Released in January 2005, Resident Evil 4 follows Leon Kennedy, now a U.S. Agent, on his quest to find the President's kidnapped daughter. His path leads him to a mysterious town in Europe where he is suddenly attacked by the locals who seem to have gone insane. Leon must survive long enough to rescue Ashley and solve the mystery behind the villagers' madness. The game was re-released for PlayStation 2 in October 2005, and for Wii in June 2007.
Runs on the Wii version:
Runs on the PC version:
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Special weapons run, European version, in 1:43:47 by Tomi Salo, done in 18 segments.
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This is actually my third and most likely the last speedrun of RE4 with special weapons. First one (1:54) was done somewhere around October 2005 and never submitted. The badly encoded second attempt (1:51) finished in December 2005 and eventually got on the site. I was never really satisfied with that time but knowing how annoying it is to speedrun Resident Evil 4, I didn't improve it. Well that was until atwyatt found the TMP glitch and basicly forced me to redo my run. This time I got 01:43:47, 7 minutes and 16 seconds faster than previously. Also, it is 3:44 faster than the current record at Shin's site.
Radix for founding this awesome site and mikwuyma for running it now. nate for encoding my run and DJGrenola for the other stuff :p. atwyatt, on top of the TMP glitch, you've been awesome help and support from start to finish. Ditman from GameFAQs for discovering the striker glitch (ditman), pota and torao for their groundbreaking runs from couple of years ago. ZhenXiang for his/her 1:47 run which I stole couple of tricks from and all the others who kept watching/supporting during the making of the run.
General Tricks and Techniques
The reason I picked up the normal costumes is because I simply can't stand the special ones.
Start out with the Striker, use ditman after the first kill and jump out the window downstairs because the window upstairs cancels the glitch. Used a grenade at the first group in the village and as you can see the first group spawns a lot faster on PAL so you gotta be fast when switching to IRL. The first group has quite slow chance of spawning, I think I found a way to manipulate the second group. Move like I did after shooting the first group and there's probably a trigger somewhere. I might be completely wrong, though (credit atwyatt for the village fight strat). Rest of the run is piece of cake, except for the grenade throw in the end.
I played these two chapters together because it allows me to skip the loading in 1-3, saving around 10 secs on PAL and allowing me to make Del Lago a bit easier by saving at the cabin. Of course the fastest way would be to run 1-2 and 1-3 plus Del Lago but that would take forever to pull off. I could have thrown the grenade in the beginning right when I entered the area but I didn't find it reliable at all. Also, taking time to aim the throw is probably slower than my method (thanks atwyatt for this). I could have shot the both tripmines at once, dunno how I completely missed that :/.
Stupid random asshole. The throw when Del Lago turns around the first time is stupid random because of lag. Also, to get Del Lago not to dive is just so much fun.
Ok, shooting those crates weren't good. Rest of the chapter goes well, mainly because this is one of those two-three chapters which have no randomness.
Thanks Ashley for making ditman glitch almost useless in this chapter, well, there weren't many places to use it! Blowing up myself wasn't intentional in the cabin fight but it killed one of the enemies so it was enough. Cabin fight solely depends on how Luis kills those enemies.
The second non-random chapter. One of the better chapters in my run. no complaints. If you're wondering why I don't use the Old Key asap, it's because I have to wait for Ashley.
One of the hardest chapters in this run. The beginning isn't random anymore but the rest is just pain in the ass. I used a safe strategy at the Water Room to make it a little less random. You could use ditman when you enter the Castle Key area but that requires the enemies to open the door for you, which I found that is not happening along with the other things used in this chapter.
Alas the Gallery Key Zealot glitch doesn't work on PAL but Ditman glitch somewhat makes up for it. The beginning of the sewers with the novistrados is just super random because of Ditman glitch. Mostly because the novistrados are a lot more aggressive for some reason and I can't use any action commands because it cancels ditman. TMP glitch was used in this chapter, too. I make it look too easy, though. I got super lucky in the end, btw.
With difficulty manipulation this chapter is one of the non-random, too. I blew up myself to adjust difficulty some more and Leon has full hp at the start of 4-1 anyway.
