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Resident Evil 4: Ultimate HD Edition – Combat Tactics Guide
Combat Tactics Guide by ChaosTheEternal
Version: 1.3 | Updated: 08/02/05
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Comments 1. Disclaimer 1b. Frequently Asked Questions / Frequently Contributed Information 2. Contact Information 3. Version Information 4. Weapons a. Handguns i. Handgun ii. Red9 iii. Punisher iv. Blacktail b. Shotguns i. Shotgun ii. Riot Gun iii. Striker c. Rifles i. Rifle ii. Rifle (semi-auto) d. Magnums i. Broken Butterfly ii. Killer7 e. Grenades i. Flash Grenade ii. Incendiary Grenade iii. Hand Grenade f. Miscellaneous i. TMP ii. Mine Thrower iii. Rocket Launcher 5. Combat Strategies a. General b. Villagers c. Zealots d. Las Plagas e. Chainsaw Villagers f. Wolves g. Crows h. Blind Slasher i. Novistadors j. Soldiers k. Armored Soldiers l. Chain Gunners m. Regenerators n. Spiky Regenerators 6. Boss Strategies a. Del Lago b. El Gigante c. Bella Sisters d. Village Chief e. Verdugo f. Los Gigantes g. Salazar h. The "It" Monster i. Krauser j. Krauser (Part 2) k. Saddler 7. Specific Area Tactics a. Village (Chapter 1-1) b. Valley (Chapter 1-2) c. Waterfall (Chapter 2-1) d. Cabin (Chapter 2-2) e. Catapult Courtyard (Chapter 3-1) f. Sword Room (Chapter 3-1) g. Main Hall (Chapter 3-1) h. Dining Room (Chapter 3-3) i. Knight Room (Chapter 4-1) j. Novistador Hive (Chapter 4-1) k. Clock Tower Bridge (Chapter 4-1) l. Grand Hall (Chapter 4-1) m. Freight Shipping Tunnel (Chapter 5-2) n. Army Fortress (Chapter 5-4) 8. Miscellaneous Information 9. Credits ------------------------------------------------------------------------------- Section 0. Comments ------------------------------------------------------------------------------- Due to lack of time and, well, not having the game available to play, I'm not really going to be updating this guide AT ALL anymore. And if you're wondering, I added this as "section 0" because I wanted it first but didn't want to have to renumber the whole guide. Yep, that's being lazy. ------------------------------------------------------------------------------- Section 1. Disclaimer ------------------------------------------------------------------------------- The combat tactics listed in this guide were either devised while I was playing through the Professional difficulty or suggested to me by other players. They are able to work in either difficulty. They might not be the best tactics available, but they work. ------------------------------------------------------------------------------- Section 1b. Frequently Asked Questions / Frequently Contributed Information ------------------------------------------------------------------------------- Q: Why don't you list the Chicago Typewriter/Infinite Rocket Launcher/etc. in your weapons section? A: I don't list them because, well, I'll just repeat what I put at the intro of that section. "This section is to go over the weapons you CAN BUY ON THE FIRST RUN THROUGH of RE4 and to recommend what you want to buy." Captials are for emphasis. Q: I have a new tactic for the Village Chief/El Gigante. A: Since most of the information I get from these tactics fit into the previous statement, I have to disregard it. In every other case, I have enough tactics for the Village Chief. In the case of El Gigante, every tactic given doesn't fit with the "when" you fight him, since it's for the first run through. For the chief, I have enough. ------------------------------------------------------------------------------- Section 2. Contact Information ------------------------------------------------------------------------------- This Combat Tactics Guide written by ChaosTheEternal. --------Outdated--------- If you have feedback, suggestions, or corrections, please let me know. It will all be appreciated. If you want to use anything from this guide for your own, contact me. I'll be glad to help. --------Outdated--------- E-Mail: (I'm not accepting e-mails anymore) ------------------------------------------------------------------------------- Section 3. Version Information ------------------------------------------------------------------------------- Version 1.3 ----------- August 02, 2005 ----------- Tired of receiving the same e-mails. Finalized FAQ, no longer accepting e-mails. Version 1.2 ----------- March 28, 2005 ----------- Added the Comments section. Added knife fighting tactic for Chainsaw Villagers. Added alternate tactics for El Gigante (canyon fight). Added alternate tactics for Chief. Added alternate tactic for Battle Hall (on Professional). Updated Blind Slasher information. Version 1.1 ----------- February 15, 2005 ----------- Added alternate tactics for Krauser (part 2) and Salazar. Clarified how to find the free weapons. Added the "Quick Turning Trick". Added the Miscellaneous Information and Credits sections. Corrected the date of version 1.0 to when I actually uploaded it. Version 1.0 ----------- February 2, 2005 ----------- The first version of the guide is done. And what the guide is here to do is done in this version. Huh. Any updates would be to merely add suggestions, correct mistakes, or clarify things. ------------------------------------------------------------------------------- Section 4. Weapons ------------------------------------------------------------------------------- This section is to go over the weapons you can buy on the first run through of RE4 and to recommend what you want to buy. You need to save all the money you can get (for healing, should you need it), so you need to know how much it'll cost for the guns you choose to use. Handguns ========== i. Handgun --------- A standard 9mm handgun. Available: Chapter 1-2 Cost: 8000 Obtained: You start with it Firepower Firing Speed Reload Speed Capacity 1.0 0.47 1.73 10 Upgrades Cost ---------------------- Firepower 1.2 7000 1.4 10000 1.6 15000 1.8 18000 2.0 20000 Firing Speed 0.40 5000 0.33 12000 Reload Speed 1.47 4000 0.87 10000 Capacity 13 4000 16 6000 19 8000 22 10000 25 12000 Exclusive ---------- Increases the chance of critical headshots by 5 times. Cost: 57000 Total Upgrade Cost: 198000 Recommendation: This is the head shot gun. It can kill in one or two head hits, with the exclusive upgrade, so I'd definitely say this is the handgun you want. ii. Red9 --------- A powerful 9mm handgun. Available: Chapter 2-2 Cost: 14000 Firepower Firing Speed Reload Speed Capacity 1.4 0.53 2.37 8 Upgrades Cost ---------------------- Firepower 1.7 15000 2.0 20000 2.4 24000 2.8 28000 3.5 45000 Firing Speed 0.47 10000 0.40 15000 Reload Speed 2.20 6000 1.67 10000 Capacity 10 6000 12 8000 15 10000 18 16000 22 22000 Exclusive ---------- Increases the firepower beyond the weapon's threshold. (to 5.0) Cost: 80000 Total Upgrade Cost: 315000 Recommendation: The great thing about this gun is the firing power (especially after the Exclusive upgrade), but since it costs well over twice the cost to upgrade the handgun (and you have to buy the Red9), it's debatable as to whether or not to use this. If you like chance, and are good with head shots, stick to the Handgun, but, if you're not a head shooting machine or don't like to rely on luck, this is your best bet. iii. Punisher --------- This 9mm handgun will blast a hole through two enemies! Available: Chapter 2-3 Cost: 20000 Obtained: Chapter 1-3, after shooting at least 10 blue medallions Firepower Firing Speed Reload Speed Capacity 0.9 0.47 1.70 10 Upgrades Cost ---------------------- Firepower 1.1 10000 1.3 15000 1.5 20000 1.7 25000 1.9 35000 Firing Speed 0.40 10000 0.33 20000 Reload Speed 1.47 8000 0.83 18000 Capacity 13 8000 16 10000 20 15000 24 18000 28 24000 Exclusive ---------- This ammo will penetrate up to 5 bodies. Cost: 40000 Total Upgrade Cost: 276000 Recommendation: It shoots through two people, then through five. Not significantly good. When you get it for free (and you should), sell it back. iv. Blacktail --------- A 9mm handgun with superior handling. Available: Chapter 3-1 Cost: 24000 Firepower Firing Speed Reload Speed Capacity 1.6 0.47 1.70 15 Upgrades Cost ---------------------- Firepower 1.8 15000 2.0 18000 2.3 24000 2.7 30000 3.0 40000 Firing Speed 0.40 10000 0.27 20000 Reload Speed 1.47 8000 0.83 15000 Capacity 18 8000 21 10000 25 15000 30 20000 35 25000 Exclusive ---------- Increases the firepower beyond the weapon's threshold. (to 3.4) Cost: 80000 Total Upgrade Cost: 338000 Recommendation: The Red9 is a better gun than this one. And slightly cheaper. Don't use this one. Shotguns ========== i. Shotgun ---------- A 12-gauge pump-action shotgun. Don't leave home without it. Available: Chapter 1-2 Cost: 20000 Obtained: Chapter 1-1, in one of the houses in the village Firepower Firing Speed Reload Speed Capacity 4.0 1.53 3.03 6 Upgrades Cost ---------------------- Firepower 4.5 15000 5.0 20000 6.0 25000 7.0 30000 8.0 45000 Firing Speed --- ----- Reload Speed 2.43 7000 1.50 15000 Capacity 8 8000 10 10000 12 12000 15 15000 18 20000 Exclusive ---------- Significantly increases the destructive force of the weapon for long distance targets! Cost: 90000 Total Upgrade Cost: 312000 Recommendation: Better long range damage isn't all that great. But, to save money, use this until you can buy the Striker. ii. Riot Gun ---------- A light-weight pump-action shotgun. Its superior handling enables quicker aiming. Available: Chapter 3-1 Cost: 32000 Firepower Firing Speed Reload Speed Capacity 5.0 1.53 3.03 7 Upgrades Cost ---------------------- Firepower 5.5 20000 6.0 24000 6.5 28000 7.0 32000 8.0 50000 Firing Speed --- ----- Reload Speed 2.43 7000 1.50 20000 Capacity 9 10000 11 12000 13 15000 15 20000 17 25000 Exclusive ---------- Increases the firepower beyond the weapon's threshold. (to 10.0) Cost: 120000 Total Upgrade Cost: 383000 Recommendation: The Striker has better EVERYTHING compared to this gun. Don't bother with the Riot Gun. iii. Striker ---------- Equipped with the advantages of wide-shot, it enables faster firing than the standard shotgun. Available: Chapter 4-1, when you fall into the sewers. Cost: 43000 Firepower Firing Speed Reload Speed Capacity 6.0 0.73 3.00 12 Upgrades Cost ---------------------- Firepower 7.0 25000 8.0 28000 9.0 32000 10.0 40000 12.0 60000 Firing Speed --- ----- Reload Speed 2.40 8000 1.50 15000 Capacity 14 10000 16 12000 20 16000 24 18000 28 25000 Exclusive ---------- Increases the ammo capacity beyond the weapon's limitation. (to 100) Cost: 60000 Total Upgrade Cost: 349000 Recommendation: Only slightly more expensive than the Riot Gun, but far, far better. The 100 round capacity and 12 firepower make this the best shotgun. Rifles ========== i. Rifle ---------- A .223 caliber bolt action rifle. Available: Chapter 1-2 Cost: 12000 Firepower Firing Speed Reload Speed Capacity 4.0 0.67 4.00 5 Upgrades Cost ---------------------- Firepower 5.0 10000 6.0 12000 8.0 20000 10.0 25000 12.0 35000 Firing Speed --- ----- Reload Speed 3.23 8000 2.33 18000 Capacity 7 6000 9 8000 12 12000 15 18000 18 25000 Exclusive ---------- Increases the firepower beyond the weapon's threshold. (to 18.0) Cost: 80000 Total Upgrade Cost: 277000 Recommendation: The only reason to get it is because of how early you can get your hands on it, and how much you may want to use it until you can get the semi-auto rifle to replace it. Because of how much you need a faster firing speed later on (the 0.67 they say is off by about a second and a half), it's not worth it to keep using it. Get it, but don't upgrade it. ii. Rifle (semi-auto) ---------- A .223 caliber rifle capable of firing faster than the standard rifle. Available: Chapter 3-1 Cost: 35000 Firepower Firing Speed Reload Speed Capacity 7.0 1.43 2.33 10 Upgrades Cost ---------------------- Firepower 8.0 15000 9.0 18000 11.0 24000 13.0 30000 15.0 40000 Firing Speed --- ----- Reload Speed 1.90 9000 1.33 18000 Capacity 12 10000 14 12000 17 15000 20 