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4.4 Last Defense of the Cultists - Walkthrough

Resident Evil 4

4.4 Last Defense of the Cultists
*********************************MERCHANT**************************************

Watch the scene (after the funny part, be ready for a quick button press). Go to the side and get the two items around the boxes. Go up the ramp, avoid the barrels just like Mario, and get to the scaffolding in the center. Take out any approaching cultists, and may be a few atop the ladder. When you get to the "Donkey Kong Mechanism," more cultists will spawn below you and a guy will be hurling dynamite above (it can't reach you so don't worry about it now).

Issue forth barrels to eliminate any ascending enemies. Stay up here a while and keep sending them. Watch for any that might sneak by your traps. When no more appear to be coming, hop down and head below. The leader won't move, so you can get close to him and eliminate however you like; knifing saves ammo. Now go back up, kill the bomber, and then go up the stairs to a dead end where you'll find a herb. Return to the elevator and collect the three items. Push the boxes off the lift and press the button. Get out the Striker and quickly position yourself on the side of the lift, not the corner. This is so you can blast enemies straight off the side.

*Wii Note: The cult leader on the ground floor will move, FYI.*

Part of the PRO thing may be increased archers, but either way you need to hit any archers as the ride starts; there will be two at the most. Now you can focus on the red cultists which are already on board. Just keep the Striker blasting, hit enemies as soon as they fall, and kill Plagas. The madness will be short and it will end, so hang in there.

Go along the tower sides, collecting any items you come across. Before you hop in the elevator, jump over the tiny ledge and grab a bangle from a box. Now jump on the elevator (you're done with the cultists!).

Grab the items near the merchant. Do whatever you must, but I am requiring you to buy a ROCKET LAUNCHER. Don't sell your guns, but make room for another big monster in your case. Don't reload an empty Broken Butterfly, just sell the thing. Here are your priorities: you only need ten rifle rounds, combine all your green herbs and sell the x3 ones, only need 50 handgun bullets, don't need any flash bangs unless you can't afford a rocket, and keep as much health as you can. Do whatchu gotta do, just make it fit. Don't need any upgrades if you have a rocket. And you keep as much magnum ammo as you can, but that can go to if if must; you kinda need it though.

*Also, free up two blocks in the case if you are completely full.*

Save, get the TMP or Striker ready, and enter.

*PRO TIP: Get the TMP maxed out, you should have the money.*

Go back: 4.4 Art Gone Mad

Info
This Walkthrough was originally made for the Gamecube and the PS2 and has been modified for the Wii version.
Made by:Brad Russell (website)
Resident Evil 4 Walkthrough © Brad Russell - Copyright info - Version 3.5
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