One of the most hardest chapters this run. I made a sweet strategy in the Lion Ornament room to eliminate all randomness without losing time! The TMP glitch here is a loooot easier here. The area with the novistrados nest is as horrible as ever. Shooting those wooden sticks at the tower sucked ass, too. I blame not having mouse+keyboard ;). Rest went great, I got really close getting grabbed at the bottom of the tower. Also before you fall down to the pit, after the two garradors, my game crashed once. RE4 nor my GC have never crashed. Of course that run was better than this one ;).
One of the most random chapters. The cave with the novistrados is just stupid because I can't use any action commands because of ditman. I had to use shitload of grenades instead. Usually that doesn't work, though. I bet you noticed that I skipped the middle pillar with Ditman glitch.
There's only little randomness in this chapter, so I kinda like it. That cart ride is boring as hell, though. I unload all my shotgun bullets to adjust difficulty, I shouldn't have started out with that many.
The lift strat here is hard. First you need that dynamite guy to blow up the barrels before you kill him because if you don't it only needs one enemy to land on the lift and it stops. Then you have to shoot listening to the sound only. Picking up that faint growling sound behind everything else ain't that easy. Shooting Salazar wasn't that good.
Despite it's length this chapter is not so random. Atleast not with my strategies. I shoot the search light in the beginning to avoid the cutscene and cancelling the ditman glitch. At the second mirror, I lured the enemies to the side so I could jump down unharmed. I just couldn't run past that rocket launcher ganado, I had to shoot him.
I used such safe strategies here because the game was already getting so much on my nerves. All goes well, except that wrecking ball room mistake, which probably isn't a mistake.
Don't get me started with this one. I honestly was ready to quit the speedrun completely. I simply looOOoove the Krauser knife cutscene, I think I'm in the thousands when talking about how many times seen. That hit I took wasn't fair. It clearly went through the wall :p. Krauser knife scene, It cages one and two, pushing the statue and Fina Krauser just make this chapter the worst ever. It goes without saying that this chapter is the hardest.
I think this chapter is on par with Del Lago when talking about randomness. There are so many impossible strategies for this chapter, three of them involved enemies opening, keeping doors opened and knocking those metal bar doors down so I can keep running with ditman glitch. Also getting Mike blow up the right Gatling gun tower is just stupid hard. The hit I took and the misused Flash grenade were stupid in the end. Usually there's 3 enemies in the room with the first button and only couple of enemies in the second. Now it was the other way around. Of course I had no time to look.
This chapter is just a joke.
Anyways, hopefully you enjoyed my run. If you have anything to ask regarding RE4 or my run, PM me at the forums or at IRC on irc.freenode.com #sda or mail me at sarouyucgan at gmail dot com
Single-segment special weapons run in 1:59:07 by Tim Bright.
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First off, I'd like to thank Lee and Pota for making their runs, thus allowing me to use the tricks that worked and incorporate them into my run. This run believe it or not is better than my personal segmented best of 2:11:xx (it's the one I load from, because I needed the SRL). You should also notice that my previous best SS was 2:00:07, which pissed me off because it was soo close to sub 2 hours, so I retried and ended up shaving exactly a minute off. Also, I used the normal costume, mainly because that's what everyone else used, and it dropped my time significantly lol.
As for mistakes, in the very first chapter (all of ch 1), two of four guys always hit me, though which ones vary depending on what the game 'feels' like. First, one of the two guys guarding the bridge may or may not hit me (We'll count those as one guy). Next, the guy with the axe right before the building I enter in 1-2, and the guy with the axe after you pass the Dynamite throwing guys and go down the hill.
Finally, on 1-3, the guy with the axe(Guys with pitch forks have worse aim) in the group of people just past Dr. Salvador in 1-3. He, more than the rest, is usually a definite. The reason I took a dive on Del Lago (Yes, it WAS on purpose) is because he seems to follow roughly the same path each time afterward, making mistakes less likely. This battle is very important to do well in order to have a good overall time. Since, for the most part, his path is pretty random, a flawless (according to your strategy) AND fast victory is necessary.
In the beginning of CH 2, I forgot to shoot down the boxes from above in order to quickly form the bridge, but not that much time was actually lost due to my awesome aiming skills (lol). During each run, I could never think of a faster way to do the cabin fight, except maybe use the RL. The problem with that, though, is that shooting through one window allows for enemies to rapidly approach through the other, making it impossible to effectively use the RL (you'll lose health/kill yourself/recoil and duck allows more enemies from other window). The Mendez battle seemed to go well, except for the fact that I needed to change weapons after the gondola. Only once have I successfully ridden down it with the RL, so I guess it doesn't waste too much time, since I use it for the next parts anyway.