20000 24 25000 Exclusive ---------- Increases the firing speed beyond the weapon's threshold. (to 0.40) Cost: 80000 Total Upgrade Cost: 316000 Recommendation: Better than the normal rifle, and the only other rifle in the game, get it when you can. When you want to upgrade it, do so, but only after the other guns. This one isn't a necessity. Magnums ========== i. Broken Butterfly ---------- A very powerful .45 magnum revolver. This will make anyone's day. Available: Chapter 3-1 Cost: 38000 Obtained: Chapter 4-1, with the treasure you had to skip Firepower Firing Speed Reload Speed Capacity 13.0 0.70 3.67 6 Upgrades Cost ---------------------- Firepower 15.0 25000 17.0 30000 20.0 35000 24.0 50000 28.0 70000 Firing Speed --- ----- Reload Speed 3.00 15000 2.33 20000 Capacity 8 15000 10 20000 12 25000 Exclusive ---------- Increases the firepower beyond the weapon's threshold. (to 50.0) Cost: 150000 Total Upgrade Cost: 455000 Recommendation: Don't buy it, get it for free. Unless you miss the chance to get it for free. This gun may start out worse than the Killer7, and doesn't get better than the Killer7 except after the Exclusive, but it's worth it. THIS IS THE MAGNUM YOU WANT TO USE! The Killer7 isn't nearly as strong, and has no exclusive. The Broken Butterfly is much better, especially considered how rarely you (should) use the magnum. ii. Killer7 ---------- A very stable yet powerful .45 magnum. Available: Chapter 5-1 Cost: 77700 Firepower Firing Speed Reload Speed Capacity 25.0 0.47 1.83 7 Upgrades Cost ---------------------- Firepower 30.0 62000 35.0 78000 Firing Speed --- ----- Reload Speed 1.53 20000 0.93 30000 Capacity 10 30000 14 40000 Exclusive ---------- None Total Upgrade Cost: 260000 Recommendation: The only reason it's decent is how cheap it is to upgrade. But the Broken Butterfly is much better, so use that and not the Killer7. Grenades ========== i. Flash Grenade ---------- Use it to blind offenders momentarily. Recommendation: They're really only good when you want to get rid of those parasites or a bunch of people are all around you. Keep two of them. ii. Incendiary Grenade ---------- A powerful explosive that blasts attackers with flames. Recommendation: These are fairly nice, because they'll stop a lot of things in their tracks and they detonate on contact. Not as strong as hand grenades, but useful. Keep two. iii. Hand Grenade ---------- A handy explosive that will detonate several seconds after throwing it. Recommendation: These kill a lot of things when they explode, and are even decently effective against bosses. Keep two (or even three). Miscellaneous ========== i. TMP ---------- A fully-automatic machine pistol. Fires custom 9mm's. Available: Chapter 1-2 Cost: 15000 Firepower Firing Speed Reload Speed Capacity 0.4 0.10 2.37 30 Upgrades Cost ---------------------- Firepower 0.5 7000 0.6 14000 0.8 18000 1.0 24000 1.2 35000 Firing Speed --- ----- Reload Speed 1.93 5000 1.17 15000 Capacity 50 7000 100 15000 150 20000 200 25000 250 35000 Exclusive ---------- Increases the firepower beyond the weapon's threshold. (to 1.8) Cost: 100000 Total Upgrade Cost: 320000 Recommendation: Don't bother. It's not a good weapon, and the one point you would maybe need it in (the Krauser boss fight), the Striker does as well a job (if not better). ii. Mine Thrower ---------- This weapon fires custom "mines" that attach to objects and detonate after a period of time. Available: Chapter 3-1 Cost: 28000 Firepower Firing Speed Reload Speed Capacity 2.0 1.33 3.43 5 Upgrades Cost ---------------------- Firepower 4.0 25000 6.0 45000 Firing Speed --- ----- Reload Speed 2.57 18000 Capacity 7 25000 10 40000 Exclusive ---------- Adds "homing" to the Mine-Darts and significantly increases their blast radius. Cost: 30000 Total Upgrade Cost: 183000 Recommendation: Not a great weapon. It takes too long for the mines to detonate (which puts you at more than one risk), and is hard to aim (with or without a scope). A novelty item at best. iii. Rocket Launcher ---------- Do major damage to any target. (Single fire) Available: Chapter 1-2 Cost: 30000 Obtained: Chapter 3-3, in a glass case Recommendation: This you will want to keep in hand. And, maybe buy a second. It's a great weapon, but only for boss fights. ------------------------------------------------------------------------------- Section 5. Combat Strategies ------------------------------------------------------------------------------- This section gives combat strategies for various enemies, as well as general strategies. They are effective in Normal, but they seem a lot more necessary in Professional. General ---------- - HEAD SHOTS! If you get one, take it. There's no point not to. They do more damage (usually) and stagger enemies. Most guides say head shots are bad because they bring out the parasites (in one form or another) from the Las Plagas, but it doesn't matter. If a person is determined to have the parasite burst out (which is most likely determined at random when the room is loaded), it doesn't matter if you shoot them in the hand, foot, or head. When you'd kill the body, the parasite will burst out. - Shoot for a reason. What you get has to count, so make sure your pointer is highlighting something. You can't buy ammo, so don't waste it. The only real exception is when you're facing a horde of enemies and you have a shotgun in hand. Just aim high, then. - If I ever say "use a grenade", I mean either incendiary or a hand grenade. Flash grenades are only good if you're surrounded or fighting parasites. Villagers ---------- These are the people you'll fight at the beginning of the game. They look like ordinary people until nightfall. - If they're standing (or running), aim for their feet or shins, not their knees, with a handgun. From here on, I will call these "ankle shots". This will generally take them down or make them kneel in one shot. If they're kneeling, run up to them and kick them. When they're laying down, they're not a threat until they manage to get back up. - Fighting a lone villager is fairly easy. Take them down (ankle shots), then just get over them and kill them with the knife. It may seem a bad idea since they will most likely stand up while you're hitting them, but as long as you try to hit the upper torso or legs as they stand, they'll be easy to take back down (either they'll stagger and you can kick them or they'll fall again). - If you're fighting multiple, try and take each down with ankle shots. Then chuck a grenade if you have one. If you don't, use a shotgun on the group. If you don't have that either (or you're out of shotgun ammo), start shooting each one in the head. As each stand up, shoot out their legs again until they die. - If a villager is carrying dynamite, they're a boon, not a bane. If you want to destroy the dynamite before it gets tossed (lit or not), aim for the hand holding it. DON'T AIM FOR THE DYNAMITE! If you'll wait for them to throw it, aim just above their shoulder and wait for them to throw it, then fire. You should hit it. If they die normally, they'll explode after awhile, even if they don't light the dynamite. Zealots ---------- These are the people you fight in the castle. Most are armed with a mace or crossbow. Some have shields, which can be annoying. - Follow the tactics for villagers as most you can. They're not much different. - If a zealot is kneeling, you won't kick them. You'll suplex them. It is a lot stronger than the kick (I killed all but one normal zealot immediately with a suplex). - Shield carriers require shotgun or rifle attention. If you're using the rifle, aim at the center at the top band. It should kill instantly. The shotgun can break their shield in one hit if you aim about there. - Crossbow users can be annoying. Try to take them out quickly, because they can do a decent amount of damage at points where you don't want to be hit. - Some zealots wear gold skull helmets. These zealots cannot be shot in the head with anything. The only advantage to this is that these zealots never burst into parasites. And none of the ones with helmets use shields (to my knowledge). Las Plagas ---------- The parasites in the Villagers, Zealots, and Soldiers. The villagers and soldiers have glowing red eyes. The villagers are your opponents until the castle, then once again when you enter the mines. You face the zealots throughout the castle, and only in the castle. The villagers only burst into the whip parasites, the zealots will burst into head eater parasites and face hugger parasites (both can kill you instantly). The soldiers will burst into whip parasites and occasionally face hugger parasites. To note, random enemies will burst and reveal a parasite when you "kill" them. For the most part, follow the tactics against Villagers unless a parasite bursts out. These tactics are for when the parasite bursts out, not before. - Said before, may need repeating. It doesn't matter if you do head shots or not. If they'll burst, they'll burst. And, for emphasis: IT DOES NOT MATTER WHERE YOU SHOOT PEOPLE, BECAUSE A PARASITE WILL BURST OUT IF THE PERSON IS DETERMINED TO HAVE ONE, NOT JUST IF YOU DO HEAD SHOTS! The only way to avoid having a parasite burst out is to kill them with other means (like a grenade, other explosive, or kicking them off a platform). - When the parasite bursts out, body shots don't matter much. Even ankle shots are ineffective. Aim for the parasite, because that's the only quick way to kill them. If you have a good distance, use a rifle. That's almost always a one shot kill. If you don't have the space, use the shotgun. It'll keep them away. - You can kill a parasite eventually by shooting the body a lot. But it takes far too much ammo to kill a parasite this way. - If you're facing multiple parasites at one time, or you don't want to face one, use a flash grenade. It will kill them (when exposed) instantly. - Keep your distance. They're deadly. - Whip Parasites: They can do a lot of damage in one hit and they're range is long (longer than a villager with a pitchfork) and they sweep. The first of these can kill you in one hit at full life (it happened to me). - Head Eater Parasites: They are always one hit killers, because they eat your (or Ashley's) head. Hence the name: head eaters. They do give you a little bit of time to respond when they get close enough to hit you, but you have to act fast (like run around them brushing against them). (Note: They don't actually EAT Ashley's head, but they do the attack and it kills her immediately.) - Face Hugger Parasites: Called thus by how they look. Just pelt them at a distance and be wary. They can spit acid. If they get close, they can lop your head off instantly. When they're weakened enough, the body will fall and they'll detach and run around. They take two or three shots here, and aren't as deadly. A flash grenade won't kill a face hugger if it's attached to a body, but it will if they're not attached. Chainsaw Villagers ---------- Either Dr. Salvador or the Bella Sisters, their only attack will kill you in one hit. Give them your utmost focus. - Don't rely on the pistol. Don't rely on ankle shots. Aim for the head with the shotgun or another strong weapon. Thankfully, these guys don't have parasites. - Use grenades only if other villagers are around. It's a waste (and a risk) to use them on the lone chainsaw user. - It's worth it to kill them. They give you good stuff (either money or treasure) unless they have a key (like one of the Bella Sisters). And it's practical. Knife Fighting Tactic ---------- Told to me by IceDragonVisy <icedragonvisy(at)hotmail.com>, it's a way to fight the chainsaw people with the knife. Have fun with it. It is kept in his words, and I won't field any questions about clarifying how to do this tactic. "The chainsaw villagers have a less chance of flinching than the villagers once you swipe them in the