Resident Evil 4 Advanced Boss/Mini Boss Guide	By	8bitPunk


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  (Dr. Salvador)


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Resident Evil 4:  Advanced Boss and Mini-Boss Guide for Playstation 2


	Table of Contents  				[Shortcuts with Ctrl-F]

	Intro							[NTR]
		Disclaimer
		A note on Rationales and Proving my Data
		"Save Me" List of Items you should hold on to

Chapter 1:

	Chapter 1-1:  Dr. Salvador x2				[DRSAL]
	Items/Weapons that will make these fights easier
		Rationale					

	Chapter 1-3:  Dr. Salvador 				[DRSAL2]
	Items/Weapons that will make this fight easier
		Rationale
	
	Chapter 1-3:  Del Lago					[DELAGO]
	Items that will make this fight easier


Chapter 2:

	Chapter 2-1:  El Gigante				[ELGIG]
	Items/Weapons that will make this fight easier
		Rationale

	Chapter 2-3:  The Bella Sisters (Left Path)		[BELLAS]
	Items/Weapons that will make this fight easier
		Rationale

	Chapter 2-3:  El Gigante (Right Path)			[ELGIG2]
	Items/Weapons that will make this fight easier
		Rationale

	Chapter 2-3:  Chief Mendez				[CMNDZ]
	Items/Weapons that will make this fight easier
	Previous Locations of Incendiary Grenades		[INCGR]
		Rationale


Chapter 3:

	Chapter 3-1:  Garrador					[GRRDR]
	Items/Weapons that will make this fight easier
		Rationale


Chapter 4:

	Chapter 4-1:  Garrador (Inside Cage)			[GRRDR2]
	Items/Weapons that will make this fight easier
		Rationale

	Chapter 4-1:  Armored Knights				[ARMRD]
	Items/Weapons that will make this fight easier
		Rationale

	Chapter ???:  2x Garradors				[GRRDR3]
	Items/Weapons that will make this fight easier
		Rationale

	Chapter 4-1:  Verdugo (Salazar's Right Hand)		[VRDG]
	Items/Weapons that will make this fight easier
		Rationale

	Chapter 4-4:  Ramon Salazar (the Kid)			[KIDSAL]
	Items/Weapons that will make this fight easier
		Rationale


Chapter 5:

	Chapter 5-3:  Krauser (Cut Scene fight)			[KRSR]

	Chapter 5-3:  "It"					[IT]
	Items/Weapons that will make this fight easier
		Rationale



	List of Future Additions				[FTRADD]

	Legal / Contact Info					[LGL]



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    ###########
    #         #
    #  Intro  #
    #         #
    ###########

I love a good Boss fight.  For me it all goes back to the game Contra for NES,
which, I believe, has one of the best formulas for a great Video Game.  There
are fun levels with a variety of weapons and enemies, and at the end of each
stage lies a new Boss to test your abilities.  Its a shame that more games cant
take lessons from Contra to introduce Boss fights in an epic way to make their
game much more enjoyable (i.e. Halo for Xbox 360).


Though I will be covering the tactics I use to bring down all baddies with the
ease of a seasoned veteran, I will also include ways to circumvent the battles
and take the least amount of damage.  


The producers of Resident Evil 4 have a great way of supplying you with items
that will make even the toughest boss fights much easier.  Knowing where to
look and having the patience to retain found items will pay dividends.  Each
boss will have a sub-section highlighting where to find pertinent items and
ammo.


Concluding my recommendations on Boss and Mini-Boss strategy are my statistics
proving the relative range of Health for the enemies.

[NTR]

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     <><><><><><><><><>
     <>              <>
     <>  Disclaimer  <>
     <>              <>
     <><><><><><><><><>

***The Tables and figures expressed in this guide represent data collected
   while playing a NORTH AMERICAN version of Resident Evil 4. on PROFESSIONAL
   mode, for the PLAYSTATION 2.  While some of the data may be pertinent to
   other versions, my understanding is that several of the weapons in the
   GameCube version have different stats, and thus would produce different
   results than those shown here.  Additionally, different versions of Resident
   Evil 4 (European, Japanese, German, e.t.c.) may have different values for
   the health of the bosses.***


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     ()()()()()()()()()()()()()()()()()()()()()()()()
     ()                                            ()
     ()  A note on Rationales and Proving my Data  ()
     ()                                            ()
     ()()()()()()()()()()()()()()()()()()()()()()()()

To gather most of the information presented below, I used a second and third
play through on Professional Difficulty.  This allowed me to use fully upgraded
weapons including;  The Handcannon, Broken Butterfly, Semi-Auto Rifle,
Chicago Typewriter, Red 9, Blacktail, and occasionally the Standard Handgun.


In each Boss/Mini-Boss description I also included a comment on how the enemy
looks when viewed through the Infrared attachment for the Rifle.  The heat
signatures will often show a weak point on an enemy by marking that area as much
hotter (more red) than others.


After gathering info on various bosses, I discovered that occasionally a
boss/mini-boss will be resistant to certain kinds of weapons.  Most often this
is a resistance to Magnum type ammunition and is only evident when facing; Dr.
Salvador, The Bella Sisters, or U-3.  In addition, special note must be taken
when facing Dr. Salvador or The Bella Sisters with powerful weapons because
they seemed to resist most high-damage weapons (The Handcannon still kills 
them in one shot).


To gather the range of Health for Bosses and Mini-Bosses, I fought them
numerous times, with different weapons.  Usually, I would start with The
Handcannon, shoot the boss anywhere except their weak point, and record the
number of shots it took to defeat them.

Then I would use the Broken Butterfly and shoot the boss/mini-boss in the same
spot that I had shot the Handcannon.  After the Broken Butterfly, I would use
the Semi-Auto Rifle, then the Chicago Typewriter, then the Red 9, and finally
the Blacktail.

After collecting that information, I would repeat the process, instead aiming
at the Boss' weak point.


In cases where the data was oddly inconsistent (Dr. Salvador and Bella
Sisters), I upgraded a Standard Handgun to the maximum Firepower (2.0) and
recorded how many shots it took with that weapon.


However, once I had compiled all of this information, it seemed near useless,
considering that most people will consult a guide like this on their "First"
play through of the game.  Since I realized that, I started another game on
professional, with no additional weapons (or special costumes), to gather more
pertinent information.


Why is there no Shotgun information?  

Because shotguns have a very volatile Firepower, depending on the range of the
enemy and many other factors (how much of the spread hits the enemy).


Why not just use the Standard Handgun to show exactly how much Health a boss or
mini-boss might have?

For starters, some boss fights would be more challenging using only the 
Standard Handgun, and the more shots that have to be fired at a boss/mini-boss,
the higher chance of corrupt data due to misses, or hitting the wrong part of
the body.  And by using the strongest weapon, then slowly moving to the less
powerful ones, it serves to prove the previous data (i.e. If the boss took 1
shot from The Handcannon to kill, then it is going to take 1-2 shots from the
Butterfly, and up to 10 shots from the Chicago Typewriter).


	Weapon Firepower When Upgraded to Exclusive:

      +----------------------+------------------------+
      |         Gun:         |   Maximum Firepower:   |
      }======================+========================{
      |    The Handcannon    |         99.9           |
      }----------------------+------------------------{
      |   Broken Butterfly   |         50.0           |
      }----------------------+------------------------{
      |   Semi-Auto Rifle    |         15.0           |
      }----------------------+------------------------{
      |  Chicago Typewriter  |         10.0           |
      }----------------------+------------------------{
      |        Red 9         |          6.5           |
      }----------------------+------------------------{
      |      Blacktail       |          4.5           |
      }----------------------+------------------------{
      |   Standard Handgun   |          2.0           |
      +----------------------+------------------------+


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     (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)
     (~)                              (~)
     (~)   List of "Save Me" Items:   (~)
     (~)                              (~)
     (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)

	
	Saving these items will help overcome challenging boss and mini-boss
	fights.


Chapter 1-1:

	The Hand Grenade you acquire from the raven perched upon the very
	first red 'X' "Warning Sign" to use against the Gate-Guardian
	Dr. Salvador.

	Keep all of the TMP Ammo you find to use against El Gigante when
	you take the "Right Path" to fight him in Chapter 2-3.


Chapter 2-1:

	Hold onto every Incendiary Grenade you find until you have 3 in
	your inventory.  The goal is to have 3 Incendiary grenades before
	you enter the barn where you fight Chief Mendez at the end of
	Chapter 2-3 (the 4th Incendiary Grenade you need will be inside
	the barn where you fight Chief Mendez).


Chapter 2-1:

	Save the Flash Grenade found in the Cabin during the "Cabin Ambush"
	and also the Flash Grenade found in the Bella Sister's area to use
	against El Gigante on the "Right Path".

	
Chapter 3-3:

	The Rocket Launcher is best used against Verdugo much later in the
	game.  Instead of using several Nitro Glycerine containers and a
	plethora of ammunition and healing items, save the Rocket Launcher
	and use it to One-Hit-Kill him while it is frozen.


Chapter 3-5??:

	When you find the Broken Butterfly, save the first 6 shots for the
	Armored Knights in Chapter 4-1.  Once you use the 6 shots, upgrade
	the Capacity to 8.  Use the 8 shots against the 2x Garradors.
	Spend the remainder of the ammo on Ramon Salazar (the kid) or
	upgrade the Capacity to 10.


Chapter 4-1:

	At least one Flash Grenade before you enter the Art Gallery (where
	there is another Flash Grenade) to use against the Armored Knights.


Chapter 4-4:

	Refrain from upgrading the Mine Thrower's Capacity to 10 until just
	before the Final Boss Fight with Salazar.  The Mine Thrower works
	great for disabling him.  Conversely, you may stockpile 10+ Mine
	Darts to use as well.


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     #	 Chapter 1-1:  Dr. Salvador x 2  #  
     #                                   #
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Gate Guardian Dr. Salvador:  Mid 20's to low 30's Health


Cut Scene Dr. Salvador:  About 40 Health if you only shoot him in the body
                         From 32.6 to 34 Health if you shoot his head only

[DRSAL]			 Headshots do about 15-25% more damage


Dr. Salvador does not show a weak spot when he is viewed with the Infrared
attachment on the Rifle.

Gate Guardian Dr. Salvador drops a Ruby (worth 10,000 Pesetas)

Cut Scene Dr. Salvador drops 10,000 Pesetas


Attacks:  Dr. Salvador has only one attack. It is simple, and easy to dodge if
you are out in the open, but it is deadly, and especially effective if one of
the villagers has you in a grab.  He swings his chainsaw in an arc from his
left, to his right (your right, to your left).  If you are close to him, and
wanting to dodge, its best to run towards his right side (your left) to avoid
the lethal swing.


The first Mini-Boss fights can be tough because the only weapons you have is
your starting Handgun (1.0 Firepower), whatever hand-held explosives you can
find, and eventually the Shotgun (4.0 Firepower, though you'll have to fight
one Dr. Salvador without the Shotgun if you want to kill them both).


There are 2 Dr. Salvadors in the Pueblo Area.  Most people are familiar with
the one that appears when you enter the two-story building with the Shotgun in
it.  If you do not enter the two-story house, and instead head towards the gate
leading to the next area (the farm), there will be a Dr. Salvador guarding the
gate.


The Dr. Salvador guarding the gate actually has slightly less health than the
Dr. Salvador that appears during the cut scene, and if you want to grab the 
Ruby (worth $10,000 when you sell it) the Gate-Guardian has, and the $10,000
from the Cut Scene-Dr. Salvador, then you are in for a tough fight.


