You're[sic] right hand comes off? Let's Play Resident Evil 4(2005) [Finished]

Put your Let's Plays in here.
Post Reply
User avatar
Image
Image

"What is it that you fight for, comrade?"

"My past, I suppose."

The Game

You know damn well what this game is, it's Resident Evil 4 baybee. I know this game has been done to death, with no less than five different LPs of it available on the Archive and about 5 million and 80 LP's of it on the internet at large, you've probably at least heard of Resident Evil 4 and have probably played through it once with some variation of the game. But hey, that doesn't mean I can't have fun with it in my own way, so I hope you're not tapped out on it just yet!

The Let's Play

The add a little flavor and do something at least mildly unique, we'll be raw dogging the mid-2000's aesthetic and sticking with the NTSC-U Gamecube release of the game for the majority of this LP. This is the very first release of the game, and it's different from future versions in several interesting ways, and that includes versions from different regions on the same console! Famously though, the Gamecube does not have access to the Separate Ways scenario, and it is also missing some additional content for New Game + Playthroughs. For those bits, we'll be switching to the Ultimate HD edition available on Steam. We will also be doing our best to collect every treasure in the game and complete all bonus challenges, such as the Shooting Gallery and all 5 Stars for all stages+characters in the Mercenaries. Things like that often get missed in RE4 LP's, so that should also keep things entertaining as we go. Rather than doing all the bonus content at once come the end of the game, I'll interspersing it throughout as we clear the various acts of the game, so you won't find yourself overdosed on Leon's irreverent attitude. With that out of the way,

The Videos

Part 1, Bingo Night
Part 2, He Kicks High
Part 3, The Killing Business
Part 4, Lakeview Amusement
Part 5, Woman in the Red Dress
Part 6, Good Boy
Part 7, Vaya Con Dios
Part 8, Human Centipede
Part 9, Ada's Bogus Journey
Part 10, Raymond Saladbar
Part 11, Salazar's Crazy Castle
Part 12, Ashley Slam
Part 13, Suite For Creeper
Part 14, Dragonstrike
Part 15, Right Handed and Left Minded
Part 16, Minecart Madness
Part 17, Jenny Oh Jenny Joy Oh Joy
Part 18, Salad Bar Is Closed
Part 19, Military Fatigue
Part 20, Demolition Graham
Part 21, Bitch in the Red Dress
Part 22, Knives Out
Part 23, Black Butterfly
[urlhttps://lpbeach.co.uk/viewtopic.php?p=25834#p25834]Part 24, Mike Check[/url]
Part 25 (Finale), Hollywood Hero

Miscellaneous

Weapons
Mercenaries: A Quick Introduction
Mercenaries: Leon S. Kennedy
Mercenaries: Ada Wong
Mercenaries: HUNK
Mercenaries: Albert Wesker

Full LP Playlist

Enjoy survival horror? I'm quite a fan of it myself! If it's a shared interest, you may also enjoy my LPs of Silent Hill 4, Fear & Hunger and Look Outside!
Last edited by Cullen on Tue Jul 14, 2026 5:17 pm, edited 32 times in total.

User avatar


"I'm sure you boys didn't just tag along so we could sing Kumbaya together at some Boyscout bonfire. Then again, maybe you did."

Our LP begins proper, with an auspicious introduction to Spain Central Europe as Leon S. Kennedy begins his mission. The goal is simple enough, locate and extricate the President's daughter. The less-than-hospitable-and-more-like-hostile locals might make this a bit tricky though.

I was pretty in the zone while recording, though naturally trying to keep up running commentary also introduced some room for sloppy gameplay, so let's go over some things I missed in the video! For one thing, this game sadly lacks an invert run option, so get used to holding your dedicated action button (the diminutive Gamecube B button my case) to enjoy full running speed. The crows at the start of the game fly away quite quickly if you approach them, though it is possible to blast them out of the air as they fly off if you're quick on the draw. They're also slightly sensitive to sound, firing the Handgun too close to them can spook them and send them flying off.

Professional mode largely works by locking in the most difficult possible settings that Normal mode's dynamic difficulty system could present the player. This means enemies very hard, often 2-3 shotting Leon from full health (even with upgrades!), being highly aggressive and more often sprinting to close the distance between you and them, more enemies being present in various situations, and to a certain degree, enemies take more damage. The upper limit for Health enemies can have isn't too ridiculous, so this thankfully does not result in damage sponges come the end game.

It's not necessary to free the dog, and could easily become irrelevant if I play the relevant section he comes back for clean enough, but how could you not help out 'ol Hewie?

One thing to emphasize right out the gate is that the NTSC-U Gamecube version of RE4 I'm playing is that the drop system is slightly different. Money is less frequently dropped by enemies in this version, with ammo being much more generous. This extends to the pre-placed items as well, Shotgun shells in particular are much more plentiful in this version of the game even in comparison to different releases of the GameCube version. The last couple playthroughs I did for practice, I ended with over 100 shotgun shells cluttering up my case, and that wasn't even in relation to a certain upgrade you can get later down the line!

As best I can, I'll be going for all Treasure this playthrough. This can immediately be failed by missing the crow with the Spinel at the start, but another devious place to fail it is the first Dr. Salvador I dispatched. This guy despawns when you enter the Shotgun house, so you MUST kill him before doing so if you want his Ruby.

The second Dr. Salvador awards us an additional 10k Pesetas should we kill him, and it can be pretty tricky to do so for a non-obvious reason: There's a limit on how many Ganados we can kill before the sequence ends! Since everyone in the village quickly bum rushes our location, we need to balance between keeping them locked down and at a distance and also pouring enough damage into Dr. Salvador to get his cash prize. There's also a timer at play, so we can't just play chicken while squeezing off shots at Salvador as we run.

I am no expert at Spanish, but as mentioned towards the beginning of the video, there's a wonderful guide on GameFAQs vetted by native speakers that educates us on some of the threats and insults thrown our way. Some more fun ones to know!

As demonstrated, the glasses cop at the start absolutely butchers the phrase No estés jodiendo, which basically just means "Quit screwing around!" The bilingual speakers featured in this game are NOT native speakers and it's pretty abundant in many different scenes. If the pseudo-"ese from L.A." type accent most of the bilingual speakers adopt didn't give that away.

One of the more famous bits of Spanish is the guttural threat from the first Ganado, "¿Qué carajo estás haciendo aquí? ¡Lárgate, cabrón!" An English approximation would be something like "What the fuck are you doing in here? Get out, ya bastard!" Harsh, but since we barged into his house uninvited, I suppose it's reasonable. The axe swing, less so.

¡Ahí está!, ¡Un forastero!, ¡Agárrenlo!, ¡Te voy a matar!, and the meme status ¡Detrás de tí, imbécil! are common enemy barks you'll here. The first 4 mean, respectively, There he is!, An Outsider!, Get him!, and I'm going to kill you!, and these are common things enemies will say when they become aware of Leon. The last one means, Behind you, Imbecile!(cognates for the win) and that one has serious mechanical use. Every normal enemy type has a unique vocalization for when they're behind Leon and within in striking distance. If you hear this one, that's you're cue to run forward to dodge, or whip around to shoot an attacking enemy. Knowing these specific vocalizations can give you a serious combat edge!

One of the unintentionally funnier barks is ¡Cógelo! This is a conjugation of the verb Coger, which is an incredibly common action verb in the Spaniard dialect which literally means "To grab" but can also generally just mean to Take or to Get. In this case it's just another way of saying "Get him!" However, this verb has a pretty unfortunate case of lingual drift associated with it. In the Mexican dialect, and most LatAm dialects as far as I'm aware, this verb has picked up the crasser secondary meaning "To Fuck". Certainly not something you want shouted at you if you're traversing around the middle of Mexico, I'll say that much.

Weapons

Resident Evil 4 has quite the wonderful arsenal of weapons for us to use, and eventually we'll be able to use our hard earned Pesetas to upgrade them! I'll be doing my best to at least demonstrate every weapon in the game, but several of them will have fleeting presence within the playthrough since we simply don't have the inventory space or funds to use everything. So I'll use the rambling nature of an LP forum to go over them in detail that I can't show off in the videos!

Before we get into the nitty gritty, a couple points. One thing to know is that every non-new game plus weapon (save for one) has an Exclusive upgrade that's only available after purchasing all previous upgrades for the weapon. Some of these are just basic stat boosts in line with the weapons general progression via normal upgrades, but others can have some very interesting mechanical effects. The second point is that every weapon has a handful of hidden secondary stats that aren't reflected in its stat screen. These are Handling, Sway, and Raise Time. Handling is in relation to how quickly Leon can move the laser sight around while aiming. Lighter weapons like Handguns have very quick handling, while heavier weapons like Shotguns take much more time to sweep around and can cause unfortunate incidents when under pressure. Sway is how much a gun jitters in Leon's hand while he's aiming, and also ties into how much the gun's recoil will throw off his aim on continuous shots. This one basically doesn't exist in the Wii version due to its pointer aiming. Finally, Raise Time is exactly what it says on the tin, Leon takes longer to Raise or Ready certain weapons. Handguns and Shotguns raise very quickly, while things like Rifles and explosive weaponry have about a half second of delay before Leon can actually fire the gun, which can make these weapons hazardous to use in close quarters.

For the various tracked attributes of the weapon, I'll be listing the values at each level, how much each upgrade costs, and when you can actually obtain said upgrade. The latter is frustratingly absent in a lot of weapon guides, and it's pretty handy to know for many weapons in the game.

Handgun

Image

You start with the Handgun, but it can also be purchased for 8000 Ptas starting from 1-2.

Firepower: 1.0, 1.2 (7000 Ptas, 1-2), 1.4 (10000 Ptas, 2-1) , 1.6 (15000 Ptas, 3-1) 1.8 (18000 Ptas, 3-2*), 2.0 (20000 Ptas, 4-1)
Firing Speed: 0.47, 0.40 (5000 Ptas, 1-2), 0.33 (12000 Ptas, 3-1)
Reload Speed: 1.73, 1.47(4000 Ptas, 1-2), 0.87 (10000 Ptas, 3-1)
Capacity: 10, 13(4000 Ptas, 1-2), 16(6000 Ptas, 2-1), 19 (8000 Ptas, 3-1), 22 (10000 Ptas, 3-2*), 25 (12000 Ptas, 4-1)

The Exclusive upgrade for the Handgun increases its Critical Hit rate by 5X, making it much more likely to land those juicy head exploding shots. It becomes available 4-3, and costs 57000 Ptas.

Full Upgrade cost: 198,000 Ptas

Your starting weapon, and it is about as weak as you'd expect. There are 4 different handguns you can wield in a fresh new game of Resident Evil 4, and your starting Handgun is probably the worst of them. It scales linearly and unimpressively, but also fairly slowly all things considered. It has the good handling typical of Handguns though, and it secures it's max fire rate relatively early, so slam firing with this can be pretty effective, if excessive in its consumption. The big reason to use this is its rather interesting Exclusive. This is a mechanical change Exclusive that greatly increases the chance that the Handgun will insta-kill on head shots, making it so that roughly 1 in every 3 shots will produce that satisfying head explosion. This is cool, and it's available a decent amount earlier than other exclusives, but I can't really say it's too practical. The odds of Criticals are still low enough that you can go several shots without landing one, and instantly exploding the enemy's head can be disadvantageous in certain circumstances. If you're going for a crowd control Roundhouse kick, this works against you. It's also possible to land a head explosion when an enemy is mid-strike, and in certain circumstances later in the game, this can result in the enemy still hitting you when a stunning head shot would prevent that! It can be fun to use this, but on a practical level I'd say trade it out the first chance you get.

*These are technically available at the final Merchant of 3-1, but it's the literal end of the chapter and you start the next chapter in the same room, so the upgrade is functionally available at 3-2.

Shotgun

Image

This can be found in 1-1, and otherwise can be purchased for 20000 Ptas starting from 1-2. You start with this in Easy mode.

Firepower: 4.0, 4.5 (15000 Ptas, 1-2), 5.0 (20000 Ptas, 2-1) 6.0 (25000 Ptas, 3-1) 7.0 (30000 Ptas, 4-1) 8.0 (40000 Ptas, 4-3)
Firing Speed: 1.53 (No Upgrades)
Reload Speed: 3.03, 2.43(7000 Ptas, 1-20), 1.50 (NTSC-U GameCube, 15000 Ptas, 3-1) 1.67 (All other versions, same otherwise)
Capacity: 6, 8(8000 Ptas, 1-2), 10(10000 Ptas, 2-1), 12(12000 Ptas, 3-1) 15(15000 Ptas, 4-1) 18(20000 Ptas, 4-3)

The Exclusive upgrade for the Shotgun prevents it from losing damage due to distance, allowing it to land full powered shots at any ranged and extending the range it can knock down or otherwise disrupt enemies. It costs 90000 Ptas in the NTSC-U GameCube version and 40000 Ptas in all other versions and it is available 4-4, after the boss at the end of said chapter.

Full Upgrade Cost: 312,000 Ptas NTSC-U GameCube version, 257,000 Ptas all other versions

'Ol reliable of the Survival Horror genre at large, and a considerable upgrade over the basic handgun for most situations. Sure, you can't set up melee attacks with it, but when you knock 3 enemies to the floor with one shot, how can you complain! Unlike the Handgun, there is some merit to committing to the humble starting Shotgun. It scales quite well throughout the game, and especially in the NTSC-U GameCube version, ammo is plentiful for it so you can make regular use of it. Most critically, the next Shotgun available after this one isn't really much of an upgrade over it, and the final Shotgun of the game is better at close quarters (the main place you'd want to use a shotgun, to be fair), this one can have some niche use with it's Exclusive upgrade. This is probably the most unique and useful mechanics change upgrade, greatly expanding the range the Shotgun can hit for its full 8.0 damage at, and making it better at disrupting enemies from afar. It doesn't retain its knockdown power over long distances with it, but slam firing the "Sniper Shotgun" can be a surprisingly useful and very fun way to play in the late game. I'd still take the final Shotgun of the game over this one if I was just focusing on practical attributes, but if I was just focusing on having fun, I wouldn't turn down this one out of hand.
Last edited by Cullen on Fri May 15, 2026 3:08 am, edited 1 time in total.

User avatar
Weapons

Resident Evil 4 has quite the wonderful arsenal of weapons for us to use, and eventually we'll be able to use our hard earned Pesetas to upgrade them! I'll be doing my best to at least demonstrate every weapon in the game, but several of them will have fleeting presence within the playthrough since we simply don't have the inventory space or funds to use everything. So I'll use the rambling nature of an LP forum to go over them in detail that I can't show off in the videos!

Before we get into the nitty gritty, a couple points. One thing to know is that every non-new game plus weapon (save for one) has an Exclusive upgrade that's only available after purchasing all previous upgrades for the weapon. Some of these are just basic stat boosts in line with the weapons general progression via normal upgrades, but others can have some very interesting mechanical effects. The second point is that every weapon has a handful of hidden secondary stats that aren't reflected in its stat screen. These are Handling, Sway, and Raise Time. Handling is in relation to how quickly Leon can move the laser sight around while aiming. Lighter weapons like Handguns have very quick handling, while heavier weapons like Shotguns take much more time to sweep around and can cause unfortunate incidents when under pressure. Sway is how much a gun jitters in Leon's hand while he's aiming, and also ties into how much the gun's recoil will throw off his aim on continuous shots. This one basically doesn't exist in the Wii version due to its pointer aiming. Finally, Raise Time is exactly what it says on the tin, Leon takes longer to Raise or Ready certain weapons. Handguns and Shotguns raise very quickly, while things like Rifles and explosive weaponry have about a half second of delay before Leon can actually fire the gun, which can make these weapons hazardous to use in close quarters.

For the various tracked attributes of the weapon, I'll be listing the values at each level, how much each upgrade costs, and when you can actually obtain said upgrade. The latter is frustratingly absent in a lot of weapon guides, and it's pretty handy to know for many weapons in the game.

Handgun

Image

You start with the Handgun, but it can also be purchased for 8000 Ptas starting from 1-2.

Firepower: 1.0, 1.2 (7000 Ptas, 1-2), 1.4 (10000 Ptas, 2-1) , 1.6 (15000 Ptas, 3-1) 1.8 (18000 Ptas, 3-2*), 2.0 (20000 Ptas, 4-1)
Firing Speed: 0.47, 0.40 (5000 Ptas, 1-2), 0.33 (12000 Ptas, 3-1)
Reload Speed: 1.73, 1.47(4000 Ptas, 1-2), 0.87 (10000 Ptas, 3-1)
Capacity: 10, 13(4000 Ptas, 1-2), 16(6000 Ptas, 2-1), 19 (8000 Ptas, 3-1), 22 (10000 Ptas, 3-2*), 25 (12000 Ptas, 4-1)

The Exclusive upgrade for the Handgun increases its Critical Hit rate by 5X, making it much more likely to land those juicy head exploding shots. It becomes available 4-3, and costs 57000 Ptas.

Full Upgrade cost: 198,000 Ptas

Your starting weapon, and it is about as weak as you'd expect. There are 4 different handguns you can wield in a fresh new game of Resident Evil 4, and your starting Handgun is probably the worst of them. It scales linearly and unimpressively, but also fairly slowly all things considered. It has the good handling typical of Handguns though, and it secures it's max fire rate relatively early, so slam firing with this can be pretty effective, if excessive in its consumption. The big reason to use this is its rather interesting Exclusive. This is a mechanical change Exclusive that greatly increases the chance that the Handgun will insta-kill on head shots, making it so that roughly 1 in every 3 shots will produce that satisfying head explosion. This is cool, and it's available a decent amount earlier than other exclusives, but I can't really say it's too practical. The odds of Criticals are still low enough that you can go several shots without landing one, and instantly exploding the enemy's head can be disadvantageous in certain circumstances. If you're going for a crowd control Roundhouse kick, this works against you. It's also possible to land a head explosion when an enemy is mid-strike, and in certain circumstances later in the game, this can result in the enemy still hitting you when a stunning head shot would prevent that! It can be fun to use this, but on a practical level I'd say trade it out the first chance you get.

*These are technically available at the final Merchant of 3-1, but it's the literal end of the chapter and you start the next chapter in the same room, so the upgrade is functionally available at 3-2.

Shotgun

Image

This can be found in 1-1, and otherwise can be purchased for 20000 Ptas starting from 1-2. You start with this in Easy mode.

Firepower: 4.0, 4.5 (15000 Ptas, 1-2), 5.0 (20000 Ptas, 2-1) 6.0 (25000 Ptas, 3-1) 7.0 (30000 Ptas, 4-1) 8.0 (40000 Ptas, 4-3)
Firing Speed: 1.53 (No Upgrades)
Reload Speed: 3.03, 2.43(7000 Ptas, 1-20), 1.50 (NTSC-U GameCube, 15000 Ptas, 3-1) 1.67 (All other versions, same otherwise)
Capacity: 6, 8(8000 Ptas, 1-2), 10(10000 Ptas, 2-1), 12(12000 Ptas, 3-1) 15(15000 Ptas, 4-1) 18(20000 Ptas, 4-3)

The Exclusive upgrade for the Shotgun prevents it from losing damage due to distance, allowing it to land full powered shots at any ranged and extending the range it can knock down or otherwise disrupt enemies. It costs 90000 Ptas in the NTSC-U GameCube version and 40000 Ptas in all other versions and it is available 4-4, after the boss at the end of said chapter.

Full Upgrade Cost: 312,000 Ptas NTSC-U GameCube version, 257,000 Ptas all other versions

'Ol reliable of the Survival Horror genre at large, and a considerable upgrade over the basic handgun for most situations. Sure, you can't set up melee attacks with it, but when you knock 3 enemies to the floor with one shot, how can you complain! Unlike the Handgun, there is some merit to committing to the humble starting Shotgun. It scales quite well throughout the game, and especially in the NTSC-U GameCube version, ammo is plentiful for it so you can make regular use of it. Most critically, the next Shotgun available after this one isn't really much of an upgrade over it, and the final Shotgun of the game is better at close quarters (the main place you'd want to use a shotgun, to be fair), this one can have some niche use with it's Exclusive upgrade. This is probably the most unique and useful mechanics change upgrade, greatly expanding the range the Shotgun can hit for its full 8.0 damage at, and making it better at disrupting enemies from afar. It doesn't retain its knockdown power over long distances with it, but slam firing the "Sniper Shotgun" can be a surprisingly useful and very fun way to play in the late game. I'd still take the final Shotgun of the game over this one if I was just focusing on practical attributes, but if I was just focusing on having fun, I wouldn't turn down this one out of hand.

Rifle

Image

This is available to be purchased starting from 1-2.

Firepower: 4.0, 5.0 (10000 Ptas, 1-2), 6.0 (12000 Ptas, 2-1) 8.0 (20000 Ptas, 3-1), 10.0 (25000 Ptas, 3-2*), 12.0 (35000 Ptas, 4-1)
Firing Speed: 2.73**(No Upgrades)
Reload Speed: 4.00, 3.23 (8000 Ptas, 1-2), 2.3(18000 Ptas, 3-1)
Capacity: 5, 7 (6000 Ptas, 1-2), 9 (8000 Ptas, 2-1), 12 (12000 Ptas, 3-1), 15 (18000 Ptas, 3-2*), 18 (25000 Ptas, 4-1)

The Rifle is the first weapon to have an accessory for it, in this case a scope that allows for even better zoom over the one it comes with. This costs 7000 Ptas.

The Exclusive upgrade is another Firepower increase. In the NTSC-U GC version only, this is a rather unimpressive increase to 18.0 Firepower. Starting from the NTSC-J release and retained for all future releases (which Americans wouldn't see until the PS2 version), this is a much more significant increase to 30.0 Firepower. It costs 80000 Ptas and becomes available in 4-3.

Full Upgrade Cost: 296,000 Ptas (289,000 Ptas without the scope)

The Bolt-Action Rifle, or just the Rifle, is our first sniping option and it's a somewhat dubious one. Requiring a bolt crank between each shot, this weapon is quite slow and also somewhat disorienting to use as Leon unscopes every time he cranks the gun. Its power also isn't overly impressive early on, only barely pulling ahead of the Shotgun but having considerably worse DPS. It's also very unsafe to use in close quarters as it has a pretty significant raise time. There are some pros here though. For one, Rifle ammo is somewhat commonly awarded by the game in fixed locations, and it doesn't have a terrible drop rate either. While the power may be unimpressive for most of the game, Rifles have a 100% critical hit rate on headshots, instantly killing any normal enemies should you land one in the dome***. Its incredibly effective range means you can also use it for pre-emptive strikes on unaware enemies, allowing you to pick off potentially problematic targets in complete safety. All that said though, there's nothing in the game that absolutely requires a rifle, and by the time we reach the point where the game strongly encourages us to have one, there's a far superior option available to us. I used to buy this but I realized there's just too few situations where I actually use it to justify the cost, and inventory space is actually pretty tight right now. I prefer to forgo it in any version of the game, but it is slightly more appealing in future releases. There are stronger guns than the fully upgraded Rifle, but their Firepower advantage isn't as much or as universally applicable as you might think, and the Rifle has much more plentiful ammunition throughout the game. In the NTSC-U GC release though, it's a hard pass for me. In fairness to it, 18.0 Firepower is enough to 1-shot MOST normal enemies in the game on a body shot, but the drawbacks hardly make that worth it. The competing Rifle also has a completely busted Exclusive in this version, so that small advantage hardly matters anyway.