face, but the thing here is to trick them. To do so, while they're facing you budge forward a tad bit while running, then step back. If you do this, they'll swing their 'saws but miss. If you're feeling that Lady Luck's on your side, swipe them only once then run right past him, unless they clutches their faces. Then kick them and take this moment of silence to ground-swipe them 3-4 times, then run away. Rinse and repeat, and don't try to act berserk. If there are other villagers around, keep calm and use them to your advantage. Swipe them in the face and kick them when the chainsaw villagers are within the range to be floored by the kick." Wolves ---------- More effective and ruthless than the RE dogs, these will rip you apart quickly. The only times you face them, you can't take more than one hit without needing to heal between. Almost all wolves will have parasites burst out of their back, but it only gives them another attack against you. Body shots always hurt them. - Don't use the handgun. It's not a good choice to stop them. The only weapon I recommend using is a shotgun. - When you're in the hedge maze, you'll find a few wolves locked in a cage. Use a grenade on them. If you don't, they'll break out, and it isn't fun. Crows ---------- Not really enemies, but you can kill them. They mostly take one shot, but they give you money and sometimes items when they die. It's worth it. But do it at a distance. If you get close, they fly away. - The crows in the room where you fight El Gigante, use a grenade. If you aim right, you can take most (or all) out. If you try to shoot one, they'll all flee. Blind Slashers ---------- The Wolverine guys. They're not hard, but they suck. - Try not to run. Walking makes no noise, and they react when you make noise. But it's best to run when they start running right for you. - If you hit the bells, they'll go after them. If you shoot them in the head, they'll start swinging where they stand. Only one slasher isn't around bells. - Use the rifle. It hurts them quite a bit and it lets you be accurate at a distance (which is what you want). - These guys do have a one hit kill. If they are running at you, move. They won't always do the stabbing attack when they charge you, but since I can't really explain how they look when they will, it's easier to tell you to run any time they come running at you. To be a bit more specific, if one hand isn't at their side when they're running, they'll do the stabbing attack. I've had it verified by bruce wallace <lavitz4(at)hotmail.com> that their charging attacks do indeed kill you regardless of how much life you have. Novistadors ---------- These insect-like creatures are strong and deadly. The first ones you face don't fly, but they're "stealthed", so it's harder to see them. - The stealthed ones aren't perfectly invisible. You can see their eyes at times, they distort what you would see when you look at them, and your pointer shows on them. They also drool, so you can detect that. - The flying ones die in one hit with any weapon if they're airborne. Try to kill them then. - The handgun is too weak against them. Only when you're fighting the stealth ones should you try to use the rifle, and only then when they haven't seen you (or aren't acting). Otherwise, use the shotgun. - Try to reload when you're safe. If you can't be "safe", just try to reload before they hit you (you'll end up with a full weapon without going through the whole reload process). - Against runners (whether they can fly or not), try to kick them when it prompts you to. It's decently strong. Soldiers ---------- Basically villagers, just much better armed. You face these guys on Disc 2. - Just follow the tactics for fighting villagers and zealots. Some soldiers have helmets, some have crossbows, some dynamite, and a few have shields. Some of the soldiers with helmets aren't protected by them, some are, and there's no real way to discern between them except up close. - Soldiers can burst into parasites, so be careful. They don't burst into head eater parasites, though. - Leon will suplex soldiers if they're kneeling. Armored Soldiers ---------- These large soldiers have armor covering their torso. Only head shots and leg shots count, but they have shin guards, so you can't do ankle shots. They do a lot of damage if they hit you with their club. - Use a modified villager tactic of leg shots then head shots. Don't bother trying with a knife. - If they're not alone, don't use a handgun. - While they can have parasites burst out, they rarely do (in five times through the game, only once has it happened). Chain Gunner ---------- Also known as J.J. (via the bottle caps), these guys aren't very fun. They hurt a lot in Normal, and do even more in Professional. - Since it takes them a short time while firing to actually shoot you, you can use the rifle against them. - The rifle and shotgun are equally effective as long as you manage to shoot them in the head. If you don't, it takes more than one shot to make them stagger, and you don't really have the time to manage a second shot if they're firing. - You can use the magnum against them if need be, as any shot will stagger them. If the magnum is fully upgraded, they only need to be shot three times (probably less if they're head shots). Regenerators ---------- Regenerators are (as they put in the file) able to regenerate any damage you deal to them unless you hit the parasites under their skin, which you can't see normally. In Normal, Regenerators have two or three targets on their front. In Professional, almost all plain regenerators have four targets, one which will be on their back (like the spiky regenerators, so use those tactics). - You have to use a rifle with the Infrared Scope. Don't bother against the first ones you face. Spiky Regenerator ---------- Also known as Iron Maidens, they're just like normal regenerators, except they have more targets and can do more damage. They have a target on their back, which means they have a special tactic. - Since you have to shoot a target on their back, and they turn quickly, shoot out one of their legs after taking out the front targets. After they hit the ground, shoot them. If you don't, they'll jump at you (they start to shake to notify they're doing this, and they start shaking immediately). Shooting them stops the shaking, so you can aim at the target on their back and take it out. - If you're quick enough to take out the target after shooting out a leg, do it. It's tough, but possible. ------------------------------------------------------------------------------- Section 6. Boss Strategies ------------------------------------------------------------------------------- The enemies aren't the only threats in the game. They need tactics too. Bosses are stronger and harder in Professional. Del Lago ---------- The crocodile thing in the lake. There is no difference between it in Normal and Professional. - When you hold down the R button to ready a harpoon, just aim straight down and throw as fast as you can. - If Del Lago goes towards a bundle of tree trunks, direct your boat away from it. You will have to be accelerating to do so, so you may end up getting hit anyways. - When Del Lago disappears and you get the prompt to throw a harpoon (no holding the R button), keep circling until you manage to see Del Lago surfacing or the arrows appear to tell you where to throw. El Gigante ---------- Not very hard, but he does a lot of damage and takes a bit to expose the big parasite on his back. - Try not to run between his legs when he's focused on you. He'll usually kick you if you try. - When you try to run around him, give him a wide berth. If you're too close, he's more than likely to grab you, and it hurts a lot. - Use the shotgun most of the time. If you're far enough away, try the rifle. And do head shots as much as you can. - When the large parasite bursts out, climb on him. Wait for the button you have to press to appear before mashing it. If you don't, he'll immediately grab you off his back and slam you into the ground (it may instantly kill you, I'm not sure). If you're quick enough, Leon should slash the parasite seven or eight times, so you'll only need to climb on him twice to kill him. - When you fight the El Gigante with Ashley around, use the boulder. It does some damage, and it stops him for a second. I don't recommend going that path, though, because you'll most likely use a lot of healing or die a lot trying it. Alternate Tactic ---------- Sent to me by Brendan Kenney <shadowknight7(at)msn.com> for fighting El Gigante in the valley. It could work and sounds viable. "First, ignore the boulder and tell Ashley to wait where she is. Even though he may seem like it's too hard to take him down, but just remember, grenades are your friend. Flash grenades will stun him long enough that you can take him down with all out offense. And normal grenades will stun him, and do enough damage that a few more hits will leave his parasite open. With two grenades, a flash grenade, and a little over 100 tmp bullets, he went down in 30 seconds and I walked away unharmed." Bella Sisters ---------- The Bella Sisters are special enough to have a specific tactic listed as well. - Make sure Ashley is hiding the whole time. You don't want to have to deal with her as well as them. - Before you draw them out by going down, kill everyone around. Then, go to ladder far from the dumpster Ashley can hide in and kick it down, then jump down. After the cutscene (or skip it), run across to the other ladder and climb it. Try to get to an area where all the enemies have to attack you from the front (facing the dumpster and the area you just came up from). After that, just shoot them with a shotgun as they approach (to keep them off their feet). Village Chief ---------- This is probably the hardest boss you face on the first disc. His first form isn't too bad, but when he's hanging, he proves to be very agitating. - Don't bother with any of the items around unless you really need them. They just put you at unnecessary risk. - Use the rifle. Use two shots aimed at his face, then run around his left (hugging the right wall as much as possible without touching fire). Fire three if he staggers, and fire only one if you have to reload. He may grab you when you try to run around his left, but it doesn't hurt, just drags you in. - Once he separates from his legs, use the shotgun. Try to aim your attacks at his face and the claws from his back. Dodge when prompted, since he can kill you in two hits. Not every attack he does can be dodged, so don't stay too still. - Flash grenades can knock him off his perch, and sometimes hitting the claws will do so too. When he falls, start shooting while he's down. He's totally defenseless at this point, but he doesn't try to stay that way. - Unless you have an abundance of flash grenades, always knock him down when you hit him, or get extremely lucky, he will hit you at least a few times. You will need a lot of healing, just to be safe. - Once he's dead, go gather the items. Alternate Tactic ---------- This tactic was sent in, but it's uncreditable, since two different people sent in the same tactic (word for word, no less). So, until I can figure out who wrote it originally, I'll just have to credit it to an "unknown writer" (most likely on the forums, since I looked through all the other FAQs and didn't see this). Sent by Brendan Kenney and N P <lord_philemon(at)yahoo.com>: "Going into the fight, make sure you have at least three flash grenades and one, preferably two hand grenades. You can pick up another hand grenade during the fight, so that will bring your total up to two or three. The only firearm you'll need is the handgun, preferably upgraded. Now, during the first part of the battle against the Chief, you should fight him from the second story ledges. Stand on the middle