Golden rules
read these before spending a single pesetaKnee → kick → knife
A shot below the knee drops or staggers an enemy. Close in, kick (an area hit) and finish them on the ground with your knife. This is THE technique of the game: it saves mountains of ammo.
Crates and barrels: knife them
Never shoot them. The knife is free and that's where a good chunk of your resources live. Watch out: some crates hide snakes.
Upgrade few weapons
The philosophy of the build: deep upgrades on 3–4 weapons, not a half-upgraded arsenal. Goal: one handgun (Red9 or Blacktail), Striker and TMP at «Exclusive» + Semi-Auto Rifle maxed out. The base shotgun and the Broken Butterfly get the bare minimum.
Don't sell loose gems
Any treasure with slots gets saved until it's complete. A full Beerstein is worth 20,000pts; sold in pieces, much less. Examine every piece in your inventory.
There's no going back
The game locks areas forever. Loot everything before leaving the village (end of 2-3), the castle (end of 4-4) and every major transition. Lost treasures stay lost.
"Capacity" = free ammo
Buying a capacity upgrade refills the magazine. Buy it only when the magazine (or cylinder) is empty — key for the shotgun, rifle and magnum, whose ammo is scarce, and on the TMP it is the cheapest refill in the game. Note: a weapon's exclusive only appears once every other upgrade is maxed, capacity included, so plan each level for a moment when you are running dry.
Selling returns half
The Merchant pays 50% of what the weapon plus its upgrades cost (the exclusive doesn't count). Every upgrade on a weapon you'll sell throws half away: that's why the base shotgun stops at 5.0 and the free Butterfly stays untouched.
Drops follow your case
Enemies drop ammo for the weapons you carry, and less of whatever you're already stockpiling. Carry 3–4 weapons of different types, spend the ammo you have in surplus, and don't lug around a gun you never use.
This game’s story in the lore
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Resident Evil 4
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