*Technically these become available at the final merchant of 3-1, but it's the literal end of the chapter and 3-2 starts in the same exact room. This is the last time I'll specify for this situation when it comes up.
**The NTSC-U GC release erroneously lists this as 0.67 as it doesn't factor in the bolt crank for the firing speed. All future releases give the actual Firing Speed of the gun.
***There are a handful of specially designated enemies who look like more standard ones that have hugely inflated HP pools that can result in them actually surviving a Rifle headshot, but they're a very rare exceptions to the rule.

TMP

Image

This is available to be purchased starting from 1-2. Note that in the NTSC-GC release, it is slightly more expensive, costing 15000 Ptas instead of 10000 like all future releases.

Firepower: 0.4, 0.5 (7000 Ptas, 1-3), 0.6 (14000 Ptas, 2-2), 0.8 (18000 Ptas, 3-1), 1.0 (24000 Ptas, 3-2) 1.2(35000 Ptas, 4-1)
Firing Speed: 0.10 (No Upgrades)
Reload Speed: 2.37, 1.93 (5000 Ptas, 1-3), 1.17 (15000 Ptas, 3-2)
Capacity: 30, 50 (7000 Ptas, 1-3), 100 (15000 Ptas, 2-2), 150 (20000 Ptas, 4-1), 200 (25000 Ptas, 4-3), 250 (35000 Ptas, 4-4 after the chapter boss)

The TMP has a purchasable stock for 4000 Ptas that considerably reduces Sway and the effects of recoil. The stock becomes available in 1-3 alongside the first wave of upgrades. In all GameCube versions of the game, the Stock also introduces an interesting glitch I'll be sure to demo later.

The Exclusive upgrade for the TMP increases its Firepower to 1.8, bringing its DPS up from 12.0 to 18.0. It costs 100,000 Ptas and is available from 4-4 after the chapter boss.

Full Upgrade Cost: 335,000/339,000 (W/Stock) Ptas in the NTSC-U GC version, 330,000/334,000 (W/Stock) Ptas in all other versions.

The TMP is a non-standard weapon with its own dedicated ammunition type. A small machine gun, as you can tell from the stats it prioritizes quickly dishing out light damage. This weapon can generate an odd amount of bile in people, but I personally enjoy it quite a bit. It has a number of situations that it's quite good for, especially early on, and it's a nice supplement to the Handgun for setting up melee strikes. It can also quickly stagger enemies or blast incoming projectiles out of the air. While its Stock can double the amount of space it takes up in the case, it also makes it surprisingly accurate and perfectly fine for distance shooting. And there are some situations where that actually can come in handy! That said though, I wouldn't advise going all in on the TMP, and I will probably sell it later on to get half the money I spend on it back. Still, I'll be sure to use it for the situations it is good for, and in the Gamecube version of the game there are a couple fun glitches we can do with it. Note that the ammo drop rates for it in the NTSC-U GC release are kind of screwy. If you DON'T have a Shotgun, you'll get ammo for it pretty regularly, about is often as you do Handgun ammo. If you DO have a Shotgun, in my experience there seems to be some kind of reference error with the TMP's drop rate that causes the enemies to spit out Shotgun ammo at double the rate. Of course, as soon as I was sure of this over the course of my practice runs, we of course get a ton of TMP ammo when I finally get my hands on it. Regardless, I plan to make the most of the gun since I bought it anyway, and we'll be doing an unconventional approach for this playthrough because of it.

The Punisher

Image

The Punisher is available from the Merchant for free in 1-3 provided you've shot at least 10 Blue Medallions. Otherwise, it is not sold until 2-3.

The Punisher has the unique property of penetrating shots: if two enemies are in the path of its bullets, they will both be hit. It can also shoot through thrown projectiles to hit enemies that may be in the bullet's path, and also punch through shields that enemies later in the game hold.

Firepower: 0.9, 1.1 (10000 Ptas*, 1-3), 1.3 (15000 Ptas, 2-2), 1.5 (20000 Ptas, 3-2), 1.7 (25000 Ptas, 4-1), 1.9(35000 Ptas, 4-3)
Firing Speed: 0.47, 0.40 (10000 Ptas, 1-3), 0.33(20000 Ptas, 3-2)
Reload Speed: 1.70, 1.47(8000 Ptas, 1-3), 0.83(18000 Ptas, 3-2)
Capacity: 10, 13(8000 Ptas, 1-3), 16(10000 Ptas, 2-2), 20 (15000 Ptas, 3-2), 24 (18000 Ptas, 4-1), 28 (24000 Ptas, 4-3)

The Punisher's Exclusive upgrade is a mechanical upgrade that increases the effectiveness of its penetrating power, allowing it hit up to 5 targets in a single shot instead of 2. It costs 40000 Ptas and is available in 4-4 after the chapter boss.

Full Upgrade Cost: 266,000 Ptas

The Punisher is a gun that is frequently maligned as one of the worst in the game, and pretty unfairly in my opinion. While it is technically weaker than the basic Handgun, it's a measly 0.1 difference at all Firepower levels, meaning it only loses a single point of damage for every 10 shots fired. Statistically it's otherwise identical to the basic Handgun save for a slightly higher capacity of 28 once that's fully upgraded. While both the Handgun and Punisher falter to the later obtained Handguns in terms of raw damage output, I do think the penetrating effect of the Punisher is much more widely applicable throughout the game than people give it credit for. It's fairly simply to bait enemies into choke points to double up on ever individual shot you fire, and being able to shoot down a projectile while still hitting encroaching enemies to stumble them is a semi-frequently useful trick to pull off. What really gives the Punisher some decent value though is its ability to punch through shields as if the weren't even there. Shield bearing enemies are a relatively common sight starting form 3-1, and the Punisher is a cheap and easy way to deal with those enemies, and also potentially faster depending on the situation. The penetrating effect is exhausted from going through the shield, but that's not really a big deal most of the time. Now to be clear, the 2 remaining handguns of the game are pretty much just better due to the insane damage differential between them and the Punisher, but it's not hard to find situations where the Punisher can be useful if you commit to it, and it's certainly more consistently practical than the basic Handgun's bonus crit rate upgrade. Speaking of Exclusives, I think people frequently misunderstand the purpose of the Punisher's exclusive. You're not trying to consistently hit 5 targets at once with this, because even the most cautious player abusing choke points will rarely ever see a situation like this, and instead you should consider it an uncapped penetrating effect for the gun. Now you can shoot through shielded enemies and still hit another enemy behind them. Hell, you could blast through two shielded enemies and still be able to hit a third!

*If you shoot all 15 Blue Medallions, this upgrade will be applied to the awarded Punisher free of charge

Red9

Image

The Red9 is available from the Merchant starting from 2-2. It costs 14000 Ptas.

Firepower (NTSC-U GC): 1.4, 1.7 (2-2, 15000 Ptas), 2.0 (3-1, 20000 Ptas), 2.4 (3-2, 24000 Ptas), 2.8 (4-1, 28000 Ptas), 3.5 (4-3, 45000 Ptas)
Firepower (All Other Versions): 1.6, 1.8 (2-2, 15000 Ptas), 2.1 (3-1, 20000 Ptas), 2.5 (3-2, 24000 Ptas), 3.0 (4-1, 28000 Ptas), 3.7 (4-3, 45000 Ptas)
Firing Speed: 0.53, 0.47 (2-2, 10000 Ptas), 0.40 (3-2, 15000 Ptas)
Reload Speed: 2.73, 2.20 (2-2, 6000 Ptas), 1.67 (3-2, 10000 Ptas)
Capacity: 8, 10 (2-2, 6000 Ptas), 12 (3-1, 8000 Ptas), 15 (3-2, 12000 Ptas), 18 (4-1, 16000 Ptas), 22 (4-4, 22000 Ptas)

The Red9 has a purchasable Stock, much like the TMP. This greatly reduces the sway of the gun and the effects of recoil, and is a highly recommended pick up if you plan to use this gun.

The Exclusive for the Red9 is a Firepower upgrade, costing 80000 Ptas. In the NTSC-U GC version, this was the decent but slightly underwhelming Firepower of 5.0. Future releases buffed this to a much more considerable 6.5. This upgrade is available in 4-4, after the chapter boss.

Full Upgrade Cost: 335,000 Ptas(w/ Stock)/ 331,000 (W/O Stock)

The Red9 is the most powerful of the Handguns in the game by sheer Firepower and it is a substantial upgrade of the basic Handgun and the Punisher if that's the only thing you care about. With its stock, it is also extremely accurate, though obviously it's very shakey without it. The Firing Speed is much worse than the other Handguns though, its maximum being the same as the mid-tier Firing Speed of the Handgun and Punisher, and it is substantially slower than a fully upgraded Blacktail. If you want the most bang per shot fired though, the Red9 is easily the most economical Handgun in that regard, particularly in the late game where its Firepower greatly exceeds that of the early game guns. Now in the American GC version, I'd actually say this almost straightforwardly worse than the Blacktail. Its DPS is actually worse than the Blacktail without its Exclusive, and 80k is not a small chunk of Pesetas. Come the late game, you're also going to have more Shotgun ammo than you know what to do with, so a super powerful Handgun isn't exactly something you need. The Blacktail's Exclusive also sucks in this version, so it's perfectly fine to stick with it without purchasing that. In the HD version, the relative difference between the guns is greater despite both being buffed, and the 6.5 Firepower is actually a pretty appealing proposition. I still prefer the Blacktail due to its superior handling and less awkward space requirements (with the Stock, the Red9 takes up the most space of any Handgun at 11 spaces, and an awkward odd number of spaces to boot), but the Red9 is also a truly fantastic late game option in future releases. Not to say it's bad in NTSC-U GC though! The tremendous Firepower is still much appreciated and its perfectly good gun to commit to for the whole game if it's more your speed. With its Exclusive, it takes out most normal enemies in 4-5 shots, so it's certainly efficient at what it does. Just keep in mind that you absolutely do want its Exclusive in any version of the game if you choose to commit to it, so be sure to earmark that 80k in your budget for when the time comes.

Blacktail

Image

The Blacktail is available from the Merchant starting from 3-1. It costs 24000 Ptas.

Firepower: 1.6, 1.8 (3-1, 10000 Ptas), 2.0 (3-3, 15000 Ptas), 2.3 (4-1, 20000 Ptas), 2.7 (4-3, 25000 Ptas), 3.0*/3.2 (4-4 After Chapter Boss, 35000 Ptas)
Firing Speed: 0.47, 0.40 (3-1, 10000 Ptas), 0.27 (4-1, 20000 Ptas)
Reload Speed: 1.70, 1.47 (3-1, 8000 Ptas), 0.87 (4-1, 15000 Ptas)
Capacity: 15, 18 (3-1, 8000 Ptas), 21 (3-3, 10000 Ptas), 25 (4-1, 15000 Ptas), 30 (4-3, 20000 Ptas), 35 (4-4 After Chapter Boss, 25000 Ptas)

The Exclusive upgrade for the Blacktail is a Firepower increase, much like the Red9, costing 80000 Ptas. In the NTSC-U GC release, it is a front runner for worst Exclusive in the game, being a nearly worthless bump to 3.4 which is definitely not worth the cost. Starting from GC Biohazard 4, this is instead an increase to 4.5, which might actually be worth it depending on your finances by the time it becomes available.

Full Upgrade Cost: 362,000 Ptas.

Where the Red9 has raw power, the Blacktail has speed. Or at least, that is the intent. If you compare the stats of the two guns, especially in the original GC release, the Red9 is only marginally stronger than the Blacktail at all levels. In fact, it"s actually weaker at levels 1 and 2 in the GC release, only overtaking it at Firepower 3, which at the very least is available at the same time the Blacktail goes for sale. The Blacktail also boasts the best handling of any gun in the game, with Leon being incredibly fast in how he draws and aims this gun. Outside of its Firepower, the Red9 does have the advantage of superior accuracy should it have the Stock, though that does eat up considerably more Case space than the Blacktail. Now this is something that will always come down to preference, and my preference is for the Blacktail. At most stages of the game, the Red9 and Blacktail have such a marginal power difference that I generally find the better overall attributes of the Blacktail to serve Leon better. Its also worth noting that once you get the final Firing Speed upgrade for the Blacktail, its DPS is actually considerably better than the Red9, if less ammo efficient. The Blacktail has an absolutely horrendous Exclusive in the NTSC-U GC version, but that can almost be a positive as you're not really obligated to buy it, whereas you absolutely want to buy the Red9's. Future releases made the Exclusive a fair deal more worth your cash, though the Red9 was also buffed considerably there, so it kind of ends up being a wash. Timing is ultimately a big thing for why I prefer the Blacktail. Its only at the final act of the game that the Red9 genuinely overtakes it by a meaningful amount, spending most of the game being considerably weaker in all areas but Firepower and Accuracy, and the advantages in those two areas aren't as big as you might assume. You'll only have the Red9 at its best for about an hour and a half, and within that hour and a half there's many moments where a Handgun is unhelpful while Handgun ammo is also shockingly uncommon. That said, it's not that big a deal. I've beaten the game mainlining every single Handgun, and they all have their uses and moments of greatness. The Blacktail is just the most dependable to me, so I tend to go for it when it unlocks.

*This is the only stat aside from the Exclusive that got buffed after the NTSC-U GC release.

Riot Gun

Image

The Riot Gun is available from the Merchant starting from 3-1. It costs 32000 Ptas.

Firepower: 5.0, 5.5 (3-1, 20000 Ptas), 6.0 (3-1 Second Merchant, 24000 Ptas), 6.5 (3-3, 28000 Ptas), 7.0 (4-1, 32000 Ptas), 8.0 (4-4 After Chapter Boss, 50000 Ptas)
Firing Speed: 1.53
Reload Speed: 3.03, 2.43 (3-2, 7000 Ptas), 1.50[NTSC-U GC]/1.67 (4-4 After Chapter Boss, 20000 Ptas)
Capacity: 7, 9(3-2, 10000 Ptas), 11 (3-3, 12000 Ptas), 13 (4-1, 15000 Ptas), 15 (4-2, 20000 Ptas), 17 (4-4 After Chapter Boss, 25000 Ptas)

The Exclusive upgrade for the Riot Gun is a Firepower increase. It costs an absolutely ludicrous 120,000 Ptas and bumps the Firepower to 10.0. This is a front runner for worst Exclusive upgrade in the NTSC-U GC version and is definitively the worst Exclusive in all future releases where the Blacktail and Rifle got buffed while a similarly crappy Exclusive got a massive price cut.

Full Upgrade Cost: 415,000 Ptas

As a society we don't shit on the Riot Gun nearly enough. Okay let me start with the positives for this thing, since it does have some! For starters, it has the best handling of any Shotgun in the game, allowing Leon to swivel and aim with it much faster, almost on par with a non-Blacktail Handgun. It also has a tighter choke for its spread shot, allowing it to stumble or knockdown enemies at considerably greater distances than other Shotguns, and it also loses much less damage over distance though obviously not at all to the same degree as the basic Shotgun's Exclusive. What's so bad about it then? Well it is a serious financial boondoggle to invest in this thing, especially if you directly trade out the standard Shotgun for it. Assuming you took the Shotgun from the house in 1-1 and have upgraded it as much as you can to this point, you'd have spent 112,000 Pesetas on it. This would result in a stat spread of 6.0/153/1.50(1.67)/12. By contrast, if you buy the Riot Gun and its two weirdly staggered Firepower upgrades in 3-1, you'll have a gun that's 6.0/1.53/3.03/7 at 76000 Ptas, a considerable downgrade in all stats and only matching Firepower for not that much money saved. And the Shotgun is already capped out on 2 of its stats at this point! In general the Riot Gun gets its upgrades in a very sporadic manner, and it isn't until its damn Exclusive is purchased right before the final act of the game that it actually overtakes the Shotgun. And keep in mind, it is 100-150k cheaper depending on the version of the game to fully upgrade the regular Shotgun if you're truly committed to it. And it's not like you can skip around Capacity upgrade or anything to just get the Firepower advantage because all upgrades must be purchased to unlock Exclusive upgrades. It is commonly advised that you sell the basic Shotgun to transition over to the Riot Gun, and having done a half dozen playthroughs of the game in prep for this LP, I can tell you this is a terrible idea and a huge waste of money. Literally the only time the Riot Gun is stronger than the Shotgun in terms of core stats before getting its Exclusive is from 3-3 to 4-1 where it enjoys a pathetic advantage of 0.5 Firepower until the better scaling of the Shotgun kicks in and it immediately matches it at the 4-1 Merchant. Seriously go back and review the upgrades for the Shotgun I wrote up earlier and see how much better it is at all stages of the game. Adding insult to injury, the final Shotgun of the game is flatly superior to both of these guns in terms of all its core stats, and while it has the worst choke of the Shotguns its handling is otherwise almost as good as the Riot Gun. It is astonishing to me that this gun did not get any buffs in ANY of the ports and remasters of this game, and actually suffered the global Reload Speed nerf every Shotgun got. Literally the only reason I'm using this gun in the LP is because I sold off the basic Shotgun for flavor early on and the Castle is very annoying without a Shotgun so it's an excuse to at least demo this gun outside of Mercenaries. We will not be upgrading it anymore after this video and will be selling it off as soon as the Striker becomes available. Just to bring this back to SOME positives, while the Exclusive is way overpriced and does nothing to make this gun better than the Striker (which has a superior Firepower stat of 12.0 at max!), the 10.0 Firepower is at least enough to double-tap most nomal enemies in the game, which is a very small advantage over the fully upgraded basic Shotgun. And while I do think this gun is comparatively bad, it's not like committing to it makes the game way harder or anything, its still a Shotgun at the end of the day with all the perks that entails. If you do commit to it though, I would just skip the Exclusive, it is NOT worth that price tag compared to other Exclusives that are way more powerful while being cheaper.

Semi-Auto Rifle

Image

The Semi-Auto Rifle is available from the Merchant starting from 3-1. It costs 35000 Ptas.

Firepower: 7.0, 8.0 (3-1, 15000 Ptas), 9.0 (3-2, 18000 Ptas), 11.0 (4-1, 24000 Ptas), 13.0 (4-3, 30000 Ptas), 15.0 (5-1, 40000 Ptas)
Firing Speed: 1.43
Reload Speed: 2.33, 1.90 (3-1, 9000 Ptas), 1.33 (4-1, 18000 Ptas)
Capacity: 10, 12 (3-1, 10000 Ptas), 14 (3-2, 12000 Ptas), 17 (4-1, 15000 Ptas), 20 (4-3, 20000 Ptas), 24 (5-1, 25000 Ptas)

Like the standard Rifle, the Semi-Auto has a purchasable Scope attachment that costs a rather excessing 10000 Ptas.

The Exclusive for the Semi-Auto is a Firing Speed upgrade that costs 80000 Ptas. In the NTSC-U GC release, this is an absolutely ludicrous upgrade increasing its firing speed to 0.40. That's the same as a fully upgraded Red9 for triple the damage, 100% crit rate, and Piercing! All future releases nerfed this to 0.80, which is much more reasonable but still very good and worth saving money for.

Full Upgrade Cost: 361,000 Ptas W/Scope, 351,000 W/O Scope

The Semi-Auto Rifle is a flat upgrade over the Bolt-action in literally every area that matters. More Firepower, considerably better speed with the added bonus of no disorienting bolt crank, faster reloading AND it holds more shells for less reloads and less wasted space in the case. This is even worse in NTSC-U GC where the bolt-action has a pathetic Exclusive upgrade of only 18.0 Firepower, which is absolutely not worth all the drawbacks that gun has. Future releases added the 30.0 Firepower Exclusive for that gun while nerfing the Semi-Auto's Exclusive, but that exclusive is still fairly late into the game and is far too situational to really matter given that head shots on normal enemies are instant-kills anyway. In fact unlike the Riot Gun, you also aren't losing any potency in trading out the bolt-action if you've been purchasing all its upgrades, the Semi-Auto will immediately match or overtake it if you buy it along with its upgrade when it becomes available. Needless to say, this weapon is pretty good. Rifle ammo is fairly common, and you can often leverage its long range to eliminate foes well before they're even aware of you. Leon does take awhile to raise this gun though, so it's precarious to use it in situations where enemies can close the distance between you, and against enemies with their own ranged option that kind of lag can leave you more vulnerable than you expect. Still, it's a fantastic weapon with an overpowered Exclusive that the game is often expecting you to use, so its almost a form of challenge to NOT buy this gun. Definitely grab it when it becomes available!

Mine Thrower

Image

The Mine Thrower is available from the Merchant starting from 3-1. It costs 28000 Ptas in the NTSC-U GC version, and a ridiculously low 9800 Ptas in all future releases.

Firepower*: 2.0, 4.0 (3-3, 25000 Ptas), 6.0 (4-2, 45000 Ptas)
Firing Speed: 1.33
Reload Speed: 3.43, 2.57 (4-1, 18000 Ptas)
Capacity: 5, 7 (3-1, 25000 Ptas), 10 (4-4 After Chapter Boss, 40000 Ptas)

The Mine Thrower has a goofy scope attachment you can buy for 8000 Ptas.

The Exclusive upgrade for this gun becomes available 5-1 for 30000 Ptas, and it is the strangest Exclusive in the game. This upgrades gives the Mine Darts homing properties, causing a fired dart to gravitate towards the nearest enemy in the path of its shot. This actually makes the gun fairly unwieldly and makes setting traps somewhat difficult. People who enjoy using this gun generally skip this exclusive due to it often making the gun worse, though at least in contrast to other crappy exclusives it is really cheap.

Full Upgrade Cost: 219,000 Ptas W/Scope/211,000 W/O Scope for the NTSC-U GC version, 200,800 Ptas W/Scope/ 192,800 Ptas W/O Scope for all other versions

The ultimate of gimmick weapons in this game. The Mine Thrower chucks out exploding darts that will go boom after about 3 seconds, doing about a Hand Grenades worth of damage to things caught in their detonation range. There is exactly one fixed ammo pick up for this in the game, and otherwise you're dependent on RNG from enemy drops to get more darts, though thankfully the drop rate is actually fairly solid if you're using it consistently. There's a lot of fun applications of this gun if you're willing to keep inventory space open for it. Much like grenades themselves, the damage falls off and the usefulness of this gun diminishes as it loses the ability to insta-kill a crowd of enemies, but the disruption this causes and the ability to stun boss enemies still keeps this gun relevant throughout your playthroughs. You also get way more darts than you do Grenades, so all the times I use grenades for stunning enemies, you can similarly slot in the Mine Thrower for similar usage. Now I wouldn't recommend taking the Mine Thrower if you've already committed to the TMP and plan on getting a Magnum later, as it just takes up way too much space. If you're trimming things like a Shotgun or the TMP from your arsenal though, this can be a fun way to spice up your playthrough! Note that this gun is also ridiculously cheap in most versions of the game, barely more expensive than the basic Handgun. A goofy but not necessarily strat you can use with this is to sell off the Mine Thrower once it's empty and the buy a new one which will come in fully loaded. This essentially lets you buy grenades, and while it's not something I'd personally do, it could be a fun way to clown around on repeat playthroughs. You could also buy a Mine Thrower not for actually using it, but spawning in its ammo more often. Each dart sells for 500 Pesetas, so you could make back your money plus a decent chunk extra by just selling Mine Darts. I don't think this is a particularly good money trick though, and it's definitely not worthwhile in the NTSC-U GC release where the gun is way more expensive.