ledge and wait till you head the sound of the Chief extending his spine, then run to one of the side ledges and out of his reach where you can fire at his spine. When he lowers himself back down, repeat the process and you should be able to get through his first form easily. For his second form, position yourself with your back to the door with a flash grenade equipped and wait. When the Chief moves to hand on the beam in front of you, throw the grenade. It'll explode before he can attack and will make him fall to the ground. Quickly equip a hand grenade and throw it. The Chief will be getting back up, but should take the full force of the blast and fall back down to the ground. Then equip your handgun and fire. You should be able to score four or five hits before he's back up and moving. Then repeat the process with the flash grenade, followed by the hand grenade, followed by a few rounds from the handgun. If you only have two hand grenades, after using the third flash grenade switch right to the handgun and commence firing. You shouldn't take any damage." If anyone knows who originally wrote this tactic, please, let me know. I don't like having an uncredited source. Also, Brendan Kenney sent this as well: "[T]here is a pattern for his second form, where, if you can get him to stick to it, you can beat him without getting hit. Just don't expect him to go down quickly. When I first began, I waited for him to go up, then threw a grenade after a couple of seconds. This really isn't necessary, but you need to get past him. After that take the nearby ladder and run to the far end of the room. He should be at the far end of the room, and you can attack him as he comes to you. Then, when he attacks, jump down. He can't hurt you while you're jumping down. Now, run back to the ladder near the door, climb up, and return to the far end. As long as he stays in the middle, you can continue this pattern indefinitely, although he's likely to break the pattern at least once. Just be careful if he moves in the path upstairs. While you're likely to get hit at least once, I was able to beat him unharmed once." Another alternate tactic for the Chief (and it's a long one!) sent to me by Torsten Edelmann <t.edelmann(at)codemind.de>: "Right from the start turn around and climb the ladder. Up on the top floor you are pretty much safe from his first form. He will come shambling along. Use the time and shoot the barrel of gasoline below when he's near it, which will do quite a bit of damage to him. Now, while you are up there he can't really see you. Shoot him once or twice, then run around the corner and make the quick 180 degree turn. WAIT - don't shoot just yet. He will extend the claws from his back and swipe the top floor where you were standing when you shot him, but luckily you are no longer there. Use the time he is swiping to shoot him a few times in the head. As soon as he stops swiping you stop shooting and start running - back to where he was swiping just now. Since he still can't see you he can only guess by your shots where you are, so he'll move to the position where you last shot him. He swipes, you shoot, he stops, you run back to where he was swiping last - repeat as needed. This way you can take out the first form without taking a single hit. Now, as soon as he separates from his legs you are magically back on the floor. Oh well, no problem. Notice that he hangs from the beams and swings from one to the other - how can we use that to our advantage? Easy: let's call the three beams "near", "middle" and "far". Now, he will NEVER attack you while jumping from one beam to the other, so stand under "near" and shoot him with whatever you like (I used the TMP, but you could just as well use the handgun or whatever) until he's on the middle beam. When you stand right below the near beam (or maybe a tad back) he can't attack you from the middle beam because it's too far for him. So he'll jump from middle to near, which is the exact moment you start running to the far beam, make the quick 180 degree turn again and continue shooting. Repeat as needed. If he moves up to the upper floor just watch him, he most probably will try to move near you. Wait till he swings from the upper middle beam to you and start running to the other side. I managed to kill him this way using only one healing item and if you get the timing down you quite probably would never get hit even once." Yet ANOTHER tactic for the Chief, from Harris <harris.lam(at)gmail.com>: "I found a nice way of getting through the Village Chief's first form, quickly and without injury. I've only tried this at normal difficulty. While most of the second floor platform is exposed, there is a portion of railing protected by a few boards. Turn around and climb the stairs, and head left and around until you are behind the protected portion. Pick up the handgun ammo and grenade along the way. When you're behind this portion of the railway, the village chief won't be able to get to you. Take out the Village Chief's first form by aiming through the holes or tossing a few grenades. Headshots using a rifle seems to be most effective." Verdugo ---------- "You mean your right hand comes off?" Salazar's right hand. This boss could be hard. Could be, unless you have the rocket launcher. - Until you reactivate the elevator, just dodge when prompted. Once you activate it, go to the door and try to open it. Now the fight is easy. - When Verdugo comes down, rush over to the liquid nitrogen container and use it. After the cutscene, move up to kick Verdugo away from you (try not to hit it into the wall or else you put yourself at risk). Once he starts getting back up, aim at him with the rocket launcher. Make sure you hit him (torso or face, shouldn't matter) and not just catch him in the blast radius. If it's frozen and you hit it with a rocket, it dies immediately. Easy, huh? Doesn't matter if its on Normal or Professional, it's a one hit kill. Los Gigantes ---------- Oh yeah, two of them. This fight could suck very much if it weren't for the lava pit. Thank you lava pit. - When the fight starts, climb up the ladder and wait for one of them to start shaking it, then slide down. Get to the switch and use it when one of them are on the solid platform. This will kill one of them (nice and easy). But when you regain control, stay away from the pit. If you get close, the one you sent to his death can grab you and take you with him. - When the pit closes, you are stuck against one Gigante, and now the fight is easy. Basically, all you have to do is shoot it until it gets close, then go to the ladder and climb it. Shoot it until it starts shaking you, then slide down. Repeat until it has the parasite burst out of its back and slash it. It'll eventually die. - A good thing to do is once you kill both Gigantes, get the items, and the doors open, leave the room and reenter it. You'll find that the first Gigante was kind enough to give you the money he had when you return. Nice. Salazar ---------- For as big and uppity as Salazar passes himself off to be, he's pretty easy to deal with. And those tentacles he has aren't very effective, so ignore 'em. I have taken him out like this without getting touched, but it requires haste and quick reflexes (if you don't kill him the first time his barrier opens). I recommend getting the Rocket Launcher to use against him, since it makes the fight very short. Also, new info from Crazee Boy <dizzy(at)egix.net>, Salazar will say "Payback" before attempting the one hit kill attack (where he eats you), so listen for that. - Move a bit to the right of where you're standing, but not much. If you're standing in the right position, only the head with the eye can hit you, otherwise you could have to dodge the tentacles when they attack. - Use your shotgun on the eye in the head that is bounding around. Two shots (which need to be dead on) will bring it down and open up the barrier protecting Salazar. - If you bought another rocket launcher, which you may want to if you want to be really safe against him, use it. It will kill him in one hit (on Normal, didn't try on Pro). Otherwise, just use your magnum. If you upgraded the magnum as much as you could before the fight, you should only need to empty one clip against him to kill him. - If you don't manage to kill him the first time his barrier opens, you may have to worry about an instant kill when the head splits open. When it starts to (a telltale sign of yellow drool, or whatever that is, dripping from the middle of the head signifies this), immediately run to an edge and jump down. He won't be able to hit you down there, but you have to (easily) avoid a pair of face hugger parasites (no bodies attached). Then, climb up one of the ladders and get back into position (dodging a tentacle if you need to). Alternate Tactic ---------- Thanks to Keebo <keebo15(at)hotmail.com> and Micheal <cain27(at)hotmail.com> for pointing out another tactic that can be used to take out Salazar. - When the fight begins, use a weapon (whatever you choose) to make either the left or right tentacle retract into the wall. Then, move under where it would be and just wait. Try to be as close to the wall as possible. - Eventually, Salazar will attempt the "one hit kill" (see above), opening up his barrier and allowing you to shoot him (he won't be able to hit you where you're standing). He won't remain open as long this way, though. Use whatever you want against him (rifle, magnum, rocket launcher). - If you don't use the rocket launcher, you will have to wait for more than one of those attacks to kill him. - The tentacle you shot at will return during the fight, so you will have to hurt it enough to make it hide more than once. They can immediately attack after reemerging, and sometimes reemerge when Salazar reveals himself, so be careful and ready to dodge. Recommendation ---------- As far as the tactics go, the alternate one is (in my opinion) not all that great. You will use a lot of ammo keeping the tentacle retracted, you will spend a LOT more time fighting Salazar, and you won't have much time to hit Salazar when he opens the barrier, (though, if you're using the Rocket Launcher, you don't need much time) compared to if you shoot at the eye to open it. He also moves when the head attacks (it'll attack nothing), which means you get less time and a harder chance to hit him. And sometimes you'll even lose your chance to hit him because of the tentacle returning when he's open. I recommend using the original tactic I describe, but if you can't hit the eye, you'll have to do the alternate tactic. Every time I fought him from the front (which is five times now), I never got hit. The "It" Monster ---------- This is the most annoying boss fight because of the fact that you have to deal with this bastard in the cages (where it is much deadlier). First, the cages: (but first, a bit in info from Cack <cacxalot_revolver(at)yahoo.com>: "One Incendiary Grenade will immeditatly make him jump back up to the top of the cage when it jumps down at you. I had about 4 or 5 when I fought him and it really made things much more simple." It could work. Sounds viable.) - Use the shotgun, and try to make the shots hit entirely. Aim for body shots at a distance and upper torso/head shots only if it's close. You may want to do this with the magnum, but you need to save those precious rounds as much as possible. - When he leaps up, on top of the cages, do what you need to as quick as you can. When he breaks down the ceiling and tries to grab you (when it prompts you to dodge), dodge it. This grab is deadly. It killed me when I had 3/4th life (or almost 8 boxes full of the full 10 box lifebar) in Professional, and it's not much weaker in Normal. - In the third cage (when you press the switch right away), you may want to use the magnum regardless. Shoot to keep it