The next real mistake occurred when I tried to free Ashley. As you'll notice, I use the Rocket Launcher. I hit the first time, then miss, then hit. All I lost was about six seconds, but those are acceptable when compared to waiting for the "Help me Leon" cutscene, as well as switching items (It warps you to the platform anyway, and I wanted the RL to deal with the next round of enemies). Then, in the Dragon room, it may seem like wasted time when I return to the turning table, but the guy I shoot usually grabs me, resulting in me just making the jump. Not wanting to take that chance, I shot him, ran to the machine, and repeatedly pressed 'A' until I jumped.
The two garradors in Ch 4 are very hard, for me, anyway, to kill at the same time. During this run, three rockets were used in order to move on. Like freeing Ashley, the first hit, the second missed (you don't need to kill the Illuminados), but the third killed him. A little after that, you'll notice my horrible aiming skills as I attempt to un-jam the cogs in the tower. Even though the one as I turned around on the third floor to shoot was right in front of me, but I failed to effectively shoot it, wasting maybe a second. Sorry if you find the shooting annoying during the lift to Salazar, but it was necessary in order to kill all the red guys as fast as possible. If two or more land, the lift stops, wasting time. Salazar seemed to cooperate very well, and I moved onto the final chapter.
Ch 5 was probably my best chapter. I knew exactly what I was doing (like the other chapters) and everything went my way, for the most part. The only challenge was the Krauser knife fight. If you die there, you instantly loose 10, then 30, then maybe 45 seconds because you have to re-watch the slow cut scene. As soon as the knife goes flying, however, you know you're home free, as the rest of the game is fairly easy, granted you have the right equipment. I easily beat U3 and Krauser, but, then again, who can't with the IRL and CT? In the very end of 5-4, I take the card key as soon as it appears, and ran with it. This allowed me to not even see the gattling gunner (J.J.), saving me health and time. Finally, just for show, I pulled off the flips on the jet-ski. The final Hunnigan call is risky business to skip early because you can potentially skip your final stats.
All in all, my time was 1:59:07. Unless someone beats this time, I probably won't try to improve it myself. If you have any questions or comments relating to this run, please IM me at Leprachaunboy04 on AIM.
Single-segment special weapons run on professional difficulty in 2:02:45 by Daniel Chamness.
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I've been waiting to do this run for quite a while, but never really had many good opportunities to put aside time to do it. Regardless, it's a good thing I didn't though due to recently discovered glitches that I used.
Striker Glitch: Allows Leon to run incredibly fast, but due to the time it takes to just activate the glitch itself, I rarely use it. When implemented, it only saves a few seconds at a time, and overall the time saved by the glitch isn't too much, maybe only 1-2 minutes.
Locked Door Glitch: With the TMP, and ONLY the TMP, locks on the opposite side of doors can be broken, thus skipping approximately 5-6 minutes of the game. I do not have to go through the castle maze, nor the falling ceiling to get the Queen's Grail.
Although the current record time for RE4 Special Weapons is 1:59:07, and I utilized glitches to save time, I am playing on PRO mode. Enemies are harder to kill, such as Del Lago takes extra hits, and enemy AI is a lot more responsive. I'll let my video speak for itself, considering the RE4 SDA page already has a lot of comments on it. If I want to be realistic, my time is about 1 minute faster but I had to switch recordable DVDs since I went over 2 hours.
My AIM is danthetrmptman and my e-mail is email@example.com for anyone that wants to contact me to discuss this run or other games.
The Another Order, new game plus, Japanese version in 0:27:53 by You-Hei Muro, done in 5 segments.
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(1) Technique of Key usage and Skipping messages
The length of the messages shown at each door is different and depends on the door. In the case where the message is long (more than 2 messages, approximately), using a key from the item menu is faster than just checking the door to use the key. And in the case where the message is short, checking the door (as usual) is faster. And generally, to skip the message, tapping the square and X buttons quickly in turns gives you a faster message skip.
(2) Changing the direction of Ada by "Weapon aiming"
If you use "aiming" while you change the direction of "view", you can turn more quickly than usual. I designated this phenomenon as "Quick direction change" (This is different from "180 degrees quick turn".). But if you need to change the direction a lot, you had better not use this technique. Just use the regular direction change by using the direction button.