*The Firepower stat for the Mine Thrower does not represent its damage, which is static across all upgrade levels, but instead the explosion radius of the darts. I believe at 4.0 it's identical to a Grenade's range, with 6.0 making it slightly better.

Broken Butterfly

Image

The Broken Butterfly becomes available from the Merchant in 3-1 for 38000 Ptas. Alternatively, you can find a free one in 4-1 by backtracking to the balcony leading to the Hedge Maze and having Ashley Piggyback into the large window along the way.

Firepower: 13.0, 15.0 (3-1, 25000 Ptas), 17.0 (3-3, 30000 Ptas), 20.0 (4-1, 35000 Ptas), 24.0 (4-3, 50000 Ptas), 28.0 (5-3, 70000 Ptas)
Firing Speed: 0.70
Reload Speed: 3.67, 3.00 (3-3, 15000 Ptas), 2.33 (4-3, 20000 Ptas)
Capacity: 6, 8 (3-1, 15000 Ptas), 10 (4-1, 20000 Ptas), 12 (5-1, 25000 Ptas)

The Exclusive upgrade for the Broken Butterfly is a Firepower upgrade. For a whopping 150,000 Ptas, you can boost the Broken Butterfly to an equally tremendous 50.0 Firepower, the highest of any weapon that isn't a New Game + Bonus. It is available VERY late in the game though, 5-3 after the first boss of that chapter. You only get about a half an hour of the game left to enjoy this.

Full Upgrade Cost: 455,000 Ptas/417,000 if you got it for free.

The world is a vampire. Anyway, the Broken Butterfly is of course the primary Magnum of the game though it's not the only Magnum in the game. It is the Hand Cannon of choice, excepting for the literal Hand Cannon you unlock if you get all 5 Stars in Mercenaries. As is typical for Magnums in the series, it is the ultimate in single target punching power, its firepower far exceeding other options available at the cost of having extremely rare ammo. Unless it's Resident Evil 2 where Magnum ammo is everywhere, but this isn't that game. The Broken Butterfly also benefits from Penetrating shots, allowing it to mulch multiple lined up enemies in a single blast if you're using it for general purposes. For the most part though you'll likely be saving it for difficult boss encounters. Which it's darn handy to have for! The free Broken Butterfly is grabbed at just the right time where you can upgrade it into a serious boss killer and there's multiple upcoming fights where it'll come in handy. It's a very good idea to grab it and funnel upgrades into it for these encounters, though whether or not it's worth it to fully upgrade it is actually pretty debatable. While 50 Firepower is incredible and literally only outclassed by a Rocket Launcher on a fresh file, it's both very expensive to take the Broken Butterfly to this point and incredibly late in the playthrough when that option even becomes available. Like I said, you get about a half hour of time to enjoy that incredibly powerful Magnum, if you even have the ammo to use it for anything besides the literally 2 remaining boss fights it'll be present for. In recent playthroughs, my strategy with the Broken Butterfly is to grab the free one and upgrade it as far as I can for the boss encounters that come up while I have it, and then sell it off for the alternative Magnum we'll get in Act 5, which is weaker at its max upgraded stats, but it becomes stronger earlier and cheaper than the Broken Butterfly. I'll probably skip the second Reload Speed upgrade and 24.0 Firepower upgrade for this playthrough, as they won't be all that helpful at a pretty hefty cost if I go for them. One niche thing you can do with the Broken Butterfly is actually purchase one before you get the free one, allowing you to have two of the gun at once (The Merchant won't allow you to buy another Broken Butterfly if you already have one). This allows you to exploit capacity upgrades for both of the guns, getting considerably more ammo off of the incidental refills than you would just by finding it normally. Granted, for both guns to be useful, you'd have to be funneling upgrades into the both of them, but you can eschew Reload Speed upgrades since you'd just be swapping between the two Magnums when one is empty. It's a bit of a goofy strategy to be sure, but if you're not using the TMP and are just committing to the standard 3-gun loadout of a Handgun, Shotgun, Rifle, it can be a fun little gunslinger loadout to play around with.

Striker

Image

The Striker becomes available from the final Merchant in 4-1 for the cost of 43000 Ptas.

Firepower: 6.0, 7.0 (4-1*, 25000 Ptas), 8.0 (4-3, 28000 Ptas), 9.0 (4-4 After Chapter Boss, 32000 Ptas), 10.0 (5-1, 40000 Ptas), 12.0 (5-1 Second Merchant, 60000 Ptas)
Firing Speed: 0.73/1.10 (Post NTSC-U GameCube versions)
Reload Speed: 3.00, 2.40 (4-1*, 8000 Ptas), 1.50/1.67** (4-4 After Chapter Boss, 15000 Ptas)
Capacity: 12, 14 (4-1*, 10000 Ptas), 16 (4-3, 12000 Ptas), 20 (4-4 After Chapter Boss, 16000 Ptas), 24 (5-1, 18000 Ptas), 28 (5-1 Second Merchant, 28000 Ptas)

The Exclusive upgrade for the Striker is a capacity upgrade, boosting the maximum number of shells it can carry to a staggering 100. As all Capacity upgrades do, this has the fringe perk of fully loading the gun, effectively generating 72-100 extra shotgun shells for the cost of the upgrade. Speaking of, this costs 60000 ptas.

Full Upgrade Cost: 392,000 Ptas

I get that balance between the guns shouldn't be a particularly big focus since this is a single player adventure type game, but the Striker is still probably the most egregious example of late game guns being flatly superior to the earlier guns available. The Striker has the heftiest price tag on initial purchase, but its base stats are head and shoulders above the base stats of the Shotgun and Riot Gun for no extra upgrade costs. When you DO start upgrading it, it scales incredibly quickly and boasts even more Firepower than the Riot Gun with its Exclusive. For a much lower total price at that, as the Firepower of the Striker is not its Exclusive and it is not required to purchase any other upgrades to get it to that point. If that wasn't enough, the Striker has numerous fringe perks. For starters, it's very compact for a Shotgun, taking up a 5X2 space in the case instead of the 8X2 the other options do. Its high capacity and quickly unlocking upgrades also allow you to store more Shotgun ammo directly in the gun, in addition to making the Merchant into a regular reload stop for it. That second point is particularly funny as if you're routing those Capacity upgrades efficiently, you'll find yourself drowning in Shotgun ammo by the end of the game. The Exclusive upgrade gives you all the shells you could possibly need for the remainder of the game on its own. It's pretty safe to say this gun is overpowered. It does have at least one drawback though! Its distance shooting is awful, with anemic damage and almost no stagger power once you get about 5 feet out from where Leon is standing. The Striker plays the Short-Range Shotgun trope to the hilt. But for me and many others, that's perfectly fine. You have plenty of other viable distance shooting options so this could only ever be a consideration in some kind of goofy Shotgun Only self-imposed challenge. The Striker creates a cone of death that'll pop 3 skulls of enemies in Leon's face, and what more could you possibly ask for? Since I pointedly limited my cash expenditure on the earlier Shotguns, we'll have plenty of spare cash to bring this gun to its full potential, and we'll be so much better off for doing so. I'm guessing someone on the Dev team also thought this gun was a little overtuned, as it got a pretty significant (though not ruinous) firing speed nerf starting from Biohazard 4 on the GameCube.

It's come up multiple times already, but beyond just being a fantastic gun in its own right, the Striker is also the source of the most famous and useful glitch in RE4: the Ditman glitch. So named for the GameFaqs message board poster who brought it to light, the Ditman glitch occurs when you open the case while going to raise the Striker but before the aiming laser sight appears. Should you switch Leon's equipped weapon during this brief but easily hittable frame window, Leon will gain a roughly 33% speed boost to all his animations, including his general movement. You really zip around with this glitch in effect, and it is the main reason, even more so than the overpowered New Game + weapons, that New Game + speedruns of RE4 are WAY faster than fresh file playthroughs. The speed boost also produces a number of clipping and airwalking glitches, as while some canned animations reset Leon's speed to normal, there are a number that don't and these lead to even more funny skips and speed tech with the glitch. I'll do my best to demonstrate the more useful ones I know of going forward.

*Due to either a bug or an oversight, these upgrades are not available in 4-1 in the NTSC-U GameCube version and they do not unlock until 4-3. The Striker ends up being the only gun in a New Game file where multiple levels of upgrades are unlocked off of reaching a single specific Merchant.
**Like the other Shotguns, the final Reload Speed level got a fairly insignificant nerf to make these guns a bit riskier to use.

Killer7

Image

The Killer7 is available from the Merchant starting from 5-1. It costs 77700 Ptas to purchase (cute).

Firepower: 25.0, 30.0 (5-1, 62000 Ptas), 35.0 (5-3, 78000 Ptas)
Firing Speed: 0.70
Reload Speed: 1.83, 1.53 (5-1, 20000 Ptas), 0.93 (5-3, 30000 Ptas)
Capacity: 7, 10 (5-1, 20000 Ptas), 14 (40000 Ptas)

The Killer7 has no Exclusive upgrade.

Full Upgrade Cost: 337,000 Ptas

May the Lord smile, and the Devil have mercy. The Killer7 is definitely an odd duck, the only other Magnum in the game and it comes in super late. The truly funny thing about it is that in almost every area, it is flatly superior to the Broken Butterfly. Faster firing speed (even if it is a narrow advantage), considerably faster reload speed, higher capacity, less recoil and better handling. Where it is worse though is raw firepower when considering the Broken Butterfly's Exclusive. 35 is pretty good, but it's hard to beat the appeal of a flat 50. That said, the Killer7 is stronger sooner than the Broken Butterfly, and more prominently, it is at its strongest in time for a tough boss fight where you'd really like to have a powerful magnum at your disposal. And really, how much of a difference does that 50 Firepower actually make? The fights you can use it in have pretty unique structures that result in the Broken Butterfly not really getting anymore mileage than the Killer7 does. There's one more J.J. to blast down between getting the BB Exclusive and finishing the game, but that might be like... one less bullet used. Given all the advantages the Killer7 has in literally every other area, I've recently found myself just swapping out the Broken Butterfly with it for all my Magnum needs. I don't really mess around with New Game + all that much, and the unlockable weapons completely invalidate the Broken Butterfly anyway. And like I pointed out in the videos, the Killer7 basically just hands you an extra 31 magnum rounds to use with its capacity upgrades, so it has some decent value for your late game cash just off of that. This does funnel into another way you could go about it: similar to the dual Broken Butterfly strategy, you could just keep your Broken Butterfly and have the Killer7 in addition to it. There'd be one more capacity upgrade for the BB available by the time you get this gun, so you can load it up with that and then swap between the two as needed. Not particularly practical in my experience, but hey it is an idea. Also, yes this weapon is indeed a reference to the Suda51 game of the same name, which was also published by Capcom and was a part of similar push to get new games made for the GameCube (most of which ended up getting PS2 ports within a year lol).
Last edited by Cullen on Wed Jul 01, 2026 2:03 am, edited 9 times in total.

User avatar


"Okay, I have only one very important question: you got a smoke?"

"Got gum."

Part 2 is out! A much breezier affair this time around as we're past the establishing scenes of the game. My goal is to try and get 1 chapter done per video, though the lengthy nature of the game's opening does result in this somewhat awkward pacing for the first couple videos. Things should become a bit more uniform going forward with the game.

I swapped out the converter I was using for my Wii with a slightly better one and changed up the rendering setting for the video for something that is lower quality but shouldn't distort the game's visuals nearly as much as the typical settings I use. There's always going to be a bit of awkwardness involved with trying to scale an Standard Definition game up to an HD recording standard (especially with RE4's weird forced letterboxing), so don't hesitate to let me know if I should keep tweaking things.

Come the end of the game, we're going to need quite a lot of money, so it'd behoove you to collect every scrap of treasure you possibly can. It's worth noting that most areas in the game can actually be freely returned to provided you have not left the set piece for the current "act" of the game. There will be an item later that marks all the major treasure (anything that isn't a Spinel) on your map, so you can always return to previously explored areas with that in tow if you feel like you might have missed something.

The medallion sidequest is worth doing on multiple fronts for the reward it provides, but there is also an interesting quirk of it that's not super relevant right now, but can be kind of neat on a New Game + playthrough.

There's a bunch of chickens on the Farmstead, so if you want to screw around for a bit and scare them for awhile, you can collect a ton of eggs here with patience. I don't have that patience.

Dynamite tossing enemies straddle the line between helping and hindering you, funnily enough. If your atop an exploding stick, you will be put on death's door immediately regardless of how much health you have left. The hitbox for explosions, however, is way smaller for Leon than it is for the enemy. This means you can often expect Dynamite chucking enemies to blast their own allies to smithereens, and also purposely use them for that end. As demonstrated, the hitbox for the dynamite is gigantic once it starts to fly, so you can easily blast it as its tossed and blow away the enemy who throw it on the spot, along with anyone else standing nearby. You can also just kill the enemy holding the dynamite once the stick is lit, and the dynamite will explode shortly after their dying gasp completes, making them work like a delayed time bomb. To my knowledge, there isn't an actual time limit for the enemy to throw their dynamite once it's lit, but if there is one it is insanely long as I've seen enemies hold onto lit dynamite upwards of 30 seconds before tossing it.

There's a bit of a funny thing going on with Luis Sera's name regarding its pronunciation. While everyone is already aware Leon frequently mispronounces it like the name "Lewis", Luis himself is mispronouncing his surname as it is written in all official material pertaining to this game. The distinctive rolled R's of Hispanic dialects is actually considered a distinct consonant in the Spanish alphabet, rr, and Luis says his name as if it were spelled Serra. Whether there was just a persistent typo in the written material related to this game or Luis' voice actor just screwed up on saying the name, the Resident Evil 4 Remake updates Luis' name to Luis Serra Navarro, which is both a more accurate example of Hispanic surnames and also more accurate to how it's pronounced in this game.

User avatar


"Used to be a cop myself. Only for a day though."

"I thought I was bad."


Part 3 is out! I think our visual woes are just about over as I've solved the additional black bars issue and the colors are mostly correct with only a slight grey tinge. There's plenty of room for me to screw up with manually adjusting the hue, so I think this should do us just fine for all future videos. Big thank you to DMorbid for feedback and walking my dumbass through some of these things, we should have a much more aesthetically pleasing LP going forward!

That aside, we get to meet everyone's favorite character in this episode: The Merchant. There's a lot to go over if I'm trying to be thorough, but I probably got a little carried away. Reminder that I put my only little mini-chapter time stamps in the description if you'd like to skip around all the yap and get to the action.

I did try to quickly get through some things regarding the Merchant and neglected to mention the Treasure Map he sells. We'll be meeting him again soon enough, so I can go over it next time we cross him.

By the end of this LP, the Merchant is going to be a walking pharmacy with about 26 first aid sprays I'll never buy burning a hole in his sizable pockets. As mentioned in the video, future releases of the game removed this stockpiling of sprays from Professional mode, and he'll only sell you one if you are completely without any healing.

With Leon's swanky jacket MIA, we find ourselves in an area affectionately dubbed "Dynamite Valley" by fans of the game. You can definitely play this faster than I did, but as the name implies there's plenty of room to accidentally get yourself blown up so I take a slightly cautious approach at the start.

Note that while there is a limit to the number of enemies in this place, some of them only spawn in after you pass certain trigger points. This is most notable when I collect the first emblem half on the trail along the cliff face: about 3 guys will spawn behind you and quickly close the distance. The game isn't always as discreet as it likes to think it is when dropping new enemies into the game world.

I was going to go on a spiel about how screwed up the drop rates are for TMP ammo in this version, so of course I get a ton of ammo for it randomly. In the 3 practice playthroughs I did where I used the TMP, I got single digit number of random ammo packs for it, with most of my ammo coming from fixed drops and Capacity upgrades. It do be like that.

We'll be finding a decent amount of pre-determined rifle ammo drops going forward, but I don't find the Bolt Action Rifle to be particularly useful now, and we'll have a better option later when the game actually expects us to use a Rifle, so I tend to just hold out for that and sell any rifle ammo I get in the interim. It actually fetches a pretty penny!

Very rarely does the game let you combine two non-treasure key items, and it's never actually required to do so. It's just slightly faster than using the items individually.

I was cruising through the warehouse and completely neglected to elaborate on the Elegant Mask we snagged. A semi-secret treasure item since it's not immediately obvious you can break the boarded window leading to it, it's another combinatory treasure that we can boost the value of with the right items.

Weapons

Rifle

Image

This is available to be purchased starting from 1-2.

Firepower: 4.0, 5.0 (10000 Ptas, 1-2), 6.0 (12000 Ptas, 2-1) 8.0 (20000 Ptas, 3-1), 10.0 (25000 Ptas, 3-2*), 12.0 (35000 Ptas, 4-1)
Firing Speed: 2.73**(No Upgrades)
Reload Speed: 4.00, 3.23 (8000 Ptas, 1-2), 2.3(18000 Ptas, 3-1)
Capacity: 5, 7 (6000 Ptas, 1-2), 9 (8000 Ptas, 2-1), 12 (12000 Ptas, 3-1), 15 (18000 Ptas, 3-2*), 18 (25000 Ptas, 4-1)

The Rifle is the first weapon to have an accessory for it, in this case a scope that allows for even better zoom over the one it comes with. This costs 7000 Ptas.

The Exclusive upgrade is another Firepower increase. In the NTSC-U GC version only, this is a rather unimpressive increase to 18.0 Firepower. Starting from the NTSC-J release and retained for all future releases (which Americans wouldn't see until the PS2 version), this is a much more significant increase to 30.0 Firepower. It costs 80000 Ptas and becomes available in 4-3.

Full Upgrade Cost: 296,000 Ptas (289,000 Ptas without the scope)

The Bolt-Action Rifle, or just the Rifle, is our first sniping option and it's a somewhat dubious one. Requiring a bolt crank between each shot, this weapon is quite slow and also somewhat disorienting to use as Leon unscopes every time he cranks the gun. Its power also isn't overly impressive early on, only barely pulling ahead of the Shotgun but having considerably worse DPS. It's also very unsafe to use in close quarters as it has a pretty significant raise time. There are some pros here though. For one, Rifle ammo is somewhat commonly awarded by the game in fixed locations, and it doesn't have a terrible drop rate either. While the power may be unimpressive for most of the game, Rifles have a 100% critical hit rate on headshots, instantly killing any normal enemies should you land one in the dome***. Its incredibly effective range means you can also use it for pre-emptive strikes on unaware enemies, allowing you to pick off potentially problematic targets in complete safety. All that said though, there's nothing in the game that absolutely requires a rifle, and by the time we reach the point where the game strongly encourages us to have one, there's a far superior option available to us. I used to buy this but I realized there's just too few situations where I actually use it to justify the cost, and inventory space is actually pretty tight right now. I prefer to forgo it in any version of the game, but it is slightly more appealing in future releases. There are stronger guns than the fully upgraded Rifle, but their Firepower advantage isn't as much or as universally applicable as you might think, and the Rifle has much more plentiful ammunition throughout the game. In the NTSC-U GC release though, it's a hard pass for me. In fairness to it, 18.0 Firepower is enough to 1-shot MOST normal enemies in the game on a body shot, but the drawbacks hardly make that worth it. The competing Rifle also has a completely busted Exclusive in this version, so that small advantage hardly matters anyway.

*Technically these become available at the final merchant of 3-1, but it's the literal end of the chapter and 3-2 starts in the same exact room. This is the last time I'll specify for this situation when it comes up.
**The NTSC-U GC release erroneously lists this as 0.67 as it doesn't factor in the bolt crank for the firing speed. All future releases give the actual Firing Speed of the gun.
***There are a handful of specially designated enemies who look like more standard ones that have hugely inflated HP pools that can result in them actually surviving a Rifle headshot, but they're a very rare exceptions to the rule.

TMP

Image

This is available to be purchased starting from 1-2. Note that in the NTSC-GC release, it is slightly more expensive, costing 15000 Ptas instead of 10000 like all future releases.

Firepower: 0.4, 0.5 (7000 Ptas, 1-3), 0.6 (14000 Ptas, 2-2), 0.8 (18000 Ptas, 3-1), 1.0 (24000 Ptas, 3-2) 1.2(35000 Ptas, 4-1)
Firing Speed: 0.10 (No Upgrades)
Reload Speed: 2.37, 1.93 (5000 Ptas, 1-3), 1.17 (15000 Ptas, 3-2)
Capacity: 30, 50 (7000 Ptas, 1-3), 100 (15000 Ptas, 2-2), 150 (20000 Ptas, 4-1), 200 (25000 Ptas, 4-3), 250 (35000 Ptas, 4-4 after the chapter boss)

The TMP has a purchasable stock for 4000 Ptas that considerably reduces Sway and the effects of recoil. The stock becomes available in 1-3 alongside the first wave of upgrades. In all GameCube versions of the game, the Stock also introduces an interesting glitch I'll be sure to demo later.

The Exclusive upgrade for the TMP increases its Firepower to 1.8, bringing its DPS up from 12.0 to 18.0. It costs 100,000 Ptas and is available from 4-4 after the chapter boss.

Full Upgrade Cost: 335,000/339,000 (W/Stock) Ptas in the NTSC-U GC version, 330,000/334,000 (W/Stock) Ptas in all other versions.

The TMP is a non-standard weapon with its own dedicated ammunition type. A small machine gun, as you can tell from the stats it prioritizes quickly dishing out light damage. This weapon can generate an odd amount of bile in people, but I personally enjoy it quite a bit. It has a number of situations that it's quite good for, especially early on, and it's a nice supplement to the Handgun for setting up melee strikes. It can also quickly stagger enemies or blast incoming projectiles out of the air. While its Stock can double the amount of space it takes up in the case, it also makes it surprisingly accurate and perfectly fine for distance shooting. And there are some situations where that actually can come in handy! That said though, I wouldn't advise going all in on the TMP, and I will probably sell it later on to get half the money I spend on it back. Still, I'll be sure to use it for the situations it is good for, and in the Gamecube version of the game there are a couple fun glitches we can do with it. Note that the ammo drop rates for it in the NTSC-U GC release are kind of screwy. If you DON'T have a Shotgun, you'll get ammo for it pretty regularly, about is often as you do Handgun ammo. If you DO have a Shotgun, in my experience there seems to be some kind of reference error with the TMP's drop rate that causes the enemies to spit out Shotgun ammo at double the rate. Of course, as soon as I was sure of this over the course of my practice runs, we of course get a ton of TMP ammo when I finally get my hands on it. Regardless, I plan to make the most of the gun since I bought it anyway, and we'll be doing an unconventional approach for this playthrough because of it.
Last edited by Cullen on Sat May 23, 2026 3:38 pm, edited 2 times in total.

User avatar


"Didn't they teach you how to pick locks at the academy?"

Part 4 is out! It's always fun to practice a game a ton and then flounder on stuff that never gives you trouble once you have to commentate over it. Regardless, we make it through chapter 1-3 in a breezy fashion in spite of the slightly longer video.

Sadly I did not get much luck with getting more TMP ammo within this video, which means I'm going to have to be a bit more discerning in how I use it next time. We've got a boss coming up that it is quite helpful for, and we're not getting anymore capacity upgrades anytime soon.