off you, then do everything quickly. It shouldn't come back down until after you can get out of there. It might, though, come down or attack before you've hit the second switch, but only once has it happened to me. Now, the fight after the cages: - When you can get the monster near the barrels, shoot them. - Use the barred tunnel. Get him in there and leave, sealing the path behind you. It'll get to the bars and eventually break through them. Just make sure you're decently away and just open fire (you should use the rifle if you have the ammo, and definitely if you have the exclusive upgrade for it) on the parasite thing (or as close to that as you can manage). It should keep it from breaking down the bars for as long as possible. When it breaks through, repeat the process with the other set of bars. - If push comes to shove, use your magnum. Just don't waste it. Krauser ---------- This guy just wants you dead that much, huh? First the deadly knife fight, now this? At least here, he's somewhat easier to deal with. But, he can still kill in one hit at times. - When Krauser runs towards you, he's going to try and slash you. What works best is to draw your knife and beat him to the punch (by slashing him). JUST AIM TO HIT HIM! Don't bother aiming for his face, just his body. Sometimes it'll make him flip away, sometimes he'll slide around you and try again, and sometimes he'll flee (with a flash grenade). - Sometimes when Krauser gets up close and you're prepared to slash him, you get engaged in a mini-knife fight. Do your best to do the dodges when they pop up. Failing to do so can hurt A LOT or even just kill you flat out (if you're not at full life). Hey, if he kills you in these moments, though, it's different than just being hit and dying. - Whenever Krauser tries to flee (with a flash grenade), try to reload your gun (if it's not fully loaded). Without even getting part way into the reload, Leon will react to the flash and the gun will be fully loaded. This part will go in the steps you fight him to try and make it easier for you. - After the first cutscene, break for the door. Enter and climb the ladder. Run as far from the ladder as you can and wait with the shotgun. As soon as he leaps up, fire, then draw the knife. Deal with Krauser here. - When Krauser flees, grab all the items on top of the building and inside. Then, leave through the other door and hide behind the left (or right) wall you come up on. Krauser will either pop out and fire his TMP against it or run up to meet you. In any case, deal with him. - Go past the short walls (grabbing the Shotgun Ammo), and turn right. Go towards the bridge with the pillars and just break for the building with the window. Krauser is on top of the building getting ready to fire (either an arrow or his TMP), but he won't hit you if you just keep going. Jump through the window and scale the ladder, and Krauser will follow you up (because he jumps down). Deal with him. - Jump down and break the two barrels and get what they have, then jump out the window (hopefully before the flying gunners come down). Go towards the stairway (getting the green herb), then go up. After the cutscene, run under the platform Krauser is on. He'll throw grenades, but they're not a threat (even though you'll see a Dodge prompt). When he jumps down, shoot him, then draw the knife. Deal with him. It won't take long. Then, grab the items, push the statue on the plate, hit the switch, and go back. - Go around the building either way (straight or right), but prepare for Krauser to come around when you get near the side with the switch. Deal with him (mostly with the knife). Then, hit the switch and jump down. - You'll get a cutscene of the bomb robots. Shoot one dead on and it should take out the other one. Get the herb and ammo, then run through the little tunnel, but stop before the end. Shoot the bomb robot that you can see and it should kill the other and the flying robot. Start to go around the rubble near the other tunnel path and shoot the bomb robot. Then start to go in and shoot the buried bomb robot. - When you go out of the tunnel, Krauser will talk to you. Respond or don't, then turn and run away. Go around the corner and keep running until you're near the rubble again. You should hear the flying robot coming to find you, so take it out when it gets close. Then, turn back around and run down the tunnel, ready to shoot the bomb robot on sight. It may not be there (it wasn't once for me), but it's better to be safe than sorry. Heal (if you need to) before you enter the tower. Grab the yellow herb and go up the tower. The top of the ladder is the continue point, so be as prepared as you want to be just in case you have to continue. When you get to the top, grab the ammo and green herb, then go get the other piece. From here, you fight a new Krauser. Krauser (Part 2) ---------- Krauser's got a new arm! Yay for him. This is the harder part of the fight, and honestly the hardest boss fight in the whole game. Thanks to Paul <Paul_Kordana(at)tax.state.ny.us>, he pointed out a tactic to fight Krauser without using a bullet, and making it a much, MUCH easier fight. The knife is a VERY effective weapon against him, so why not go with it? - Dodge his first attack! It'll save you having to heal one more time than necessary. - Try to dodge everything he does. Most of it will leave you having to heal (for risk of dying on the next hit). If he sweeps you off your feet, you HAVE to dodge his attack, or you die. - If Krauser stays near you after he attacks, take a swing. If he flips away, run up after him and try to swing. - Sometimes when you see the dodge prompt, it won't let you swing your knife. Be wary of this. (I've only noticed this occur with the A + B prompts.) - If you hit Krauser while he is standing (even when he has his shield-arm up), he'll usually fall to a knee, so keep slashing, but be ready to hit a dodge prompt when he gets up (usually after he staggers because you're hitting him). - Even though the knife is effective, it isn't extremely powerful against Krauser. You could opt to mix it with using a magnum, hitting him with the knife to get him kneeling, then aim with the magnum and shoot him point blank. If your magnum is fully upgraded, the fight should be extremely quick. Alternate Tactic ---------- If you're too afraid to use the knife tactic (honestly, I was wary when I was informed of it), you can opt to fight him with guns. It takes longer and you'll probably be hit more, but it works. It barely works on Professional, though. - The wooden plank edges are a good haven. Sometimes when he does a fatal hit while you're on them, you'll be saved by them (by throwing you off the edge, having to slash his leg instead of just dying). But it won't always save you. - Try to shoot his legs under the shield (with a shotgun or the TMP). As he runs at you. When he gets close (if you're using the shotgun), try hitting his legs after he drops his guard to attack. It may stop him. - Once he kneels, get out the magnum. Aim quickly and fire (don't bother trying to land a head shot, just stay clear of his arm shield). If he staggers, change back to your other weapon. If not, aim and fire again. The shorter this fight lasts, the better. Recommendation ---------- Use the knife. It's easier to kill him with. I killed him in 47 seconds and only got hit twice doing it with just the knife, and in 19 seconds using the knife and the magnum without even getting hit! With just guns it took at least twice as long and I got hit more often. Saddler ---------- Not hard at all since you should still have the Broken Butterfly (fully upgraded) and enough ammo for at least a single clip. If you have hand grenades, it's better. Just keep your shotgun out until necessary. - Aim for the eyes on the monster's legs. One good shot should bring it down. Laying a hand grenade under it will bring it down in one hit. You can even opt to use the barrels in the area or the switches that send a bunch of steel beams into the monster's side. - When he goes down, draw your magnum and aim for the eye surrounded by the three blade protrusions (the eye on the end of the prehensile neck). Three shots from the magnum (maybe four) and Ada will give you the special rocket launcher so you can end the fight. Grab it and kill Saddler. You don't even have to take him down to use the special rocket launcher, just fire it at him. - You can do the "Climb" action it prompts when you take the monster down, and it's kinda cool looking (Leon jumping onto it's neck and plunging his knife into it's eye), but it takes a lot longer to "kill" it by doing this. ------------------------------------------------------------------------------- Section 7. Specific Area Tactics ------------------------------------------------------------------------------- Some places need explaining because they are a bit difficult, especially in Professional. If you can't discern where the rooms are, look at DjSiXpAcK14's Resident Evil 4 FAQ, as I used the names of the rooms from his guide. The Village (Chapter 1-1) ---------- When you enter the village, and you end up facing off against a lot of villagers, these tactics can save you a lot of life and time. - Make a break for the house with the shotgun (last house on the left, near the tower). - Once inside (after the cutscene), grab the shotgun, hand grenade, shotgun ammo, and the money (if you want). Take out the people at the window quickly (if they're there), then jump out, turn right and run around the house. - Go until you can grab the Spinel, then turn around and move so you're at the point where the roof of the building meets the wooden walkway. From here, you can make a stand, since enemies have to come around the corner to get to you. You can stick with the handgun until Dr. Salvator comes around, then use the shotgun (or the grenade). Once he dies, you can stick to normal villager tactics until the bell rings. - You can opt to hide in the tower, but not up it. If you climb the tower and stay there, they will start throwing molotov cocktails up. There is no safe place to stay when they do this, so you'd have to go back down. Even at ground level, they will become a horde of enemies. Valley (Chapter 1-2) ---------- When you meet the merchant for the first time, you see a cutscene of this room. - Hole up near the double doors after you enter. From here, you can make a good stand. Just keep shooting villagers in the ankles and killing them (ignoring the dynamite ones, since they don't get close and tend to kill themselves). Just remain here until villagers stop running at you. - Once the villagers stop running for you, make a break for the hill (the right hand side of the room). Take out any stragglers and get the right half of the hexagonal key. More villagers should start running up the hill to greet you, but as long as you stay near the cliff edge, they'll try to climb over sandbags to get you, so you can just keep picking them off (and use the barrel to kill them when enough gather). - Once they stop coming up the hill, go down and into the house near the double doors (you could see a treasure chest on top of it from said doors). Two villagers inside, one on top (who doesn't appear until you get on top). Grab the other hexagonal key piece. - When you go to leave, you can take out the guy on the shack and the guy on the platform above the shack. If you do, more villagers show up behind you. Just quickly deal with them, get what's in the shack, then leave. Waterfall (Chapter 2-1) ---------- This room is very unpopulated when you enter and go through, until you open the path under the waterfall. And, you meet your first parasite man here. These little "tactics" are only for when you've opened the path under the waterfall and you've seen the cutscene of villagers running out. - If you want items and money (and are willing to use ammo), jump back across the two boxes, run for the ladder, and turn around. Wait for people to start showing up, then take them out. You should knock very few (or none) back in the water, so you should end up with some items. Some of the villagers may burst with a parasite with this tactic. - If you don't care about items and don't want to worry about parasites, jump back over the boxes and wait near the edge. As the villagers start jumping from box to box, shoot them (or wait until they're jumping to where you stand and knife them in the air). They'll fall into the water, and you don't have to worry. Outset Cabin (Chapter 2-2) ---------- One of the least fun fights in the game. Especially considering how little you will have when you get here. - Grab the three items on the ground level and bar the windows with the bookshelves. Then, get into the corner where the stairs go up and wait. - Whenever Luis gives you something, try to grab it. It will usually help. - Luis will start firing at any villagers he can see, so wait until you can get a shot. Keep the people from entering as much as possible by shooting them as they start climbing through the windows. - When the villagers overbearingly enter the house, do head shots as much as possible to keep them away, and if some get close, whip out the shotgun and shoot them high (torso/neck area of the nearest target). - If there is a lone whip parasite out, use the shotgun on it. If there is more than one of them, use a flash grenade (it'll also help for a bit while villagers stop advancing). - When Luis yells to go upstairs, go upstairs. Grab the items up there and push down the first ladders to make it up. Then, start dealing with the villagers coming up the steps. - When you have a clearing, take down the ladders. It'll help keep pressure off of you when you least need it. - Eventually (presumably after a set kill count), the attack ends. And so does the chapter. Skip the cutscene and quickly scour the house for items that may stick around that you couldn't grab before the cutscene. Catapult Alley (Chapter 3-1) ---------- This is the second room inside chapter 3-1, where you should now have the semi-auto rifle. You'll need it. This guide gets you through without having to expose yourself to catapult fire. - When you get to the box, take out the two zealots. Head shots are easy, and they only react if you shoot them and not kill them. - Run up until you get the cutscene where the catapult fires and hits the gazebo. Run straight until you get to the stairs going up. Go halfway up and tell Ashley to wait. Then go up until you see a slot on your right on the stairway. You can see a barrel from here, so use the rifle and hit it. - Move all the way up the stairs and go to the center of this area (or go near the bridge, but not on it), then turn right until you see a barrel near another catapult, aim at it and shoot it. Then, turn towards the door you have to hit with the cannon and back up slowly. When you see the top of the barrel, aim at it and shoot it. - Go back down the stairs (where you told Ashley to stay) all the way and wait for the two zealots to appear, so you can take them out. - Go back up the stairs and across the bridge. Bank left (ignoring the man with the scythe) and across to the little tower past the hole where the cannon comes up. Hole up in there and find a point where you can aim at the last remaining zealot near a catapult. Take him out (no barrel here). Then go back out and find the zealot with a scythe. He will either advance on you or go for Ashley (to carry her away). Either way, use the handgun to take him to a knee (and suplex him). If he doesn't kneel on the ankle shot, start knifing him until he stands back up, then try again, if you don't kill him with the knife. It's ammo conservation. - Bring up the cannon, tell Ashley to follow (not necessarily in that order), then continue on. Decorative Sword Area (Chapter 3-1) ---------- The third room in chapter 3-1. This will keep as few people as possible coming at you. - Grab everything on the ground floor. Then, go halfway up the stairs (far enough for Leon's head to be above floor level of the second floor). You will hear the zealots yell something, then they'll start to come at the stairway. Take them down with ankle shots and start with head shots (maybe with the shotgun since you may have all three there at this time). - Once you have the first three dead, go up and grab the other sword. If you don't want to deal with the items or other enemies, quickly place the correct sword in the door and go down to the first floor and place the other sword. If you want to deal with the enemies, read on. - Place Ashley far from the stairs (tell her to wait), then go back to the stairway, but DON'T STAND AT THE TOP OF THE STAIRS! If you were quick enough, the zealots haven't entered the first floor yet. Once they do, and you skip the cutscene (as you should), take them down (and out) as they get to the top. Keep doing this as long as they come in, and once they stop (probably after one or two head eater parasites), go down and take out the zealot in red. He doesn't move unless he has a parasite burst out, but he'll swing at you if you get close. Battle Hall (Chapter 3-1) ---------- The massive hall after the fire heads trap. This is the second of crappy fight rooms. - As soon as you enter, whip out your rifle and deal with the two crossbow men on the balconies. Then, use a grenade down the carpeted part on the shield zealots. Once they are dead, move to a corner and take out zealots as they approach. - Once you've dealt with all of the zealots that come at you (including the short second wave with the red robed zealot), go down into the room with the two buttons. Press the buttons down, then have Ashley follow you and run out the door, banking left. Take down the shield guy with the shotgun (two shots), then run to the end and go up the stairs to the right. Two zealots are waiting, so take them down (not out, since you have zealots behind you). Run all the way back to one of the entry corners and take out all the zealots. - Have Ashley turn the crank while you take out any stragglers that manage to show up. As soon as the stairway comes down and the scythe zealots run down, hit them with the shotgun. Fire when they get close, try to throw their scythes, or when you get a good shot. When that is done, go farther in and Ashley will point out the cranks up above. - Dealing with the cranks Ashley has to get by herself is easy. Cover Ashley when you see a zealot going towards her, but keep your eyes open for zealots coming at you. It takes them a long time to carry her out of there, so don't panic too much if she gets grabbed. Alternate Tactic: ---------- From EC, for this room in Professional. Since I don't have the time to test it, it's verbatim. "I agree with your tactic up to the grenade shot on the shield zealots. But after that, especially if they're not dead, I prefer to run down to the room with the two switches in professionnal difficulty. In normal mode your strategy is perfect but in pro, enemies tend to run a lot more (and I think you mentionned it somewhere in your guide) surrounding you quickly, even if you get to a corner. The room has the avantage of havinf only one entry, allowing few zealots at the same time in (well, even if they are a lot at that point, they are concentrated on the door and a single shotgun shot can wipe a lot of them out). It is a camper tactic I admit it, but in pro mode, honor has to be forgotten sometimes right ?" Dining Hall (Chapter 3-3) ---------- Another Wolverine guy. This time, it's in a cage. And you ain't alone. - Before you enter this room, equip your shotgun. You won't be using it against him or the zealots. Once the cage falls (skip the cutscene), run forward and shoot the lock of the cage door until it falls off (three shots should take it out). Then kick it open and run around the cage. You might get hit by an arrow, but it's better than getting slashed. Or, if you have (and are willing to use) a hand grenade, you can try tossing one under a door. - If the slasher stayed in the cage, just start taking out zealots until you only end up with the ones that keep jumping down into the cage. Then, just take out the wolverine like normal. It's harder for him to get to you, and that's what we want. - If the slasher got out of the cage, break for the wide room with the tables and take out the people as they approach. The slasher will have a hard time getting around the tables, which plays in your favor. Armored Knight Corridor (Chapter 4-1) ---------- When you've got the King's Grail, you have to fight two waves of three knights. Not fun, but it's not extremely hard, especially if you have (at least) two flash grenades. - On both waves, use your shotgun to hit head shots on the knights. The rifle is too slow to attempt this, and the handgun isn't strong enough. Once a knight has lost it's helmet, a parasite will burst out, so ignore it (but keep away from it as much as possible). Once all three knights have parasites, lob a flash grenade. Gather the items and repeat. - If you're getting too pressured by the knights and not all of them have parasites out, use a flash grenade. If only one knight is left, it's a lot easier to kill the parasite with a gun. Novistador Nesting Grounds (Chapter 4-1) ---------- This is the room you enter with all those bug things, and Ashley gets taken. - Use the shotgun. Take out flying ones first. Try to corner yourself so you don't get surrounded and hit a lot (like in the doorway) and so you have less directions to cover. - Take out the hive. You get a targeting reticule on it, so fire on it, preferably with the magnum because it takes three shots. Outer Clock Tower (Chapter 4-1) ---------- This is in reference to the fight on the bridge after you activate the clock tower. Make sure you enter with the rifle. - Deal with the shield bearers with the rifle. Aim for head shots (as in the tactics). Once they die, go forward until you get the cutscene. Aim right away and fire on the zealot with the launcher (if you can hit a head shot, go for it). Then, turn around and take down the three zealots behind you and take them down, then corner yourself by the doors you came through. - Start taking down zealots as they cross with anything you can. If you didn't kill the zealot with the launcher, don't stand near the door so you can try to avoid the rocket he fires. Either way, just keep killing zealots until the music ends. Then, go through the doors to where you fight the two Blind Slashers. Grand Hall (Chapter 4-1) ---------- Just after the previous part, you got two blind slashers and two zealots to fight. Yay. - Move to the left or right of the door until you get the cutscene. Keep moving around the side (to the wall) until you hear a zealot say something. Back up to a corner near the door, wait for him, then pick him off with the rifle. Hopefully, neither slasher will react, but the other zealot will. Wait until he runs up and kill him. Then, deal with the slashers. - The best way is to try and hit the bells and then shoot the slashers when they turn their back. Don't run if you can walk away. - Try not to move up the first set of stairs, because zealots start entering the room once you do. You don't want more zealots when you're dealing with the slashers. - Once the slashers are dealt with, move forward and prepare for some zealots to show up. They're easy in comparison. Freight Shipping Tunnel (Chapter 5-2) ---------- This is the tunnel where Ashley is driving the large tunneling vehicle and Leon has to protect her from the plethora of soldiers that jump onto it. - Favor the shotgun. By this point, you can have a fully upgraded Striker (with Exclusive upgrade), and the shotgun can hit multiple enemies at the same