The setup is almost as important as your aiming and dodging skills.  I like to
use the Hand Grenade that you can loot from the crow/raven standing upon the
first "Warning Sign" you come across.  If you scare the crow away, or miss, you
can enter the Pueblo, then back track to the crow for another chance.


The Gate-Guardian Dr. Salvador:

When you enter the Pueblo, make sure your Handgun is fully loaded, and take the
left-most path (you'll see a green herb, then a red herb in a box, and a female
with a pitch-fork).  The point is to agro as few Ganados (villagers) as
possible on your way to the gate.


When you see Dr. Salvador, he will be stationary, and you can actually start
shooting him before he moves, but I like to charge him until he revs his
chainsaw, then I stop and shoot.  It is more important to shoot him several
times, then start aiming for his head as he gets closer to you.  It can take
around 3-4 shots to his head to cause Dr. Salvador to stagger, making him
vulnerable to a "Kick".  

I like to empty my Handgun clip, then throw the Hand Grenade, then reload, and
shoot into Dr. Salvador's Head while he is downed.  Even after all of this, it
will take a few more shots to his head to defeat him.

Once the Ganados actually start getting close to you, the fight gets even
tougher.  You almost have to land headshots and "Kick" the enemies for crowd
control.  Another option is to wait to use the Hand Grenade until several
Ganados are gathered around, but this is risky since the fight will end if you
kill a certain number of Ganados, making it tougher to kill the second Dr.
Salvador before the battle ends.


The Cut Scene Dr. Salvador:

Before you enter the two-story building with the Shotgun, you may want to climb
to the top of the Watchtower (the long ladder), to grab the 5 Shotgun Shells up
there.  When you grab the Shotgun Shells, make sure you linger for a short time
or all of the ganados will be grouped up at the bottom of the ladder.  Don't
wait too long in the Watchtower, or the Villagers will throw molotov cocktails
up in the small room, and will group up right by the doorway to the ladder.
Grab the ammo, then give it about a count of 5 seconds, then jump down and
immediately run out and to the right or left to avoid the crowd.  Usually I
just wait for the battle to end to grab these shells, as you should have more
than enough ammo to take down Dr. Salvador (and even several villagers if you
want).


Enter the two-story building.  As soon as the cut scene ends, run under the
stairs and destroy the barrels and grab anything in the area.  Run upstairs and
grab the Shotgun right at the top of the stairs, and don't forget to smash the
cabinet glass and grab the Hand Grenade, and also the 5 shotgun shells lying on
the bed.


Jump out of the glass window (there should be 2 villagers banging on it), and
head to the right, grabbing the Spinel before you jump off the roof.


Head to the only house with a metal door that cannot be broken by Dr. Salvador.
It is right across from the two-story house.  Once you enter, quickly push the
dresser in front of the door to allow you time to break the lock on the metal
door, loot the place (there are 5 shotgun shells in the small box on the table)
and position yourself in the back room.  I used to just charge into the back
room, but I've found that I occasionally get a Chainsaw-in-the-back while
knifing the lock off the metal door.


My favorite position is right against the table, slightly to the left of the
metal door (you should be about in the center of the room, but slightly to the
left and towards the door).  You want some space between yourself and the door,
but not too much.  Too far, and your Shotgun does less damage, too close and 
you could be hit by an enemy when another enemy forces the door open.

Aim your Shotgun at head-level and fire it as soon as the door is thrown open.
The blast should knock everyone away from the door, and allow the door to swing
closed.  If you clear the entire room, you may consider running in to grab the
items/money that the enemies drop, or rushing to Dr. Salvador to pump some lead
into his prone body.


You can play it safe, and just camp in the above-prescribed spot, shooting when
the Ganados try to enter, or you can toss a grenade into the room to clear out
all the villagers to give you enough time to finish Dr. Salvador.  Remember to
loot Dr. Salvador as soon as you defeat him.  Since he is dropping money, 
instead of an item, the money can dissipate.


I have heard that you may circumvent killing any villagers by just allowing a
certain amount of time to pass.  Personally, I have never resorted to it.  I
imagine that if I wanted to, I would just run laps around the entire area, and
use the fences to trip up the enemies.  I guess I wouldn't agro the
Gate-Guardian or enter the house with the Shotgun either.

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      <><><><><><><><><><><><><><><><><><><><><><><><><><><><>
      <>                                                    <>
      <>  Items/Weapons that will make these fights easier  <>
      <>                                                    <>
      <><><><><><><><><><><><><><><><><><><><><><><><><><><><>


Hand Grenade - Dropped by the Crow/Raven perched upon the first Warning Sign,
just after the first Typewriter, and just before the Dog that is held in the
bear-trap.

Incendiary Grenade - In the Pueblo, inside the first house on the left that you
can enter.  You will need to break the boxes on the table at the back of the
house.

Shotgun - Inside the two-story house at the top of the stairs.

Hand Grenade - In the cabinet in the second story of the two-story house.  You
will need to break the glass (I use the knife) to grab it.

Shotgun Shells (5) - Sitting on the bed in the second story of the two-story
house, opposite the Shotgun.

Shotgun Shells (5) - Resting on a table after you climb the long ladder leading
to the top of the Watch Tower.

Shotgun Shells (5) - Behind the Metal Door in the South East house.  The shells
are in the rectangular box upon the table.

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      ()()()()()()()()()()()()()()()()()()()()()()
      ()                                        ()
      ()  Chapter 1-1:  Dr. Salvador Rationale  ()
      ()                                        ()
      ()()()()()()()()()()()()()()()()()()()()()()


Dr. Salvador is one of the few exceptions to my data collecting methods.  I
discovered that it took 4 shots to kill the weaker Dr. Salvador when I used a
fully upgraded Broken Butterfly, Semi-Auto Rifle, or Chicago Typewriter.  The
Cut Scene Dr. Salvador took 6 shots of the above mentioned weapons.  Since all
3 of those weapons have different Firepowers, I instead used information from
using the Red 9, Blacktail, and Standard Handgun to estimate his health.


All guns used to quantify the Health of Bosses/Mini-Bosses have been upgraded
to their Exclusive.


Please note that the minimum values are stated as being 1 less shot than it
took to kill the Boss/Mini-Boss, plus 0.1.  For instance, the Red 9 took 7
shots to defeat Dr. Salvador when fully upgraded.  Since the Red 9 has a
Firepower of 6.5 at Exclusive, then it can be reasoned that Dr. Salvador has
a Health Range between 39.1 (6 shots x 6.5 Firepower + 0.1) and 45.5 (7 shots x
6.5 Firepower).


Dr. Salvador*

           Shooting Dr. Salvador Anywhere Except the Head      
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |      6**     |       **        |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |      6**     |       **        |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |      6**     |       **        |
      }----------------------+--------------+-----------------{
      |        Red 9         |       7      |  39.1 to 45.5   |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       9      |  36.1 to 40.5   |
      }----------------------+--------------+-----------------{
      |   Standard Handgun   |      20      |  38.1 to 40.0***|
      +----------------------+--------------+-----------------+


*-For these statistics, the Cut Scene Dr. Salvador is used.  The Gate-Guardian
Dr. Salvador has less health than shown here.

**-Not an accurate measure of Dr. Salvador's Health Range.  Due to the data
presented, I can assume that:

	a. Dr. Salvador may have resistance to certain types of ammunition;
	   Magnum, Rifle, Chicago Typewriter

   or	b. Dr. Salvador takes reduced damage from weapons that have a Firepower
	   exceeding a certain threshold (i.e.  Any weapon doing more than "X"
	   damage has it's damage reduced to "X" or by "x")

	I cannot prove either assumption.  I did use the Bolt-Action Rifle
	(with a Firepower of 6), and it took 7 shots to defeat Dr. Salvador, so
	I am leading more towards "b".

***-Dr. Salvador took a minimum of 40.0 damage to be defeated.  
    Dr. Salvador took a maximum of 38.0 damage before he was defeated.
    Thus, we can assume that Dr. Salvador has a range of 39.1 to 40 Health.


                 Shooting Dr. Salvador in the Head      
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:*        |    to Kill:  |  Health Range:**|
      }======================+==============+================={
      |        Red 9         |       6      |  32.6 to 39.0   |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       8      |  31.5 to 36.0   |
      }----------------------+--------------+-----------------{
      |   Standard Handgun   |      17      |  32.1 to 34.0   |
      +----------------------+--------------+-----------------+

*-Since previous data has showed the inaccuracies of using other weapons, only
these 3 handguns were used to quantify data.

**-Dr. Salvador takes about 15-25% more damage from headshots, as shown.


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      ################################
      #                              #
      #	 Chapter 1-3:  Dr. Salvador  #
      #                              #
      ################################


Dr. Salvador:  About 40 Health if you only shoot him in the body
               From 32.6 to 34 Health if you shoot his head only

[DRSAL2]       Headshots do about 15-25% more damage


Dr. Salvador does not show a weak spot when he is viewed with the Infrared
attachment on the Rifle.

Dr. Salvador drops a Ruby (worth 10,000 pesetas).


Attacks:  Dr. Salvador has only one attack. It is simple, and easy to dodge if
you are out in the open, but it is deadly, and especially effective if one of
the villagers has you in a grab.  He swings his chainsaw in an arc from his
left, to his right (your right, to your left).  If you are close to him, and
wanting to dodge, its best to run towards his right side (your left) to avoid
the lethal swing.


Chapter 1-3 begins in the House of Chief Mendez.  Once you exit through the
front door, there will be a Dr. Salvador waiting for you just around the bend.


When you open the front door, stop and look down the path to the left.  You
should be able to see half of a Dr. Salvador.  Take this opportunity to aim
your rifle at his head.  Continue shooting him with the rifle as he approaches
and try to line up the villagers and Dr. Salvador in the same shot since Rifle
bullets pierce targets.


If you hate fighting Dr. Salvador, you can try one of my favorite old-school
tactics against him to save ammo.  Shoot him once with the Shotgun, then switch
to your Standard Handgun and run up and shoot him in the head while he is down.
When he gets back up, switch back to the Shotgun, and repeat the whole process.


This fight should be much easier than the previous Dr. Salvador.  Make sure you
stay in the area just in front of the house.  Eventually, two Villagers will
join the fight, I like to set up "Kick" commands with headshots from the
Standard Handgun, but using the Shotgun is ok also.


If you are really inclined, you can shoot Dr. Salvador with the Rifle, but stay
inside the house, and wait for him to break through the door (uh oh...Chief
Mendez is probably pissed that someone sawed through his front door), and use
the shotgun like I described against the Cut Scene Dr. Salvador.


If you upgraded the Bolt-Action Rifle to the second level Firepower, and you
empty your Rifle in him, then it shouldn't take more than 2 clips of Standard
Handgun shots, or a few blasts from the shotgun to drop him.

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       <><><><><><><><><><><><><><><><><><><><><><><><><><><>
       <>                                                  <>
       <>  Items/Weapons that will make this fight easier  <>
       <>                                                  <>
       <><><><><><><><><><><><><><><><><><><><><><><><><><><>

Flash Grenade - In the sewers just before the end of Chapter 1-2, there is an
area where you can drop down to a body of water.  The flash grenade is among
the loot.

Incendiary Grenade - In the First Floor of Chief Mendez' house.  This grenade
is in a cabinet in the southwest corner of the house.  You will have to break
the glass on the cabinet to get the grenade.

