Golden Lynx
   Value - 15,000 PTAS
   Description - "A golden statue with 3 holes."


Golden Lynx w/ (G,R,B)
   Value - 35,000 PTAS (Golden Lynx with # Stone of #)
   Description - "A statue with all the stones fitted in it."


Green Catseye
   Value - 3000 PTAS
   Description - "The marking on the stone indicates that is once was set in
                  something, but what? Nevertheless, a rare gem."

Green Eye
   Value - 1000 PTAS
   Description - "The markings on the sides of the stone indicate that it was
                  once set in something."


Green Gem
   Value - 3000 PTAS
   Description - "The markings on the piece indicate that it was once set in
                  something."


Green Stone of Judgment
   Value - 3500 PTAS
   Description - "The markings on the side of the stone indicate that it was
                  once set in something."


Hourglass w/ Gold Decor
   Value - 12,000 PTAS
   Description - "A marvelously crafted hourglass."


Illuminados Pendant
   Value - 12,000 PTAS
   Description - "A pendant designed with the Los Illuminados motif."



Mirror w/ Pearls & Rubies
   Value - 12,000 PTAS
   Description - "A gorgeous mirror lined with many pearls and rubies."


Purple Gem
   Value - 3000 PTAS
   Description - "The markings on the piece indicate that it was once set in
                  something."

Red Gem
   Value - 3000 PTAS
   Description - "The markings on the piece indicate that it was once set in 
                  something."


Pearl Pendant
   Value - 10,000 PTAS
   Description - "It's in pretty good condition. Looks valuable."


Red Eye
   Value - 1500 PTAS
   Description - "The markings on the sides of the stone indicate that it was
                  once set in something."


Red Stone of Faith
   Value - 3500 PTAS
   Description - "The markings on the side of the stone indicate that it was
                  once set in something."


Royal Insignia
   Value - 13,000 PTAS
   Description - "The markings on the backside of this piece indicate that it
                  was once set in something."

Ruby
   Value - 10,000 PTAS
   Description - "A large precious stone."


Salazar Family Crown
   Value - 48,000 PTAS (Crown w/ Royal Insignia and Crown Jewel)
   Description - "A complete crown with all the jewels and insignia set in it."


Spinel
   Value - 2000 PTAS
   Description - "Although small in size, it appears to have some value."


Staff of Royalty
   Value - 20,000 PTAS
   Description - "A staff with a beautiful decoration. It seems to have
                  substantial value."

Velvet Blue
   Value - 2500 PTAS
   Description - "Although small in size, it appears to have some value."


Yellow Catseye
   Value - 3000 PTAS
   Description - "The marking on the stone indicates that is once was set in
                  something, but what? Nevertheless, a rare gem."



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 8.05. Memo Locations
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

You only get Memo's in the main quest. As for the one Ada creates in Separate
Ways, check Ada's Reports under the Extras Section of the Main Menu.


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

Playing Manual 1 - Automatic
Finding Ashley - Automatic
Playing Manual 2 - Village - Part of cutscene (Automatic)
Alert Memo - Village - Rightmost outhouse on North East Path
About the Blue Medallions - The Farm - Tree opposite Typewriter outhouse
Chief's Note - House - Upstairs Bed
Closure of the Church - Cemetery - Outhouse on cliff walkway
Anonymous Letter - Lake South East - On Bed
Playing Manual 3 - Church - Rescue Ashley
Sera and the 3rd Party - Farm - Typewriter Outhouse (Chapter 2-2)
Village's Last Defense - Cabin - Typewriter Outhouse


------
Castle
------

Communication Log - Automatic
Capture Luis Sera - Castle Hall Right Corridor - On wall at corner
Target Practice - Any Target Practice Room
Luis' Memo - Sewers, NE Cell
Castellan Memo - Castle West, second room from the east side, on the table
Female Intruder - Castle Garden Maze, Merchant Room
Butler's Memo - Castle Bedrooms, North most room
Sample Retrieved - Castle North, East Corridor
Ritual Preparation - Clocktower, Table in Top Level
Luis' Memo 2 - Lift Exit, next to Typewriter.
Letter From Ada - Cathedral Approach, Cabin Outside