I'm also saving most of my grenades for very specific moments, though we can be decently liberal with the Flash grenades.

The Punisher is a flat upgrade from the Handgun if we're not investing any upgrades in the latter, so it's a logical decision to tag it in and sell the Handgun. You can also just sell the Punisher on getting it for a cool 15k Ptas, but I think using it for the time being is a better idea.

I do actually plan to use all the Handguns available in the game over the course of this run, so we will eventually be trading out the Punisher for the next available Handgun.

I forgot to mention this when going through the HD version, all releases of this game after the NTSC-U GameCube version greatly reduced the costs of the Treasure maps. The Town Treasure Map costs a measly 3000 Ptas in later releases, making it a better investment if you don't already know where all the Treasure is like I do.

You can skewer the fish by the docks of Del Lago's lake in order to have a good supply of healing items if you're feeling overly cautious. I don't tend to exploit this myself.

Weapons

The Punisher

Image

The Punisher is available from the Merchant for free in 1-3 provided you've shot at least 10 Blue Medallions. Otherwise, it is not sold until 2-3.

The Punisher has the unique property of penetrating shots: if two enemies are in the path of its bullets, they will both be hit. It can also shoot through thrown projectiles to hit enemies that may be in the bullet's path, and also punch through shields that enemies later in the game hold.

Firepower: 0.9, 1.1 (10000 Ptas*, 1-3), 1.3 (15000 Ptas, 2-2), 1.5 (20000 Ptas, 3-2), 1.7 (25000 Ptas, 4-1), 1.9(35000 Ptas, 4-3)
Firing Speed: 0.47, 0.40 (10000 Ptas, 1-3), 0.33(20000 Ptas, 3-2)
Reload Speed: 1.70, 1.47(8000 Ptas, 1-3), 0.83(18000 Ptas, 3-2)
Capacity: 10, 13(8000 Ptas, 1-3), 16(10000 Ptas, 2-2), 20 (15000 Ptas, 3-2), 24 (18000 Ptas, 4-1), 28 (24000 Ptas, 4-3)

The Punisher's Exclusive upgrade is a mechanical upgrade that increases the effectiveness of its penetrating power, allowing it hit up to 5 targets in a single shot instead of 2. It costs 40000 Ptas and is available in 4-4 after the chapter boss.

Full Upgrade Cost: 266,000 Ptas

The Punisher is a gun that is frequently maligned as one of the worst in the game, and pretty unfairly in my opinion. While it is technically weaker than the basic Handgun, it's a measly 0.1 difference at all Firepower levels, meaning it only loses a single point of damage for every 10 shots fired. Statistically it's otherwise identical to the basic Handgun save for a slightly higher capacity of 28 once that's fully upgraded. While both the Handgun and Punisher falter to the later obtained Handguns in terms of raw damage output, I do think the penetrating effect of the Punisher is much more widely applicable throughout the game than people give it credit for. It's fairly simply to bait enemies into choke points to double up on ever individual shot you fire, and being able to shoot down a projectile while still hitting encroaching enemies to stumble them is a semi-frequently useful trick to pull off. What really gives the Punisher some decent value though is its ability to punch through shields as if the weren't even there. Shield bearing enemies are a relatively common sight starting form 3-1, and the Punisher is a cheap and easy way to deal with those enemies, and also potentially faster depending on the situation. The penetrating effect is exhausted from going through the shield, but that's not really a big deal most of the time. Now to be clear, the 2 remaining handguns of the game are pretty much just better due to the insane damage differential between them and the Punisher, but it's not hard to find situations where the Punisher can be useful if you commit to it, and it's certainly more consistently practical than the basic Handgun's bonus crit rate upgrade. Speaking of Exclusives, I think people frequently misunderstand the purpose of the Punisher's exclusive. You're not trying to consistently hit 5 targets at once with this, because even the most cautious player abusing choke points will rarely ever see a situation like this, and instead you should consider it an uncapped penetrating effect for the gun. Now you can shoot through shielded enemies and still hit another enemy behind them. Hell, you could blast through two shielded enemies and still be able to hit a third!

*If you shoot all 15 Blue Medallions, this upgrade will be applied to the awarded Punisher free of charge

User avatar


"The opening moves in this chess game have been played. There's no turning back now."

Part 5 is out! Switching gears a bit, we find out a bit more about the mysterious interloper both referenced in the scattered memos we've been finding and briefly appearing when she bailed us out in our ill-fated bedroom encounter with Mendez. Even at the time, it was blindingly obvious it was Ada.

Separate Ways is a side scenario that debuted in the PS2 version, with all the fringe problems that would entail. Aside from low visual quality in the cutscenes, the actual gameplay mostly just recycles set pieces and puzzles from the main game with slight but not super significant twists on them. The only wholly unique set piece for Ada is her 4th chapter, and she doesn't get any unique bosses until the end of the storyline either. It's common practice to do this after the main game for RE4 LPs, but I'd rather intersperse it as a sort of interlude between acts because I feel like it would be boring to tackle it all at once.

The opening village sequence mostly just requires you to screw around until time passes. Rack up a few kills or just burn 3 minutes, and eventually you'll be able to grab the key out. I round up all the items present but mostly ignore the enemies as its just kind of wasteful to gun them all down. The downside is that I'm light on cash for actually getting anything from the Merchant, but the only thing you could realistically buy when you reach him if you farmed up a bit is the TMP. We'll be getting a significant haul from him at the start of Ada's next chapter.

Each chapter has its own treasure map, and each one is priced at 10k Ptas. While some of the treasures can actually be pretty deviously hidden after the first chapter, I don't find this investment to be worth it at all. If it marked Spinels, maybe, but you're essentially sacrificing half the value of the big ticket treasures for each chapter to get this. Of course, I also have the benefit of foresight and external guides, so we can dedicate all our finances to amassing a full arsenal.

No weapon upgrades in this mode sadly, but each gun comes in with more than adequate power for every situation we'll come across. Ada gets two unique weapons from Leon, her Shotgun which is mostly similar to Leon's starting Shotgun but a bit more compact in the Case, and then a wholly unique gun we'll be seeing in Chapter 3.

With this interlude concluded, we'll be getting back to Leon but NOT in his ongoing adventure just yet. Resident Evil 4 has 3 side modes, and next update for the thread will be dedicated to the Mercenaries side mode, which like Separate Ways I feel would go down better and be less boring if we approach it as we advance the main game rather than knocking it back all at once. Mercenaries is fun but there isn't much to say about it on a commentary level, so the recorded sessions will be uncommented and existing for demonstrative purposes, while I go into more detail on what is actually going on in the corresponding threads posts. Look forward to it!

User avatar
The Mercenaries: A Quick Introduction

Image

The Mercenaries is one of two side modes in the GC version of RE4 (and one of three in all future releases) that is unlocked upon completing the game. As the name implies, it is a successor to the Mercenaries: Operation Mad Jackal mode in Resident Evil 3, though calling its similarities to that mode superficial is probably being generous. Unlike Mad Jackal, which was more of a time attack obstacle course with killing enemies just being one of several things you were scored on, the Mercenaries in RE4 is a pure score attack mode where killing enemies in a small boxed in area is where the gameplay begins and ends. While the main goal of the Mercenaries is to just get a good score, the mode does hold two unlockable components to it: the characters you use in the mode (unlocked by getting at least 4 star ratings in each Stage) and a super powerful new game + weapon that is obtained upon getting the highest possible 5 star rating on every stage with every character. Most LP's of RE4 eschew Mercenaries entirely as while it's fun to play, it's not super fun to watch and there's not too much to be said about it beyond "git gud, get higher scores." Additionally, the weapon it unlocks is just about the last thing you see in the game, making it very much a bragging rights reward. We're trying to do everything here though, so it behooves me to touch on the mode itself and demonstrate how you can get those 5 star rankings without too much of a headache. I'll be shooting for the best scores I can manage without getting super sweaty in practice, but some characters struggle a bit so a handful of stages I'll be content with just the 5 star rating. Let's get into the nitty gritty now!

Characters

There are 5 characters in Mercenaries. Each one has a First Aid Spray in their kit, and some share weapons, but they are otherwise wholly unique from each other in terms of health, movement speed and melee skills. When first unlocking Mercenaries, you start with just one character.

Leon

Image

We'll go into more detail on each character when posting their relevant videos, but to give the quick details on their kit: Leon has his Roundhouse Kick for his headstun melee and for Ganados in the Village stage he will use his Straight Kick melee for kneecap stuns. On all other stages, he will instead use his famous Suplex melee on kneecap stuns. His Blacktail has a stat spread of 2.7/0.40/1.47/21 and his Riot Gun is 7.0/1.53/1.50/13, making them just one or two steps away from their max stats in all areas. Leon has his knife, like he does in the main game. Leon notably has no grenades, which is unfortunate in two ways that we'll discuss alongside his video. Leon has a nearly full health bar and the baseline run speed.

Ada Wong

Image

Ada is unlocked by achieving a 4 Star Rating on the Village stage. Her melee attacks are a sweeping Fan Kick on head stuns, and a launching straight Back Kick on kneecaps. Ada's Punisher is 1.9/0.33/1.47/20 with its exclusive applied, her TMP is 1.0/0.10/1.93/100 and her Semi-Auto Rifle is 15.0/0.80(0.40 in NTSC-U GC)/1.90/12. Ada DOES NOT have a knife in the GC and PS2 releases, but all versions of the game starting from the Wii release provide her one. Ada has a pip and a half less health than Leon, but her running speed is about 1.25X faster. In addition to Ada starting with 3 Incendiary Grenades, enemies are more likely to drop said grenades when killed.

Krauser

Image

Krauser is unlocked by achieving a 4 Star Rating on the Castle Stage. His melee attacks are a twin roundhouse Kick on headstuns/flashbangs and a critical Knee to the face when the enemy's own knee has been capped. Both of Krauser's melees are insta-kills on normal enemies. Krauser has a wholly unique "gun" in his Bow to fight with. The stat spread is 10.0/0.03*/0.03*/1**. Krauser's arrows are stored in 1x4 quivers that can hold up to 20 arrows. Krauser has a unique mechanic in his mutant arm, which can be prepped with the Call Button and fired off with the Fire button, causing Krauser to lunge forward and instantly kill anything caught in the attacks path. Krauser is not invincible while using the attack, so be smart with it! The mutant arm takes about 45 seconds to recharge, and he begins each stage with it already set to be used. Krauser also has a knife, and in the GC and PS2 releases he was the only character besides Leon to have one. Krauser has a full health bar, and moves at about 1.2X the run speed of Leon. In addition to starting with 3 Flash Grenades, enemies are more likely to drop said grenades when killed.

*These just seem to be placeholder values, the bow doesn't actually reload and I'd say its actual firing speed is around 0.80.
**The actual capacity of the Bow is nothing: literally there is no number under the capacity. Its ammo display just displays all the arrows you have in your inventory, so for simplicities sake we'll just say that cocking an arrow loads one in the "chamber".

Hunk

Image

Hunk is unlocked by achieving a 4 Star Rating on the Military Complex stage. His melee attacks are an insta-killing Neck Breaker on headshot and a launching sidewinder Kick on kneecaps. Hunk's TMP has a stat spread of 1.0/0.10/1.17/100, making it slightly better than Ada's. It's also a unique variant of the TMP with a Stock built in, making it very similar in handling to Leon's TMP with Stock in the main game. Hunk has one less pip of health than Leon and runs at a normal speed. In addition to starting with 3 Hand Grenades, enemies are much more likely to drop said grenades when killed. Notably Hunk has no knife, and only one gun + grenades, meaning that more than any other character Hunk is at a risk of running out of ammo and being unable to fight any longer, necessitating running away until the clock runs out. This shouldn't happen with anyone if you're mindful of your resources, but Hunk is uniquely vulnerable to it so it's worth mentioning for him.

Wesker

Image

Wesker is unlocked by achieving a 4 Star Rating on the Mercenaries exclusive Water World area. His melee attacks are a long reaching Thrust Punch on headstuns and the skull crushing downward heel kick dubbed Chikyo Chagi on kneecaps. Like Krauser's melees, Wesker's melees are insta-kills on normal enemies. Krauser's Handgun has a stat spread of 2.0/0.33/0.87/25 with the Exclusive applied. He also has a unique silencer attachment that does mask his presence, but quickly becomes useless once fighting begins in earnest and should be chucked out. His Semi-Auto rifle is identical to Ada's with the key difference being a capacity of 24, allowing him to reduce the space his Rifle ammo takes up. His Killer7 Magnum is 30.0/0.70/1.53/10. The Killer7 has a unique nerf in this mode where downed boss enemies will take significantly reduced damage from it, so never try to empty a clip into a downed boss or you'll just waste a ton of ammo. Wesker has identical health and run speed to Leon. Since he starts with a good supply of all grenade types, enemies are prone to dropping all varieties of grenades for him, but Hand Grenades seem to be a tad bit more preferred by the drop system.

Stages

Image

There are 4 Stages in The Mercenaries, all unlocked by default and can be tackled in any order when it comes to making progress on Mercenaries unlocks. The Village is a slightly compressed version of the main Pueblo area from 1-1 where Leon makes his stand against the Ganados. Ganados are the enemies here, with the Bella Sisters serving as bosses. The Castle is a slightly redesigned version of the Gazebo and inner gate area from the start of 3-1, with Zealots as the enemies and Garradors as the bosses. The Military Complex is a slightly redesigned version of the base assault from 5-4, with Solider Ganados as enemies and the gatling gun wielding J.J. as the boss enemy. Water World is a wholly unique area to the Mercenaries, with Soldier Ganados as the enemies and the infamous Super Salvador as the boss enemy. You will start with 2 minutes to kill as much as possible, and every stage will have hourglasses that award bonus time tucked in specific areas. Unlike future iterations of Mercenaries, no additional time is awarded for melee kills. I'm also not sure if this version has the 150 enemy limit future versions do, as it's quite difficult to get more than 100 kills on a stage with the time you have. Each stage will also have 3 special hourglasses found in chests that activate the non-indicatively named Bonus Time. Crates and barrels will have set items in them for each character, meaning the only RNG in item drops comes from enemies. To go into more detail on each stage,

The Village

Normal Ganados as the enemies and Bella Sisters spawning in 2 at a time at 10, 30 and 50 kills. No more than 6 Bella Sisters can be encountered before the stage ends. The stage is distinct from the village in the main game by having the entry trail into the village blocked off, the trail to the farmstead similarly being blockaded, the barn at the mouth of the town being accessible while the stable across from it has its rear door closed. In addition to those, the door that leads to Mendez's house has a new path adjacent to it that connects to the stable, the small home with the padlocked door now has a window in the bedroom, and the stable across from said house is now opened also. When spawning in, your character can be placed in the opening next to the bell tower, on top of the house adjacent to the barn or on the path leading to Mendez's house. For hourglasses that award extra time, there are 5 to be found:

-A 90 second one behind the bell tower.

-A 30 second one in the stable adjacent to the insignia door and across from the padlocked door house

-A 90 second one in the bedroom of the padlocked door house.

-A 30 second one behind the cow stable, across from the barn at the mouth of the village.

-A 90 second one in the previously mentioned barn.

The 3 Bonus Time chests are located within the barn at the mouth of the village, behind and between the two houses adjacent to the barn, and in the bedroom of the padlocked door house.

The Castle

Unlike other stages, this one always spawns you in the same place: the cannon room from the main game. Compared to the actual Castle, the Gazebo area is missing its titular architecture, there's no path back to the castle entrance, a new interior section connecting the gazebo area to the bridge where the cannon is raised has been added, and the inner gate has been elevated and separated from the cannon bridge. The main gate can also be opened to find a small interior area with some items. Zealots are the enemies here, allowing Leon to use Suplexes and this will be true of all remaining stages. Garradors are the bosses, and their spawning is a bit weird. They'll come in about every 15 kills, but the first one will only appear if you are in or within close enough range of the gazebo area. The remaining two will only spawn if you've opened the inner gate, and it takes about 20 kills to get them to appear each. You can encounter up to 3 Garradors, with the final one being an Armored Garrador. For extra time, there 6 hourglasses to be found:

-A 50 second one in the former location of the Gazebo

-A 90 second one in the outcropping just above the previous, take the stairs on the right on the path leading out of the Gazebo area to reach it.

-A 90 second one in the alcove past the cannon opening on the cannon bridge.

-A 50 second one at the top of the stairs in the interior building that connects the gazebo area to the cannon bridge.

-A 50 Second one just past the double doors on the balcony leading to the inner gate.

-A 90 Second one in the small room past the inner gate.

The Bonus time hourglasses are located in the alcove in the cannon bridge, at the top of the interior section connecting the gazebo area and cannon bridge, and in the small room past the inner gate. These are the same locations as 3, 4 and 6 for the extra time hourglasses.

The Military Complex

The Military Complex can spawn you in one of 3 locations: the balcony near the stairs leading to the zipline, the entrance door to the area or on the central platform of the sniper's tower. This area is most reminiscent of the entrance to the base section in 5-4, with the big sniper tower being the major difference. Soldier Ganados are your enemies here, with J.J. able to appear up to 3 times as a boss. Unlike the previous two stages, J.J. will be present at the stage's beginning, and additional J.J.'s will appear at 20 and 40 kills. This stage is somewhat unique in that all its extra time hourglasses are only worth 30 seconds, so you have to scrounge up a lot of them to get an appreciable amount of time to work with. The 12 hourglasses can be found at:

-Behind the base of the Sniper Platform.

-On the second level of the Sniper Platform, adjacent to the path connecting to the central trench.

-On the third level of the Sniper Platform.

-A second hourglass is also on the third level of the Sniper Platform.

-On the 4th and final level of the Sniper Platform, across from the Bonus Time chest.

-Past the Sniper Platform, just ahead from the Entrance spawn point.

-Following the path of the previous hourglass, at the top of a ladder going up towards the end of the trail. This is also where the path from Hourglass #2 leads to.

-Turning around and dropping down to the trench, you can find the next hourglass at the end of the opening that will be directly in front of you.

-Climb the ladder at the end of the trail from the previous hourglass, and go past the Bonus Time chest to find the next one.

-A staircase will be to the right of the previous hourglass, and the next one will be found at the base of it.

-Go back up the stairs you just went down and turn left for an ascending staircase. Go up this one to find the next hourglass.

-At the end of this path, a zipline will take you to a Bonus Time chest, and the next hourglass will be on the platform you can drop down to from there.

The 3 Bonus Time chests can be found at the top of the Sniper Platform, on the northern second level of the map by hourglass #9, and at the drop point for the Zipline at the top of the map.

Water World

Water World is a completely unique set piece that also is home to a completely unique enemy! The normal enemies here are Soldier Ganados once again, and for a boss we have Super Salvador. This giant sized version of everyone's fav... second fav... third favorite? Chainsaw Man we'll begin wildly swinging his chainsaw helter-skelter upon being made aware of you, merely needing to graze against you in order to insta-kill you. He is highly resilient to staggering with some common method being frustratingly inconsistent. Like J.J., the map starts with a Super Salvador present, though unlike J.J. it is possible to avoid aggro'ing him. The same cannot be said for the second one that spawns in around 20 kills. I'm not sure if you can encounter a third Super Salvador, I've only ever seen two. Spawn points are somewhat important here because they actually determine where the first Super Salvador will spawn. You can be spawned in at the center platform of the Sniper Tower in the middle of the map, and this sucks because Super Salvador we'll be spawned in below you and it is very difficult to escape this area without getting his attention. You can spawn on the base level below the sniper tower, in which case Super Salvador will be in the barracks building, just to you're right from where you start. Finally, you can spawn in the barracks, in which case Super Salvador will be in the ammo depot building on the other side of the map. The 12 hourglasses can be found at:

-A 30 second one on the lowest platform of the Sniper Tower, which you must drop down to from the third level

-A 60 second one at the top of the Sniper Tower.

-A 30 second one on the path just past the Sniper Tower, right in front of you if you drop down from the ladder connecting to the top of the Tower.

-A 30 second one in the ammo depot, door is just the previous hourglass.

-A 60 second one on the roof of the ammo depot, the stairs leading up to it just past the previous hourglass.

-A 30 second hourglass at the back entrance to the ammo depot. Hang a left after grabbing the previous hourglass, and make your way to the end of the roof. Drop down and it'll be there.

-A 30 second one in the middle of the map, due slightly right of the previous hourglass.

-Keep going right until you reach a ladder leading to the roof of the barracks. Instead of climbing it, another 30 Second hourglass awaits you to the side of it.

-A 30 second one if you turn around from the previous one and keep going until you reach a staircase leading into the barracks. Kick the door in to the right of the stair's apex and find it there.

-A 30 second one of the window across from the previous hourglass.

-A 30 second one at the end of the barracks, out on a Sniper Platform you can exit onto from the final room. This is adjacent to the barracks spawn point.

-A 60 second one on the roof of the barracks. Re-enter the barracks and head up the stairs in the center. Hang a right and find this in the corner of the path leading to the zipline.

The Bonus Time chests are found on the roof of the ammo depot, in the center of the stage between hourglasses #7 and #8, and inside the barracks by hourglass #9

Scoring

Now for the most important thing to know: how to get those 5 Star Ratings and unlock your well earned Hand Cannon! The requirements for this actually are pretty annoyingly scantly documented on GameFaqs, but your star rating for each stage is determined as followed,

1 Star: 0-9,999 points
2 Star:10,000-19,999 points
3 Star: 20,000-29,999 points
4 Star: 30,000-59,999
5 Star: 60,000+

So you start at a 1 Star rating, and work your way up to a 4 star rating 10k points at a time, with a 5 Star rating requiring triple the points to reach. Any points past 60k just serve the purpose of setting new personal bests. Your 5 star clears are tracked separately for each character, which feeds into the Hand Cannon unlock since you need to get 5 stars on all stages with everyone for that. Your overall best score for a stage is tracked independently of which character you used to obtain it. Fan made leaderboards naturally track scores on a character-to-character basis since the cast of Mercenaries is pretty imbalanced and some just flatly perform better than others.