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       ()()()()()()()()()()()()()()()()()()()()()()
       ()                                        ()
       ()  Chapter 1-3:  Dr. Salvador Rationale  ()
       ()                                        ()
       ()()()()()()()()()()()()()()()()()()()()()()

****This information is similar to the Cut Scene Dr. Salvador described
    earlier.  I found that they both have similar Health.****


Dr. Salvador*

           Shooting Dr. Salvador Anywhere Except the Head      
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |      6**     |       **        |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |      6**     |       **        |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |      6**     |       **        |
      }----------------------+--------------+-----------------{
      |        Red 9         |       7      |  39.1 to 45.5   |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       9      |  36.1 to 40.5   |
      }----------------------+--------------+-----------------{
      |   Standard Handgun   |      20      |  38.1 to 40.0***|
      +----------------------+--------------+-----------------+


*-Similar to the previous Dr. Salvador

**-Not an accurate measure of Dr. Salvador's Health Range.  Due to the data
presented, I can assume that:

	a. Dr. Salvador may have resistance to certain types of ammunition;
	   Magnum, Rifle, Chicago Typewriter

   or	b. Dr. Salvador takes reduced damage from weapons that have a Firepower
	   exceeding a certain threshold (i.e.  Any weapon doing more than "X"
	   damage has it's damage reduced to "X")

	I cannot prove either assumption.  I did use the Bolt-Action Rifle
	(with a Firepower of 6), and it took 7 shots to defeat Dr. Salvador, so
	I am leading more towards "b".

***-Dr. Salvador took a minimum of 40.0 damage to be defeated.  
    Dr. Salvador took a maximum of 39.1 damage before he was defeated.
    Thus, we can assume that Dr. Salvador has a range of 39.1 to 40 Health.


                 Shooting Dr. Salvador in the Head      
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:*        |    to Kill:  |  Health Range:**|
      }======================+==============+================={
      |        Red 9         |       6      |  32.6 to 39.0   |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       8      |  31.5 to 36.0   |
      }----------------------+--------------+-----------------{
      |   Standard Handgun   |      17      |  32.1 to 34.0   |
      +----------------------+--------------+-----------------+


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     #############################
     #                           #
     #	 Chapter 1-3:  Del Lago  #
     #                           #
     #############################


Del Lago:  12 Harpoons to Kill (sometimes 13)

[DELAGO]

Chapter 1-3 ends with Leon taking a boat across a lake in search of a key that
will open the Church where Ashley is being held.  During this trip across the
lake, Leon is attacked by Del Lago.  This is one of the easiest Boss fights to
get through without taking a single bit of damage, as long as you are patient.

The Del Lago Boss Fight is unique because you must control a boat to dodge
floating debris in the water, and attack the enemy with thrown harpoons/spears.
It is also unique, because any time Leon collides with either the boss, or the
obstacles in the water, he takes damage (about 2 1/2 bars), and is thrown out
of the boat.  While Leon is in the water, a swimming mini-game ensues, with
death being the penalty for not reaching the boat in time.

Notice that the lower Leon's Health when he lands in the water, the further
away from the boat he starts, and the more difficult it will be to recover.  If
Leon happens to have very low health when the mini-game starts, there is almost
no chance that he will make it back to the boat.


When the fight starts, don't try to hit Del Lago with a harpoon, focus on
maneuvering the boat away from the obstacles in the water.  I like to steer the
boat to the right to dodge, but the left will also work.  Once you are clear of
the debris, you can start throwing the spears at him.

As soon as Del Lago reaches the water's edge, he will dive under water and 
attempt to lunge out at Leon and knock him out of the boat.  Pay attention to
the rope that attaches Leon's boat to Del Lago, and try to make the rope
stretch out as far as possible (if the rope is going straight down into the
water, you're in trouble).

Once Del Lago starts pulling you along again, always focus on staying clear of
the obstacles in the water before you attempt to throw harpoons.


Eventually, you will enter what I imagine to be a type of "Jaws-Inspired" 
showdown.  Del Lago will disappear for a moment, and then red arrows on the
screen will alert you to the location of Del Lago. All you have to do is throw
well-aimed harpoons.  I can usually land 3.  The first one is always the
hardest, but I found that aiming almost at the top of the screen, just above
the first mountains will almost always ensure a hit.

Be warned, that if you are not able to hit Del Lago during this showdown, that
it will attack Leon and knock him out of the boat.


The Boss should drop after 12 well placed harpoons.  I have a suspicion that it
takes slightly more damage when a spear is thrown into it's gaping mouth during
the "Jaws-Inspired" showdown.  Either way, once enough harpoons have pierced
Del Lago, there is a final cut scene mini-game requiring Leon to cut loose the
rope wrapped around him and threatening to drag him under with Del Lago.

While having low health can make the swimming-back-to-the-boat mini-game near
impossible, try not to use healing items for this battle.  As soon as you start
chapter 2-1, there are several Bass in the water which Leon can consume to
restore lost health.

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      <><><><><><><><><><><><><><><><><><><><><><><><><><><>
      <>                                                  <>
      <>  Items/Weapons that will make this fight easier  <>
      <>                                                  <>
      <><><><><><><><><><><><><><><><><><><><><><><><><><><>


Red Herb - At the end of the North Eastern path in the dock area, there is a
large, gnarled tree.  At the base of the tree is a Red Herb.  This is the same
ledge that allows you to view a cut scene where 2 ganados dump the other Police
Officer's body into the lake.  Del Lago proceeds to devour him.

Yellow Herb - Inside the first house as you take the Southern path.  Lying on
the table is a box concealing it.

Green Herb - Inside the house on the pier, right next to the Typewriter on the
table.

Combine all 3 of these items to make a healing concoction that will not only
heal you full health, but will slightly increase your maximum health.


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    ################################
    #                              #
    #	 Chapter 2-1:  El Gigante  #
    #                              #
    ################################


El Gigante:  32.5 to 36 Damage to Cripple (reveal the Las Plagas)
             19.5 to 22.5 Damage to Cripple with headshots

[ElGig]      Headshots do about 50-60% more damage

             13.5 to 18 Damage to Kill the Las Plagas (or 3 Knife Mini-Games)

             
El Gigante does not show a weak spot when viewed with the Infrared attachment,
but when the Las Plagas is revealed, you can see that it is bright red.

El Gigante drops 15,000 Pesetas


Attacks:  El Gigante has several attacks to use against Leon.  The most deadly
attack consists of El Gigante grabbing Leon, and proceeding to squeeze the life
out of him.  He can stomp the ground with one of his feet, he can kick Leon,
and slam the ground with his one or both hands.  El Gigante also can charge,
roll a boulder, and swing uprooted trees.

Most of these attacks are easy to dodge.  When El Gigante charges, or
swings a tree at Leon, there is a dodge prompt (usually L1 + R1).

Never try to run through El Gigante's legs, he will usually kick you.  The
exception to this rule, is if you see El Gigante setting up to slam the ground
with his fist.


Grab & Squeeze: About 2 1/2 bars of damage to Leon's health at the minimum.
This attack continues to damage Leon until he breaks free.  This grab consists
of the same "mini-game" escape as when ganados will grab you.

Stomp: About 2 1/2 bars of damage

Kick: About 2 1/2 bars of damage

Ground Slam w/One Hand: 5 bars of damage (will not kill Leon as long as he has
at least 3 bars of health)

Attack by swinging an uprooted tree: 5 bars of damage

Charge: 5 bars of Damage


Once Leon has recovered the symbol to unlock the church, he must pass through
the area containing El Gigante.  One of the easiest ways to escape this fight
without taking damage requires that you saved the dog trapped inside the bear
trap during Chapter 1-1.  This dog will appear shortly after the fight begins.


How to Drop a Giant:

Before the dog arrives, there are 2 tactics I prefer to employ.  The first is
to hide in-between and behind the small huts filled with items.  From here you
can still aim at El Gigante.  When you use the huts as cover, El Gigante will
usually do 2 things; either he will Charge at the buildings (offering a dodge
prompt), or he will walk up to them and smash them with an overhead swing.

If the houses are knocked down, the second place I prefer to attack from is
behind one of the three trees that are set up around the perimeter of the area.
Usually El Gigante will walk up to these and uproot them, instead of attacking
Leon.  Be careful, because El Gigante sometimes chooses to swing at Leon.  Try
to keep the tree in-between Leon and El Gigante to give yourself the best
chance at El Gigante deciding to uproot the tree.


Once the dog appears, El Gigante will usually chase the dog.  The dog is 
invulnerable to any and all attacks (the dog will perform a 'dodge' if it is
hit with any attacks, including shots from Leon).  Sometimes El Gigante will
divert his attention from the dog to Leon, especially if Leon is closer than
the dog, and firing his weapons.

If El Gigante starts chasing after Leon, run near the dog to cause the giant
to start attacking the dog again.


For this fight, I prefer to use the Bolt-Action Rifle.  If you have been
upgrading it's Firepower (and you should be), it should stand at 6.0 Firepower.
This means it will take 6 shots to the body to drop El Gigante, or 4 shots to
the head.  

The shotgun takes too long to recover from to be worthwhile as a weapon to make
the giant reveal his weakness.  The only times Leon can safely use it is when
El Gigante is recovering from an attack (like a charge, or ground slam), or
when the boss is fixated on the dog.  Even still, it is dangerous to get close
enough for the shotgun to be effective, since it puts Leon in range for most of
El Gigante's attacks.


Defeating the Las Plagas:

Once enough damage is dealt to El Gigante, Las Plagas is revealed.  My favorite
way to disable this boss is to either:

	Shoot the Las Plagas twice with the Bolt-Action Rifle or Shotgun (it
	will take 3 shots from the Bolt-Action Rifle at 6.0 Firepower to kill
	the boss...Once the Plagas is hit twice with the rifle or shotgun, it
	will hide, requiring Leon to inflict enough damage on El Gigante to
	reveal it again).  Just make sure that you have 2 shots in your
	weapon before El Gigante bends down on one knee, otherwise, it will
	take too much time to reload, and you will only be able to fire once.

		or

	Shoot the Las Plagas once with either the Bolt-Action Rifle or the
	Shotgun, then activate the "Knife Mini-Game".  If you are successful,
	it should only take an additional Shotgun blast, or Rifle shot to kill
	the Las Plagas next time it reveals itself.

You can attempt the Knife Mini-Game 3 times to defeat him, but this will take a
considerable amount of ammo, since you will have to weaken El Gigante a third
time.

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     <><><><><><><><><><><><><><><><><><><><><><><><><><><>
     <>                                                  <>
     <>  Items/Weapons that will make this fight easier  <>
     <>                                                  <>
     <><><><><><><><><><><><><><><><><><><><><><><><><><><>


Flash Grenade - At the beginning of Chapter 2-1, Leon awakens inside of a cabin,
in the corner of the dwelling, on a shelf, lies the Flash Grenade.

Rifle Ammo (10) - Hidden behind the merchant who keeps his shop connected to
the lake.  You will need to climb the ladder on the left side of the shop as
you approach it, then push aside some boxes before you can drop down and
retrieve these bullets.

Hand Grenade - In the area just after the start point to Chapter 2-1 (the same
area where you first encounter the Type 1 Las Plagas), just before you jump
across the rocks in the flowing water, there is a small ledge which has a
barrel containing this Hand Grenade.

Shotgun Shells (5) - Inside one of the small huts during the boss fight.

Handgun Ammo (10) - Inside one of the small huts during the boss fight.

TMP Ammo (50) - Inside one of the small huts during the boss fight.

There is one of every kind of herb in the boss fight area.  There is also a
green herb inside one of the barrels as you enter this location from the 
Merchant's store area.