------
Island
------

Communication Log - Automatic.
Luis Memo 3 - Laboratory - Locked Room, Left Bed
Paper Airplane - Storage Room, Cell after Ashley's rescue
Our Plan - Merchant Passage, On crate next to Merchant
Luis Memo 4 - Merchant Passage, next to Merchant
Krauser's Note - Enemy Camp, next to Merchant
Luis Memo 5 - Las Plagas Laboratory Approach, outside on rocks
Our Mission - Las Plagas Laboratory, end room before Construction Site



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 8.06. Yellow Herb Locations
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

Why are Yellow Herbs so important? When combined with other herbs and used,
they increase your main health bar perminantly. Pretty damn handy, eh? You
can use them on Leon or Ashley. By the end of the Main Game you should have
about four or five left over, so carry them on to a New Round save and use
them on Ashley, or sell them for mega bucks. You also find them in Separate
Ways and (somewhat pointlessly) Assignment Ada.


---------
Main Game
---------


VILLAGE
-------
   Village - Next to stable, in a crate
   Valley - In the building next to the hexagonal emblem gate.
   Lake North West - In Building
   Enclosure - El Gigante battle - Cart
   Cabin - Ground floor side
   Large Barn - Village Elder battle


CASTLE
------
   Castle Outdoors - Upstairs outhouse, in the chest
   Sewers - West most cell
   Garden Maze - South West deadend
   Castle North - East Corridor
   Underground Ruins - Upper Room, Crate


ISLAND
------
   Storage Area - Basement, Crate
   Waste Disposal Area - Computer Room, Side Area
   Radio Tower - In the crate next to the Merchant
   Shutter Corridor - At end, outside Merchant Room
   Cavern - In side niche after the Merchant Passage area
   Enemy Camp - Round corner from tent
   Ruined Fortress - Tower Base (North)
   Enemy Stronghold - Lower right path, crate under bridge
   Industrial Complex - Card Key Room, in locker


-------------
Separate Ways
-------------

CHAPTER 1
---------
   Graveyard - Bottom Outhouse (Crate)


CHAPTER 2
---------
   Cable Cars - Control Room (Locker)
   Large Barn - Right Side


CHAPTER 3
---------
   Castle Garden Maze - South West corner, dead end
   North-West Passage - Side locked room, in chest


CHAPTER 4
---------
   Road Tunnel - Hidden room behind wreakage, on crate
   Industrial Ruins - After bridge


CHAPTER 5
---------
   Enemy Stronghold - Before bridge, right side
   Ruins - Down passage, in crate



--------------
Assignment Ada
--------------

   Island Coastline - Start, left fork, in crate
   Island Coastline - Tunnel, behind sandbag wall
   Complex Approach - Rock passages, right fork
   Laboratory - Corner room, glass cabinet
   Storage Room - Corner, outside cell
   Long Corridor - End Room, on Table
   Tower Laboratory - Sample Area, End in-between the Green and Red Herbs



=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 8.07. Merchant Lists
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=

---------
Main Game
---------


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


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


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


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


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


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


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


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


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


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


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


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


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


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


  Merchant - Chapter 4-3 (Castle - Cathedral Approach)
      Attache Case XL         - 73,000 PTAS
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Treasure Map (Castle)   - 6000 PTAS
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Striker                 - 43,000 PTAS 
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Handgun, Red9, Punisher, Blacktail, Broken Butterfly, Shotgun,
         Striker, Rifle, Rifle (semi-auto) and TMP Upgrades!


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


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


  Merchant - Chapter 5-1 (Island - Complex Approach)
      Attache Case XL         - 73,000 PTAS
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Treasure Map (Island)   - 9000 PTAS       !NEW! 
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Striker                 - 43,000 PTAS
      Killer7                 - 77,700 PTAS     !NEW! 
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Broken Butterfly, Striker, Rifle (semi-auto) Upgrades!


  Merchant - Chapter 5-1 (Island - Merchant Room)
      Attache Case XL         - 73,000 PTAS
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Tactical Vest           - 60,000 PTAS     !NEW! 
      Treasure Map (Island)   - 9000 PTAS 
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Striker                 - 43,000 PTAS
      Killer7                 - 77,700 PTAS
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Killer7 and Striker Upgrades!


  Merchant - Chapter 5-3 (Island - Merchant Passage)
      Attache Case XL         - 73,000 PTAS
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Tactical Vest           - 60,000 PTAS 
      Treasure Map (Island)   - 9000 PTAS 
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Striker                 - 43,000 PTAS
      Killer7                 - 77,700 PTAS
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Broken Butterfly and Killer7 Upgrades!