time. - When you get to the truck following you, just shoot it once with the shotgun. It'll explode, then later begin to follow. When it follows (on fire), don't waste a shot. It won't even get to you. - On the elevator, you have to watch over Ashley. Unless you fully upgraded the semi-auto rifle, go up one ladder and take out the soldiers at the end, then jump back down and deal with the soldiers who jumped down. Go up the other side and repeat. Then, go up and get all the items and hit the switch. - After going through the elevator and path past it, the tunneling vehicle takes down a reinforced steel door. You hear a truck coming at you, but it isn't from behind. This one is coming head-on at you, and it requires more than a shotgun blast. Use a magnum round on it (yup, only one). Final Stronghold (Chapter 5-4) ---------- This is the part that seems like it would be impossibly hard without the help of the helicopter. Well... guess what? It's not so helpful in Professional. It will still fight, but it takes a LOT longer to act, generally ending up two or three steps behind you when you finish parts. If you're playing in Normal, just give the helicopter some time, but keep yourself busy. It'll deal with the bigger threats and point out the way for you. Just try to follow behind it's path of destruction. In Professional, if you want to let the helicopter take things out, you'll have to wait awhile (and deal with any soldiers who make it to you), and let your playing time rise pretty high. Of course, your playing time doesn't change anything when you beat the game (and you don't get anything new for beating Professional besides a sense of satisfaction and reason to gloat). ------------------------------------------------------------------------------- Section 8. Miscellaneous Information ------------------------------------------------------------------------------- This section is for things that aren't really fitting anywhere else in the guide. Finding the "Free Weapons" ---------- To be more specific, I'll detail where (and how) you find all the weapons in the game that you can get for free. If you don't find my information as specific as you need, feel free to ask or look at another guide. They've already (likely) gone into depth on this. Shotgun --------- To get the shotgun for free, you have to go to the village (the area with the church where you see a man burning the first two times through there). The last house on the left, where a cutscene will ensue the first time you're here, has the shotgun on the second floor. Run up the stairs and look at the wall, to the right of the cabinet. It's hanging there. Punisher ---------- In the area just after the village (see above), you can should see a tree with a blue piece of paper attached to it (a file detailing how to get this weapon). In this area is 7 medallions, scattered around (use the map and look high sometimes). Then, when you get to the graveyard, there will be 8 medallions scattered about. Shoot them all (because you supposedly get a better Punisher when you shoot 15, I haven't checked), then return to the merchant. He'll have one for sale, and since it costs nothing, buy it. Then sell it. Broken Butterfly ---------- After you rescue Ashley (and play as her), return to the Dining Room (see Section 7). Look at your map and go towards the treasure (assuming you bought the treasure map) in a room you were already in (you had to skip it because the door is locked and you can piggyback Ashley into there). The Broken Butterfly is in one of the four chests in the room. Rocket Launcher ---------- Impossible to miss. It's in a room where you have to raise a bridge to get over to the door you exit at. This room is one you have to enter after the Dining Room (see above). An oil lamp hangs in front of a door where a couple of zealots come out of after you raise the bridge, so from there you will need to turn left. Go until there is an opening to your left, and there will be a zealot firing a crossbow at you (from across the room). You can see a large glass case in your path (after you have to jump down), and the rocket launcher is in there (with other items). Quick Turning Trick ---------- A trick pointed out by Clint <Clint.Meyer(at)nsc.com>. You can use the C stick to turn Leon quicker than you can manually. Shift the view with the C stick to where you want to face and tap the R button (or hold it if you want to fire). Leon will turn to face the center (laterally) where the view is pointed. Since the view using the C stick is limited to about 60 degrees, that's the limit of how much you can turn Leon with this trick. It's not an easy trick to do, but if you can do it well, it can really help you out a few times. ------------------------------------------------------------------------------- Section 9. Credits ------------------------------------------------------------------------------- Only right that I thank the people who sent me information. Thanks to: Keebo <keebo15(at)hotmail.com> Micheal <cain27(at)hotmail.com> For informing me of an alternate tactic for fighting Salazar. Paul <Paul_Kordana(at)tax.state.ny.us> For informing me of an alternate tactic (and an effective one at that) for fighting Krauser (part 2). Clint <Clint.Meyer(at)nsc.com> For informing me of the "Quick Turning Trick", which is pretty useful. IceDragonVisy <icedragonvisy(at)hotmail.com> For informing me of a tactic to fight the chainsaw villagers with the knife. Crazy to try, but useful, I guess. DjSiXpAcK14 <Benn(at)Linger.com> For letting me use the room names from his guide to help describe those rooms in mine. bruce wallace <lavitz4(at)hotmail.com> For verifying the one hit kill by the Blind Slashers. Torsten Edelmann <t.edelmann(at)codemind.de> For informing me of an alternate tactic against the Chief. N P <lord_philemon(at)yahoo.com> For sending in the tactic against the Chief (the one that's word for word the same). Brendan Kenney <shadowknight7(at)msn.com> For sending in a tactic to fight El Gigante in the valley, and for being the other person to send in the copied tactic against the Chief. Harris <harris.lam(at)gmail.com> For sending the last tactic for the Village Chief I'll use. Crazee Boy <dizzy(at)egix.net> For sending in info about Salazar saying "Payback" before trying the one hit kill. Cack <cacxalot_revolver(at)yahoo.com> For sending in info about using Incindiary Grenades against the "It" monster. ------------------------------------------------------------------------------- Copyright 2005 ChaosTheEternal. All rights reserved. ~ That is it, I am done.
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This mural is entitled "Happy Hunting Ground".
"...an old leather-dry squaw sits by the edge of a waterfall, leaning eagerly and intently forward, for there in the iridescent spray she fancies that shes sees her own girlhood beckoning to her. She imagines herself young again and splashing through the water with other laughing, dancing maidens. In the morning air a mist hangs over the water and from the mist, and the shadows of the quaking aspens, appear the figures of still other girls and young mothers smiling contentedly at the happy dancers in the water."
"The once mighty chief of a warlike tribe besats the rhythm of his war chant whle the witer snows whirl past him...."
"An old buck sits in front of his chip fire and dreams..."
This series is entitled "Youth".
All of these photos were taken by Roger Whitacre and appear in the book Growing Through History with Colorado: The Colorado National Banks by Tom Noel. The quotes are from the artist himself.
As I have not heard any differently, these murals remain in the now shuttered Colorado National Bank building (most recently known as US Bank) at 17th and Champa. These treasures must be saved and it is hoped that they will again grace the walls of this building in one of its future uses. Some of Allen True's other paintings and murals appear in Civic Center Park and at the Brown Palace Hotel. He graduated from Manual High School in 1899.

subset: commoncrawl


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Thursday, July 19, 2007
The Single Greatest, Unfortunate, Appalling, Mindsticking Commercial of All Times
What's truly amazing is just how accurate this commercial portrays married life in the 1970's. Back then wives would indeed spend their days embarking on desultory walks through their own (or others') backyards like wood nymphs on clonazepam, sporadically checking in on children that may or may not be theirs, while their husbands toiled away in offices straight out of an early-era Bergman film.
Moreso, the commercial provides a clear glimpse of exactly what such office life was like back in the "Me Decade." No Internet. No computers. No coworkers. No lighting. Just you and the gnawing, horrifying fear that your wife may one day be abe to pinch more than an inch.
Curiously, Tab filmed a sequel to this very commercial, consisting of a single self-inflicted gunshot and blood silently seeping from a man's head just after he learned his wife had to go and have a second cookie.
So save that faltering relationship of yours and drink Tab. After all, "keeping your shape in shape has it's rewards."
9 comments:
- yellojkt said...
I had college roommates and co-ed classmates that wouldn't have survived without Tab.
- July 19, 2007 at 12:39 PM
- jfruh said...
- July 19, 2007 at 12:59 PM
- Sara Benincasa said...
Dude, please tell me that you will douse your girlfriend in gasoline and set her ablaze if she ever, EVER gets chunked out enough to "pinch an inch."
- July 19, 2007 at 1:53 PM
- vclortho said...
Were the brain controlling Masters from "The Puppet Masters" "mindstickers" too? Did they sing sweet nothings across the parasitic psychic connection they held with their lobotomized human drones? More importantly, did Heinlein drink Tab? TOO MANY UNANSWERED QUESTIONS!
- July 19, 2007 at 2:18 PM
- Andy 3000 said...
Is that narrator the same guy who did the voice of HAL in 2001?
- July 19, 2007 at 4:00 PM
- D.B. Echo said...
My mindstickers tend to be about three feet long, pointy, barbed, and narrow enough to enter the brain through the eye socket.
- April 29, 2009 at 8:00 PM
- ksim43 said...
This is exactly how life was in the '70s. It's like a documentary.
- April 29, 2009 at 8:08 PM
- Kim Rankin said...
"Mindsticker" sounds like something from the Cantonese-only page of the menu...like a potsticker filled with brains.
- April 29, 2009 at 9:08 PM
- Mike said...
"Hey, little girl, comb your hair
Fix your make-up, soon he will open the door
"Don't think because there's a ring on your finger
You needn't try any more
"For wives should always be lovers too
Run to his arms the moment he comes home to you, I'm warning you
"Day after day, there are girls at the office and the men will always be men
"Don't send him off with your hair still in curlers, you may not see him again
"For wives should always be lovers too
Run to his arms the moment he comes home to you
-- Burt Bacharach and a host of media images
(But even in the Sixties, there were plenty of us who thought this was an exceptionally dorky song)
- April 29, 2009 at 9:18 PM


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Ebola Virus Outbreak Threatens Africa's Tourist Industry
Tourist Operators Report Cancellations Despite Assurances Over Outbreak by Governments
NAIROBI—The outbreak of the Ebola virus in West Africa is hitting many African economies where they are most vulnerable—the tourism industry—as travelers reconsider trips to places as far away as Kenya and South Africa.
Fear of the virus is rattling would-be tourists to the continent and is underlining the risks some associate with travel to Africa. Anxious African governments have potentially amplified those worries with their own draconian measures to keep the virus from breaching borders....