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     ()()()()()()()()()()()()()()()()()()()()()
     ()                                      ()
     ()  Chapter 2-1:  El Gigante Rationale  ()
     ()                                      ()
     ()()()()()()()()()()()()()()()()()()()()()


El Gigante

  Shooting El Gigante Anywhere Except the Head to Reveal Las Plagas     
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       1      |      < 50       |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       3      |   30.1 to 45    |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |       4      |   30.1 to 40    |
      }----------------------+--------------+-----------------{
      |        Red 9         |       6      |   32.5 to 39    |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       8      |   31.5 to 36    |
      +----------------------+--------------+-----------------+


        Shooting El Gigante in the Head to Reveal Las Plagas            
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       1      |      < 50       |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       2      |   15.1 to 30    |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |       3      |   20.1 to 30    |
      }----------------------+--------------+-----------------{
      |        Red 9         |       4      |   19.5 to 26    |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       5      |  18.1 to 22.5   |
      +----------------------+--------------+-----------------+


                              Las Plagas     
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:* |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       1      |      < 50       |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       2      |   15.1 to 30    |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |       2      |   10.1 to 20    |
      }----------------------+--------------+-----------------{
      |        Red 9         |       3      |  13.1 to 19.5   |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       4      |   13.5 to 18    |
      +----------------------+--------------+-----------------+


*-Or 3 Knife Mini-Games


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****Side Note for the next 2 Bosses:  I always fight both of the Bella Sisters,
AND El Gigante for the loot they drop, and the treasures that are found in
their areas.  I usually fight both of the Bella Sisters, continue to the hidden
treasure in the area, then backtrack to fight El Gigante.  I do not proceed
through the area after the Bella Sisters where there are numerous Ganados
waiting.****


      #################################################
      #                                               #
VI.   #  Chapter 2-3:  The Bella Sisters (Left Path)  #
      #                                               #
      #################################################


Bella Sisters:	  From 30.1 to 32 Health if shot in the Body
                  From 26.1 to 28 Health if shot in the Head

[BELLAS]          Headshots do about 15% more damage


The Bella Sisters do not show weak spots when viewed with the Infrared
attachment on the Rifle.

One Bella Sister drops a Ruby (worth 10,000 Pesetas)

One Bella Sister drops a key


Attacks:  The Bella Sisters have only one attack. It is simple, and easy to 
dodge if you are out in the open, but it is deadly, and especially effective if
one of the villagers has you in a grab.  They swing their chainsaws in an arc
from their left, to their right (your right, to your left).  If you are close
to one of them, and wanting to dodge, its best to run towards their  right side
(your left) to avoid the lethal swing.


First thing, make sure you tell Ashley to hide in one of the Trash Bins, any
will do.  The Bella Sisters have a nasty habit of attacking Ashley instead of
grabbing her.  They can grab Ashley, but more often than not, they will just
swing their chainsaws and send you to the continue screen.


Second, clear as many ganados as you can before jumping down into the area that
causes the Bella Sisters to emerge.  A few more will spawn once you trigger the
cut scene that reveals the Bella Sisters, but you want these few that spawn to
be the only extra minions you need to deal with.


Third, knock the Bella Sisters off of the ladder as they try to climb up to the
higher level.  You can kick the ladder while they are climbing, or shoot them,
or even knife them if you wanted.  The Main thing is to keep them in that pit
for as long as possible, while you clear out the Ganados wandering around the
upper level.


Fourth, use the circular path to run away and put distance between you and your
enemies.  This will give you time to aim your Bolt-Action Rifle at them.


Since the Bella Sisters have around 30 to 32 Health each, it will take at about
7 shots from the Bolt-Action Rifle to finish them.  Tactics that work against
Dr. Salvador work against the two sisters.  If you find yourself preferring to
use the shotgun, remember to switch out to your pistol once you have knocked
them down, to shoot them repeatedly in the head.  Keep in mind that Rifle shots
penetrate targets, so if you can line up the sisters, you can save ammo.

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      <><><><><><><><><><><><><><><><><><><><><><><><><><><>
      <>                                                  <>
      <>  Items/Weapons that will make this fight easier  <>
      <>                                                  <>
      <><><><><><><><><><><><><><><><><><><><><><><><><><><>


You shouldn't need any additional weapons to take down the two sisters.  The
grenades I discuss here would be more useful elsewhere, but if you find
yourself extremely low on ammo, or in excess of grenades, go ahead.

Hand Grenade - Second floor of the Ambush Cabin

Incendiary Grenade - Second Floor of the Ambush Cabin

Flash Grenade - Second Floor of the Ambush Cabin

Shotgun Shells (5) - On the South Eastern side of the area containing the Bella
Sisters, you will notice there are some train tracks, and a mine cart.  Lying
on the mine cart are the shells.


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      ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()
      ()                                                          ()
      ()  Chapter 2-3:  The Bella Sisters (Left Path) Rationale*  ()
      ()                                                          ()
      ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()


*-The Bella Sisters gave similar results to Dr. Salvador in that they seemed to
be able to withstand several shots from strong weapons.  Frustrated by the
results that seemed to contradict each other, I simply used a Maxed Out
Standard Handgun to record their individual Health.

It took 16 shots to defeat one Bella Sister when aiming for anywhere except the
head.  (16 x 2 Firepower = 32 Health)

It took 14 shots to defeat one Bella Sister when aiming just the head.
(14 x 2 Firepower = 28 Health)

Since there is such a minor bonus given from headshots, I often will aim for
their bodies, unless I am using a pistol, and trying to stagger them to set up
a "Kick" attack.


~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~
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      ###########################################
      #                                         #
      #	 Chapter 2-3:  El Gigante (Right Path)  #
      #                                         #
      ###########################################


El Gigante:  32.5 to 36 Damage to Cripple (reveal the Las Plagas)
             19.5 to 22.5 Damage to Cripple with headshots

[ELGIG2]     Headshots do about 50-60% more damage

             13.5 to 18 Damage to Kill the Las Plagas (or 3 Knife Mini-Games)

             
El Gigante does not show a weak spot when viewed with the Infrared attachment,
but when the Las Plagas is revealed, you can see that it is bright red.

El Gigante drops 15,000 Pesetas


Attacks:  El Gigante has several attacks to use against Leon.  The most deadly
attack consists of El Gigante grabbing Leon, and proceeding to squeeze the life
out of him.  He can stomp the ground with one of his feet, he can kick Leon,
and slam the ground with his one or both hands.

Never try to run through El Gigante's legs, he will usually kick you.  The
exception to this rule, is if you see El Gigante setting up to slam the ground
with his fist.


Grab & Squeeze: About 2 1/2 bars of damage to Leon's health at the minimum.
This attack continues to damage Leon until he breaks free.  This grab consists
of the same "mini-game" escape as when ganados will grab you.

Stomp: About 2 1/2 bars of damage

Kick: About 2 1/2 bars of damage

Ground Slam w/One Hand: 5 bars of damage (will not kill Leon as long as he has
at least 3 bars of health)


The second encounter with El Gigante is similar to the first, except that you
must deal with protecting Ashley, and there is little to no room to avoid El
Gigante's attacks.

This time around, El Gigante wont be rolling boulders, or swinging trees, or
even charging.  He does love to swoop up Ashley to squeeze her to death.
Should this occur, shoot El Gigante's hands to make him drop her.


This fight can be challenging if you don't have the right equipment.  I prefer
to use the TMP.  For the course of the game, I have been saving all of my TMP
ammo up to this point for the exclusive use against this boss.  I upgrade the
TMP every way I can, taking it to; 0.6 Firepower, 1.93 Reload Speed, and 100
Capacity.  The Stock is not needed for this fight, but it can help.

Using the TMP, it will take 55 to 60 shots to stagger El Gigante if you are not
aiming for his head.  Aiming for his head will take from 33 to 38 shots.  It is
easy to see how head shots will benefit you greatly in this encounter.


Remember that the goal is to drop El Gigante twice.  The first time he drops,
I suggest shooting the Las Plagas once with the Rifle, or Shotgun, then
proceeding to trigger the "Knife Mini-Game".


The easiest way to defeat El Gigante is to use 2 Flash Grenades.  While he is
stunned from the Flash Grenade, unload your TMP into him.  When you see El 
Gigante preparing to reveal Las Plagas, it is a good idea to reload the TMP.


I've discovered that when you use the boulder trap to stun El Gigante, he
actually takes more shots from the TMP to drop him.  I'm not sure whether or
not he is invulnerable while he is disabled from the boulder, so I simply use
2 Flash Grenades to ensure his defeat.


After the Knife Mini-Game, I like to run a good distance away from him to make
sure Ashley isn't grabbed, then I toss a Flash Grenade to stun him, then
proceed to empty my TMP into him.


On the occasion that I was without Flash Grenades, I have actually let him grab
Ashley.  This can only happen once before she will be killed.  While Ashley is
grabbed, you should have enough time to stagger El Gigante.


If killing El Gigante isn't your thing, or you don't have the TMP Ammo, or the
Flash Grenades, then you can simply run through this area.  

Before you trigger the appearance of El Gigante, shoot the chains to the first
door.  Once the Giant appears, wait for Ashley to stop talking, then wait a
little bit more before shooting the wooden paneling to stun El Gigante.

In the second area, you will need to grab a key that is inside the second hut
you come to.  If you are bold, there is a treasure up high that can be shot
down.

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~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~\#/~


       <><><><><><><><><><><><><><><><><><><><><><><><><><><>
       <>                                                  <>
       <>  Items/Weapons that will make this fight easier  <>
       <>                                                  <>
       <><><><><><><><><><><><><><><><><><><><><><><><><><><>


Flash Grenade - Inside the Ambush Cabin where the Chapter is started, on the
second floor.

Hand Grenade - Inside the Ambush Cabin where the Chapter is started, on the
second floor.

Flash Grenade - After defeating the 2 Bella Sisters, use the Key to continue.
Once you unlock the door, turn and enter the first door on the right.  The
Flash Grenade is in the small room.

Hand Grenade - After defeating the 2 Bella Sisters, use the Key to continue.
Once you unlock the door, turn and enter the first door on the right.  Drop
down into a cellar-like room, the Hand Grenade is in plain sight on a box.


~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~/#\~
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      ()()()()()()()()()()()()()()()()()()()()()()()()()()()()
      ()                                                    ()
      ()  Chapter 2-3:  El Gigante (Right Path) Rationale   ()
      ()                                                    ()
      ()()()()()()()()()()()()()()()()()()()()()()()()()()()()


El Gigante

  Shooting El Gigante Anywhere Except the Head to Reveal Las Plagas     
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       1      |      < 50       |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       3      |   30.1 to 45    |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |       4      |   30.1 to 40    |
      }----------------------+--------------+-----------------{
      |        Red 9         |       6      |   32.5 to 39    |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       8      |   31.5 to 36    |
      +----------------------+--------------+-----------------+


        Shooting El Gigante in the Head to Reveal Las Plagas            
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       1      |      < 50       |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       2      |   15.1 to 30    |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |       3      |   20.1 to 30    |
      }----------------------+--------------+-----------------{
      |        Red 9         |       4      |   19.5 to 26    |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       5      |  18.1 to 22.5   |
      +----------------------+--------------+-----------------+


                              Las Plagas     
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:* |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       1      |      < 50       |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       2      |   15.1 to 30    |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |       2      |   10.1 to 20    |
      }----------------------+--------------+-----------------{
      |        Red 9         |       3      |  13.1 to 19.5   |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       4      |   13.5 to 18    |
      +----------------------+--------------+-----------------+

*-Or 3 Knife Mini-Games


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      ################################
      #                              #
      #  Chapter 2-3:  Chief Mendez  #
      #                              #
      ################################


Chief Mendez:  117.1 to 120 Damage to reveal 2nd Form
	       60.1 to 65 Damage to reveal 2nd Form by hitting weak Spots

[CMNDZ]	       Weak Spot hits do about 85-95% more damage to his First Form

	       52.1 to 58.5 Damage to defeat him in 2nd Form


Chief Mendez (First Form) shows 4 red spots (weak spots) when viewed with the
Infrared.  These four spots are in the center of the "fat" spine-like
segments connecting his upper and lower body.