  Merchant - Chapter 5-3 (Island - Enemy Camp)
      Attache Case XL         - 73,000 PTAS
      Attache Case L          - 40,000 PTAS
      Attache Case M          - 24,000 PTAS
      Tactical Vest           - 60,000 PTAS 
      Treasure Map (Island)   - 9000 PTAS 
      Handgun                 - 8000 PTAS
      Red9                    - 14,000 PTAS
      Blacktail               - 24,000 PTAS 
      Broken Butterfly        - 38,000 PTAS
      Riot Gun                - 32,000 PTAS
      Striker                 - 43,000 PTAS
      Killer7                 - 77,700 PTAS
      Shotgun                 - 20,000 PTAS
      Rifle                   - 12,000 PTAS
      Rifle (semi-auto)       - 35,000 PTAS
      TMP                     - 10,000 PTAS
      Mine Thrower            - 9800 PTAS 
      Rocket Launcher         - 30,000 PTAS
      Stock (Red9)            - 4000 PTAS
      Stock (TMP)             - 4000 PTAS
      Scope (Rifle)           - 7000 PTAS
      Scope (semi-auto rifle) - 10,000 PTAS
      Scope (Mine Thrower)    - 8000 PTAS
      First Aid Spray         - 5000 PTAS
      + !NEW Broken Butterfly Upgrades!


-------------
Separate Ways
-------------

  Merchant - Chapter 1 (Village - Merchant Passage)
      Mission 1 Treasure Map - 10,000 PTAS     !NEW!
      Attache Case M         - 24,000 PTAS     !NEW!
      Treasure Map (Village) - 3000 PTAS       !NEW!
      Blacktail              - 24,600 PTAS     !NEW!
      Shotgun                - 21,440 PTAS     !NEW!
      Rifle                  - 12,000 PTAS     !NEW!
      TMP                    - 12,800 PTAS     !NEW!
      Rifle (semi-auto)      - 35,600 PTAS     !NEW!
      Scope (semi-auto)      - 10,000 PTAS     !NEW!
      First Aid Spray        - 5000 PTAS       !NEW!


  Merchant - Chapter 2 (Village - House)
      Mission 2 Treasure Map - 10,000 PTAS     !NEW!
      Attache Case M         - 24,000 PTAS
      Treasure Map (Village) - 3000 PTAS
      Blacktail              - 24,600 PTAS
      Shotgun                - 21,440 PTAS
      Rifle                  - 12,000 PTAS
      TMP                    - 12,800 PTAS
      Rifle (semi-auto)      - 35,600 PTAS
      Scope (semi-auto)      - 10,000 PTAS
      First Aid Spray        - 5000 PTAS


  Merchant - Chapter 3 (Castle - Castle Garden Maze)
      Mission 3 Treasure Map - 10,000 PTAS     !NEW!
      Attache Case L         - 40,000 PTAS     !NEW!
      Attache Case M         - 24,000 PTAS
      Treasure Map (Village) - 3000 PTAS
      Blacktail              - 24,600 PTAS
      Shotgun                - 21,440 PTAS
      Rifle                  - 12,000 PTAS
      TMP                    - 12,800 PTAS
      Rifle (semi-auto)      - 35,600 PTAS
      Scope (semi-auto)      - 10,000 PTAS
      Bowgun                 - 70,000 PTAS     !NEW!
      First Aid Spray        - 5000 PTAS


  Merchant - Chapter 4 (Island - Road Tunnel)
      Mission 4 Treasure Map - 10,000 PTAS     !NEW!
      Attache Case L         - 40,000 PTAS
      Attache Case M         - 24,000 PTAS
      Treasure Map (Village) - 3000 PTAS
      Blacktail              - 24,600 PTAS
      Shotgun                - 21,440 PTAS
      Rifle                  - 12,000 PTAS
      TMP                    - 12,800 PTAS
      Rifle (semi-auto)      - 35,600 PTAS
      Scope (semi-auto)      - 10,000 PTAS
      Bowgun                 - 70,000 PTAS
      First Aid Spray        - 5000 PTAS


