Resident Evil 4 (PS2) Playthrough Part 24
t's Ashley!
When the fireworks at the beginning of this cutscene are over, grab everything you can from the periphery of the room; there's 5,000 pesetas behind the portrait of Lord Saddler on the wall, if you check it. Ashley's here, finally, but she'll need a bit of help to get free of her restraints. In order to pop her out, you'll have to shoot them off. This is obviously easiest if you have a rifle, but if you don't, you'll have to use a pistol. Very, very gently. Aim off to the side, obviously enough, as a single bullet is all it takes to kill her.
After Ashley's free, you'll have to contend with two waves of enemies. The first is a simple bout of three cultists; shoot them down from your perch before they can haul off Ashley. The second includes a near-infinite flow of cultists, a pair of crossbowmen, and a red-robed leader with a key around his chest. You'll need to prevent the cultists from hauling off Ashley, protect yourself from the crossbowmen, and kill the red cultist so that Ashley can get his key. Until you kill the red guy, the black cultists will continue to flow in, so he should definitely be a priority for you.
Interlude
After Ashley does get the key and escapes from the room, you'll take over as her. For this little section of gameplay, you're obviously not going to have any weapons, so you'll have to enter combat with an eye towards improvisation. To begin with, pick up the Spinel and Yellow Herb in the room where you begin, then save your game before heading up to meet with the cultist near the fireplace.
Now, these guys obviously aren't going to go easy on you just because you're a girl; they seem to have missed the memo stating that you're to be taken alive, so they will indeed attempt to kill you. You'll just have to try and kill them back. In order to do so, you're gonna need to throw the lanterns scattered around at them. There are three for each cultists, and you'll need to land three hits to finish them off, leaving you with no real margin for error. You can yourself be hurt by the flames of the lanterns, making this a risky proposition indeed, but they will sometimes drop green herbs when killed.
Try to lock yourself off from the cultists, and you won't have to deal with them at all.
Luckily, you only have to deal with one cultist at a time, as they're separated by a wrought iron gate. You can use this to your advantage, and indeed the easiest way to proceed here is to just trap them both on one side of the gate and shut yourself off from them. To do so, you'll need to find the crawlspace leading from one side of the gate to the other; it's behind a cabinet on the right side. If you crawl through, flip the switch to open the gate, then get the attention of both cultists and run them all the way back to the first room, you should be able to run down the long line of desks, crawl underneath the one closest to the gate (making sure you're not facing off against a Throw prompt first), get through the gate and shut it before they can get back around the desks. This will let you loot the far room (there's some money in the one of the cabinets) and rotate the levers here to open the next corridor in peace.
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