So how do we rack up points? The scoring system is actually fairly simple. Normal enemies aware a flat 300 points upon killing them. So if you kill 100 Ganados in the Village for instance, that's 30,000 points off the back of kills alone. Boss characters have special point values assigned to them, and they are:

Bella Sisters: 5,000 Points (Since two spawn in when triggered, that's 10k points per Bella Spawn, up to a maximum of 30K)
Garrador: 7,000 Points (3 potential spawns, max possible of 21K points)
J.J.: 10,000 Points (3 potential spawns, max possible of 30k points. Almost the same as the Bella Sisters, but not quite due to another scoring mechanic)
Super Salvador: 5,000 Points (2/3? potential spawns, max possible of 10k/15k? points)

So if in the Village, we killed 100 Ganados and all the Bella Sisters, that would be enough for a 5 Star Rating! That's quite a lot of effort though, and sometimes the enemies aren't quite so agreeable as to let you murder them that easily. Fortunately, there is a secondary system for awarding points: the combo system! Each time you kill an enemy, a timer starts* and you have 11 seconds to kill another to keep a "combo" going. As your combo rises, the amount of points you get when the combo ends increases. The scaling for normal enemies is as such,

1 Kill: 0 Points
2 Kills: 20 Points
3 Kills: 50 Points (70 total)
4 Kills: 100 Points (170 total)
5 Kills: 200 Points (370 total)
6 Kills: 250 Points (620 total)
7 Kills: 300 Points (920 total)
8 Kills: 350 Points (1270 Total)
9 Kills: 400 Points (1670 Total)
10+Kills: 700 Points (2370 upon reaching 10, an additional 700 for every kill after)

So as you can see, low combos don't increase your score that much, but at the 10 kill mark, the base kill score combined with the combo bonus results in every enemy being worth 1,000 points total! That makes getting those 5 star ratings seem much more doable. Bosses also contribute to combo score, with their own unique payouts based on when they are killed in a combo. The bonus points awarded for getting a boss kill in an ongoing combo are,

1 Kill: 0 Points
2 Kills: 500 Points
3 Kills: 1,000 Points
4 Kills: 1,500 Points
5 Kills: 2,000 Points
6 Kills: 2,500 Points
7 Kills: 3,000 Points
8 Kills: 3,500 Points
9 Kills: 4,000 Points
10+ Kills: 4,500 Points

Securing boss kills in a the middle of a 10+ combo is also a pretty significant get for you 5 star dreams, but of course that means managing the bosses alongside keeping you combo going with who knows how many mobs are joining the fight. This is generally something you'd shoot for more for a dedicated high score run rather than just a 5 star clear. Incidentally, this system is why the Bella Sisters are the most potentially profitable boss spawn in Mercenaries. With a maxed combo bonus, killing the two sisters results in a total point gain of 9,500 per, combing to 19,000 overall points! If you can manage this, it's 57,000 points on its own, which would be more than enough combined with the kills you'd have to get in general to spawn that many Bella Sisters to smash the 5 star clear mark. Not really necessary to know, but some fun trivia.

There is one final scoring mechanic to be aware of: Bonus Time! This is a power up that almost assuredly does not work the way you expect it does. When you collect a special Bonus Time hourglass from a chest, a 30 second Bonus Time begins. During this time, regardless of what your combo is, the combo score gained from killing enemies will be 1,000 points, paid out when Bonus Time ends. This replaces the typical combo score enemies award, and is not in addition to the usual points awarded. So with no combo ongoing, you're getting a full 1,000 bonus points. At 2 kills? It's only 980 extra points, 3? 950 and so on until at a 10 kill combo you're only getting 300 extra points. Bonus Time DOES NOT affect combo score for bosses unless you have no combo or they are the second kill in the combo, in which case they would give less points than Bonus Time would, so Bonus Time takes precedence. This means that Bonus Times are best collected when you DON'T have an ongoing combo already, Instead, you should collect them, get as many kills as possible during the bonus time, and then let the combo end and collect another bonus time to secure another batch of of big point gains. Once you've grabbed the final bonus time for a stage, then you can keep the combo going for as long as possible. Trying to work a Bonus Time pick up into an ongoing combo is cumbersome and actually loses a considerable amount of points, so knowing this is very helpful to avoid losing both time AND points. With this knowledge in tow, we should have no trouble securing those 5 star ratings. Let's get cracking!

*The time between your first kill and a Combo formally starting seems to actually be much longer. I've gone at least 30 seconds between killing one enemy and then a second to initiate a combo, so I think you get quite the grace period off the back of your first kill. It's important to keep this in mind when routing in for Bonus Time, as there's a small bit of points left on the table if you're already past the first kill of your combo, though not a huge amount.

User avatar
Mercenaries: Leon S. Kennedy



We begin Mercenaries mode with our first and worst character: Leon! Couple disclaimers for this, as you may notice from the slightly different cropping and the more overt fact that almost everything is in Japanese, this was played on the Japanese GC version Biohazard 4 in Dolphin. I had this version in reserve for a very specific point in the LP, but then I realized there were some unlocks that I wouldn't be able to show the images for within the scope of the LP without deleting my save data and redoing the whole game again, so I decided to wheel this version out for these purposes also. That means by the end of this LP I'll have gotten 5 Stars for everyone in the Mercenaries 4 times (yes I did it in the HD version also) when prior to starting it I have never done it at all. I have problems. Anyway, some of the characters in this version have the balance changes seen in the HD version, but Leon's not one of them so he's basically identical to how he functions in the NTSC-U version.

Leon sucks. His guns are woefully underpowered and ill-suited to most things Mercenaries throws at you. The Blacktail and Riot gun give him poor distance shooting, and the Riot Gun is juuuust lacking in enough power to give Leon consistent breathing room to keep the gun loaded, as it will take multiple shots to clear enemies, giving yet more enemies ample time to swarm. Ammo in general can be a problem for Leon depending on the RNG. Leon also doubly suffers from having no Grenades. Besides having no guaranteed form of big crowd control or insta-enemy gibs, having no grenades means the enemies are not inclined to drop more of them. The item drop RNG factors in the grenades characters have when they spawn in order to determine what kind of grenades the enemies should drop every now and again. Leon coming in sans grenades means the RNG will never swing towards dropping them in any appreciable quantity. Leon really needs to scour each level for the handful of fixed grenade drops that can be found, as he really needs every edge he can get the manage the inevitable boss spawns. Since he's your starting character, Leon was probably purposefully designed to be less than stellar, in order to make unlocking new characters both a challenge and actually something that feels rewarding. Sadly, we have to use Leon for 5 stars on everything regardless. As for how he does in specific stages,

The Village

Probably Leon's best stage. The Riot Gun works quite well here, and the Blacktail can both be an effective tool to attract enemies and rally them to specific points with exploding barrels for big Bonus time gains, and it's also good for quickly shredding the health of the Bella Sisters once you've shot them to the ground. Managing the Sisters and the Ganados can be quite trick though, as you'll be frequently be swapping between the two guns to try and manage the incoming crowds while not letting the Sisters get close. Once you've scrounged up all items and extra time in the stage, focus on cashing out those Bonus Time pick ups as soon as possible. While this is something every character wants to shoot for, for Leon it's just best practice to prioritize this above all else as things might get a little too hectic to secure a 5 Star score later in the stage once you're trying to avoid beheading. Once the Bonus Times are done, fortify at a location where enemies cannot approach you from multiple angles like the open stable by the barn or the path to the farmstead.

The Castle

This one's rough for Leon. He's got absolutely nothing for the Garradors in this mode, and trying to manage them alongside the Zealots is a losing battle waiting to happen. Thankfully, you can avoid Garrador spawns entirely by escaping the starting area and corralling all enemies towards the inner gate area without actually opening it. As time was winding down, I decided to swing open the inner gate for the hell of it, and like I thought the Garrador that immediately burst out was a problem. With very limited grenades at his disposal and his only power weapon being the Riot Gun, it is a serious pain in the neck to dispatch these guys and not typically worth the 7k points. Just stick to taking advantage of the dense spawns around the inner gate and you'll be fine.

The Military Complex

Leon actually does pretty well here, there are plenty of places where you can corral the soldiers into choke points and dispatch them in droves with the Riot Gun. J.J. himself is decently susceptible to the Riot Gun, frequently stumbling from well placed head shots and being an easy mark to slam fire down for 10k points. Just be wary of getting surrounded. I played for points here, but it's fairly easy on this stage to grab just a couple hourglasses and then ride your first Bonus Time into a lengthy combo that secures enough points for 5 Stars without too much extra effort.

Water World

UGHHHHH. Leon sucks here and it's not just because of Super Salvador, though that is a big reason. Enemies with Crossbows and Rocket Launchers are all over the place here, and the Blacktail is just not a sniping-capable weapon, so it is a hassle to deal with them. Doubly so because these guys will often be the last of their current wave of enemies, and you won't see more come out of the woodworks until you can finally put them down. While every character can struggle with this, Leon is close to having the worst of it. And then there's Super Salvador. A well placed Riot Gun shot to the head can stumble him... sometimes. Half the time he'll just swing wildly through your shot, undisturbed. He can also shrug off explosions randomly, making the exploding barrels dotted around the complex not nearly as helpful as you might expect. How quickly you can take down Super Salvador with Leon depends on your risk appetite. If you're able to call out when he's going to stumble from the Riot Gun and capitalize with quick Blacktail shots, you might be able to dispatch him quickly and with minimal danger. I didn't want to throw too many attempts on chances like that though, so I mostly stuck to abusing the zipline and ladders when it came time to deal with Super Salvador. Just barely cleared the mark for 5 Stars here, which is a shame, but hey, we just want that Hand Cannon at the end of the day, right? I can definitely post better scores with other characters.

User avatar


"Hey, it's that dog."

Part 6 is out! We return to Leon who is feeling a little tuckered out from the Del Lago encounter. Among other things. We've entered Act 2, which sees the game throw in a few new challenges and actually maintains a pretty decent horror atmosphere throughout (excepting for when Saddler steps in to devour the scenery). The game will become considerably campier once we're past this point, so savor it while it lasts!

The Colmillos cutscene is super easy to miss and it almost feels like its an artifact from some point in the game's development where you were intended to travel back across the lake after securing the Round Insignia. Very curious. Anyways, these things are a pain to engage without a shotgun or at least stronger ordinance than I have. Thankfully, they're pretty rare with this chapter being one of two times you encounter them in the entire game.

I don't emphasize this very much, but starting from the Chapter every Ganado will have a chance to produce a Parasite upon death. The first variety, the Blade Plagas, is easily the most dangerous one in the game as it swings its blades wildly independent of what the body is doing. These guys do huge damage and are dangerous just by being in their presence, so take the utmost care when dealing with them. Thankfully, we do have a good answer to them if you're paranoid about engaging them that I'll demonstrate in the next chapter.

It should go without saying but the dog only appears for the El Gigante battle if you properly saved him earlier.

If you don't bully El Gigante with grenades like I did, the fight is a relatively tedious affair of plugging him with Handgun/TMP shots and darting past him as he winds up for an attack. The shacks will almost assuredly be destroyed in the battle if you go about it this way, though you can sacrifice a knife cycle to loot them while he's downed if you'd like to avoid grenade cheese while getting all the rewards. The Shotgun and Rifle are terrible here due to their poor firing rate and handling locking Leon in place for too long.

We'll finally have an opportunity to utilize our cash in the next chapter, so I haven't just been hoarding it to be greedy, I swear!

User avatar


"Well, I see the president's equipped his daughter with... ballistics, too."

Part 7 is out! Ashley Graham is now in tow, and the escort mission portion of Resident Evil 4 commences! Thankfully, Ashley isn't too difficult to defend as she sticks close to Leon and generally does her best to avoid your line of fire. Certainly she has more sense of self-preservation than Maria or Eileen from Silent Hill, if nothing else.

Ashley can be killed by Leon, but only from shots directly aimed at her. She will not be caught in the spread of a Shotgun blast, for instance, unless the laser sight is directly passing over her. She also has Leon's general resistance to explosives, but be careful when chucking them around her regardless. If you're really uncertain about keeping her safe, you can always have her Wait in a safe position. There's almost always some where completely safe you can stick her, dumpster or no.

The remaining two Handguns of the game are tremendous upgrades over the basic and Punisher, so you'd do well to trade up for either one of them. I prefer the later Handgun, the Blacktail, to the Red9, but recently I've experimented with using all the guns and just swapping them out as we can obtain them. Since we're swimming in cash, we can purchase the Red9 and all its potential upgrades without too much damage to our long term financials. There won't be anymore upgrades to purchase before the Blacktail comes along, so we won't even have the opportunity to sink more cash into it and its resell value will remain the same going forward.

Ashley can take two hits with her starting health. Like Leon, she can smoke Yellow Herb mixtures to increase it, and for Ashley each toke gives her a full extra pip of health! It isn't super necessary to upgrade Ashley's health, but it's not a terrible idea to give her one Yellow herb in order to beef her up a little bit, as that one extra pip will allow her to survive an additional hit in most cases. There's enough Yellow Herbs in the game to fully upgrade Leon AND Ashley, and still have some left over, so it's up to you how you want to distribute those! I'll probably alternate between using them on Ashley and Leon until they hit their HP caps.

It's up to you if you want to re-scavenge all of the re-explored areas. I did so just for a bit of insurance since recording is a fair deal different from playing on my own time, but normally I just run through grabbing only new treasures as it's a little tedious to re-break all the boxes.

Dumpsters come up fairly rarely, but Ashley is completely safe when you stick her in one.

The Cabin Siege is best handled by having a Shotgun and fortifying the staircase as a killzone until Luis moves upstairs. I was mostly able to replicate this strategy with the TMP and Grenades, though it was a little finnicky. Once the upstairs portion starts, focus on knocking down ladders until time runs out. I believe you have to survive 4 minutes of unpaused game time to finish this sequence on Professional mode. Alternatively, the sequence ends once you kill around 30 Ganados. With New Game + Weapons, it is actually possible to finish this sequence before Luis runs upstairs!

Luis is invincible and has infinite ammo, Solid Snake style, so don't worry too much about him. Periodically he'll throw you items, which will usually be Handgun ammo. He can also throw out Shotgun Shells, Green Herbs, and in VERY rare cases, Grenades, so be mindful when he calls out to you!

While Luis is invincible, he does not take kindly to being shot. Like Ashley, he's immune to Shotgun spread and has Leon's generous explosion resistance, so you only have to worry about direct shots. There's a pretty famous unique game over here if you shoot Luis too much, and I realized just as I hit end record I forgot to show it off. I'll be sure to open the next video with it!

Weapons

Red9

Image

The Red9 is available from the Merchant starting from 2-2. It costs 14000 Ptas.

Firepower (NTSC-U GC): 1.4, 1.7 (2-2, 15000 Ptas), 2.0 (3-1, 20000 Ptas), 2.4 (3-2, 24000 Ptas), 2.8 (4-1, 28000 Ptas), 3.5 (4-3, 45000 Ptas)
Firepower (All Other Versions): 1.6, 1.8 (2-2, 15000 Ptas), 2.1 (3-1, 20000 Ptas), 2.5 (3-2, 24000 Ptas), 3.0 (4-1, 28000 Ptas), 3.7 (4-3, 45000 Ptas)
Firing Speed: 0.53, 0.47 (2-2, 10000 Ptas), 0.40 (3-2, 15000 Ptas)
Reload Speed: 2.73, 2.20 (2-2, 6000 Ptas), 1.67 (3-2, 10000 Ptas)
Capacity: 8, 10 (2-2, 6000 Ptas), 12 (3-1, 8000 Ptas), 15 (3-2, 12000 Ptas), 18 (4-1, 16000 Ptas), 22 (4-4, 22000 Ptas)

The Red9 has a purchasable Stock, much like the TMP. This greatly reduces the sway of the gun and the effects of recoil, and is a highly recommended pick up if you plan to use this gun.

The Exclusive for the Red9 is a Firepower upgrade, costing 80000 Ptas. In the NTSC-U GC version, this was the decent but slightly underwhelming Firepower of 5.0. Future releases buffed this to a much more considerable 6.5. This upgrade is available in 4-4, after the chapter boss.

Full Upgrade Cost: 335,000 Ptas(w/ Stock)/ 331,000 (W/O Stock)

The Red9 is the most powerful of the Handguns in the game by sheer Firepower and it is a substantial upgrade of the basic Handgun and the Punisher if that's the only thing you care about. With its stock, it is also extremely accurate, though obviously it's very shakey without it. The Firing Speed is much worse than the other Handguns though, its maximum being the same as the mid-tier Firing Speed of the Handgun and Punisher, and it is substantially slower than a fully upgraded Blacktail. If you want the most bang per shot fired though, the Red9 is easily the most economical Handgun in that regard, particularly in the late game where its Firepower greatly exceeds that of the early game guns. Now in the American GC version, I'd actually say this almost straightforwardly worse than the Blacktail. Its DPS is actually worse than the Blacktail without its Exclusive, and 80k is not a small chunk of Pesetas. Come the late game, you're also going to have more Shotgun ammo than you know what to do with, so a super powerful Handgun isn't exactly something you need. The Blacktail's Exclusive also sucks in this version, so it's perfectly fine to stick with it without purchasing that. In the HD version, the relative difference between the guns is greater despite both being buffed, and the 6.5 Firepower is actually a pretty appealing proposition. I still prefer the Blacktail due to its superior handling and less awkward space requirements (with the Stock, the Red9 takes up the most space of any Handgun at 11 spaces, and an awkward odd number of spaces to boot), but the Red9 is also a truly fantastic late game option in future releases. Not to say it's bad in NTSC-U GC though! The tremendous Firepower is still much appreciated and its perfectly good gun to commit to for the whole game if it's more your speed. With its Exclusive, it takes out most normal enemies in 4-5 shots, so it's certainly efficient at what it does. Just keep in mind that you absolutely do want its Exclusive in any version of the game if you choose to commit to it, so be sure to earmark that 80k in your budget for when the time comes.

User avatar


"Hasta luego."

Part 8 is out! We get the choice of how to proceed this time, but it's ultimately a pointless one as I take both routes anyway for maximum money. After sparing us in cutscenes up to this point in the game, Mendez decides to do so just one more time, at his own peril.

Dropping the boulder on the head of El Gigante is neat but fairly pointless. It barely does any damage to him, and it doesn't stun him for nearly as long as a flash grenade does. But hey, unique way to deal with a boss, so I was obligated to show it off. To my own detriment as I ended up getting grabbed, though that was largely due to not landing enough Red9 shots at the start.

If you'd rather escape from this guy, flash bang him at the start and shoot your way through the chained doors. It takes time for El Gigante to smash his way through the wooded gates as he chases you, so you should have enough time to clear out the cabins before he's bearing down on you again.

The Bella Sisters route is another section where lacking a Shotgun complicates the proceedings considerably. Thankfully, this is the last time we'll be without one for the remainder of the game.

The lift sequence is fairly dangerous as the thrown implements from the enemies can easily kill you in two hits, and Ashley isn't safe here either. It's best practice to blast the enemies before they get close enough to throw, which is easier said than done on the GameCube release. You might think that the Rifle would help here, but it's far to slow to kill everything before at least one guy can get some tosses out. Also kind of wasteful in regards to ammo as a single shot sends all these guys into the void regardless.

Translator's note: Hasta Luego means See You Later.

I screw up the quick kill on Mendez, but 7 Incendiaries in the older versions of the game will kill him with no chance of reprisal, provided you time the throws right. At some point, Incendiaries were buffed against Mendez and you can kill him in just 4, though I'm not sure which specific version introduced this. It definitely doesn't work like that in the GC version of Biohazard 4, but the Ultimate HD release features it.

If you have to fight it out with Mendez honestly, it's best practice in the first half to climb to the higher level and plug him with shots, dropping down the ladder to exploit invincibility frames when he tries to head up your way. In the second phase, just stick to the lower level and plug him with TMP shots/Red9 shots as he hops around. When he's about to drop in front of you, sprint forward and you should be able to juke any attacks he might attempt to throw. He hits hard, but the fight is simple otherwise.

Once we enter the Castle, the Village will be completely shut off, so if you'd like to back track to collect anything, this is your last chance!

User avatar


“Hey, Señorita! Got a light and some smokes to go with it to make my day?"

Part 9 is out! Reconnecting with Ada, we continue Separate Ways with what is easily the least of its 5 chapters. This mode often feels like some weird B-Side remix of the main game, and no more is this more prevalent than this chapter where we basically do a speed run of chapters 1-1 to 2-3 with a slightly remixed order. Thankfully it gets a little more interesting after this.

For editing this video, I used Da Vinci Resolve instead, in an effort to retain the colors without having to apply any effects to the RGB levels. I did accidentally leave in some vertical letter boxing, but it looks a fair deal better than the previous Separate Ways chapter I think, but feel free to let me know your thoughts. Maybe at some point we'll have a consistent visual standard for this LP!

There's not too much interesting to elaborate on in this chapter beyond your purchase selection at the start. If you're thorough about treasure hunting, at the start of this chapter you'll be able to buy an inventory upgrade and either the TMP or the Semi-Auto Rifle, but not all 3. I find the TMP to be more useful for this chapter, as we mostly don't need the punching power or critical hits of the Rifle, and the TMP is quite effective against El Gigante at the end. This will ultimately come up to your preference though, both weapons are viable.

User avatar
Mercenaries: Ada Wong



Keeping up the Ada Adventures, let's secure those 5 stars for her in Mercenaries! Right off the jump, there are two versions differences to keep in mind for Ada in the Mercenaries, one is NTSC-U GameCube exclusive and the other was a thing until the Wii release of the game. For the former, Ada's Semi-Auto Rifle has its Exclusive upgrade unlocked, granting it the extremely power .40 second Firing Speed. This is the same firing rate as a fully upgraded Red9, for triple the damage of that gun and piercing! It's also strong enough in this mode to kill every normal enemy in one hit, headshot or no. All future releases of the game starting from Biohazard 4 on the GC nerfed this Firing Speed to .80 seconds. Still very good, but not nearly as busted. The other difference to keep in mind is that until the Wii release of the game, Ada does not have a knife so she must shoot open barrels and crates to reap their supplies. Not a huge deal, but obviously you'll want to switch off the Rifle if you plan to pilfer something.

With that established, how is Ada on the whole for this mode? Pretty darn good actually, arguably a better "Standard" pick than Leon. Her Punisher is more than powerful enough for a standard sidearm, and its ability to pierce up to 5 targets can come up pretty frequently here. The TMP affords her some decent and cheaper crowd control, and is also great for quickly spamming down an enemy to keep your combo going. The Semi-Auto Rifle is of course the center piece of her kit, able to chain kill enemies like crazy and is fantastic against bosses. You really want to be mindful of your ammo with it though, as enemies are not super inclined to drop it and you'll mostly be relying on the pre-placed packs for it. The 12 maximum capacity can also be pretty annoying as Ada can run out of bullets in terrible situations, and of course reloading eats up your combo timer. Another perk Ada enjoys is slightly faster running speed , allowing her to more effectively zip around enemies. On the downside, while her health isn't THAT much lower than Leon's, it is enough to result in her dying off the back of two powerful hits, so always be sure to heal up when you're in the yellow, even beyond just the need to get your running speed back up. Ada's melee skills are also pretty lousy, essentially just being Leon's kicks but worse. On the more mixed side, Ada's grenade of choice is the Incendiary, and enemies drop them pretty frequently for her. These are excellent for stunning bosses, all of them being vulnerable to them and setting up for easy quick kills, but they're pretty dubious against normal enemies. Obviously the AOE is much smaller on Incendiaries, but crucially they are also quite slow to kill and that can cause your combo timer to break depending on when you chuck them. Remember, the enemy isn't truly counted as dead until their dying gasp goes through! Still, the rest of her kit can easily work around this drawback and as such Ada performs pretty well on all stages. Not that you'd be able to tell super well from my performance in this recording. I've been waking up at 4 AM recently and I recorded this at about 9 PM, after I had gotten back from my evening jog. The gameplay is rough at parts, but I did pull through with some new personal bests in spite of that! Onto specific Stage performances,

The Village

This one is actually somewhat mixed for Ada. On the positive side, Ganados are funnily enough the most durable enemy type in Mercenaries, and Ada's Rifle is still potent enough to one hit kill them on body shots in spite of that, so she always has the option to quick scope someone to keep her combo going, to say nothing of the value of getting enemies lined up to take advantage of the piercing. On the downside, her other weapons rely more on spamming weak hits, which obviously is less good against the sturdy Ganados. Ada also lacks AOE crowd control like Hand Grenades or something like Leon's Riot Gun, which can lead to her being overwhelmed pretty easily. This is especially prominent on a stage like the Village where enemies are spawning all around you and encircling from every angle. Her match up into the Bella Sisters is pretty decent with both the TMP and the Rifle being able to slam fire them down fairly quickly, but it is hard to get kills on them within an ongoing combo, and focusing on them can also lead to the Ganados sneaking in hits while you're distracted. I performed a little better here with Ada than I did with Leon off the back of the greater ease that Ada can keep combos going, but I do think Leon's more straightforward crowd controlling kit gives him a slight edge here, if only in survival rather than scoring.