  Merchant - Chapter 5 (Island - Enemy Stronghold)
      Mission 5 Treasure Map - 10,000 PTAS     !NEW!
      Attache Case XL        - 70,000 PTAS     !NEW!
      Attache Case L         - 40,000 PTAS
      Attache Case M         - 24,000 PTAS
      Treasure Map (Village) - 3000 PTAS
      Blacktail              - 24,600 PTAS
      Shotgun                - 21,440 PTAS
      Rifle                  - 12,000 PTAS
      TMP                    - 12,800 PTAS
      Rifle (semi-auto)      - 35,600 PTAS
      Scope (semi-auto)      - 10,000 PTAS
      Bowgun                 - 70,000 PTAS
      First Aid Spray        - 5000 PTAS



===============================================================================
                             --------------
                               9. ENEMIES
                             --------------
===============================================================================

Here is a quick guide through each enemy in the game and how to dispose of them
most effectively.


---------------------------------
Enemies (Ganado, Zealot, Soldier)
---------------------------------

I have labeled them as 'enemies' throughout the guide, and they are basically
the standard 'human' that you encounter everywhere. They basically follow
you and when you get too close, grapple at you and reduce your health. The
best way to get them is to use the Handgun and shoot at their head, causing
them to recoil; run up to them and press A on the Wiimote to kick them
down. Assuming no others are around stand over the enemy and knife them until
they die - ideally knife their upper torso or head for more damage. For
groups, use the Shotgun or Grenades.

Many carry weapons - such examples including hoes axes and knifes. They
can be thrown at you, and you can either choose to dodge them by running to the
side or shooting them out of the air. Some carry dynamite in certain areas of
the game, and this is a blessing in disguise as they tend to blow up other
surrounding enemies with them. The best way to deal with them is to wait
until the dynamite is lit, aim at their head and shoot as soon as it's
thrown to blow it up. Otherwise if the dynamite is lit, kill them and it'll
explode when he's down.

Some will also carry armour or shields. The shields can be shot away at,
however it's recommended you use Grenades or a Shotgun blast to get rid of it.
Otherwise stand over them or to the side and aim at the enemy carrying it
instead. From the Castle onward some will have face masks or protective
gear, so shoot them in the torso until they are downed.

From Chapter 2-1 parasites will emerge randomly from their necks. When
they do, keep an eye on those that do and keep your distance. Using ideally
a Shotgun, aim at the parasite until it's downed. There are different
types of parasite, two of which can kill you instantly from green or orange
health if you get too close. The other type, which is webbed, will detach
from the host when it's down and requires killing later. Two Handgun rounds
will do it.


----------------------------
Dr. Salvador / Bella Sisters
----------------------------

Your first encounter will be when you exit the House in the Village. These
are tough chainsaw carrying foes that will kill you instantly, regardless of
health, when they get too close to you. The easiest way is to use the Shotgun
and aim at their heads. A blast will knock them down to the ground, leaving
you to either clear the other surrounding enemies or to continue blasting them
on the ground. Grenades are also very helpful. You can tell when they are
coming as you'll hear the Chainsaw wurring away!


----------
El Gigante
----------

You won't encounter many of these, but you'll meet enough. These guys are
giants, and take a while to be downed. Fire at them with the Shotgun or
Grenades until they get close and then run round them before they can attack,
turn round and repeat. If you have room to run, run away then use the Rifle
and get them from afar. Another tactic is to fire up close, run through their
legs, turn around, fire, run through their legs and repeat - if you get it
right they cannot attack fast enough. When they knell down run up and press
A and swipe the Wiimote like mad in order to stab the parasite. Keep doing
this until it's downed.


--------
Cerberus
--------

Dogs, in other words. You'll only encounter them in three places - the Lake
North-West (after the Lake Monster battle), the Cemetery (after El Gigante)
and the Castle Garden Maze. Run past them in the Cemetery, however you'll
need to kill them in the Garden Maze as they'll be a nuisance. Although
they are quick, they are bit stupid in the sense that they'll run around
in small circles before attacking you. In that time, let rip with a Shotgun
round or two to make them, erm, dog food (I assume these guys munch on each
other). When there is only one or two, three Handgun rounds will kill them
easy enough.