Chief Mendez does not show any weak spots in his 2nd Form.

Chief Mendez drops 30,000 Pesetas


Attacks:  Chief Mendez utilizes several attacks that are only effective at
close to medium range (shotgun range).  Except for his grab, all of his
attack will come from his Scorpion Tails, and inflict heavy damage.  The best
way to avoid his attacks is to stay off the second floor for extended periods
of time, and to keep yourself at a distance.


While in his first form, if Mendez corners Leon, time your run at the start of
when Mendez begins his shuffling step towards you.  While this will trigger an
attack from Mendez (often dodge prompt), simply keep running past him to the
opposite side of the room.

Chief Mendez' second form attacks are a bit trickier to dodge.  In this form
he retains his Scorpion Tail attacks, but his thrusting attack no longer has a
dodge prompt to assist in preventing damage to Leon.  If Mendez is above Leon,
he also can perform a swing to a lower beam, and a tail thrust.  When Mendez
attacks from higher up, there will be a dodge prompt to avoid damage.


First Form Attacks:

Swipe with Left Hand:  Grab that does 1 1/2 bars at minimum, with a mini-game
chance to free yourself.  This attack is lethal if Leon doesn't break free.

Scorpion Tail Thrust: About 5 bars (dodge prompt)

Body Slam: About 5 bars (dodge prompt)

Scorpion Tail Pull: No damage, but pulls Leon extremely close

Scorpion Tail Double Swipe: About 5 bars.


Second Form Attacks:

Scorpion Tail Thrust: About 5 bars

Leaping Tail Thrust: About 5 bars (dodge prompt)

(The Double Swipe that Mendez would perform against Leon on the second floor
is instead executed as a Scorpion Tail Thrust.  Mendez must be at Leon's level
to perform this attack.)


Chapter 2-3 includes many boss/mini-boss fights, culminating in the grand
showdown with the de facto town leader who has been dying to put Leon in a
world of hurt.  Chief Mendez has 2 forms (3 if you count his "human" form...
but since you never fight him that way, I've omitted it).


Mendez' first form is laughable, capable of only a shuffling step towards Leon,
and a dragging move that enables Mendez to cover more ground.  The fight is
balanced by the sheer amount of damage that Mendez can take before he loses his
legs.  Luckily there is an exploding barrel, and several other safe ways to
steadily inflict enough damage to move the fight forward.


Incendiary Grenades just happen to be very effective against Chief Mendez.  I
try to keep around 2-3 in my inventory (or stop selling them once Chapter 2-1
is reached).  There are more than enough Incendiary Grenades to be found before
the fight with Chief Mendez.


Keep Leon at a medium distance, so Mendez doesn't close the gap with his
dragging/sliding move.  Make sure that Mendez has fully recovered from each
incendiary grenade before tossing another one at him.


Using the exploding barrel, 3 incendiary grenades will defeat Mendez in his
first form.  Otherwise, expect to shoot a lot of bullets at Mendez (the Rifle
does this well since you have plenty of time to aim).


When Mendez frees himself from his bipedal locomotion (legs are overrated when
you have giant scorpion tails and beams to "monkey bar" your way around), the
real challenge begins.  While it is still possible to hit Mendez with
grenades, I prefer to use either the Red 9, or TMP to deal with him.


Try to keep a "2 moves" distance from Mendez.  A "move" would be the distance
Mendez travels when he swings from beam to beam.  When Mendez starts swinging
towards Leon, that is the perfect time to run past Mendez to the opposite side
of the room.  Keep moving from the door to the ladder, making sure that
avoiding his attacks is your number one priority.

Thus if Mendez is one beam away, and one beam up, when he starts swinging, you
should be running towards the opposite side of the room.


Don't bother aiming for anything except Chief Mendez' torso.  Mendez doesn't
have any weak spots, and its best to shoot at the biggest part of him.

Expect to use around 40 shots if you are using the Red 9 (missing about 1 in
5 shots), or 2 magazines from the TMP (having the stock will help a lot).


If you are desperate for victory, you can always climb the ladder across from
the door, wait for Mendez to swing at Leon (listen for the sharp intake of
breath), then jump down the ladder.  While jumping down, or climbing, Leon is
invulnerable.  Once at the bottom or top of the ladder, land a few shots and
repeat the process when Mendez starts swinging.


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        <><><><><><><><><><><><><><><><><><><><><><><><><><><>
        <>                                                  <>
        <>  Items/Weapons that will make this fight easier  <>
        <>                                                  <>
        <><><><><><><><><><><><><><><><><><><><><><><><><><><>


TMP Ammo (50) - Next to the Merchant in the area before the barn where Chief
Mendez is waiting.

Shotgun Shells (10) - Next to the Merchant in the area before the barn where
Chief Mendez is waiting.

Handgun Ammo (10) - Next to the Merchant in the area before the barn where
Chief Mendez is waiting.

TMP Ammo (50) - Inside the barn, on the ground floor.  The ammo is to the right
of the door if you are facing it.

Handgun Ammo (10) - Inside the barn, on the ground floor.  The ammo is to the
left of the door if you are facing it.

Handgun Ammo (10) - Inside the barn, on the second floor, in the northwest
corner on top of a box.

Shotgun Shells (5) - Inside the barn, on a trash bin just to the left of the
ladder opposite the door.

Green Herb - Inside the barn, on the ground floor.  The herb is to the left of
the ladder opposite the door, and close to the shotgun shells.

Green Herb - Inside the barn, on the second floor.  The herb is on a window on
the eastern wall.

Red Herb - Inside the barn, on the second floor.  The herb is on a window on
the western wall.

Yellow Herb - Inside the barn, on the second floor.  The herb is again on a
window but in the north-eastern corner.

Grenade - On the second Floor, on the western wall, there is a window with the
grenade sitting on the sill.

Incendiary Grenade - Inside the barn on the ground floor.  With your back to
the door, look to the ladder on the left.  Behind the ladder is a green
container with the grenade on it.


~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~/<>\~
~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~\<>/~


         (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)
         (~)                                                   (~)
[INCGR]  (~)   List of Previous Incendiary Grenade Locations:  (~)
         (~)                                                   (~)
         (~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)(~)


Chapter 1-1:

In the Pueblo, inside the first house on the left that you can enter.  You will
need to break the boxes on the table at the back of the house.

In the Farm area, there is a small shack on the northern side of the area with
a barrel behind it.  Smash the barrel to reveal the item.


Chapter 1-3:

In the First Floor of Chief Mendez' house.  This grenade is in a cabinet in the
southwest corner of the house.  You will have to break the glass on the cabinet
to get the grenade.

In front of the Church (past the graveyard), there is a tree with a nest
containing this incendiary grenade.

Before the Lake, and after the El Gigante area (where he is trapped), there is
a large marsh-like area (with several trip-wire traps).  Sitting on a bench in
the South-East corner, just to the East of the Treasure, is this grenade.


Chapter 2-1:

Inside the church where Ashley is rescued, on the second floor.  After jumping
across on the Chandelier, head to the right.  The grenade is inside a barrel.


Chapter 2-2:

Second floor of the Ambush Cabin.

On the right path (path to El Gigante), past the first door that is bound by
chains is a small hut.  Inside the hut is the grenade.


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        ()()()()()()()()()()()()()()()()()()()()()()
        ()                                        ()
        ()  Chapter 2-3:  Chief Mendez Rationale  ()
        ()                                        ()
        ()()()()()()()()()()()()()()()()()()()()()()


Chief Mendez

			Chief Mendez' First Form 
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       2      |   100 to 199.8  |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       3      |   100.1 to 150  |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       8      |   105.1 to 120  |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |      12      |   110.1 to 120  |
      }----------------------+--------------+-----------------{
      |        Red 9         |      19      |  117.1 to 123.5 |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       ?*     |        ?*       |
      +----------------------+--------------+-----------------+

*-I neglected to use the Blacktail to defeat Chief Mendez.  I will need to do
   another play through to acquire the data.


		Chief Mendez' First Form vs. Weak Spots
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       2      |   50.1 to 100   |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       5      |   60.1 to 75    |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |       7      |   60.1 to 70    |
      }----------------------+--------------+-----------------{
      |        Red 9         |      10      |   58.6 to 65    |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       ?*     |        ?*       |
      +----------------------+--------------+-----------------+

*-I neglected to use the Blacktail to defeat Chief Mendez.  I will need to do
   another play through to acquire the data.


			Chief Mendez' Second Form
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       2      |   50.1 to 100   |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       4      |   45.1 to 60    |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |       6      |   50.1 to 60    |
      }----------------------+--------------+-----------------{
      |        Red 9         |       9      |  52.1 to 58.5   |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       ?*     |        ?*       |
      +----------------------+--------------+-----------------+

*-I neglected to use the Blacktail to defeat Chief Mendez.  I will need to do
   another play through to acquire the data.


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      ############################
      #                          #
      #  Chapter 3-1:  Garrador  #
      #                          #
      ############################


Garrador:  27.1 to 30 Damage against the Plagas on his back to defeat

	   Garrador has only one weak spot.  He is invulnerable to firearms
[GRRDR]	   damage in all other spots.


When viewed with the Infrared attachment, the Plagas on his back will show as
white hot.

Garrador drops 15,000 Pesetas.


Attacks:  Garrador employs two vicious attacks.  The first is his wild swing
which covers large area all around him.  While this attack can be preceded
with a charge, he also swings wildly whenever Leon gets close to him, and 
after he is hit in the Plagas growth on his back.

Garrador's second attack is a charge leading to an impaling attack.  Whether
it is Leon, or a wall that gets impaled is entirely up to the dodging ability
of the player.  Be careful when Garrador charges, while this move will cause
the Garrador to get stuck into a wall, it is also a one-hit-kill attack.  Run
in a direction perpendicular (hard left or hard right) to his charge just in
case Garrador decides to wildly swing instead of impaling.


Charge Attack: Instant Death

Wild Swing: About 4 bars


Garrador can be one of the easiest opponents to deal with.  The trick is to
constantly keep him in your vision, while backing up to put distance between
him and Leon.  Use the right-stick on the controller to watch the Garrador
while you are backpedaling.


Since Garrador is blind, and sensitive to sounds, several actions can be used
to goad him into charging.  He can hear when Leon runs, but not when he walks.
When positioning for either a bell-stab/shoot or other means of inciting a
charge attack from the Garrador, walk instead of running.


The set-up is almost as important as the execution for this battle.  Make sure
that Ashley is not inside the prison area (have her wait in the well-lit
chamber preceding the stairs into the prison.  If you are low on shotgun
shells, be sure to grab the 5 shells on the support beam before you open the
iron-bar door.

After kicking down the door, walk (don't run) towards the Garrador until he
frees himself from his chains.  Once he is free, do an immediate quick-turn,
and run up the stairs that led to the prison.  About halfway up the stairs,
the door will slam shut, sealing Leon and the Garrador in the Prison, and
Ashley in the previous room.