I arranged these items in the attache case so that I could change weapons quickly with minimal cursor movement during the run. And I carried one extra Hand Grenade and Flash Grenade, because I needed this for the "Quick direction change". If you run out of Grenades, you cannot perform the "Quick direction change".
Prepare exactly 6 bowgun bolts. You need these bolts in Chapter 5. The reason for 6 is because if there are some leftover arrows, the reloading of the bowgun remains for Ada, and Ada cannot start running or opening the menu quickly.
(4) Various regulations
You can see some of my manipulations look like "mistakes". However, in most cases, they are required to regulate the enemy's movements.
(1) Skipping the cutscene
If you skip the cutscene in the regular way, there is a short time lag (you cannot control Ada during this short period). But if you push the start button just before starting the cutscene with certain timing, there is no time lag. This might be the only technique available at this stage.
(2) Behind the Church
Ada threw a Hand Grenade when he jumped to the other side. This is the strategy to make the 2 ganados move quickly. If you just jump, they will grab you with a high probability. But don't kill them (because of the difficulty correction system).
(3) To Get the Green Catseye
When you get the Green Catseye, get the 3 female ganados "out of the view" so that their attacks don't hit Ada. When enemies are out of sight, the hit ratio is low.
(4) Inside the Church
Ada walked 1~2 steps at the entrance. By this regulation, you can simply run through the ganado (with a cap) on the 2nd floor.
(1) Dynamite Cabin
I used 2 Hand Grenades. But atwyatt found a faster strategy to use only 1 Hand Grenade.
(2) Dodge Buttons
Start pushing both patterns of dodge buttons even before the right set is shown on the screen.
(3) vs Female Chainsaw ganado (Bella Sister)
I used the Chicago Typewriter. But I heard from ZENO that throwing 8~9 Hand Grenades quickly might save some time. I have not examined this strategy yet.
(1) Throwing Hand Grenades farther
You have to wait until the Hand Grenade explodes if you throw it close to Ada. Throw it farther, then Ada can move soon afterwards.
And this is very detailed information though... When the Red Ganado is killed, he drops money. And if the money is close to the treasure box, Ada has to pick it up. So, I tried to explode the Red Ganado away from the treasure box.
(2) Get damage from a scythe
I got a damage or hit from a big scythe on purpose when I got out from the area. There are 2 merits from this. One is... there is no time loss compared with killing all enemies with a Hand Grenade. So, this is the minimal time loss (of course, you should not get any other kind of damage, like being grabbed or hit. This scythe is the only damage without any time loss, as far as I know.). And the other is... after this, you will be able to avoid enemies relatively easily because of the difficulty correction.
The hardest chapter in this game. You need a lot of luck.
(1) From Gatling gun manipulation to the 1st lift
You have to move quickly after shooting Gatling gun to get on the 1st lift. Otherwise, you will miss the 1st chance for the lift.
(2) Cannon manipulation
I shot 2 because it was very hard to avoid their attack. But if you can manage that, just shooting 1 is faster.
You need a lot of luck... not so much as Chapter 4 though.
(1) The 1st forced fight
The timing to shoot the bowgun bolts is important. You need exactly 6 bolts for a successful fight.
(2) vs Krauser
Shoot his leg first and his head when he kneels.
(3) vs Saddler
Proceed a little bit and shoot his head. One thing you need to be careful about is not to shoot the eye in his mouth. Otherwise, he moves dramatically.
I thank ZENO and atwyatt for their advice to improve my run. If I use their strategy and eliminate all my mistakes in this play, I will be able to improve approximately 10 seconds, I guess. Of course, you need the best luck and to succeed in all precise controlling. In my opinion, "Luck" is generally the most important factor for a speedrun. I hope my strategy written here helps other players to improve the speedrun record of this game.
I would also like to thank atwyatt for helping me to write this commentary and MT for introducing my run to SDA.
2008. 2. 1. You-Hei "Cab" Muro
Author's comments in Japanese:
Wii, Assignment Ada, European version in 0:05:48 by Robert Brandl.
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Finally, one of my speedruns made it to Speed Demos Archive!