-----------
El Garrador
-----------

From the Castle onward (Grand Hall, Chapter 2-1) these are blind enemies
with Wolverine-esqe claws. They rely on sound to find you, so walk around them
to avoid their charges. They can be confused by shooting bells around the
area, otherwise shoot and run away to lure them to that spot. To injure them
shoot the parasite emerging from their back using either the Shotgun or Rifle.
Grenades are also handy to down them so you can get shoot them in the back.
Another idea is to stand still and watch them wonder around; they'll turn
slowly, exposing their back, giving you time to get a shot in.


----------------------
Novistador (Invisible)
----------------------

Found in the Castle sewers, these are giant insects. While they are invisible,
you can see their outlines and their shining eyes. Quickly fire at them with
the Shotgun or a few quick rounds from a Handgun to expose them, and finish
them off. Otherwise they'll get back up and escape again. They can also
crawl across the ceiling and drop down on you, so listen out to know when one
is close by. Thankfully they only appear in the Sewers, so you won't
encounter them often.


-------------------
Novistador (Flying)
-------------------

These are the same guys as you saw in the Sewers, except they can fly (REALLY?)
although as a nice compromise are now fully visible. These guys are a lot
easier than the others, as one shot with even the Handgun will ground them. S
hoot them over a chasm and they'll fall to their doom. Otherwise use the
Shotgun to clear them very quickly.


---------------
Suits of Armour
---------------

Only seen in one in room of the Castle, there are two types. For the first wave
wait until they attack, then run round and shoot them in the back. Repeat
until defeated. The second wave is very similar, except you'll shoot them in
the head instead. They hurt a lot, so keep an eye out on the others in the
room so you don't get hit from behind.


----
J.J.
----

This guy keeps cropping up on the Island. Carrying a minigun, he'll fire it
around him until he needs to reload or is fired upon. When he appears,
fire at him using the Shotgun or Rifle until he recoils. Now keep raining fire
at him until he's downed. If he manages to fire, find cover as the bullets
will shred through you like a train through tissue paper (a really bad analogy
but you kinda get the picture). Once he reloads, get out there and fire
away. Grenades also do the job too.


---------------------------
Regenerators / Iron Maidens
---------------------------

Freaky humonids on the Island. You'll encounter them first in the Laboratory
area, but just ignore them until you get the Infrared Scope. Keep your
distance and aim at it to see the parasites glowing and blast them away.
The difference between Regenerators and Iron Maidens is that Regenerators
have two parasites, and Iron Maidens have four at the front and one at the
back (shoot the legs to down them so you can get at their back easier).
Their arms can stretch so keep away from them, but apart from that they aren't
tough at all to dispose of. It's a case of their freaky breathing is worse
than their bite.


===============================================================================
                             ------------------
                               10. SIDEQUESTS
                             ------------------
===============================================================================

------------------------
Blue Medallion Sidequest
------------------------

From The Farm area in the Village, pick up the ABOUT THE BLUE MEDALLIONS
memo on the tree. Basically it says there are a total of 15 medallions - 7
here and 8 in the cemetery (some way off yet). Collecting 10 gets you a
reward - a Punisher Handgun. Get all 15 however and it'll have a few firepower
upgrade. You can either keep it to replace you existing Handgun, or sell it for
a cool 10,000 PTAS. Your choice!

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

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


---------------
Target Practice
---------------

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

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


      Weapon Choices - RAPID-FIRE WEAPONS -
                       Shotgun (12)
                       TMP (50)
                       TMP Ammo (100)
                       Shotgun Ammo (5)+(15)
                       Hand Grenade

                       SNIPING WEAPONS -
                       Handgun (16)
                       Rifle (18)
                       Handgun Ammo (50)
                       Rifle Ammp (10)+(10)+(10)
                       Hand Grenade


      GAME A - 1/4 - Castle, Central Hallway (Chapter 3-1)
               Bottom Line - Leon w/rocket launcher
                             Leon w/shotgun
                             Leon w/handgun
                             Ashley Graham
                             Luis Sera
                             Ada Wong
      There are two variations, both pretty similar. They involve mostly
      standard villager cutouts, with the occasional female villager. You get
      several Salazar's in the background so be sure to get them. In one
      variation you get no Ashleys, the other you get more; just avoid her, 
      and when she is in your face wait a few moments for her to disappear
      before letting rip. In that same variation one of the line of villagers
      holds dynamite - don't shoot it!
      Complete set reward - 15,000 PTAS