Use the bells to trick the Garrador into charging (you can shoot them, but I
like to knife them).  While his claw is stuck in the wall, take aim at the
huge growth in his back, and retreat while he is thrashing about in pain.

I like to shoot him once with the Shotgun (or Riot Gun), then retreat to the
opposite wall, just to the left of the other bell.  With any luck, the Garrador
will charge Leon, and get stuck in the wall instead of hitting the other bell.


If you are playing on Professional, then it will take 5 well-placed shots into
the Las Plagas growth on Garrador's back with the Shotgun to defeat him 
(provided you have upgraded the Firepower as high as you can).

If you have upgraded Semi-Auto Rifle to 9 Firepower then it will drop the 
Garrador in 4 shots.

(If you kept and upgraded the Bolt-Action Rifle, then 3 shots will defeat the
Garrador.)

Both the Shotgun and Riot Gun can potentially have 6 Firepower at this point.
While the Semi-Auto Rifle can have up to 9 Firepower, either weapon works well
against the Garrador.  Using the Semi-Auto Rifle is a great choice when the 
Garrador is a good distance away from you, since it affords you plenty of time
to dodge if you happen to miss.


There are two safe ways to provoke the Garrador into charging once the two
bells are destroyed.  Both of these tactics are best used when Leon's back is
against a wall (literally);

	Calling for Ashley 

		or

	Shooting the Garrador with the Handgun or TMP (any gun will work, but I
	 loathe the thought of wasting a shell or rifle bullet).


You may also put a good amount of distance between Leon and the Garrador and
instead fire well-aimed Rifle shots into the Las Plagas when the Garrador
swivels left and right.


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      <><><><><><><><><><><><><><><><><><><><><><><><><><><>
      <>                                                  <>
      <>  Items/Weapons that will make this fight easier  <>
      <>                                                  <>
      <><><><><><><><><><><><><><><><><><><><><><><><><><><>

Shotgun Shells (5) - While facing the iron-bar door containing the Garrador,
look up at the support beam leading from the wall containing the door, to the
pillar in the center of the room.  The shells are resting at about half the
distance between the pillar and wall.  Shoot them down with a handgun, or the
TMP to retrieve them.

Green Herb - On the ground to the left of the bell on the Northern wall.


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      ()()()()()()()()()()()()()()()()()()()()
      ()                                    ()
      ()  Chapter 3-1:  Garrador Rationale  ()
      ()                                    ()
      ()()()()()()()()()()()()()()()()()()()()


Garrador

		Las Plagas on the Garrador's Back
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       1      |      < 50       |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       2      |    15.1 to 30   |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |       3      |    20.1 to 30   |
      }----------------------+--------------+-----------------{
      |        Red 9         |       5      |   26.1 to 32.5  |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       7      |   27.1 to 31.5  |
      +----------------------+--------------+-----------------+


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      ##########################################
      #                                        #
      #  Chapter 3-3:  Garrador (Inside Cage)  #
      #                                        #
      ##########################################


Garrador:  27.1 to 30 Damage against the Plagas on his back to defeat

[GRRDR2]   Garrador has only one weak spot.  He is invulnerable to firearms
	   damage in all other spots.


When viewed with the Infrared attachment, the Plagas on his back will show as
white hot.

Garrador drops 15,000 Pesetas.


Attacks:  Garrador employs two vicious attacks.  The first is his wild swing
which covers large area all around him.  While this attack can be preceded
with a charge, he also swings wildly whenever Leon gets close to him, and 
after he is hit in the Plagas growth on his back.

Garrador's second attack is a charge leading to an impaling attack.  Whether
it is Leon, or a wall that gets impaled is entirely up to the dodging ability
of the player.  Be careful when Garrador charges, while this move will cause
the Garrador to get stuck into a wall, it is also a one-hit-kill attack.  Run
in a direction perpendicular (hard left or hard right) to his charge just in
case Garrador decides to wildly swing instead of impaling.


Charge Attack: Instant Death

Wild Swing: About 4 bars


The second fight against a Garrador can be more challenging or easier than the
first encounter depending on how quickly you can maneuver Leon outside of the
iron-bar cage that traps Leon with the Garrador.

Before triggering the cut scene, I usually equip the TMP.  The quick-firing
gun is great for destroying the huge lock that binds the door leading out of
cage.  

Ultimately, we want to rush out of the cage, while keeping the Garrador within.


When the cut scene starts, be sure to press buttons to skip it.  Skipping the
cut scene gives you a little bit more time to blast away at the lock before
the Garrador decides to start flailing madly.

While shooting the lock with the TMP (or Shotgun, or Pistol if you have nothing
else), position Leon so that he is just outside the swinging arc of the flails
that the Zealots just outside the cage weild.  Try not to run right up to the
lock, as the Zealot outside of the cage will be able to swing and hit Leon.


Once the lock has fallen off, kick the door open and immediately run to the
left.  Running to the right will trigger a zealot's attack (with a flail) that 
is almost impossible to dodge.

Run all the way around the cage on the outside to the left (counter clockwise),
until you are positioned next to the cabinet containing a Flash Grenade.


Your first target should be the crossbow-firing Zealot.  I prefer to shoot his
legs with the TMP, then suplex him.


If all goes well, the Garrador will still remain inside the cage.  There is a
limited number of Zealots that will jump down from the ceiling.  Its up to you
wheter you want to take them all out, or simply dispatch the Garrador, collect
the Golden Hourglass, magnum ammo, and get out of there.


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     <><><><><><><><><><><><><><><><><><><><><><><><><><><>
     <>                                                  <>
     <>  Items/Weapons that will make this fight easier  <>
     <>                                                  <>
     <><><><><><><><><><><><><><><><><><><><><><><><><><><>


***Special Note:  Save the Rocket Launcher you get in the room after the
Garrador.  It is best used against Salazar's Right Hand (Verdugo).***


Shotgun Shells (5) - When you first enter the dining hall/room, smash the vase
sitting on a dresser.  This vase is just to the right of the sign that states:
"A dessert to cherish our remaining years."

Green Herb - On the dinner table, right in front of the sign that reads: "Bread
begins the meal of life."

Handgun Ammo (10) - On the edge of the second dinner table.

Shotgun Shells (5) - Inside the room south of the Dining Room.  There is a
shelf against the southern wall, and inside the box on the lower-right are
some shotgun shells.


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     ()()()()()()()()()()()()()()()()()()()()()()()()()()()
     ()                                                  ()
     ()  Chapter 3-3:  Garrador (Inside Cage) Rationale  ()
     ()                                                  ()
     ()()()()()()()()()()()()()()()()()()()()()()()()()()()


Garrador

		Las Plagas on the Garrador's Back
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       1      |      < 50       |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       2      |    15.1 to 30   |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |       3      |    20.1 to 30   |
      }----------------------+--------------+-----------------{
      |        Red 9         |       5      |   26.1 to 32.5  |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       7      |   27.1 to 31.5  |
      +----------------------+--------------+-----------------+


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     ###################################
     #                                 #
     #  Chapter 4-1:  Armored Knights  #
     #                                 #
     ###################################


Armored Knight:  5.1 to 6.5 Damage against the Helmet to reveal Las Plagas

[ARMRD]		 Armored Knights are only vulnerable to damage to their
		 heads/Las Plagas

		 Once Las Plagas are revealed, Flash Grenades will kill them
		 instantly (the whole room)


The first set of Armored Knights  will drop; Green Herb, Shotgun Shells (10),
and Handgun Ammo (15)

The second set of Armored Knights will each drop 6,500 Pesetas (19,500).


Attacks:  The Armored Knights have a few attacks utilizing their equipped
weapon (axe or sword).  These attacks are easy enough to dodge provided that
Leon had room to run away.  Once the Knights lose their helmets, a Las Plagas
is revealed, giving the Knights an additional attack.

Beware the Razorwire Plagas that are revealed from the first set of Knights as
they can attack independant of the weapon swings the Knight is capable of.
The Razorwire Plagas also have a tendency to damage Leon if he gets too close
to one of the knights even without swinging.

The second set of Armored Knights contain  Head-Eater Plagas.  These Knights
will actually stop moving when the plaga is going to attack.

With the exception of the Razorwire Plagas attack, Armored Knights will have a
short delay before they are able to move again after attacking.


Overhand Swing: About 5 bars (a little more)

Wide-Arc Swing: About 5 bars

Quick Swing: About 3 bars

Razorwire Plagas Attack: 4 to 5 bars

Head-eater Attack: Instant Death


This mini boss can be one of the toughest battles to escape without taking
damage.  The difficulty is directly associated with your arsenal of weapons
and items.  The easiest way to escape this encounter untouched, is to use the
Broken Butterfly to remove the Armored Knights' helmets, then use Flash
Grenades to instantly kill the Plagas.

Ideally, you should have 1 or more Flash Grenades before you enter the Art
Gallery (where there is an additional Flash Grenade).

The best time to attack the Knights is when they are recovering from launching
an attack.  I like to run around the room in a circle, and ocassionally stop to
trigger an attack from one or more of the knights.  I will often reveal 2 of
the Las Plagas before tossing a Flash Grenade (the last one is easy to pick off
with the Semi-Auto Rifle).


Be sure to keep Ashley outside of the room before picking up the cup.


Flash Grenades can be thrown anywhere in the room to destroy the revealed
plagas.


I prefer using the Broken Butterfly since by now it can be upgraded to a
capacity of 8 rounds.  I use each of the 6 shots it came with  to remove the
helmet from the Armored Knights, then upgrade the capacity to get a free refill
of the ammo.


If you are hesitant to use the Broken Butterfly, or are without ammo for it,
the Shotgun (or Riot Gun) will work as well.  The only disadvantage is that the
shotguns have a slower firing speed, and must be used at close to medium range.
Either shotgun (if it has it's Firepower fully upgraded) will remove a helmet
at close range in one shot.


The Mine Launcher is also an excellent weapon for dealing with the Armored
Knights.  Since it explodes with area-of-effect damage, hitting the Knights
in the chest is just as good as hitting them in the helmet.  It is even
possible to disable 2 Knights with one dart.


The Semi Auto Rifle also works well against the Knights, just be sure put some
distance between Leon and the Knights to allow for the delay between aiming and
firing.


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      <><><><><><><><><><><><><><><><><><><><><><><><><><><>
      <>                                                  <>
      <>  Items/Weapons that will make this fight easier  <>
      <>                                                  <>
      <><><><><><><><><><><><><><><><><><><><><><><><><><><>


Flash Grenade - When you first enter the Art Gallery (tons of paintings, styled
tiling), right across from the entrance is a flash grenade sitting on a chair.

Yellow Herb - On the table just before the double-doors leading to the hallway
that leads to the Armored Knights.

Green Herb - Inside the Armored Knight room, on the floor in the southwest
corner.

Shotgun Shells (5) - Inside the Armored Knight room, in the northeast corner,
sitting on a set of armor.

Handgun Ammo (15) - Sitting underneath the lion sculpture in the hallway
leading to the Armored Knights room.

Green Herb - Dropped by one of the first Armored Knights.

Shotgun Shells (10) - Dropped by one of the first Armored Knights.

Handgun Ammo (15) - Dropped by one of the first Armored Knights.