First of all I want to thank the Gaming-Elite Team and DerekT21288, for their support, atwyatt for his strategies I have taken over, mikwuyma for running it, nate for finish the video file for SDA and you for watching this speedrun.
Okay, let's talk about the run.
As you can see, I used the Wii edition to perform this speedrun. The advantage of the faster loading times does not mean that this run has got worse quality than Greg Innes' speedrun which was performed on the Nintendo Gamecube. I used the 3.2E Version of the Nintendo Wii firmware. Note, that other firmwares influence the loading times.
The first two minutes were nothing special, the only things that can intimidate you are the minigun of J.J. which can be used in hand-to-hand combat and the archer at the top of the stairs who can shoot an arrow earlier.
After I got the first sample it was important that I left the laboratory very fast because of the ganados who can block the passage and damage you. But sometimes they are blocking the passage even if you try to leave the room fast. That is why you have to hope that you can finish this room quickly without trouble.
The next place where you can be unlucky is the path that leads to the trasharea. Sometimes the enemy behind the Shieldganado screams alarm and sometimes he does not, it is important to have a bit luck there.
I got the same problem at the room where the guy pressed the button to shut the door, he attacks you way ealier sometimes. That was one of the most frustrating moments in my speedrun.
The cell where Ashley was captured in the story mode is easy if done correctly. You have to throw the grenade a little bit to the right to kill the enemies, otherwise you will lose time here, that is all.
The next room was the hell itself. This room is pure luck, sometimes one guy survives the explosion and makes you fail and sometimes one guy comes from behind way too early and grabs or attacks. Unfortunately I had to accept a compromise and fake out the guy with the spiked mace. Sometimes you are able to pass him without damage but I am not that patient. One ganado came from behind and tried to attack me but somehow I was able to avoid his grab, that was rary the case in my attempts. J.J. went fine, I tried to shoot as fast as possible with my SAR and get out of the room. I ran risks and fortunately for me it worked just fine.
Krauser was not as difficult as in the GCN version because of the knife which is usable in the Wii edition. I modified Derek Taylor's Krauser strategy and waited at the elevator because Krauser is much faster than Ada, you can save some seconds if you let Krauser bring the sample to you.
I am satisfied with the result and I hope you are fine with it too and enjoyed this speedrun.
If you have questions, do not hesitate to contact me. You can contact me via E-Mail and Windows Live ( RobertBrandl AT gmx DOT net ) or ICQ and AIM (228502314). If you want to see more Resident Evil 4 Speed Runs, just check out my YouTube channel "XxSunbladexX".
Best European Wii version with special weapons: 1:34:26 by Robert Brandl, done in 16 segments.
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It finally happened. After four years of inactivity, I managed to pull off a decent run in Resident Evil 4!
I would like to thank CAPCOM for distributing this great game, Speed Demos Archive for uploading my work on their site and most of all Derek Taylor who supported me over the years and brought out my potential.
I also want to give a shoutout to Blaze8876, MHL2013, A-M and 98KRAUSER for monitoring my run and cheering me on the whole time. Further appreciation goes to Roy03 who made this run possible by lending me his Nintendo Wii and sarou for his work in the past which motivated me to give my best in this speedrun.
It is quite known how stressful a Resident Evil 4 speedrun really is and I appreciate the support from all the viewers out here. And to all new runners: Do not let the random factor overcome you, be patient and enjoy your runs!
Let us talk about the run:
I picked the Wii edition for a particular reason. I do not like the controls in the HD version (PS3 & Xbox 360) and I might be the most experienced player in Resident Evil 4 Wii edition even though I had the world record in the Gamecube version once until pota from Japan beat it.
Please note that Resident Evil 4 "now in HD" for the Playstation 3 and Xbox 360 has far better loading times than the Wii edition (Loading times will not be excluded in Resident Evil 4). You can save around nine minutes in these versions so please do not compare my run with the HD versions. The Wii edition has better loading times than the GCN version but you can't do the TNP glitch on Wii. I made use of the P.R.L. 412 and the "Special 2" outfit as well so most strategies are faster, easier and more consistent on the Wii edition. The difference in terms of the total time of the Wii and Gamecube version are at the most 2,5 minutes.
My objective was Derek Taylors world record (1:35:25) and I was pretty confident that I can beat that time thanks to the Salazar skip and the latest strategies MHL2013, Blaze8876, Derek and I devised and fortunately for me, it worked out better than I thought.