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Species: Mauritian flying fox (Pteropus niger)
Status: Endangered (EN)
Interesting Fact: The Mauritian flying fox is named for its fox-like face, but is in fact a large species of fruit bat.
More information:
The only fruit bat to occur on the island of Mauritius, the Mauritian flying fox is a large bat with golden-brown fur. This species has a wingspan of about 80 centimetres, and the long, narrow shape of its wings allows it to travel long distances as it seeks out food in the forest canopy. The Mauritian flying fox feeds mainly on fruit, which it squeezes in its mouth to obtain the juices before spitting out the seeds and pulp. This species roosts in trees, where it gathers in large groups known as 'camps'. Like other flying foxes, the Mauritian flying fox gives birth to a single young each year. Although this species is found almost entirely on Mauritius, a few individuals have also been reported from nearby Réunion in recent years.
The main threat to the Mauritian flying fox is deforestation. Only around five percent of the original vegetation on Mauritius now remains, and over half the plants the Mauritian flying fox feeds on are introduced species. Despite legal protection, this large bat is hunted for food and sport, and in 2006 the Mauritian government endorsed a culling programme as a result of alleged damage to fruit crops. The Mauritian flying fox occurs in a number of protected areas and is listed on Appendix II of CITES, but illegal hunting is still reported to occur. Recommended conservation measures include research into this bat's populations, together with habitat restoration, education campaigns and captive breeding. The effects of culling also need to be assessed, as does the effectiveness of netting fruit trees to protect crops. The Mauritian flying fox plays a vital role in pollination and seed dispersal, so conserving this species will also help maintain the health of the island's remaining forests.
Find out more about bat conservation at:
- Bat Conservation International: http://www.batcon.org/
- Organization for Bat Conservation: http://www.batconservation.org/
- Bat Conservation Trust: http://www.bats.org.uk/
You can also find out more about Mauritius and other Indian Ocean islands on our Indian Ocean islands page and at the Mauritian Wildlife Foundation.
See more images of the Mauritian flying fox on ARKive.
Liz Shaw, ARKive Text Author


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American Revolution Conference in Williamsburg, 22-24 Mar.
America's History, L.L.C., is sponsoring its second annual Conference on the American Revolution in Williamsburg, Virginia, on 22-24 March. Although there are academics on the list of speakers, this conference is not designed for academic scholars and job-seekers but for independent researchers and history buffs.
The scheduled program is:
- Edward G. Lengel: "Revolutionary Rivals: Horatio Gates and George Washington"
- Douglas Cubbison: "Man on a Mission: John Burgoyne and the Campaign of 1777"
- Joshua Howard: "The Swamp Fox: Francis Marion, Revolutionary War Hero of South Carolina"
- James Kirby Martin: "Benedict Arnold: Revolutionary America's Heroic General"
- Andrew O'Shaughnessy: "Fighting with Friends and Enemies Simultaneously: Sir Henry Clinton"
- Jim Piecuch: "Frustrated Ambitions: "Light Horse Harry Lee's Conflicts On and Off the Battlefield"
- John V. Quarstein: "Closing the Door on Cornwallis: The Battle of the Capes September 1781"
- Glenn F. Williams: "Lord Dunmore's War: Training Ground for Continental Officers"
There will also be two panel discussions: "The Best and Worst Military Commanders of the Revolutionary War" and "A Revolutionary War Bookshelf: What You Should Own and What Books Will Be Published Soon."
The conference package costs $225 and includes lunch, two breakfasts, and refreshment breaks. There are rooms available at the Williamsburg Hospitality House, which I think is also the site of the sessions. On the Friday afternoon before the conference begins, there's an optional bus tour of Petersburg and other sites led by William Welsch of the local American Revolution Round Table; that costs $95 extra. I hadn't thought seriously about going to Virginia next month, but two feet of snow has a way of making me reconsider.
America's History offers a range of other tours and events this year, including sessions on "Religion, Rebellion, and the Founding Fathers" in Pennsylvania with John Fea; "Defending the Highlands" in Newburgh, New York, with Bill Welsch and Bruce Venter; "Braddock's Campaign to Fort Duquesne" in Pennsylvania with Doug Cubbison; and "Burgoyne's Campaign of 1777" in conjunction with the 10th annual American Revolution Seminar at Fort Ticonderoga.


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MOSCOW, Jan. 31 (UPI) -- A variety of crops successfully grown and harvested on the International Space Station have been verified as safe to eat, a Russian scientist says.
Space-based agriculture has long been of interest, as plants not only scrub carbon dioxide exhaled by astronauts but could be a renewable food source, scientists have said.
"The experiments with peas have been very promising," Margarita Levinskikh, a researcher at the Institute of Biomedical Problems, told an annual space conference in Moscow in describing the ISS "farming."
Russian cosmonauts have grown Japanese leafy greens and a variety of dwarf wheat that has produced seeds of "just extraordinary quality," RIA Novosti quoted her as saying.
Russian cosmonauts will sow rice, tomatoes and bell peppers in the station's Lada greenhouse next year, she said, a cooperative effort between the institute and the Space Dynamics Laboratory at Utah State University.
Currently all food onboard the space station is flown there on periodic resupply missions. Long-duration deep space missions without agriculture would require many months' or years' worth of food, greatly adding to their launch weight, the institute said.


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An American Nightmare Revisited
"Columbinus," the world premiere at Chicago's American Theatre Co., is a new version of a docu-play about the events at Columbine High School. Kevin Nance joins Lunch Break with a preview.
This transcript has been automatically generated and may not be 100% accurate.
... I ... the the Columbine high school shootings it opened with a new third act this week it is inspired by ... the French gun violence in America were going right now ... five to Kevin Nancy's in Chicago to bring its latest on this Canon think semester being here ... the job wrapping free so this play about the nineteen ninety nine mass shooting a column I bought high school it first opened in two thousand and five that the writers ... been updated after the Aurora Colorado movie theater massacre what inspired them to do so ... one of the year has worked with a lot of ... high schools in Chicago you know we have a couple of gun violence in Chicago and some of the violent happen in schools ... and as the original pot really was just to go out and had some ... small amount of new material ... but that was before the or ... and and and ... after the high water content ... basically what happened with people from Columbine ... which could only fifteen minutes away from all wore ... really started coming up with a whole lot new details about what happened the column ... it sort of trick or ... a great deal of the ... new insight human race and frankly when they lose the weakest interviews Columbine ... there were a lot of lawsuits going on and people were inching forward politically to talk to them ... and then get them a lot of them were teenagers ... and there's no there's no ten years later ... and told them and they'll have a better perspective on what happened and that and a greater ability to articulate what they what the hell ... a you talked him into talking to the writers behind this plank and then ... he founded a hand in writing basically come across some conflicting feelings and the people ... that they went back and we interviewed from Columbine described that stocks ... well I can go on and it's really sad things about the ongoing work if you happen to them like Columbine and the fact that ... you know we live in ten of the Hollywood culture and people think that something like this happens ... they ... feel like they have to be a hero ... and they can draft respectful of that these people are tortured by the fact that ... they couldn't be ... more stoically in the moment ... you know when the doctor ... going off as opposed to applying multiple to sort of free stuff ... and that's what most of them did ... but ... thinking back on the report couldn't help thinking about you know maybe I could've done this if it did and that ... there were situations in which ... one person working Apple said to her friends sitting next to let go of it that you know the shippers have gone for couple of minutes ... to make a break for Ryan ... and her friend the ... onshore can't move ... and she ... she left ... she left her friend ... and per inch been tortured but they are for sure ... they can go and ... you know if it were also the if the issue of ... recognizing warning signs a lot of the parent that people in the area ... the shooters ... they really shopping and probably collapse thing ... maybe too much ... sugar productive tool but didn't have these things all in all our coupling and people ten years later ... I can't think semester being with us more about this play in the arena section tomorrow


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Utah Sheriff Claims Copyright On Mugshot Photos To Avoid Releasing Them
from the promote-the-progress? dept
"I believe that the practice of using these mug shots to belittle and abuse our citizens is immoral and repugnant," he said when discussing the websites in general during an interview Tuesday.In other words, he's admitting that his copyright claim has nothing to do with what copyright law is for, but everything to do with censoring a website. Yeah, that's probably not a good idea.
"A compassionate society does not utilize the scarlet letter," he said
This is not what copyright law is intended for, and the use as such is a clear abuse of the law. Of course, whether or not there's even a legitimate copyright there is a bit of somewhat unsettled law. While it's clear that works created by the federal government are automatically public domain, it's a little fuzzier when you get down to local governments. Many local governments, smartly, take the position that they face the same rules as the federal government, and assume that such documents are public, but it's not entirely clear under the law if this is necessarily the case. Go down to the level of a sheriff's department, and he could potentially argue that the prohibition on copyrighting works created by government don't apply. It's a weak argument, to be sure, and one that I doubt would hold up in court, but it's not entirely settled.
This is unfortunate, of course. We've long argued -- and believe strongly -- that all government created works should be public domain. They don't need the copyright incentive to be created, obviously. Furthermore, mugshots have long been seen as a part of the public record. To retroactively claim copyright on them is just bizarre. There's clearly no copyright interest in the photos. They weren't created because of copyright. The government isn't using them to promote greater public learning or to support more content creation. It's flat out using it to censor a website that it doesn't like. That should mean that even if a court unfortunately finds that the Sheriff can claim copyright, opening his mouth to flat out say that he's doing it to censor the website probably undermines his argument, as it shows a government deliberately blocking someone's speech.


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Layered Stars Quilt Pattern
Although this quilt looks complicated, it's really only 1 simple block!
Finished sizes:
- Crib: 34" x 42" using 8 fat quarters
- Twin/Lap: 68" x 84" using 12 fat quarters
- Queen: 100" x 116" using 30 fat quarters
(1 reviews)
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August 16, 2014
I originally ordered this pattern because it said it was a beginner pattern. I've since named the quilt 'the learning quilt'. Whilst I've done a few quilts, I have never done one that didn't have only squares in the pattern. I did find it a little challenging, due to inexperience, but in the end I had a truly beautiful quilt and intend to have another go at making it - this time with more knowledge than I possessed before. My quilt is absolutely amazing!!