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      ()()()()()()()()()()()()()()()()()()()()()()()()
      ()                                            ()
      ()  Chapter 4-1:  Armored Knights Rationale   ()
      ()                                            ()
      ()()()()()()()()()()()()()()()()()()()()()()()()


Armored Knights

			Damage to remove Helmet*
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |   Broken Butterfly   |       1      |     < 17.0      |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       1      |     < 11.0      |
      }----------------------+--------------+-----------------{
      |       Shotgun        |       1      |      < 7.0      |
      }----------------------+--------------+-----------------{
      |       Riot Gun       |       1      |      < 6.5      |
      }----------------------+--------------+-----------------{
      |        Red 9         |       3      |   5.1 to 7.5    |
      +----------------------+--------------+-----------------+

*-I forgot to record this info using the fully upgraded weapons.  As a 
  result, the Firepower for all of the weapons is as follows:



	Broken Butterfly: 17
	Semi-Auto Rifle: 11
	Shotgun: 7
	Riot Gun: 6.5
	Red 9: 2.5

  These values represent the highest Firepower each of these weapons can have
  by the time you reach the Armored Knights when playing a new game.


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      ################################
      #                              #
      #  Chapter 4-1:  2x Garradors  #
      #                              #
      ################################

Garrador:  27.1 to 30 Damage against the Plagas on his back to defeat


Armored Garrador: 39.1 to 40 Damage against the Plagas on his back to defeat


[GRRDR2]   Garrador has only one weak spot.  He is invulnerable to firearms
	   damage in all other spots.


When viewed with the Infrared attachment, the Plagas on his back will show as
white hot.

Garrador drops 15,000 Pesetas.

Armored Garrador drops 15,000 Pesetas.


Attacks:  Garrador employs two vicious attacks.  The first is his wild swing
which covers large area all around him.  While this attack can be preceded
with a charge, he also swings wildly whenever Leon gets close to him, and 
after he is hit in the Plagas growth on his back.

Garrador's second attack is a charge leading to an impaling attack.  Whether
it is Leon, or a wall that gets impaled is entirely up to the dodging ability
of the player.  Be careful when Garrador charges, while this move will cause
the Garrador to get stuck into a wall, it is also a one-hit-kill attack.  Run
in a direction perpendicular (hard left or hard right) to his charge just in
case Garrador decides to wildly swing instead of impaling.


Charge Attack: Instant Death

Wild Swing: About 4 bars


Fighting 2 Garradors at once can seem like a challenging task until you realize
that Capcom has provided you with an excellent area to fight them.  I choose to
fight both of the Garradors in the rectangular entrance, using the pillars as
an obstacle to these Wolverine-Rip-Off monstrosities.  

Should you choose to take the battle to the upper areas, where there are 2
conveniently placed bells to assist you, you will also have to deal with 4
metal mask wearing Zealots.  Even though only one of them carries a flail,
they are enough of a menace to distract you from the pair of deadly enemies.
Staying on the bottom area of the room will prevent the 4 extra Zealots from
spawning until you head towards the higher ground.


To make this fight easier, I use slightly cheap tactics.  First, without moving
from the spot in which you enter the room, I shoot both of the zealots in front
of the Garradors with the Semi-Auto Rifle (headshots),  I then quick-turn, and
retreat into the previous room.  While this will forfeit any treasures or ammo
the 2 Zealots would drop, when you re-enter the room, they will be gone, and
the Garradors will have returned to their starting areas.

If you are quick, you dont even have to retreat from the room, you can simply
snipe both of the Zealots, then run into the North-Western corner (to the left
when you enter the room) while both of the Garradors charge into the door.


Once you have killed the Zealots, retreated, and came back into the room, shoot
one of the Garradors to get both of their attention (I use a pistol), then run
into the left corner and quick turn to watch both of the Garradors charge into
the spot you fired from.

With any luck, only one of them will make it all the way down to the entryway.
Without Luck, always place one of the pillars between Leon and the Garradors.
There is a noticable amount of delay between firing shots and the charge of
the Garradors, enough to run hard right, or hard left anytime you hear their
screams of frustration preceding a charge.


Go for the "normal" Garrador first since the un-armored Garrador has less
health.  Maneuvering with only one Garrador to worry about is much easier
than dealing with 2.


Try to always keep a pillar between Leon and the Garradors whenever you are
not shooting them and especially after you have pissed them off enought to
make them charge.  The pillars seem to confuse the AI, and often the
Garradors will run charging up the stairs instead of towards Leon when you
place a pillar between them and Leon.  Even if they charge towards you,
there is a good chance that they will get stuck when they impale the pillar.

If you maintain enough of a distance from the Garradors, and remain quiet,
eventually they will retract their claws and begin walking aimlessly in
random directions.  This is when I like to take my time aiming at their
sensitive spot.

Alternate from the North-west corner to the South-West corner, firing one
shot, then running around the pillars (but staying off of the stairs) to
end up in the opposite corner.

When you are moving defensively in the corners, it is best to walk backwards
using the right analog stick to move the camera so you can always see the
Garradors.


I like to use all of the shots within my 8-Capacity Broken Butterfly against
the 2x Garradors and the Zealots in the room since at this point in the game
the Broken Butterfly can be upgraded to 10 Capacity (giving you up to 10 free
magnum shots).  Since the Broken Butterfly stands at 20 Firepower (if you have
been upgrading it...and you should be), it will take 2x shots to kill each
Garrador provided you are hitting them right in the Plagas spot on their back.

Even if you miss the Plagas while shooting the Garradors with the Broken
Butterfly, they will stagger, and drop to one knee.  This is a perfect time to
charge in for an easier shot at the Garrador's weak spot.

If you have been upgrading the Semi-Auto Rifle's Firepower as high as the game
will allow, it will be at 11.0.  This is enough to kill the normal Garrador in
3x shots, and the Armored Garrador in 4.


For those who are desperate for ammunition, there are 2 Rifle Bullets in the
small urn to the left, and 10 Shotgun shells in the large urn next to the door
leading out of there.


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       <><><><><><><><><><><><><><><><><><><><><><><><><><><>
       <>                                                  <>
       <>  Items/Weapons that will make this fight easier  <>
       <>                                                  <>
       <><><><><><><><><><><><><><><><><><><><><><><><><><><>

Green Herb - in the South Eastern corner of the Rectangular entrance room with
the 2 pillars.

Rifle Ammo (2) - Inside the first small urn on the left, sitting on a pedestal,
just before the entrance to the "C" shaped hallway.

Incendiary Grenade - Inside the first small urn on the right, sitting on a
pedestal next to the first bell.

Shotgun Shells (10) - Hidden inside the large urn next to the second bell and
the door leading to the next area.

First Aid Spray - Dropped by the Flail (morning star?) weilding, metal mask
wearing Zealot that spawns in the "C" shaped hallway branching from the upper
areas of the room.


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       ()()()()()()()()()()()()()()()()()()()()()()
       ()                                        ()
       ()  Chapter 4-1:  2x Garradors Rationale  ()
       ()                                        ()
       ()()()()()()()()()()()()()()()()()()()()()()


Garrador (Normal)

		Las Plagas on the Garrador's Back
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       1      |      < 50       |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       2      |    15.1 to 30   |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |       3      |    20.1 to 30   |
      }----------------------+--------------+-----------------{
      |        Red 9         |       5      |   26.1 to 32.5  |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       7      |   27.1 to 31.5  |
      +----------------------+--------------+-----------------+



Garrador (Armored)
		Las Plagas on the Garrador's Back
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       1      |      < 50       |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       3      |    30.1 to 45   |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |       4      |    30.1 to 40   |
      }----------------------+--------------+-----------------{
      |        Red 9         |       7      |   39.1 to 45.5  |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       9      |   36.1 to 40.5  |
      +----------------------+--------------+-----------------+


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      ##################################################
      #                                                #
      #  Chapter 4-1:  Verdugo (Salazar's Right Hand)  #
      #                                                #
      ##################################################


Verdugo:  About 900-1000 Damage to defeat

[VRDG]	  About 450-500 Damage to defeat when Frozen by Nitro Glycerine


Verdugo does not show any weak points when viewed with the Infrared scope

Verdugo Drops Crown Jewel (part of the Royal Crown)


Attacks: Lots... forgive my briefness... trust me when I say that if you
didn't save the Rocket Launcher, plan on spending all of your Magnum Ammo,
a huge chunk of your TMP ammo (if not all) and several healing items.
Strongly consider just running away from him if you didn't save the Rocket
Launcher, or just bite the bullet and buy a Rocket Launcher from the Merchant
to deal with this headache of a boss.


Salazar's Right Hand can be one of the most stressful bosses to fight if you
are not prepared.  Boasting the highest Health total out of any boss,
fast moving, strong attacking, stunnable by only the strongest of weapons,
Verdugo provides a challenging encounter, unless, of course, you saved that
Rocket Launcher from that chapter in the castle just before Ashley's solo
part.

Take note of the various "LN2" containers littered throughout the area.  These
containers are Leon's salvation against this monstrosity.  Not only do they
slow down Verdugo, they cause it to take double damage.


Protip: Before Verdugo drops down to fight you, it will launch several attacks
at Leon that can be avoided by pressing the correct buttons ("dodge prompt
mini-game").  You can simply press all of the buttons required for either dodge
prompt to dodge his attacks (L1 + R1 + [] + X).  Keeping the tip of my thumb on
the "[]" (square) button, I can easily press the "X" button.  I also rest my
index fingers on the "R1" and "L1" buttons.  When the dodge prompt shows up,
just press all 4 of the buttons to succeed.


Once you have entered the Generator room and turned on the power, return to
the door leading into the room to get Verdugo to finally show himself.  Skip
the cutscene, and run past Verdugo straight to the LN2 container around the
corner.  Place Leon's back to the wall so you can see when Verdugo is close,
and rip the container off the wall when he is in range.

When Verdugo is frozen, target him with a direct hit with the Rocket Launcher
no matter how close he is.  The explosion damage from the Rocket Launcher is
not enough to one-shot him, and usually Leon will avoid any collateral damage
from the explosion even if Verdugo is very close.


Don't forget to shout out your favorite one-liner from any action film as you
fire the Rocket Launcher.  I like to go with the classic "Van Damme Gets
Fragged" line (youtube it if you aren't familiar).


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       <><><><><><><><><><><><><><><><><><><><><><><><><><><>
       <>                                                  <>
       <>  Items/Weapons that will make this fight easier  <>
       <>                                                  <>
       <><><><><><><><><><><><><><><><><><><><><><><><><><><>


A Rocket Launcher...  oh and I guess you can count the First Aid Spray in the
room with the elevator.


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       ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()
       ()                                                          ()
       ()  Chapter 4-1:  Verdugo (Salazar's Right Hand) Rationale  ()
       ()                                                          ()
       ()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()()


I didn't bother trying to quantify the exact amount of Verdugo's Health.  Its
alot, alot like it takes ten fully upgraded Handcannon shots to kill him (900+
Health), half of that if you manage to freeze him with the LN2.  That means
you can expect to spend all of your spare magnum bullets, all of your TPM
ammo, and a ton of shotgun shells if you decide to not use the Rocket
Launcher.

Oh and its more than likely that you will need to heal at least once you're
unloading more ammo into him than you would find at a redneck gun show.


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       ###########################################
       #                                         #
XIII.  #  Chapter 4-4:  Ramon Salazar (the Kid)  #
       #                                         #
       ###########################################

Ramon Salazar's:

Right or Left Hand:  15.1 to 18 Damage to recede into wall

	      Eyes:  13.1 to 13.5 Damage to make Body appear

[KIDSAL]      Body:  238.6 to 240 Damage to defeat


When the Creature is viewed with the Infrared attachment, the "Eyes" and 
"Body" will glow white-hot.