      GAME B - 2/4 - Castle, Castle North (Chapter 4-1)
               Second Bottom Line - Don Jose
                                    Don Diego
                                    Don Esteban
                                    Don Manuel
                                    Dr. Salvador
                                    Balla Sisters
      There are a lot more Ashley's this time that get in the way so give it
      a second or two to ensure you are aiming at the right cut outs and blast
      away. I recommend standing back and to the side slightly, as Ashley can
      pop up right in the centre, and some cut-outs appear at the front to the
      sides, which would hidden from your view. To get all the bottle caps,
      keep playing until the board opens up at the back and you get more
      villagers, including two sets with dynamite (blow them up as it's too
      fast to get them all normally) and also the Salazar in the far end,
      which is the 25th enemy.
      Complete set reward - 25,000 PTAS


      GAME C - 3/4 - Castle, Lift Exit (Chapter 4-2)
               Second Top Line - Merchant
                                 Zealot w/ scythe
                                 Zealot w/ shield
                                 Zealot w/ bowgun
                                 Leader zealot
                                 Don Pedro
      Nothing too different to the rest, just somewhat more faster paced.
      Ashley doesn't get in the way as much as she did in Game B, but the
      cutouts move quicker and you have a lot more to concentrate on as more
      move in different directions. To get all six you need to play the
      variation as the back board opens up, and to shoot the dynamite holder
      in the centre, then get the Salazar one for all 25 cutouts.
      Complete set reward - 35,000 PTAS.


      GAME D - 4/4 - Island, Merchant Room (Chapter 5-1)
               Top Line - Soldier w/ dynamite
                          Soldier w/ stun-rod
                          Soldier w/ hammer
                          Isabel
                          Maria
                          J.J.
      A lot of Ashleys getting in the way in this one. First of all, be sure
      to stand to the side slightly Ashley cut outs get in the way of straight
      lines at certain points. Be sure to identify the Ashleys from the
      normal cutouts, and to get the two or so Salazar's in the background.
      When the dynamite comes up, just shoot it as it'll clear all the cutouts.
      Complete set reward - 50,000 PTAS.


      NOTE - There is a fifth Target Practice room at the Enemy Camp, Island.
             This doesn't have any new games, but allows you to complete Games
             A to D before you finish the main game.



===============================================================================
                        -------------------------------
                          11. SECRETS AND UNLOCKABLES
                        -------------------------------
===============================================================================

Thanks to the GameFAQs Cheats and Secrets page for some of these unlockables.


-------
Secrets
-------

- Wii Credits can be found in the Extras section of the main menu.
- Pressing B on the Main Menu plays a demo movie, many of which are exclusive
  to the Wii version, showing some of the secret weapons you can unlock
  later in the game. Don't watch these if you don't want your game spoiled!
- Resident Evil - The Umbrella Chronicles trailer in the Extras section of the
  Main Menu. Note - US / JPN versions only! PAL misses out again. :(


-----------
Unlockables
-----------

Complete the game once to get -
- New Village title screen
- New Round
- Infinite Rocket Launcher and Madilda from the Merchant
- New Extras - Separate Ways, Assignment Ada, The Mercenaries, Movie Browser
- Professional Mode
- Leon Police  and Ashley Pink costumes in Main Game

Complete Professional Mode to get -
- New Round (Professional)
- PRL 413 Weapon

Complete Assignment Ada to get -
- Chicago Typewriter in the Main Game

Complete Separate Ways to get -
- Chicago Typewriter in Separate Ways
- Leon Gangster and Ashley Knight costumes in Main Game


---------------------------------
Mercenaries Character Unlockables
---------------------------------

Four Star on Village - Ada
Four Star on Castle - Krauser
Four Star on Island - Hunk
Four Star on Waterworld - Wesker


-----------------
Hidden Lake Death
-----------------

When you reach the lake, before fighting the boss, stand by the water edge
and shoot into the water for a hidden death scene!


===============================================================================
                    -------------------------------------
                      13. CONCLUSION AND SPECIAL THANKS
                    -------------------------------------
===============================================================================

That's just about it, folks. I hope that this document has been of aid in
one form or another, and that it has been easy to use. If you could, please
either ask me questions, suggestions, comments or contributions at 
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By Crazyreyn (crazyreyn_faqs@hotmail.com)
Copyright (c)2007 Matthew Reynolds. All rights reserved.


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