The following glitches/tricks were used in my run:
- Ditman glitch: The most important glitch in Resident Evil 4. Equip Striker, press R and quickly press Y, before the laser aim shows up and switch to another weapon. Leon does everything about twice as fast, more like 1.5x faster probably, though. Ditman glitch gets cancelled on almost every occasion. Here's a list of things that cancel it: Opening a door, taking damage, guarding an explosion, climbing a ladder (wood), using herbs/eggs/sprays, cgi cutscenes, entering a new area, Get On/Kick/Crouch action commands and aiming/shooting with the Striker.
- Float glitches: I used the Salazar float glitch in 4-4 to skip the boss fight and the Island Float Glitch in 5-1 to skip a big part of a chapter. These glitches require the Ditman Glitch to be active and you have to jump down on a certain spot causing Leon to float in the air.
- Waterfall glitch: This one was used in 2-1. You have to be at the right angle to jump down behind the fence and get the key item without deactivating the waterfall.
- Laser room glitch: It is possible to go through most of the lasers in 5-3 so you won't waste any time with the dodge animations. It's unclear how this glitch really works but you have to switch the weapon, touch the right wall or stop at the exact moment causing the lasers go through you without dodging them. I used A-Ms way to do it since this one is really safe.
- Red Zealot Trick: I used this one in 3-2 and that trick requires an incendiary grenade. Burning that zealot and letting the cutscene play through makes him not run down the hallway and that saves a lot of time
- Pause Trick: If you pause the game, the time you spend in the pause menu will be excluded from the total time. I abused that so I can buffer/cloak the loading times in the pause menu so I won't lose that time when I am entering the inventory with higher loading times. That was abused in 1-1, 1-3 and 2-1.
- Difficulty adjustment: Everything affects the difficulty on normal. Your health, amount of retries, accuracy, deaths and so on. The game can get drastically easier/faster with the proper difficulty adjustments. That was abused in several chapters. All hits I got in this speedrun were intended.
NOTE: Almost every situation in this speedrun was random thanks to the AI, I won't explain every single one right here. :)
I rushed this chapter too much. As you can see, I did not make use of the window shot strategy and the Pueblo cutscene warp. You have to master both in order to save time there but if you don't get the right death animation for the first ganado, you will not get any advantage there. I was too impatient and did not care about this one second at the beginning. I just wanted to get the first segment done so the progress is visible to all of you.
The same goes for the cutscene. I am not comfortable with this strategy at all so I played the way that I am used to and everything went just fine but this segment can definitely be improved by two seconds.
You have to be quick and precise in order finish Pueblo as fast as possible. In addition to that, I used the pause trick which is a great find by Derek Taylor.
Due to the fact that I am not using the Wii remote and nunchuck, I denied the old strategy from sarou and used the Chicago Typewriter instead. If you use the Wii controls, you can use the knife to tear down the lock and use a HG for the rest since you don't have to position yourself for the knife slash.
This is the shortest segment in my speedrun and it is harder than it looks. If you open the gate, there is a huge chance that one Ganado spots you and screams alarm. If that happens, the Wii console will load the attack sequence and increase the time I need to activate the Ditman Glitch due to the slower loading time.
I used a HG to destroy the two doors in the house so the Ditman Glitch won't be interrupted by Leons actions. The first ganado in the second area is quite annoying. Sometimes you can pass him without getting grabbed and sometimes you will lose much time there thanks to RNG. I had to reset there a lot.
You can pass the second last Ganado without faking him out but somehow this attempt was faster than my previous ones WITH that strategy.
Chapter 1-3 was the first really frustrating segment in my speedrun. Most of this chapter is pretty easy but Del Lago is really annoying. In the past, most speedrunners splitted this chapter in two and used the Typewriter right before Del Lago but if you save the game in the middle of a chapter, you will lose much time and that is definitely not worth it.
I did not use the Ditman Glitch on the bridge because of the loading times which were increased by the attack sequence. The loading times in the inventory were so high, so I decided to not use it there.
Del Lago went very fine after 60 restarts. I took over Clyde981s strategy and saved a good amount of time.
I never used the Waterfall glitch before and I was kind of scared that I can't do it fast but this glitch is fairly easy. I used the P.R.L. 412 to shoot down all the boxes and made use of the pause trick to save some time.