Ramon Salazar drops 

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        <><><><><><><><><><><><><><><><><><><><><><><><><><><>
        <>                                                  <>
XIIIa.  <>  Items/Weapons that will make this fight easier  <>
        <>                                                  <>
        <><><><><><><><><><><><><><><><><><><><><><><><><><><>

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       ()()()()()()()()()()()()()()()()()()()()()()()
       ()                                          ()
       ()  Chapter 4-4:  Ramon Salazar Rationale   ()
       ()                                          ()
       ()()()()()()()()()()()()()()()()()()()()()()()


Ramon Salazar

		Ramon Salazar's Left or Right Arm
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       1      |      < 50       |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       2      |    15.1 to 30   |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |       3      |    20.1 to 30   |
      }----------------------+--------------+-----------------{
      |        Red 9         |       3      |   13.1 to 19.5  |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       4      |    13.5 to 18   |
      +----------------------+--------------+-----------------+


			Ramon Salazar's Eyes
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       1      |     < 99.9      |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       1      |      < 50       |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |       1      |      < 15       |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |       2      |    10.1 to 20   |
      }----------------------+--------------+-----------------{
      |        Red 9         |       3      |   13.1 to 19.5  |
      }----------------------+--------------+-----------------{
      |      Blacktail       |       3      |    9.1 to 13.5  |
      +----------------------+--------------+-----------------+


			Ramon Salazar
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       3      |  199.9 to 299.7 |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       5      |   200.1 to 250  |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |      16      |   225.1 to 240  |
      }----------------------+--------------+-----------------{
      |  Chicago Typewriter  |      24      |   230.1 to 240  |
      }----------------------+--------------+-----------------{
      |        Red 9         |      37      |  234.1 to 240.5 |
      }----------------------+--------------+-----------------{
      |      Blacktail       |      54      |   238.6 to 243  |
      +----------------------+--------------+-----------------+


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      #############################################
      #                                           #
      #  Chapter 5-3:  Krauser (Cut Scene Fight)  #
      #                                           #
      #############################################


Cut Scene Krauser:  6x Quick Time Events + 1x Extended Button Mash Sequence


Krauser cannot be viewed with the Infra-Red Scope during this fight.

Cut-Scene Krauser does not drop any items (although Leon will begin using his
knife from now on provided you are not wearing Special Costume 2 ~ The Mobster
Suit).


On Playstation 2, you can easily cheese this battle by simply pressing all four
buttons needed for each Quick-Time-Event (L1, R1, [], and O) each time there is
a prompt.


Otherwise, pay attention to the specific actions and dialogue preceding each
mini-game.


[KRSR]	-Krauser's hand is shown as he swings on a pipe towards Leon.

	-Krauser: "After all, you and I both know where we come from."

	-Leon: "What do you want?"

	-Krauser: "The sample Saddler developed, that's all."

	-Krauser kicks a barrel at Leon.

	-Krauser Laughs.

	-Krauser: "Enough talk.  Die comrade!"


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      #######################################
      #                                     #
      #  Chapter 5-3:  "It" (Man-Scorpion)  #
      #                                     #
      #######################################


"It" (Man-Scorpion):	165.1 to 180 Damage to reveal 2nd Form
			165.1 to 180 Damage to defeat 2nd Form

[IT]			Weak Spot hits do not appear to deal significantly
			more damage


"It" does not show any weak spots when using the Infrared Attachment.

"It" drops 50,000 Pesetas.


Attacks:  All of "It's" attacks are close range.  By being patient, and firing
only a few times in-between quick-180 turns and running to increase the
distance between yourself and the boss, it is easy to avoid any damage from
this boss.


When "It" receives enough damage to change into it's second form (keep firing
while "It" is bellowing and changing forms) it will begin charging and using
it's pincer attacks when above ground.

After receiving certain amounts of damage, or after an amount of time, It
will burrow into the ground for 1-2 Burrow Strikes.


First Form Attacks:

Pincers of Power!:  Deals about 7 Bars.

Grab & Pincer:  Deals a minimum 5 bars damage and can be lethal if not
		broken.


Second Form Attacks:

Charging Pincers:  Deals about 7 Bars.

Burrow Strike: About 7 bars (dodge prompt).


This boss really grinds my gears.  Not the actual fighting part, but more the
annoyance and false difficulty associated with circumventing the 3 platform
mazes directly preceding this boss.


Allow me a few moments to discuss that encounter, and hopefully make it easier.

As you know, each platform has 2 emergency switches that must be activated with
the "Action" button before advancing to the next platform.  In-between
activating these, bright green lights must often be shot in order to open doors
leading throughout the platform.  Adding to the difficulty, is a giant POS
Scorpion-King-Wannabe that deals tremendous damage regardless of how long it
takes you to escape the mini-game should he grab you.

It is important to stay in the "Green" health range so your running speed isn't
slowed during the platform encounter.

I recommend using the TMP since it has a very fast recovery time after
shooting, and if you miss there is always the option of spray and pray until
you hit the green lights.


Protip:  When performing the Quick-Time-Event dodge prompt, simply mash all
	 of the buttons for both variations to succeed (Ps2 = L1, R1, [], O;
	 Xbox = Left + Right Trigger, X + A).

	 While holding "A" to run its easy enough to rest the tip of your
	 thumb on the x button.  Your index fingers should be gently resting
	 on the upper buttons anyways depending on your control style.


First Platform:  Immediately run towards "It" until he begins his attack
animation.  Once he begins attacking, slowly backpedal (this is the same
feinting technique you can use against just about any enemy in the game to
get them to trigger their attack).

	-180 Quick Turn and turn Left, shoot the green light to open the door.

	-The first switch is around the corner to the left.  Be ready for
		a quick-time-event dodge prompt.

	-180 Quick Turn and follow the path until you see the green herb.
		Grab the green herp and return to where you initially saw "IT".

	-Continue down the path and turn left at the next "T" (right will be
		Shotgun Shells).

	-Shoot the green light, revealing the second Emergency Switch.

	-Grab the Shotgun shells on your way to the exit (use your map if
		you get disoriented).


Second Platform:  Turn right immediately and pick up the Incendiary Grenade.
continue on the same path until you reach a an iron bar-gate-wall.  You should
be able to see the light glowing from a green light.  Position yourself as far
on the left as possible in front of the iron bar, and aim up to shoot the
green light.

	-Return to the starting location.  Run straight to trigger a cutscene.
		Once "It" has jumped down, immediately run past it on the left.

	-Turn left at the "T", and follow it around to the first Emergency
		Switch.

	-180 Quick Turn and follow the path until you are closed in with a
		wall to your left and in front of you.  The Green Light is
		up above and to the right of the gate in front of you.

	-Run straight ahead and turn left to find the second Emergency Switch.

	-180 Quick Turn and pick up the TMP Ammo on your way to the 3rd
		platform.


Third Platform:  To the right you will see the first Emergency Switch.
Activate it and return to the starting location where a door was opened leading
into a narrow and enclosed pathway.

	-Follow the winding path until you run into an iron-bar-gate.  Shoot
		through the gate to hit the green light.

	-180 Quick Turn and return to the narrow tunnel, exiting it and turning
		right.  Follow the path until you reach the second Emergency
		Switch.

	-Return to the narrow tunnel once again, and head towards the large
		doors.  Once they open you will need to press the "Action"
		button to jump onto a waiting pulley.


Now for the actual boss.  It is mainly a pushover.  Empty your magnum into it
(it should be at 10 capacity) even though it takes reduced damage from
magnums.  Also, use any Incendiary Grenades you have, but be careful as they
do not stun it for very long.  Allow a small amount of time between each
Incendiary grenade if you have multiple, and use the Red Barrels to stun it.

There is also a tunnel area which can be temporarily sealed by activating
a switch.  Use this to buy yourself extra time when you need to reload.  If
you position yourself slightly close to "IT" but not close enough to trigger
an attack, you can cause "IT" to simply run towards the iron-gate, but not
smash through.


Show no mercy when It is changing into it's second, more aggressive form.
It still takes damage while it is transitioning.  I prefer to save the
Iron-Gates for the second form, as the attacks become much more difficult to
dodge.  Expect to face at least 2 dodge prompts when it burrows.


If you are desperate for health, you can ride the horizontal elevator back
to the area where where the first cut-scene was triggered for a green herb.


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        <><><><><><><><><><><><><><><><><><><><><><><><><><><>
        <>                                                  <>
XIIIa.  <>  Items/Weapons that will make this fight easier  <>
        <>                                                  <>
        <><><><><><><><><><><><><><><><><><><><><><><><><><><>


Incendiary Grenade - In the Second Platform, just to the right of the entrance.

Yellow Herb - Behind a destroyed chain-link fence before the Platform area.

Red Herb - In an enclosed area behind the Merchant before the boss.

Green Herb - First Platform

Shotgun Shells (5) - First Plaform

TMP Ammo (50) - Second Platform

TMP Ammo (50) - Just before the actual Boss fight.

Shotgun Shells (5) - Just before the actual Boss fight.

Magnum Ammo (5) - Just before the actual Boss fight.

Green Herb - Just before the actual Boss fight.

Red Herb - Next to the outside Red Barrel.

Handgun Ammo (10) - Inside the tunnel with the iron bar gates.


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	()()()()()()()()()()()()()()()()()()()()()()()()()
        ()                                              ()
	()  Chapter 5-3:  "It" (Man-Scorpion) Rationale ()
        ()                                              ()
	()()()()()()()()()()()()()()()()()()()()()()()()()

This boss is a real head scratcher for quantifying his Health.  He appears to
resist damage from Magnums, while at the same time taking significant damage
from exploding Red Barrels and Incendiary Grenades.


Additional Rationale info:

1x Incendiary Grenade + 6 Broken Butterfly shots defeated the first form.

2x Incendiary Grenades + 5 Broken Butterfly shots defeated the first form.


2x Red Barrels + 6 Broken Butterfly shots defeated the first form.


2x Incendiary Grenades + 1x Red Barrel + 1 Handcannon shot defeated the first
	form.

2x Red Barrels + 2x Incendiary Grenades + 4 Broken Butterfly shots defeated
	the first form.


One Incendiary Grenade or Red Barrel is equal to about 1/4th of It's total
	health in the first form.


It

			   It's First Form 
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       2      |   100 to 199.8  |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       8      |   350.1 to 400* |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |      12      |   165.1 to 180  |
      +----------------------+--------------+-----------------+

*-Evidence that It takes reduced damage from Magnums.


			   It's Second Form 
      +----------------------+--------------+-----------------+
      |                      |  # of Shots  |                 |
      |         Gun:         |    to Kill:  |  Health Range:  |
      }======================+==============+================={
      |    The Handcannon    |       2      |   100 to 199.8  |
      }----------------------+--------------+-----------------{
      |   Broken Butterfly   |       7      |   300.1 to 350* |
      }----------------------+--------------+-----------------{
      |   Semi-Auto Rifle    |      12      |   165.1 to 180  |
      +----------------------+--------------+-----------------+

*-Evidence that It takes reduced damage from Magnums.


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More Updates coming soon!!!

Will put in the rest of the bosses (Krauser, Lord Saddler, J.J.), and a
compilation of all the rationales.

[FTRADD]


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Legal & Contact Info

This guide represents original intellectual property of 8bitPunk.

I have only given permission to GameFAQs.com to post it.

Don't even think about stealing or plagarizing my work!!!  I play alot of
Phoenix Wright games, and I know how to point my finger and shout "Objection"!


Send Questions, Comments, Concerns, Death Threats and Marriage Proposals to:

My GameFAQs email.

[LGL]