The Castle

An amazing stage for Ada, as evidenced by the fact I got a pretty sizable new PB here and the highest score I've gotten across any stage in general. This stage throws several boons Ada's way. For one thing, the Zealots are less durable than the Ganados (the complete opposite of how it is in the main game) so slam firing with the Punisher is much more effective here. The spawn zones for Zealots are also much more predictable and campable, and Ada's emphasis on piercing type weapons allows her to use the stairways and corridors as wonderful kill zones. The Rifle itself is very handy for getting some of those damned Crossbow Zealots picked off and out of your hair for a bit at the start. Ada also has a shockingly good match up into the Garrador. Not only do Incendiaries stun the Garrador, it also causes them to pivot away from Ada, leaving their weak spot completely open! A well placed Rifle shot after dropping them with an Incendiary will result in instant death for the Garrador, including the final armored one, making these guys easy to work into ongoing combos and resulting in an explosion of extra points. Once the Garradors are completely dealt with, it's just a matter of camping the spawn points by the inner gate and extending your combo for as long as possible. I get a little sloppy towards the end in this pursuit, but I had an excess of healing items to use by the end so I decided it was fine to just burn through them if things started going south. We'll see if I can do better than a 150k score on any map!

The Military Complex

This is a weird stage in general. This is an easy stage to get 5 stars on due to J.J. just being worth a ton of points on his own, but getting a "good" score can be surprisingly tricky. The spawns are really weird here, and you'll often bounce between being completely surrounded and suddenly being completely alone and isolated. Ada's Rifle allows her to pick off distant foes from relative positions quite well on this map, but the spawns can quickly run dry in those areas, and it's surprisingly annoying to find where the hell the enemies actually are. This is probably the one map where you're starting point is also a pretty big deal. If Ada spawns in at the top of the Sniper Platform, it is very easy for her to get overwhelmed as enemies pincer her from both sides while she lacks a way to clear space in a circle around herself. There's quite a bit of luck involved in getting a good score here due to the fairly low maximum time you can rack up, and Ada probably has one of the harder times pushing for this. Her match up into J.J. is decent but not the best. Stunning him with Incendiaries is much slower than other Grenade types, and trying to find a good position where you can stagger him with the Rifle while not being at risk of getting shot in the process can kill your combo timer. I played this one a little sketchy because of these factors, and notched a fairly underwhelming score for this one. Leon's Riot Gun being able to scoop up multiple kills in quick succession without much risk results in this stage actually being a bit better for him than it is for Ada, similar to the Village.

Water World

Another stage with weird spawns that can result in some luck being needed to get a great score, though unlike the previous stage getting a 5 star score is also quite difficult here. Ada is a hell of a lot better here than Leon is though, one of the better characters for this stage in general. This map is huge and the Rifle can be quite helpful in dispatching the Crossbow jackasses, same as the Castle. The TMP can also be quite good at cutting a swath through the dense crowds, and there are enough choke points that you can actually make some use of Incendiaries on normal enemies. Ada also matches up amazingly into Super Salvador. While doing better against this guy than Leon is an incredibly low bar as Leon has no options for him, Ada has one of the better kits for fighting this guy when stacked against the other characters who actually have options. The Rifle can easily stumble him with headshots, and the TMP's high rate of fire can also result in a stagger. Incendiaries are where it's at for this guy though, as they stop him in his tracks AND drop him to the floor, 100% of the time. He's easy pickings on the ground, so Ada can easily defeat him AND work him into a combo without much issue, which were two things Leon flatly couldn't do. Same as the previous stage though, it is very easy for Ada to get surrounded here, I had awful luck with mass enemy spawns at the start, and losing track of Super Salvador in a crowd can result in a quick loss. It's pretty typical for this stage to end in a sudden drought of enemies, so I had to scrape up what sniping kills I could get to just lumber of the 100k mark. Funnily enough, the drab camo the soldiers have on do actually result in them being somewhat difficult to see against the off browns and whites of the wooded platforms that make up Water World. With a bit more luck or just a better job of managing the crowd at the start, this could have been a 120k attempt. Alas, it was not to be. Ada's quite good here though, absolutely stomps Leon on this stage.

User avatar


"I've been expecting you, my brethrens."

"No thanks, bro!"

Part 10 is out! We've entered Act 3, which also transitions the game into its new major setpiece: The Castle. The Castle is pretty much to RE4 what the RPD was to RE2, taking up not necessarily all of the game but definitely the most sizable chunk of it. Conveniently, it also coincides with the Merchant selling a slew of new weapons to play around with, making this a pretty exciting and memorable portion of the game on a gameplay level.

Starting things off, I elect to trade out the Red9 for the Blacktail, as I prefer its better handling and higher rate of fire, and its fast reloads also make it fairly safe to use in a lot of situations. It burns through ammo pretty quickly, but honestly you'll find the Red9 doing the same later on if you commit to getting its max firepower. I am only purchasing the Riot Gun purely because I sold off the normal Shotgun earlier. If you've been upgrading the basic Shotgun, it'll be just as good or better than the Riot Gun in all the areas you'd care about. The Riot Gun does have SOME advantages over the Shotgun, but it is very expensive and both of these weapons are inferior to the final shotgun of the game, so I typically don't find it to be worth the investment. The Semi-Auto Rifle is fairly straightforward, its better than the bolt-action in all areas unless you consider the Exclusive upgrade (which you frankly shouldn't.) There's going to be a number of situations where the game expects us to use this (though it isn't required), so we may as well get this early.

I'll show off the Minethrower later, but we're going to ignore it in the GC version. It is worth noting that its price was cut considerably in all future releases starting from Biohazard 4, costing only 9800 Pesetas. This makes it an easier gimmick weapon to work into your arsenal, but it does take up an annoyingly large amount of space.

Like I said, there is some small merit to purchasing the Broken Butterfly now even though we get a free one later, but I don't think it's the most practical thing to do and we already have 4 weapons taking up space in the case so I'd rather not have this hog up more.

If you still have the Shotgun, like I'd typically have here, this is the last time I'd recommend purchasing upgrades for it. Conveniently, this will get it maxed out reload speed, a firepower of 6, and a capacity of 12. Contrary to what most guides advise, trading it out for the Riot Gun is actually a pretty considerable downgrade for a decent stretch of the game.

If you plant Ashley in front of the gate when you fire the cannon, you get one of the funnier ways to see her die.

I killed the Garrador so quickly, I didn't get a chance to emphasize that its blind and reacts to your running and shooting. You can generally walk around without aggroing it, but it will still detect you if you get to close while walking.

The Water Room is famously tricky as you have to protect yourself and Ashley from basically every angle. It's better to play it slow and make sure you kill off all the enemies, but I didn't want the sequence to be too boring so I rushed it a bit and ran into a number of weird things I'd never come across before. Only in LPs!

The door off to the side of the final Merchant is the first Shooting Gallery, another mini game that often goes ignored in LPs, probably due to it being kind of tedious. I'm committed to doing everything though, so we'll be working through each range as they become available.

Weapons

I'll be staggering each new weapon across the coming updates as I'd rather not have this one be a big wall of text dedicated to 5 new guns.

Blacktail

Image

The Blacktail is available from the Merchant starting from 3-1. It costs 24000 Ptas.

Firepower: 1.6, 1.8 (3-1, 10000 Ptas), 2.0 (3-3, 15000 Ptas), 2.3 (4-1, 20000 Ptas), 2.7 (4-3, 25000 Ptas), 3.0*/3.2 (4-4 After Chapter Boss, 35000 Ptas)
Firing Speed: 0.47, 0.40 (3-1, 10000 Ptas), 0.27 (4-1, 20000 Ptas)
Reload Speed: 1.70, 1.47 (3-1, 8000 Ptas), 0.87 (4-1, 15000 Ptas)
Capacity: 15, 18 (3-1, 8000 Ptas), 21 (3-3, 10000 Ptas), 25 (4-1, 15000 Ptas), 30 (4-3, 20000 Ptas), 35 (4-4 After Chapter Boss, 25000 Ptas)

The Exclusive upgrade for the Blacktail is a Firepower increase, much like the Red9, costing 80000 Ptas. In the NTSC-U GC release, it is a front runner for worst Exclusive in the game, being a nearly worthless bump to 3.4 which is definitely not worth the cost. Starting from GC Biohazard 4, this is instead an increase to 4.5, which might actually be worth it depending on your finances by the time it becomes available.

Full Upgrade Cost: 362,000 Ptas.

Where the Red9 has raw power, the Blacktail has speed. Or at least, that is the intent. If you compare the stats of the two guns, especially in the original GC release, the Red9 is only marginally stronger than the Blacktail at all levels. In fact, it"s actually weaker at levels 1 and 2 in the GC release, only overtaking it at Firepower 3, which at the very least is available at the same time the Blacktail goes for sale. The Blacktail also boasts the best handling of any gun in the game, with Leon being incredibly fast in how he draws and aims this gun. Outside of its Firepower, the Red9 does have the advantage of superior accuracy should it have the Stock, though that does eat up considerably more Case space than the Blacktail. Now this is something that will always come down to preference, and my preference is for the Blacktail. At most stages of the game, the Red9 and Blacktail have such a marginal power difference that I generally find the better overall attributes of the Blacktail to serve Leon better. Its also worth noting that once you get the final Firing Speed upgrade for the Blacktail, its DPS is actually considerably better than the Red9, if less ammo efficient. The Blacktail has an absolutely horrendous Exclusive in the NTSC-U GC version, but that can almost be a positive as you're not really obligated to buy it, whereas you absolutely want to buy the Red9's. Future releases made the Exclusive a fair deal more worth your cash, though the Red9 was also buffed considerably there, so it kind of ends up being a wash. Timing is ultimately a big thing for why I prefer the Blacktail. Its only at the final act of the game that the Red9 genuinely overtakes it by a meaningful amount, spending most of the game being considerably weaker in all areas but Firepower and Accuracy, and the advantages in those two areas aren't as big as you might assume. You'll only have the Red9 at its best for about an hour and a half, and within that hour and a half there's many moments where a Handgun is unhelpful while Handgun ammo is also shockingly uncommon. That said, it's not that big a deal. I've beaten the game mainlining every single Handgun, and they all have their uses and moments of greatness. The Blacktail is just the most dependable to me, so I tend to go for it when it unlocks.

*This is the only stat aside from the Exclusive that got buffed after the NTSC-U GC release.

User avatar


"A bit of advice; try using knives next time. Works better for close encounters."

Part 11 is out! This one ended up being delayed quite a bit as I was dealing with serious fatigue and depression on Monday and I needed a solid block of time to record this part on top of that. Chapter 3-2 is one of the longest in the game, and between the main playthrough and cleaning up loose ends in HD, the raw recording was an hour and 32 minutes! The power of editing let me cut out some of the cruft, but this is liable to be one of the longest videos in the LP. I say one of, because the opening chapter of Act 4 is also infamously long, but we'll get there when we get there.

The Shooting Gallery ekes out a little extra spending money if you're so inclined to tackle out, scoring you about 110k extra Pesetas should you complete all the different ranges. Considerable, but also perfectly skippable if you know how to get all the treasure and don't plan on trading out too many guns. Note that the Bottle Caps you win carry over into New Game +, so this is a one time source of money and you cannot score an easy payday for New Game + Weapons by hitting up the Merchant of the first shooting gallery on a new cycle.

This has long been debunked, but it is worth stating that the Eyes dropped by the Novistadors is purely random. There was a persistent rumor when the game first came out that it correlated to the eye color they have when you kill them, but this has been debunked ad nauseum until the rumor finally died.

One thing to also note about the Spinels dropped by the cult meeting is that they are considered normal item drops and will despawn should you take too long to grab them. Be sure to scoop them up before hitting the lever on the upper level!

Why they applied scaling to the Merchant's reactions is anyone's guess, but it is one of the more humorous if mundane differences of the American GameCube version.

You can very easily pop the Red Zealot in the gallery room with the Semi Auto Rifle before he can bring out the turret, though he does have enough HP to survive a critical headshot. More often than not, you'll have to tap him as he's escaping across the balcony if you want to clear the room early.

The TMP clip is the signature trick of the GameCube version of RE4, and it results in this version being a good deal faster than other console ports until the Ultimate HD version came out with its 60 FPS and lower lag. As stated, this is one of the few glitches in the game that wasn't corrected until the PS2 release, so it's also usable in the NTSC-J and PAL versions. Due to another trick that was added in BioHazard 4 GC, the PAL version of the game is the absolute fastest version of the SD editions of Resident Evil 4 when it comes to speedruns. There's one other place this trick can be used to some effect, though it only saves about 30-40 seconds instead of several minutes.

The Colmillos have fixed spawns in the Maze, so you can always plan ahead and react accordingly when they jump in. I was a little iced out due to the extreme delay in getting this part ready and not having any time to practice, so I do this section pretty rough.

Weapons

Riot Gun

Image

The Riot Gun is available from the Merchant starting from 3-1. It costs 32000 Ptas.

Firepower: 5.0, 5.5 (3-1, 20000 Ptas), 6.0 (3-1 Second Merchant, 24000 Ptas), 6.5 (3-3, 28000 Ptas), 7.0 (4-1, 32000 Ptas), 8.0 (4-4 After Chapter Boss, 50000 Ptas)
Firing Speed: 1.53
Reload Speed: 3.03, 2.43 (3-2, 7000 Ptas), 1.50[NTSC-U GC]/1.67 (4-4 After Chapter Boss, 20000 Ptas)
Capacity: 7, 9(3-2, 10000 Ptas), 11 (3-3, 12000 Ptas), 13 (4-1, 15000 Ptas), 15 (4-2, 20000 Ptas), 17 (4-4 After Chapter Boss, 25000 Ptas)

The Exclusive upgrade for the Riot Gun is a Firepower increase. It costs an absolutely ludicrous 120,000 Ptas and bumps the Firepower to 10.0. This is a front runner for worst Exclusive upgrade in the NTSC-U GC version and is definitively the worst Exclusive in all future releases where the Blacktail and Rifle got buffed while a similarly crappy Exclusive got a massive price cut.

Full Upgrade Cost: 415,000 Ptas

As a society we don't shit on the Riot Gun nearly enough. Okay let me start with the positives for this thing, since it does have some! For starters, it has the best handling of any Shotgun in the game, allowing Leon to swivel and aim with it much faster, almost on par with a non-Blacktail Handgun. It also has a tighter choke for its spread shot, allowing it to stumble or knockdown enemies at considerably greater distances than other Shotguns, and it also loses much less damage over distance though obviously not at all to the same degree as the basic Shotgun's Exclusive. What's so bad about it then? Well it is a serious financial boondoggle to invest in this thing, especially if you directly trade out the standard Shotgun for it. Assuming you took the Shotgun from the house in 1-1 and have upgraded it as much as you can to this point, you'd have spent 112,000 Pesetas on it. This would result in a stat spread of 6.0/153/1.50(1.67)/12. By contrast, if you buy the Riot Gun and its two weirdly staggered Firepower upgrades in 3-1, you'll have a gun that's 6.0/1.53/3.03/7 at 76000 Ptas, a considerable downgrade in all stats and only matching Firepower for not that much money saved. And the Shotgun is already capped out on 2 of its stats at this point! In general the Riot Gun gets its upgrades in a very sporadic manner, and it isn't until its damn Exclusive is purchased right before the final act of the game that it actually overtakes the Shotgun. And keep in mind, it is 100-150k cheaper depending on the version of the game to fully upgrade the regular Shotgun if you're truly committed to it. And it's not like you can skip around Capacity upgrade or anything to just get the Firepower advantage because all upgrades must be purchased to unlock Exclusive upgrades. It is commonly advised that you sell the basic Shotgun to transition over to the Riot Gun, and having done a half dozen playthroughs of the game in prep for this LP, I can tell you this is a terrible idea and a huge waste of money. Literally the only time the Riot Gun is stronger than the Shotgun in terms of core stats before getting its Exclusive is from 3-3 to 4-1 where it enjoys a pathetic advantage of 0.5 Firepower until the better scaling of the Shotgun kicks in and it immediately matches it at the 4-1 Merchant. Seriously go back and review the upgrades for the Shotgun I wrote up earlier and see how much better it is at all stages of the game. Adding insult to injury, the final Shotgun of the game is flatly superior to both of these guns in terms of all its core stats, and while it has the worst choke of the Shotguns its handling is otherwise almost as good as the Riot Gun. It is astonishing to me that this gun did not get any buffs in ANY of the ports and remasters of this game, and actually suffered the global Reload Speed nerf every Shotgun got. Literally the only reason I'm using this gun in the LP is because I sold off the basic Shotgun for flavor early on and the Castle is very annoying without a Shotgun so it's an excuse to at least demo this gun outside of Mercenaries. We will not be upgrading it anymore after this video and will be selling it off as soon as the Striker becomes available. Just to bring this back to SOME positives, while the Exclusive is way overpriced and does nothing to make this gun better than the Striker (which has a superior Firepower stat of 12.0 at max!), the 10.0 Firepower is at least enough to double-tap most nomal enemies in the game, which is a very small advantage over the fully upgraded basic Shotgun. And while I do think this gun is comparatively bad, it's not like committing to it makes the game way harder or anything, its still a Shotgun at the end of the day with all the perks that entails. If you do commit to it though, I would just skip the Exclusive, it is NOT worth that price tag compared to other Exclusives that are way more powerful while being cheaper.

User avatar


"Talk about near death experience."

Part 12 is out! Last time, we had one of the longest chapters in the game and correspondingly we had the longest video thus far. This time around, we get easily two of the shortest chapters back to back in a double feature that was STILL half the length of Chapter 3-2. There's a reason I always think the event of 3-2 take place over multiple chapters rather than just the one! Regardless, I do find some ways to spice up this expedient edition of RE4.

One thing I do have to apologize for is that I forgot to change my output settings for OBS when going to record this. The colors aren't nearly as bad as the first part of the LP, but the shadows are pretty harsh for a good chunk of the video. It turns out jumping between 3 different video LPs doing weekly livestreams leaves a lot of room to mess up my video settings if one particular game requires special attention.

An alternative option for dealing with the cage match is to equip a Hand Grenade and immediately chuck it after the cutscene finishes. This should stun the Garrador, bust the lock, and kill/knock down most of the Zealots in the room, including the Crossbow Zealot, allowing you to easily get out of the cage. Truthfully this might even be more effective than the TMP/Flash Bang combo I used, but I'm all for showing off more TMP tech for those who have been reckless with their grenades.

The XL case is the last inventory upgrade we get, and it's weirdly soon after we got our last one. I almost feel like it was a mistake that the XL case becomes available now, like this room was originally intended to be slightly deeper into the game.

The free Rocket Launcher has two big fights its well known for simplifying and it's worth hanging onto for either of those. The serendipitously placed case upgrade also makes it no issue to haul around for now, though we will need to clean up some space later for another item we'll be collecting once we get back to 4-1.

I spent 20 minutes trying to get a good angle for the Ashley glitch that actually let us see what happens. There are better angles you can get for it, but with the amount of time I spent trying to get the right positioning and RNG I was just ready to move on.

Careful with the QTEs in the Ashley section, messing them up is instant death and the timing is pretty tight!

Weapons

Semi-Auto Rifle

Image

The Semi-Auto Rifle is available from the Merchant starting from 3-1. It costs 35000 Ptas.

Firepower: 7.0, 8.0 (3-1, 15000 Ptas), 9.0 (3-2, 18000 Ptas), 11.0 (4-1, 24000 Ptas), 13.0 (4-3, 30000 Ptas), 15.0 (5-1, 40000 Ptas)
Firing Speed: 1.43
Reload Speed: 2.33, 1.90 (3-1, 9000 Ptas), 1.33 (4-1, 18000 Ptas)
Capacity: 10, 12 (3-1, 10000 Ptas), 14 (3-2, 12000 Ptas), 17 (4-1, 15000 Ptas), 20 (4-3, 20000 Ptas), 24 (5-1, 25000 Ptas)

Like the standard Rifle, the Semi-Auto has a purchasable Scope attachment that costs a rather excessing 10000 Ptas.

The Exclusive for the Semi-Auto is a Firing Speed upgrade that costs 80000 Ptas. In the NTSC-U GC release, this is an absolutely ludicrous upgrade increasing its firing speed to 0.40. That's the same as a fully upgraded Red9 for triple the damage, 100% crit rate, and Piercing! All future releases nerfed this to 0.80, which is much more reasonable but still very good and worth saving money for.

Full Upgrade Cost: 361,000 Ptas W/Scope, 351,000 W/O Scope

The Semi-Auto Rifle is a flat upgrade over the Bolt-action in literally every area that matters. More Firepower, considerably better speed with the added bonus of no disorienting bolt crank, faster reloading AND it holds more shells for less reloads and less wasted space in the case. This is even worse in NTSC-U GC where the bolt-action has a pathetic Exclusive upgrade of only 18.0 Firepower, which is absolutely not worth all the drawbacks that gun has. Future releases added the 30.0 Firepower Exclusive for that gun while nerfing the Semi-Auto's Exclusive, but that exclusive is still fairly late into the game and is far too situational to really matter given that head shots on normal enemies are instant-kills anyway. In fact unlike the Riot Gun, you also aren't losing any potency in trading out the bolt-action if you've been purchasing all its upgrades, the Semi-Auto will immediately match or overtake it if you buy it along with its upgrade when it becomes available. Needless to say, this weapon is pretty good. Rifle ammo is fairly common, and you can often leverage its long range to eliminate foes well before they're even aware of you. Leon does take awhile to raise this gun though, so it's precarious to use it in situations where enemies can close the distance between you, and against enemies with their own ranged option that kind of lag can leave you more vulnerable than you expect. Still, it's a fantastic weapon with an overpowered Exclusive that the game is often expecting you to use, so its almost a form of challenge to NOT buy this gun. Definitely grab it when it becomes available!

Mine Thrower

Image

The Mine Thrower is available from the Merchant starting from 3-1. It costs 28000 Ptas in the NTSC-U GC version, and a ridiculously low 9800 Ptas in all future releases.

Firepower*: 2.0, 4.0 (3-3, 25000 Ptas), 6.0 (4-2, 45000 Ptas)
Firing Speed: 1.33
Reload Speed: 3.43, 2.57 (4-1, 18000 Ptas)
Capacity: 5, 7 (3-1, 25000 Ptas), 10 (4-4 After Chapter Boss, 40000 Ptas)

The Mine Thrower has a goofy scope attachment you can buy for 8000 Ptas.

The Exclusive upgrade for this gun becomes available 5-1 for 30000 Ptas, and it is the strangest Exclusive in the game. This upgrades gives the Mine Darts homing properties, causing a fired dart to gravitate towards the nearest enemy in the path of its shot. This actually makes the gun fairly unwieldly and makes setting traps somewhat difficult. People who enjoy using this gun generally skip this exclusive due to it often making the gun worse, though at least in contrast to other crappy exclusives it is really cheap.