2-2 & 2-3:
Derek and I were exactly even at this point but that was about to change. I changed the Cabin Fight strategy to its original state and fortunately for me, I killed the 40 Ganados really fast and did not even have to activate the Ditman Glitch. I used two hand grenades in order to abuse the factor that running with a grenade, rocket launcher or nothing equipped makes Leon run 4.6% faster.
The gondola area is essential for the next chapter. Thanks to the difficulty adjustment mechanic in Resident Evil 4, I can lower the difficulty for Chapter 3-1. I had to take at least four hits in order to lower the difficulty slightly but I should have taken two more hits to lower the difficulty even more. That's why I had a golden egg in my inventory but I did not made use of that unfortunately.
The rest was pretty straight forward.
That was the hardest and most frustrating chapter in my speedrun but that's the chapter where Ashleys costume shined. I adjusted this chapter tremendously in order to get a big advantage over Derek Taylors speedrun and it worked out. I gained 17 seconds and that sealed the world record pretty much.
Every area of this chapter was really random and you have to be very lucky in order to finish this chapter flawlessly. Since the loading times on the Wii edition are better than on GCN, it was a good idea to do the Ditman Glitch in the sword room. The zealots are not allowed to grab Ashley because you might lose time there if Ashley is not on her feet if you want to leave the room but obviously can't do that.
If I lowered the difficulty even more, the zealots would have not turned around when they tried to attack me in the key room. Unfortunately that was not the case so I had a hard time avoiding their attacks without a flash grenade. That's why I had to find a good workaround during the run and thankfully I collected one more flash grenade than I needed so I was able to use it there.
After the first Garrador, I used MHL2013s strategy and used the Ditman glitch in the corridor. That one is a lot harder than it looks; you have to get around the first corner perfectly in order to don't get hit by the zealot with the spiked mace which has a large hitbox. I switched to the flash grenade quite late in the Garrador room because the Garrador sequence had to wear out first so the loading times were not influenced by that.
The waterhall (with no further difficulty adjustments) is the hardest part of the entire game. The archers or the zealots can ruin your run completely but after 100 tries, everything went fine. I used the P.R.L. 412 to kill all enemies to make sure that this chapter is sealed and took four hits on purpose for more difficulty adjustments in 3-2. Good god, this chapter was a nightmare but that effort was definitely worth it.
The Novistadors can be tricked in this game. You have to "look away" with the C-Stick in order to make sure that they won't attack you with their jump attack.
Time timing in the sewers had to be very precise because of the swinging blades; I didn't want to wait for any of these to pass by.
I used the Red Zealot Trick in this chapter and this required an incendiary grenade. Burning that zealot and letting the cutscene play through makes him not down the hallway. Thanks to the difficulty adjustment in 3-1, I just needed one rocket to finish him off. That area was very difficult because of the two archers who had to miss me with their arrows.
The next area was difficult as well. The third zealot had to run in my direction to not block the path – that happened too much so I wasted one second to lure him to me.
The rest was pretty straight forward.
3-3 & 3-4:
There is not much to say about this segment. The last part of 3-3 is kind of difficult because the left zealot has to attack you with his shield so you can dodge him and keep Ditman until the end. If you kill two zealots under the bridge, one more zealot with a shield will spawn und make things more difficult.
Because 3-3 is very short and not too random, I decided to play 3-3 and 3-4 together to save a couple of seconds. Thanks to the "Special 2" outfit, this segment can be done very fast without any disturbances. I adjusted the difficulty for 4-1 because I had a couple of seconds left before Ashley reached the door.
That's the longest chapter in the whole game and there is nothing much to say about it either because it is very consistent besides the clock tower and Verdugo. Before I reached the clock tower, it seemed that I made a mistake in the inventory but you can overlook that. The Wii loads way to long there so I had a couple of seconds to leave the inventory without losing any time. The archers in the clock tower are very annoying; they can hit you everywhere and ruin your run. The P.R.L. 412 really came in handy in this chapter because activating the Ditman glitch is not advisable in the Garrador room due to the higher loading times, so I kept the PRL the whole way through – the strategy in the HD version is much harder though. Unfortunately I cancelled the cutscene on the bridge too late and lost one second but I overlooked this one.
The end can be very blood boiling if you do not stay calm and focused. Verdugo has two attacks and each one requires a different timing to dodge. I used Ditman in the last room and stopped at a certain spot, so I was able to trick the AI due to my faster walk speed.
This chapter was very easy. I used the IRL to destroy the boulder (PAL only) and moved on. Please note that the Lava Hall Glitch, that the New Game runners are using, is slower in New Game+.
I tricked the Novistadors just like in 3-2 and spared a couple of flash grenades. Thanks to Ditman, I was able to pass the last trap without waiting. The timing is very, very strict though.
That might be the easiest chapter in the whole game. Just watch, there is nothing to say.
Quite a hard chapter thanks to the float glitch at the end. The shots with the Chicago Typewriter at the beginning were intended. The first two zealots had to scream alarm so I can go through them without taking any risks. You have to be quite lucky that the zealots you kill don't drop too much but that was not the case during my attempts. The rest was pretty straight forward until Salazar. You have to be very precise and fast to pull off the glitch and that was very hard for me to do. Thanks to A-M, I was able to understand and comprehend this glitch and pull it off more often.
My favorite chapter in the game, you can skip so much here. Thanks to the practice, I was able to pull off the island float glitch everytime. You can skip 1/5 of this chapter with that glitch thankfully.
The second area was really annoying because of the Ganado with the rocket launcher. I had to adjust this strategy because he hit me every time with his shot and it turned out fine.
The "door skip" is quite new and possible thanks to the Ditman glitch – its self-explanatory I guess.
The two Regenerados can be dodged without a fake out but you have to be very lucky in order to do so. They have two attacks and they have to attempt the grab so you can dodge them but that never happened in my runs do I let that out.
I used the Ditman glitch in the archer room to spare one flash grenade; the other strategies are way too risky and as fast as mine.
This chapter was not too bad. Your movement has to be very precise to get around every enemy flawlessly. The "Special 2" outfit helped a lot as well to dodge their attacks and save more time. As soon as I got onto the bulldozer, the chapter is basically finished if I keep control. I adjusted the difficulty with my Striker shots and used two hand grenades at the end to save more time in 5-3.
The room with the wrecking ball and the Regenerados area afterwards were the worst places but I got this eventually.
The most annoying chapter in the game. The whole community is waiting for a way to skip the QTE-cutscene with Krauser because it takes so damn long. I had to switch off the german subtitles here because the console was loading them and that took more time than expected so I had to re-do it.
The laser glitch was frustrating me way too much until I used A-Ms way to do it, which is 100% safe.
The cages and Krauser area are just so unpredictable at certain parts and caused me some extreme frustration during attempts. The cages take a lot of luck and the first encounter with Krauser is the most blood boiling thing ever. He can just whip out the TMP and its instantly game over for me because I need to take no damage for the final Krauser strategy to be effective.
I tried to dodge U3s attacks in the second cage but there was no need to do it, I lost one second because of that but I can overlook that one. The statue push takes precision and is pretty annoying to deal with very late into the segment. The robot part is horrible also if I just run by quickly and the gunner shoots me 90% of the time so I played slightly safer and went around the gunner to avoid his shot. Final Krauser goes down in 1.5 seconds (The high difficulty causes him to run at me which is faster) and I finish the chapter without any problems really.
5-4 & 6-1:
Another very hard segment. Anything can happen in the first two minutes and that were the most frustrating minutes in this segment. The second part was kind of solid because of the P.R.L. 412 but this part can be done faster with another strategies but its way too hard then.
The second part went fine either even though it is unfortunate that the Ganado did not keep the door open for me so I had to activate Ditman a second time but that was almost unavoidable.
The last part of 5-4 is harder than it looks. The two big Ganados can block Ashleys path so I had to trick them with the "Follow me"-command – a bit of luck is needed as well.
If you do not kill Saddler with the Special Rocket Launcher, you stay at the point where you killed him which was very nice for me.
I hope you enjoyed this speedrun! If you have any further questions, do not hesitate to contact me via Mail ( RobertBrandl AT gmx DOT net). My next objective will be 01:29:xx (Single Segment) on Xbox 360 if I am able to master the controls but this is not gonna happen soon. Peace!
PC version Normal: 1:45:48 by Bartolomeu Penkal, done in 16 segments.
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Special thanks to Alan Snyder, Derek Taylor, Isaía Júnior and Michel Vanhoudt for all technical help, you are greats guys =D