Full Upgrade Cost: 219,000 Ptas W/Scope/211,000 W/O Scope for the NTSC-U GC version, 200,800 Ptas W/Scope/ 192,800 Ptas W/O Scope for all other versions

The ultimate of gimmick weapons in this game. The Mine Thrower chucks out exploding darts that will go boom after about 3 seconds, doing about a Hand Grenades worth of damage to things caught in their detonation range. There is exactly one fixed ammo pick up for this in the game, and otherwise you're dependent on RNG from enemy drops to get more darts, though thankfully the drop rate is actually fairly solid if you're using it consistently. There's a lot of fun applications of this gun if you're willing to keep inventory space open for it. Much like grenades themselves, the damage falls off and the usefulness of this gun diminishes as it loses the ability to insta-kill a crowd of enemies, but the disruption this causes and the ability to stun boss enemies still keeps this gun relevant throughout your playthroughs. You also get way more darts than you do Grenades, so all the times I use grenades for stunning enemies, you can similarly slot in the Mine Thrower for similar usage. Now I wouldn't recommend taking the Mine Thrower if you've already committed to the TMP and plan on getting a Magnum later, as it just takes up way too much space. If you're trimming things like a Shotgun or the TMP from your arsenal though, this can be a fun way to spice up your playthrough! Note that this gun is also ridiculously cheap in most versions of the game, barely more expensive than the basic Handgun. A goofy but not necessarily strat you can use with this is to sell off the Mine Thrower once it's empty and the buy a new one which will come in fully loaded. This essentially lets you buy grenades, and while it's not something I'd personally do, it could be a fun way to clown around on repeat playthroughs. You could also buy a Mine Thrower not for actually using it, but spawning in its ammo more often. Each dart sells for 500 Pesetas, so you could make back your money plus a decent chunk extra by just selling Mine Darts. I don't think this is a particularly good money trick though, and it's definitely not worthwhile in the NTSC-U GC release where the gun is way more expensive.

*The Firepower stat for the Mine Thrower does not represent its damage, which is static across all upgrade levels, but instead the explosion radius of the darts. I believe at 4.0 it's identical to a Grenade's range, with 6.0 making it slightly better.

User avatar


"He's a survivor of Raccoon City. We can do without the extra distraction."

Ada's back at it again with another rousing bit of recycled content with minor variations, though thankfully this chapter is much shorter than the previous one. In fact, if you forgo scouring the maze for items and just rush to the main objectives, you can easily clear this chapter in about 5 minutes, and not really be at much of a resource loss.

The only other addition to the Merchant's inventory we'll see throughout the rest of Separate Ways is the final case upgrade, otherwise this is the extent of what he sells.

There's not enough inventory space to really take the Bow gun AND the Semi-Auto Rifle at this point, so I just went with the latter since it's more useful and we're better off stockpiling Bow Gun Bolts for later anyway. We'll go into more detail on the Bow Gun once we're actually using it.

There's no combinatory treasure for this chapter, the 3 treasures I grabbed are all you can get.

Funnily enough with most of the guns and case upgrades purchased, there's actually not that much left to use money on since we can't buy upgrades. You can miss quite a bit of the treasure in Separate Ways and still be able to afford all the major purchases.

There's no way to grab the Rocket Launcher you can see over by where Leon is making his valiant stand, not that Ada would really have much use for it.

User avatar
Mercenaries: HUNK



It's time to do some merc work as Mr. Death himself, the Human Unit Never Killed! Actually I've heard that's a backronym with no official source, and I don't know what to believe anymore. HUNK is actually the 4th character of the mode (fitting), but we won't be properly introduced to Krauser until Act 5, so we'll save him for then. Regardless, HUNK is generally considered to be the other low-tier trash pick of Mercenaries next to Leon, though who's better between the two comes down to preference. I'd actually go to bat for HUNK myself, he has a number of good traits over Leon and has at least one stage where he's close to being the best character for. HUNK only has one gun to work with, a unique TMP with a built in stock, giving him excellent close quarters and surprisingly good distance shooting. He also starts with 3 Hand Grenades, which aside from being an appreciable number to have also swings the RNG heavily in the favor of tons of them being dropped. In fact depending on your luck, it's not at all impossible to have a stage run that mostly sees HUNK running around like a mad bomber. Of course, the obvious problem here is that if you run out of ammo and grenades, you are well and truly hosed and must wait out the clock as HUNK has no knife to even try and attempt desperation strats with. While this can happen to anyone, having just the one gun to work with means HUNK is uniquely vulnerable to this, particularly at the beginning of stages where he only gets 200 TMP bullets to work with, which believe me goes a lot faster than you might think. HUNK of course has his signature Neck Breaker instant kill, which while I think it a little bit overrated, it can be used to great effect in many places. We're playing the HD version this time for flavor since HUNK isn't better or worse here, and it ended up being a fairly solid run of levels. I set several PB's for this version, with the Village and Water World being the highest scores I've gotten for those stages across any version thus far! Not bad for a guy with severe match up issues into most of the stage bosses.

The Village

HUNK is legitimately a great character here, this stage plays amazingly to his strengths. The constant waves of enemies means you'll be flush with ammo and grenades from random drops, and more than any other stage this is where HUNK can spam grenades like crazy to great effect. One little bit of tech you'll see me use a lot for HUNK is chucking a grenade to create space and reload safely. When you're not dealing with bosses, this is a fantastic use of grenades. As a bonus, the delayed recognition for Grenade kills can be exploited to extend your combo timer, letting it burn longer before it gets fully reset by the next chain kill. You can do similar extensions with HUNK's neck breaker. Bringing it back to bosses, the reason HUNK is so great on the stage in particular is because his Neck Breaker works on the Bella sisters. Just pop some bullets into their face or chuck a flash bang, and you can instantly take them out. HUNK has by far the easiest time working these ladies into an ongoing combo. Just be mindful of the Neck Breaker's end lag! If you take out one sister with it while another roams, it can leave you very vulnerable to a revenge kill, something I found out first hand on my first run of the stage. I ended up getting my overall PB between all versions of the Mercenaries for this stage here, so I'm pretty happy about that.

The Castle

HUNK is almost really great here. With predictable and swarmy spawns combined with lower health than the Ganados from the Village, HUNK can easily rack up chain kills here with TMP and Grenade spam. He's a little vulnerable to crossbow potshots and shield enemies are annoying, but both of these are manageable. What ISN'T manageable are the Garradors. HUNK has an absolutely atrocious match up into this enemy. You MUST hit their weak point to deal meaningful damage to them, possibly to deal damage at all, and the TMP will routinely cause them to spasm and throe in a way that makes finishing them off a hassle, never mind working them into a combo. Grenade spam is required, especially for the armored Garrador, and it's just not guaranteed you'll be able to do that. I decide to eschew the Garradors entirely and skip the final hourglass pick up, just rolling with what I get. Funnily enough, I was just a stone throw from beating my PB for the stage in this version in spite of that, though obviously the score is much worse than what I got with Ada. I did set a new record for highest combo though.

The Military Complex

Pretty good stage for HUNK! The incredibly random spawns suck ass for HUNK, but he does manage pretty well with the TMP and Grenades. His match up into JJ is a little dicey, Grenades don't stun him for nearly as long as you like, and getting a good headshot lined up without losing your combo in the process can also be a hassle. I walk this tightrope pretty well though and generally get him finished off within a decent point in a combo for that huge boss combo bonus. As is so often the case, the ending of this stage is messy as every enemy decides to just avoid me for a bit, but I still managed to secure a couple more combos to push myself towards a pretty sizable PB.

Water World

Fairly similar to the Military Complex honestly, HUNK manages well here but the exceedingly random spawns can be a pain in the ass. Especially due to the fact that you'll often have Crossbowman and Rocket Launcher soliders spawning in the distance. HUNK does better against these than Leon, though not by much. Similar to Leon though, his matchup into Super Salvador is kind of dire. HUNK at least has a reliable option in Grenade spam though. While Salvador will still frequently shrug off the explosions and keeping charging at you, 3 'nades at his feet will often kill him just due to sheer damage, and even if they don't a couple taps from the TMP will seal the deal once you can find a safe place to shoot him. It still makes him complete RNG to work into a combo, so he's worth abysmal points most of the time, but at least we have a way to ensure we can continue the stage without having to run like a coward the whole time.

User avatar


"Why don't you do us all a favor and leave before the audience gets pissed off?"

Part 14 is out! Leon and Ashley are reunited (briefly) and we return to the journey through Salazar's castle in progress! Act 4 is a pretty interesting beast as it ping-pongs between some genuinely nerve wracking moments and some of the goofiest shit you've ever seen in your life. 4-1 is a picture perfect representation of this dichotomy, being one of if not the longest chapters in the game and it ticks both boxes for being ridiculous and horrifying over its run time. Due to its length, we'll be taking it in two videos so we don't have a near feature length edition like we did for 3-2.

Be sure to grab the free Broken Butterfly before doing anything, we will not get another chance once we proceed to the bug room in this chapter!

Magnum ammo is incredibly rare, so be sure to save it for only the toughest encounters. Fortunately, I know all the best places to use it. The Broken Butterfly isn't super impressive without upgrades, so I'd recommend funneling cash into it even if you don't plan to use it long term (which I don't). Some of our guns like the TMP are just about fully upgraded, so we'll be throwing less and less money at them as the game progresses, may as well use it for something.

The Merchant's upgrade list doesn't update until you reach the grand hall, so sadly we cannot get any upgrade by revisiting the Merchant prior to the Luis Wangpalement Room (as it has been re-dubbed in his honor).

I get pretty bad luck in the Armored Plagas room. They have three attacks they can do, a quick horizontal slash, a incredibly winded up overhead slash, and once their helmets pop they can perform their plagas attacks too. Usually they stick to the overheads, but I got caught out by a ton of horizontals this time. They're easy enough to avoid if you stay in motion, but trying to squeeze off shots as they approach can lead to getting hurt if they don't do a preferable attack. If the room goes well, I try to burst each helmet and then drop a flash bang to take out all the armors at once. My poor approach to this room resulted in a bit of wasted ammo.

Since there's no items to get save for a pack of handgun bullets, you'll not really sacrificing anything if you use the TMP clip to bypass the Ceiling Trap room.

This is the second-to-last chance to get all the eyes for the Butterfly lamps. I had the luck to have them fully upgraded by now, so we won't have to worry about losing any money on these going forward.

Yes, we really do lose Ashley that quickly after getting her back. And her absence from the game this time is going to be even LONGER. The escort mission aspect of this game can often find itself overstated.

Weapons

Broken Butterfly

Image

The Broken Butterfly becomes available from the Merchant in 3-1 for 38000 Ptas. Alternatively, you can find a free one in 4-1 by backtracking to the balcony leading to the Hedge Maze and having Ashley Piggyback into the large window along the way.

Firepower: 13.0, 15.0 (3-1, 25000 Ptas), 17.0 (3-3, 30000 Ptas), 20.0 (4-1, 35000 Ptas), 24.0 (4-3, 50000 Ptas), 28.0 (5-3, 70000 Ptas)
Firing Speed: 0.70
Reload Speed: 3.67, 3.00 (3-3, 15000 Ptas), 2.33 (4-3, 20000 Ptas)
Capacity: 6, 8 (3-1, 15000 Ptas), 10 (4-1, 20000 Ptas), 12 (5-1, 25000 Ptas)

The Exclusive upgrade for the Broken Butterfly is a Firepower upgrade. For a whopping 150,000 Ptas, you can boost the Broken Butterfly to an equally tremendous 50.0 Firepower, the highest of any weapon that isn't a New Game + Bonus. It is available VERY late in the game though, 5-3 after the first boss of that chapter. You only get about a half an hour of the game left to enjoy this.

Full Upgrade Cost: 455,000 Ptas/417,000 if you got it for free.

The world is a vampire. Anyway, the Broken Butterfly is of course the primary Magnum of the game though it's not the only Magnum in the game. It is the Hand Cannon of choice, excepting for the literal Hand Cannon you unlock if you get all 5 Stars in Mercenaries. As is typical for Magnums in the series, it is the ultimate in single target punching power, its firepower far exceeding other options available at the cost of having extremely rare ammo. Unless it's Resident Evil 2 where Magnum ammo is everywhere, but this isn't that game. The Broken Butterfly also benefits from Penetrating shots, allowing it to mulch multiple lined up enemies in a single blast if you're using it for general purposes. For the most part though you'll likely be saving it for difficult boss encounters. Which it's darn handy to have for! The free Broken Butterfly is grabbed at just the right time where you can upgrade it into a serious boss killer and there's multiple upcoming fights where it'll come in handy. It's a very good idea to grab it and funnel upgrades into it for these encounters, though whether or not it's worth it to fully upgrade it is actually pretty debatable. While 50 Firepower is incredible and literally only outclassed by a Rocket Launcher on a fresh file, it's both very expensive to take the Broken Butterfly to this point and incredibly late in the playthrough when that option even becomes available. Like I said, you get about a half hour of time to enjoy that incredibly powerful Magnum, if you even have the ammo to use it for anything besides the literally 2 remaining boss fights it'll be present for. In recent playthroughs, my strategy with the Broken Butterfly is to grab the free one and upgrade it as far as I can for the boss encounters that come up while I have it, and then sell it off for the alternative Magnum we'll get in Act 5, which is weaker at its max upgraded stats, but it becomes stronger earlier and cheaper than the Broken Butterfly. I'll probably skip the second Reload Speed upgrade and 24.0 Firepower upgrade for this playthrough, as they won't be all that helpful at a pretty hefty cost if I go for them. One niche thing you can do with the Broken Butterfly is actually purchase one before you get the free one, allowing you to have two of the gun at once (The Merchant won't allow you to buy another Broken Butterfly if you already have one). This allows you to exploit capacity upgrades for both of the guns, getting considerably more ammo off of the incidental refills than you would just by finding it normally. Granted, for both guns to be useful, you'd have to be funneling upgrades into the both of them, but you can eschew Reload Speed upgrades since you'd just be swapping between the two Magnums when one is empty. It's a bit of a goofy strategy to be sure, but if you're not using the TMP and are just committing to the standard 3-gun loadout of a Handgun, Shotgun, Rifle, it can be a fun little gunslinger loadout to play around with.

User avatar


"So maybe you have nine lives, but it doesn't matter now Mr. Kennedy. I've sent my right hand to dispose of you."

"You're[sic] right hand comes off?"

Part 15 is out, and we have our thread title! I try as best I can to not just re-iterate what I say in the video within the forum posts (to limited success) but I absolutely love how the lamest comeback of all time was originally paired with the classic Your/You're mistake, making it all go down like the finest of wines. Anyway, the backhalf of 4-1 has its fair share of challenges for us, but I'd say this video went pretty well all things considered.

If you do plan to use the Rocket Launcher, where you should use it depends entirely on what you have. Got some grenades, especially Incendiaries? Then comboing those with the Broken Butterfly is more than sufficient to clear the Garrador room. Otherwise I'd advise using it there and using a similar strategy to what I did in the video for Verdugo. If you do have the means to easily dispatch the Garradors, then the Rocket Launcher is a quick and convenient way to dispatch a frozen Verdugo, which has the added bonus of saving a lot of Magnum ammo, which can be pretty helpful for the next chapter.

The Striker is almost striaghtforwardly the best Shotgun in the game. Its distance shooting is awful, but I and imagine most people don't really care about Shotguns for that. Its core stats are the best of all the Shotguns by a considerable margin, and the only other area it loses out is handling which the Riot Gun is slightly better for, though the difference isn't as nearly as big as it is with the basic Shotgun. Add in that the Strike is the most compact of the Shotguns and can hold a ton of your ammo for it within itself with enough Capacity upgrades, and you've got a hilariously lopsided advantage for this gun in a hypothetical tier list.

The Ditman glitch is the most persistent and useful bug in RE4, and it's pretty fun to play around with. It is a staple of the late game for the RE4 speedrun as the time it takes to activate it is almost always made up for with the general speed boost, and it results in a number of other glitches that save a bunch of time. I'll demonstrate some of these applications, though obviously since it's not an intended way to play through the game (even if they graciously commit to retaining it for every port of RE4) I will not be using it to assist in my general gameplay.

If you're too light on ammo to defeat Verdugo even with the cannisters to freeze him, your best bet is to run between the mechanical room and the elevator room, hitting the QTE's as needed until the 4 minute timer is up. Amusingly, he just disappears from the game if you deal with him in this fashion.

Speaking of, taking out Verdugo without freezing him is not advised for a fresh file. It'd take every bit of ammo you'd have considering how many full powered Hand Cannon shots he took and you'd be reduced to knifing his ass in a very precarious fashion. Having no ammo going into the next chapter is also very much undesirable due to another bullet sponge fight coming up.

Weapons

Striker

Image

The Striker becomes available from the final Merchant in 4-1 for the cost of 43000 Ptas.

Firepower: 6.0, 7.0 (4-1*, 25000 Ptas), 8.0 (4-3, 28000 Ptas), 9.0 (4-4 After Chapter Boss, 32000 Ptas), 10.0 (5-1, 40000 Ptas), 12.0 (5-1 Second Merchant, 60000 Ptas)
Firing Speed: 0.73/1.10 (Post NTSC-U GameCube versions)
Reload Speed: 3.00, 2.40 (4-1*, 8000 Ptas), 1.50/1.67** (4-4 After Chapter Boss, 15000 Ptas)
Capacity: 12, 14 (4-1*, 10000 Ptas), 16 (4-3, 12000 Ptas), 20 (4-4 After Chapter Boss, 16000 Ptas), 24 (5-1, 18000 Ptas), 28 (5-1 Second Merchant, 28000 Ptas)

The Exclusive upgrade for the Striker is a capacity upgrade, boosting the maximum number of shells it can carry to a staggering 100. As all Capacity upgrades do, this has the fringe perk of fully loading the gun, effectively generating 72-100 extra shotgun shells for the cost of the upgrade. Speaking of, this costs 60000 ptas.

Full Upgrade Cost: 392,000 Ptas

I get that balance between the guns shouldn't be a particularly big focus since this is a single player adventure type game, but the Striker is still probably the most egregious example of late game guns being flatly superior to the earlier guns available. The Striker has the heftiest price tag on initial purchase, but its base stats are head and shoulders above the base stats of the Shotgun and Riot Gun for no extra upgrade costs. When you DO start upgrading it, it scales incredibly quickly and boasts even more Firepower than the Riot Gun with its Exclusive. For a much lower total price at that, as the Firepower of the Striker is not its Exclusive and it is not required to purchase any other upgrades to get it to that point. If that wasn't enough, the Striker has numerous fringe perks. For starters, it's very compact for a Shotgun, taking up a 5X2 space in the case instead of the 8X2 the other options do. Its high capacity and quickly unlocking upgrades also allow you to store more Shotgun ammo directly in the gun, in addition to making the Merchant into a regular reload stop for it. That second point is particularly funny as if you're routing those Capacity upgrades efficiently, you'll find yourself drowning in Shotgun ammo by the end of the game. The Exclusive upgrade gives you all the shells you could possibly need for the remainder of the game on its own. It's pretty safe to say this gun is overpowered. It does have at least one drawback though! Its distance shooting is awful, with anemic damage and almost no stagger power once you get about 5 feet out from where Leon is standing. The Striker plays the Short-Range Shotgun trope to the hilt. But for me and many others, that's perfectly fine. You have plenty of other viable distance shooting options so this could only ever be a consideration in some kind of goofy Shotgun Only self-imposed challenge. The Striker creates a cone of death that'll pop 3 skulls of enemies in Leon's face, and what more could you possibly ask for? Since I pointedly limited my cash expenditure on the earlier Shotguns, we'll have plenty of spare cash to bring this gun to its full potential, and we'll be so much better off for doing so. I'm guessing someone on the Dev team also thought this gun was a little overtuned, as it got a pretty significant (though not ruinous) firing speed nerf starting from Biohazard 4 on the GameCube.

It's come up multiple times already, but beyond just being a fantastic gun in its own right, the Striker is also the source of the most famous and useful glitch in RE4: the Ditman glitch. So named for the GameFaqs message board poster who brought it to light, the Ditman glitch occurs when you open the case while going to raise the Striker but before the aiming laser sight appears. Should you switch Leon's equipped weapon during this brief but easily hittable frame window, Leon will gain a roughly 33% speed boost to all his animations, including his general movement. You really zip around with this glitch in effect, and it is the main reason, even more so than the overpowered New Game + weapons, that New Game + speedruns of RE4 are WAY faster than fresh file playthroughs. The speed boost also produces a number of clipping and airwalking glitches, as while some canned animations reset Leon's speed to normal, there are a number that don't and these lead to even more funny skips and speed tech with the glitch. I'll do my best to demonstrate the more useful ones I know of going forward.

*Due to either a bug or an oversight, these upgrades are not available in 4-1 in the NTSC-U GameCube version and they do not unlock until 4-3. The Striker ends up being the only gun in a New Game file where multiple levels of upgrades are unlocked off of reaching a single specific Merchant.
**Like the other Shotguns, the final Reload Speed level got a fairly insignificant nerf to make these guns a bit riskier to use.

User avatar


"If they are not stopped, people around the world could turn into victims of this crazy cult organization."

Part 16 is out! I take a brief detour to show off some fun speed tech, and then get to spend a good chunk of the video looking like a complete clown as my tried and true strategies flop like a fish as soon as I hit record. So it goes in the world of Let's Play.

Perhaps it goes without saying, but the Infinite Launcher can also be used to bust the boulder in future releases of RE4 if you have it.

There's a handful of places in the game where airwalks can be done, though I only know of one more that actually saves a good amount of time.

I'd like to give a quick shout out to the speed runner GambitTides, who has a New Game Professional run for the NTSC-U GameCube version of the game that I learned about the airwalk from. As far as I can tell, 9 years out and this is still the world record for this particular version and category of the game. As mentioned previously, most RE4 speedruns for the GameCube release are done on the PAL version which has the Boulder Blast trick and is flatly faster and safer in this specific instance. I think there might be more reasons PAL is the preferred version for speedruns, but I don't know them off hand. Were the speedrun scene for this game established in the modern era, I imagine NTSC-U would be its own category even if this is the only significant difference. After all, the Family Guy video game has category splits for the NTSC and PAL releases even though this is a complete shitpost of a game to speedrun with only one serious top level runner for it. (Shout outs to the GOAT ToxicPinhead)

The Dos Gigantes fight was disastrous this go around. These big boys are some serious damage sponges, and unfortunately I think I was too eager to lay out damage and ended up making things harder on myself. Typically 3 grenades is enough to make them kneel, but evidently they have some serious resistance to damage when they are regaining their footing after a parasite cycle. The third Broken Butterfly shot on the Parasite not killing suggest some very unfortunate damage thresholds I crashed into. Not my finest moment, but hey that makes this playthrough unique in its own way.

It's worth mentioning twice that the cavern after the mines is the absolute last chance to get a Blue Eye. The only guaranteed Blue Eye is from the hive we destroyed in 4-1, so if you haven't been able to complete the second Butterfly Lamp and want to be sure you can sell every treasure for its maximum value, it's a good idea to double back and save before heading through here.

User avatar


"As far as I know, the girl was injected with the eggs before you. Her time is ticking. You should prepare yourself for the worst case scenario."

Part 17 is out! It doesn't even really register on a casual playthrough, but this LP makes me realize how plot-light and rapid-fire chapters 4-2 and 4-3 compared to the beginning of Act 4. I've certainly had to dig deep to pull quotes from the singular memos we get from each chapter. Still, it's pretty fun and our most powerful weapons are really starting to come alive now. Exclusive upgrades coming soon!

If you do have the Bolt Action Rifle here and you're not on the NTSC-U Gamecube release, its Exclusive is available now. The 30 Firepower makes it a one hit kill on body shot for every normal enemy, and since Rifle ammo is much more common than Magnum ammo, this can have some decent effect. As a matter of fact, this will make the Rifle stronger than the Broken Butterfly for the next 3 and a half chapters, and flatly stronger than it if you don't count its Exclusive. Whether this worth the inherent drawbacks of the Rifle is up to you to decide.

Weapon upgrades get quite expensive now, so if you've been lax in your treasure hunting or unwise in your purchases, its very easy to run out of cash at this point. Luckily that's not a factor for me, and I've only got a couple Exclusives I really want to purchase, so we should be perfectly fine for the remainder of the game.

User avatar


"Monsters... guess after this, there'll be one less to worry about."

Part 18 is out, and with that the conclusion of Act 4! We spent quite a bit of time in this Castle and its grounds, so it'll be sad to see it go. The upcoming Act 5 is easily the most erratically paced and dense section of the game, for better and for worse. Some players find the game to slightly run out of steam at this point, but I find that it has enough highlights to keep the game largely entertaining for the rest of its run time.

Not sure why that one Velvet Blue is absent from every other version of the game sans the Wii version, but hey another little bit of extra cash to go along with the glitched Dos Gigantes cash.

This chapter is where the Striker really shows it value. If you committed to the Riot Gun, you wouldn't be able to get 8 Firepower for it until after the boss fight. The Striker is already there with a superior fire rate, though it is slightly worse on Reload Speed until we finish the chapter. It does wonders for the lift sequence.

If you do get the Firepower upgrade for the Broken Butterfly and land all your shots with it (assuming you haven't been hoarding more ammo for it unlike me), you can shave off a cycle of the Salazar battle. The Semi-Auto is also a valid option for this battle that speeds it up quite a bit, but the worse mobility and higher punishment for missing shots convinced me to stow it.

As mentioned, Spitter plagas are infinitely spawning on the lower level, so you can farm some ammo and items if you're in this fight in a bad situation.

For other notable exclusives that come up after Salazar, the Punisher and Red9 can both be maxed out here, the latter of course being a very worthwhile purchase. The Basic Shotgun is otherwise maxed out at 4-3, but its Exclusive comes up here and it's a pretty worthwhile purchase if you're committed to it. The Riot Gun can also be maxed out here, though good luck affording it alongside anything else as its final upgrades are ridiculously overpriced. I'd recommend saving enough cash for the Semi-Auto's upgrades once the become available in the next chapter. In the NTSC-U GC version especially, as its Exclusive is very overpowered here.

User avatar
Mercenaries: Albert Wesker



Fortunately, we've got a lot more than 7 minutes to spare on this one! Wesker is pretty much the de facto top tier of RE4 Mercenaries. He has one of the strongest guns in the game with the Semi Auto Rifle as well as the Killer7 Magnum for boss killing and enemy deletion and a trustworthy plus efficient sidearm with the Handgun. His Thrust Punch is also an insta kill on normal enemies and can easily scoop up two or three kills in one punch depending on how enemies clump up. He's also got so many grenades he is quite literally struggling to hold them all. In fact, more than any other character. Wesker often runs into inventory problems as he has so much stuff. Inventory clutter is Wesker's main con, but he does have a couple subtle ones you might not realize initially. For starters, he doesn't actually have any ammo for his guns besides what they come loaded with. This isn't too big a deal as he still starts with 24 rifle shells and 10 magnum bullets considering that, but it is something to keep in mind. His Handgun is also at a slight anti-synergy with his melee skills as it has the 5X critical rate exclusive, which is more of a nuisance than a help a lot of the time. Setting up knee melee strikes is always inconsistent, and Chikyo Chagi is actually not a guaranteed kill on masked enemies in the Castle stage due to them being immune to critical hits. Finally, the Killer7 has an obnoxious nerf in this mode to keep it from being too dominant: when a boss enemy is down on the ground, they take no damage from the Killer7, or close to no damage. This doesn't matter for J.J. or the Garrador (whose kneeling state is not the same as being on the ground) but it is very important to keep in mind for Super Salvador and especially the Bella Sisters. A lesser but still notable weakness for the Killer7 is that it also has a notable delay in registering kills on normal enemies, there's about a second before the kill actually counts. This is at least on the mixed side of things, because this can also be used to extend your combo for longer if timed right. These weaknesses are all very minor though and easily manageable when you're aware of them, and Wesker's core kit is so damn strong it's pretty hard for any of the other characters to beat him in consistency. Wesker is most popular character for high scoring runs due to his power, though sadly due to bad luck I do a pretty bad job of demonstrating this. Still managed to score a couple PB's on the Military Complex and Water World though, surprisingly, and we got 100k scores for every stage for once. One other minor point to mention here, you'll notice at the start of every stage, I immediately throw out the Silencer. This attachment does basically nothing but take up 2 inventory slots once the fighting starts, and the only place where it can even be put to SOME minor use is the Village, as it's the only stage where the enemies in it aren't immediately aware of your presence.

The Village

Wesker does quite well here, with ample ways to kill many Ganados in one fell swoop, whether it be with well placed rifle shots, melee strikes or Grenades. Where Wesker falters is the Bella Sisters. This is honestly a place where Wesker suffers from success, as you can easily rack up kills and spawn in too many Bella Sisters at once, making it insanely difficult to weave them into an ongoing combo without getting overwhelmed. Remember: They are almost completely immune to the Killer7 when knocked down, and it is guaranteed to knock them down on every shot! I really struggled to manage them here, and my score suffered for it. It's probably better to focus on racking up Bonus Time kills to start rather than keeping a big combo going for the entire stage. Chalk it up to experience.

The Castle

Wesker is good here in all the ways Ada is, and then some! Much better Grenades at his disposal and an even more reliable answer to the Garradors in the Killer7. Note that the hit detection for the parasite when shooting at it with the Killer7 is a little wonky, and sometimes you can find yourself repeatedly staggering the Garrador before finally nailing the kill shot. A single magnum round to the parasite is enough for the kill, so just keep at it until you hit it. Unfortunately, I was not able to weave the first Garrador into a combo, and more score ending up falling short of Ada's because of it. If I remember right, Wesker on this stage has the overall highest score of any character on any stage in the score attack scene for this mode.

The Military Complex

I'm shocked this was a new PB because this stage went awful for me. Still, once again Wesker does well here. J.J. will never fall over due to the Killer7, so you can just slam fire it at him to dispatch him. The Rifle is just as good here as it was for Ada, with the added bonus of needing far less frequent reloads due to the 24 capacity. I've still yet to figure out the spawns for this stage, sometimes the enemies are just nowhere to be seen, and I really suffered for it here. In a more amusing case of bad luck, one of the J.J.s that spawned in caught another in his line of fire and actually killed him, which is why I randomly gained 10k points towards the middle of this stage. It remains to be seen if I can get at least a passable run of this stage with our remaining characer.

Water World

Similar to the Castle, Wesker is Ada but Better here. The ability to use grenades to destroy large clumps of enemies is much appreciated, and we can actually get quite a bit of floor time for the Killer7 due to the abundance of pre-determined pick ups for it in this stage. Wesker matches up quite well into Salvador by slam firing the Killer7 into his body. Be mindful to go for body shots with it, as headshots will knock over and ground Salvador! If that happens, switch over to the Rifle and slam fire with that instead. Towards the end of this stage, I was beginning to get a better idea of how the spawns work. It seems in this stage, you have to step over specific thresholds to get more enemies to pop in. Camping a single area with inevitably stymie the flow of your combo, so be sure to switch up your position periodically. This was a decent, though not stellar PB for me.

User avatar


"Perhaps you are disillusioned with overconfidence just because you killed my small-time subordinate?"

"Saddler, you're small-time."

Part 19 is out! Similar to Act 3 and Act 4, the first chapter of Act 5 is a fairly lengthy affair the ushers us through several set pieces that probably could have qualified as individual chapters in their own right. This chapter is pretty dense and slowly paced, but it's hard to say if that's better or worse than the following chapters that are dense and move at a break neck pace. If nothing else, the game is certainly not without its iconic moments still to come!

I'm using the Killer7 more for flavor rather than necessity. It does reach its maximum potential sooner than the Broken Butterfly, and that does actually have some value, but the Broken Butterfly is still plenty sufficient for the situations to come and it has some wonderful merit for making New Game + runs amusing.

Our Handgun is going to see very little use for the remainder of the game. We will be absolutely buried in Shotgun and Rifle ammo for the remaining chapters, which is another reason why I'm not super particular about holding out for the Red9 at this point. In spite of its greater bullet efficiency, I still regularly found myself without Handgun ammo at this stage of the game when using it.

I don't give the Regenerators much room to strut their stuff, and it is highly advisable you don't either. They are actually super quick and difficult to dodge once in their attack range and believe me when I say that's a much bigger area than it might seem in the video. You can run past the first two without much issue, but it's less of a hassle if I just kill them when first encountering them, and the TMP is actually pretty wonderful for dispatching these guys without the Infrared Scope.

Speaking of the Infrared Scope, we'll want to have it for chapter 5-2 as well, but I will be selling it towards the end of that chapter since it basically becomes useless at that point and it's worth a cool 10k Pesetas.

With the Striker's Exclusive now available, we'll be able to scoop up 100 additional shotgun shells at any point provided we're willing to shell out the 60k Ptas price tag for the upgrade. Since there's little to purchase at this point, I'm more than willing to spring for that at the right time. Considering this, there's basically no reason to have 70 excess shells cluttering my inventory.

Weapons

Killer7

Image

The Killer7 is available from the Merchant starting from 5-1. It costs 77700 Ptas to purchase (cute).

Firepower: 25.0, 30.0 (5-1, 62000 Ptas), 35.0 (5-3, 78000 Ptas)
Firing Speed: 0.70
Reload Speed: 1.83, 1.53 (5-1, 20000 Ptas), 0.93 (5-3, 30000 Ptas)
Capacity: 7, 10 (5-1, 20000 Ptas), 14 (40000 Ptas)

The Killer7 has no Exclusive upgrade.

Full Upgrade Cost: 337,000 Ptas

May the Lord smile, and the Devil have mercy. The Killer7 is definitely an odd duck, the only other Magnum in the game and it comes in super late. The truly funny thing about it is that in almost every area, it is flatly superior to the Broken Butterfly. Faster firing speed (even if it is a narrow advantage), considerably faster reload speed, higher capacity, less recoil and better handling. Where it is worse though is raw firepower when considering the Broken Butterfly's Exclusive. 35 is pretty good, but it's hard to beat the appeal of a flat 50. That said, the Killer7 is stronger sooner than the Broken Butterfly, and more prominently, it is at its strongest in time for a tough boss fight where you'd really like to have a powerful magnum at your disposal. And really, how much of a difference does that 50 Firepower actually make? The fights you can use it in have pretty unique structures that result in the Broken Butterfly not really getting anymore mileage than the Killer7 does. There's one more J.J. to blast down between getting the BB Exclusive and finishing the game, but that might be like... one less bullet used. Given all the advantages the Killer7 has in literally every other area, I've recently found myself just swapping out the Broken Butterfly with it for all my Magnum needs. I don't really mess around with New Game + all that much, and the unlockable weapons completely invalidate the Broken Butterfly anyway. And like I pointed out in the videos, the Killer7 basically just hands you an extra 31 magnum rounds to use with its capacity upgrades, so it has some decent value for your late game cash just off of that. This does funnel into another way you could go about it: similar to the dual Broken Butterfly strategy, you could just keep your Broken Butterfly and have the Killer7 in addition to it. There'd be one more capacity upgrade for the BB available by the time you get this gun, so you can load it up with that and then swap between the two as needed. Not particularly practical in my experience, but hey it is an idea. Also, yes this weapon is indeed a reference to the Suda51 game of the same name, which was also published by Capcom and was a part of similar push to get new games made for the GameCube (most of which ended up getting PS2 ports within a year lol).

User avatar


"Ah, I have an idea. Since you're here, why don't I introduce you to 'it'. 'It' should keep you busy."

"Can't remember the name, huh? A senior moment, perhaps."

Part 20 is out, and fittingly, we get Ashley back for like 20 minutes. This is another chapter that takes us through like three different chapter's worth of setpieces but at a much more breakneck and frantic pace. It's been mentioned earlier in the thread that the story scenario for RE4 was banged out in about 2 to 3 weeks, and it really shows in the final Act where multiple threads come to hasty conclusions (with things like Krauser being resolved almost as soon as they get introduced) and we kind of just glide from one scene to the next with flimsy justification, if any is provided.

I bungle quite a few of the flash bang strats in this video, partially due to trying to blend them with my running commentary and partially due to the fact they're much more consistent when you skip the preceding cutscenes. Still, I'm sure you get the basic idea.

There is exactly one Regenerator left in the game after 5-2 and it is comedically easy to avoid it. As such, I'd say you're just best off selling the Infrared Scope like I do here for the extra cash.

The Lift portion of the Bulldozer sequence can be a lot more perilous if you don't have the fully upgraded semi-auto rifle. While Ashley is in the driver's seat, she is completely defenseless and can easily die in two hits. Not good if you happen to miss any rifle shots, so be mindful of your faster distance shooting options if you have the TMP or Red9.

User avatar


"You may be able to prolong your life, but it's not like you can escape your inevitable death, is it?"

Part 21 is out, and we have the penultimate Separate Ways Chapter! The end game for Separate Ways decides to mix things up a little and actually give us some unique areas plus a unique boss encounter in the final chapter. Granted, the new areas look pretty ugly and weird due to being made with the PS2 in mind, but hey it's something! Sadly, there's not much in the way of new story content for this one. I have different plans for the final Separate Ways chapter, so this is actually the last time we'll be having video dedicated solely to it.

Not much to elaborate on that I don't cover in the video, but if you have over 140k Ptas at this point between cash on hand and your treasure, you're set for every notable purchase left to make. We just need the case and the Bowgun, the latter of which will be seeing heavy use for the final couple encounters in Chapter 5 of Separate Ways.

User avatar


"What is it that you fight for, comrade?"

"My past, I suppose..."

Part 22 is out! And boy is it a dense one! Another famous QTE sequence plus 2 major boss battles, this is definitely the crescendo of Act 5. Unfortunately, we have some pretty rough sections of the game coming up right after, and I don't just mean difficult. One thing I want to address right now is that I misspoke at the end of this video, we have a couple other things I want to upload before we move onto 5-4, both already recorded. I should have those up in the coming days, so look forward to that!

Just to re-iterate, the first Resident Evil movie sucked ass. No additional commentary.

Flash Bangs and Hand Grenades are another valid counter to It during the rig sequence, if you don't happen to have a Magnum at this point. One thing to note is that the Exclusive upgrade for the Broken Butterfly is not available until AFTER beating It, so the Killer7 with even just one Firepower upgrade will enjoy a flat advantage here.

I didn't highlight it but on the path to Krauser is one more Shooting Range if you haven't yet completed that sidequest and wanted all the bottle caps.

For the most part nothing but the knife is needed against Krauser at any point, but peppering him with Magnum shots as he attacks makes the fight a lot less reaction based, so it's a good idea to do that for more consistency. With good reactions, you can easily back him into a wall and knife him to death in short order.

User avatar


"Thanks to you, however, Umbrella is one step closer to its re-establishment. And once it is, there will be significant changes in our world."

Part 23 is out! Pivoting to a completely different side mode, it's Assignment Ada time! Or Ada the Spy if you prefer. Prior to Separate Ways, this was the main way Ada found herself represented in gameplay for Resident Evil 4, as well as having the only direct appearance of Wesker in a cutscene, albeit in a non-canon moment. Assignment Ada is very much a mini-scenario, as mentioned in the video very reminiscent of Operation Mad Jackal from RE3. We have a repackaged Chapter 5-1 with a new collection objective to complete! It's not particularly difficult, and the reward for completing it is considerable on GameCube, as it unlocks the Chicago Typewriter for purchase in New Game +. Starting with the PS2 version, it instead unlocks the gun in Separate Ways (sold for 300k instead of the million it costs in the main game), which is a fair deal less exciting. Either way, we need to cover it at some point, so we may as well get it out of the way now considering we've dusted Krauser in the main game. I opted to use Biohazard 4 for this since I hadn't completed it in this version and I wanted to show the unlock screen for the Chicago Typewriter.

I did the Krauser fight pretty horribly here, but Ada is pretty lacking in good options for him and I haven't practiced this mode at all so it's not that surprising. Of course, my controller having tons of issues during the battle also didn't help things.

User avatar


"Thanks. When we get outta here, drinks are on me."

"Yeah! Hey, I know a good bar..."

Part 24 is out! Our penultimate chapter opens with yet another iconic scene, though unfortunately Professional mode kind of ruins this moment. Afterwards, we have about 10 minutes of jacking around until the plot remembers we need to put a bow on that whole "plagas infectee" storyline and the game does so in about 2 minutes. It's kind of funny when you zoom out a bit.

I've been meaning to mention this for like the past 3 videos and keep forgetting, one cool little detail is that after the first encounter with Krauser, the scar on Leon's cheek from Krauser's first attack persists for the rest of the game.

Mike is both unhelpful on Professional and honestly kind of a nuisance when he does do something. He'll only do two attack runs throughout the entire battle sequence on Professional and you have very little control over when he decides to stop playing with himself and actually help. As demonstrated in the video, he threw off my approach on the final gun turret in the double switch sequence which ended up costing me some health items. Admittedly, I don't think being near a building he blows up actually hurts you, but I was concerned with him destroying the cover I was using and decided to rush on ahead before I had to think on my feet.

MIIIIIIIIKEEEEEEEE

This end game is a good example of why I don't really think the Red9 vs the Blacktail really matters that much in the grand scheme of things. We are drowning in Shotgun and Rifle ammo with very little handgun ammo at this stage, so I basically don't use my Handgun at all.

The final Krauser battle for this LP is short but annoying. Not being able to grab those items after clearing a phase really pisses me off more than it should. Not like I need more crap than I already have, but collection brain you know? The tight quarters also make things a hassle, but it at least works to you advantage as well since we actually have a knife this time.

I execute the Saddler battle pretty poorly, but you can see how it can be trivialized with good timing. One thing I didn't demonstrate is that if you stick to conventional gunfire, eventually Saddler will become stunned and have his Mouth Eye pop out. Ada can run up for a quick stab with her knife in a reaction command for some good damage. Just be sure to fight him in reach of adequate cover when he decides to return your bullets to you.

It's very quick, but amusingly there's a brief couple frames where you can see Ada t-posing as the game transitions from the Saddler battle into loading the final area of Separate Ways.

Image

Again, it is really funny how quick and anti-climactic the resolution to the Plagas Infection plot thread is.

User avatar


"Y'know, you're kinda cute without those glasses. Gimme your number when I get back?"

"May I remind you that you're still on duty!?!"

"Story of my life...."

The final part, our grand finale, is out! Not going to lie, I always forget how short the final chapter is. I think when my memories of this game start to blend, I assume the combat sequence after Mike gets shot down is a part of the final chapter, rather than the continuation of 5-4. I mean I suppose that's not an inaccurate memory, but you get what I mean.

Saddler is a pretty annoying fight as it can be difficult to impede his attacks, his QTE attacks can be performed at a distance where actually hitting the QTE would require literal super human reflexes, and often just being in his ambience is bad for your health. That said, you should have an entire pharmacy in your case at this point, so it's pretty easy to blunder through like I do here. There are two exploding barrels and two crane traps, and hitting both of these plus the knife stab will do the bulk of the damage you need to do in order to get Ada to drop the Special Launcher. From there you'll either need to hit the leg eyes a couple times or have a few grenades to lock down Saddler.

It is possible to kill Saddler without the Special Launcher, even just by unloading into his distended human body, but it's not really worth the time or effort. The Special Launcher can be sold for 30k Ptas on New Game +, not even half what Saddler himself drops.

I'd recommend crashing into the walls in the Jet Ski sequence at least once, the explosion is pretty funny and you checkpoint right at the start of it anyway.

Just to make sure I cover absolutely everything, below is the unlock screens in varying awkward sizes for all the bonus weapons, most of them taken from screengrabs of Biohazard 4 as I was setting that game up for the LP, and the PLR from a casual replay stream series I did for this game before getting the inspiration to do a proper LP of it.

ImageImage
ImageImage

To recap, the Infinite Rocket Launcher and Matilda just require you to beat the game once, at which point they can be purchased from the Merchant on New Game +. The Chicago Typewriter is sold on New Game + after you've beaten Assignment Ada in the GC versions, or after beating Separate Ways starting from the PS2 release. Assignment Ada will instead unlock the Typewriter for New Game + in Separate Ways. The Plagas Removal Laser is obtained from the Merchant in New Game + (for free!) by beating the game on Professional, and finally the Hand Cannon is your reward for getting 5 stars with every character on every stage in the Mercenaries. It is free to obtain from the Merchant in New Game +, but the upgrades for it cost money.

Speaking of the Hand Cannon, there wasn't a good place to show this but in the NTSC-U GameCube release it will always sell back to the Merchant for 0 Ptas, while in future releases you will get back half the money for any upgrades purchased for it if you decide to sell it off.

And now to close off, a mildly amusing anecdote for why I even decided to do this LP. For the previously mentioned casual stream, it was decided to do it by a poll I posted for my subscribers on my YouTube channel. When I posted that poll and RE4 started winning, some guy who hadn't commented on my channel before or since got super upset I was even considering playing the game in a recorded format at all and then listed a bunch of games I could be playing (most of which I had already played and posted full LP's for). His point of contention was that Resident Evil 4 was an overexposed and arguably overhyped game, and while I actually kind of agreed with him, it seemed pretty silly to get that mad about it for a series of casual livestreams I wasn't putting any major effort into. He did plant the seed in my brain though: how could you do an interesting LP of RE4 these days? As I streamed the game and started having a blast with it again, I realized the oldest versions of the game didn't really get much mention these days, the GameCube version almost being consigned to history. After chewing on that thought for a bit, one night I was really drunk and was floating the idea of doing a GameCube focused LP of the game with one of my homies, and in that moment I just said "fuck it we ball" and bought a copy on Amazon, which in my inebriated mind meant I was obligated to go through with it. 4 practice playthroughs later, here we are.

Hope everyone enjoyed this LP, I hope I did the game justice, and I hope you might have learned something new about this classic along the way! Big shout outs to D Morbid who guided my dumbass through making these videos look less like shit and pointed me towards a better upscaler, which I've already been making use of to stream Paper Mario: The Thousand-Year Door. There were a couple videos where I forgot to set the unique output settings I needed for this particular game, so I'm glad I won't have to deal with remembering that shit again for awhile. Catch you all in whatever I work on next, if you're so inclined to check it out!

Post Reply