Assignment Ada Puzzle Resident

15G

I Spy

Complete Chapter 1 in Ada's campaign.

Ada Chapter 1 is possibly one of her toughest stages, especially since she starts out with almost no weapons (except her Crossbow and Ammo Box). Should she complete the chapter and earn the Assault Shotgun, consider running it again for a better score. By now, if you do not have Firepower maxxed at Level 3, you may seriously want to re-decide your game purchasing habits. Increasing the Combat Gauge at level 1 (preferably level 2) will help. You need those extra energy blocks.

"Stealth" in the game is recognized as not being sighted by enemies (don't stray into their sight range) and not firing a loud weapon (crossbow bolts are silent). For the first few enemies, you're able to have Ada attack them from behind after they turn away. Some key things to remember are that:

(1) - The Crossbow, while powerful, is too slow for some fights. However, it is considered a "silent" weapon and can be fired much like you would a slower, silenced "Magnum".

(2) - Enemies have very short sight ranges when compared to what you can actually see on the screen. Just like in Jake and Sherry Chapter 1, you'll be able to see and reasonably shoot an enemy in plain sight before they can see you.

(3) - There's no time limit on the stealth sections, so it's to your advantage to examine the enemy route before committing to action.

Should Ada get spotted, her best solution is to run to the end of her current section; however, if it's your first time through, you will have neither the knowledge nor the firepower (not enough weapons) to get through without serious injury.

Go through the enemy hallways, and note that the Objective Display Marker will always point you towards the stealth version of the path to the exit. If you spot an enemy peering your direction from far away, feel free to line up a Crossbow bolt and send it flying at their head.

With the Firepower skill maxxed out, you should be able to kill enemies almost instantly on Normal with the Crossbow bolt. Note that if you opt to fire the Crossbow, make sure to aim for the head; crossbow shots fired to the body of enemies tend to impale them to a nearby wall or floor, and causes an alert.

When given a chance, Ada should engage all enemies singly - however, when she gets to a bigger room past the narrow hallways, she will encounter three J'avo SpecOps near an alarm room. If Ada causes an alert (or is discovered) by enemies, and the alarm is sounded, J'avo will continually respawn and pursue her, forcing her to move on or be overwhelmed.

Past the room with the alarm buzzer, there is a small bunkroom atop a short flight of stairs. The emblem is in plain sight of those tiny living quarters.

The best thing to do is to use the Crossbow to selectively snipe at enemies while they are far away (or turned away) from Ada. A well-placed crossbow shot to the head will kill off the enemy and let you get closer to your objective without detection.

The puzzle in the ornately designed room is randomized each time. Start by checking the door (which is locked). Don't touch the panel (it will electrify you for damage). Check the stereoscope embedded in the wall (the one behind the moosehead) to discover it's blocked. Move the antlers on the mossehead, then check the stereoscope again for the answer in the painting.

The painting's "final image" randomizes each time you play the chapter, so take that image (the snake, tree, corpse, bird, fish, etc.) and duplicate the image on the door panel using the four different panel sliders in the room (the button display appears as you approach each one). Match the image shown in the painting (as viewed through the stereoscope) and the door will be unlocked.

The gun turrets will attack anything caught in their laser sights. Ada can avoid being shot by sprinting past the laser, but activating the turrets are part of the approach -- you let the turrets drill the J'avo in the corridor while you move past them. Enter the briefing room (you may want to mix the herbs found there first), and ready a weapon for mutliple target engagement before using the projector.

After the power point presentation, Ada will need to get out of the sub as enemies swarm her. J'avo SpecOps will be infinite, or near infinite, so head outside and flee to the ventilation duct. Killing any J'avo here is dubious (unless it's a replay and you have better weapons).

At the very start of the section where Ada needs to reach the rescue sub, there is a square column before she drops down the first hatch (incidentally picking up the Assault Shotgun); the emblem is on this column (check all sides of it). If you picked up the Assault Shotgun from the workbench, you may go back (climb the ladder) to get this emblem.

This weapon is found in plain sight on a workbench after going down the hatch in this section.

Chapter 1: Ring the Church Bell


Chapter 1: Ring the Church Bell, is the first part of Resident Evil 4's "Separate Ways" side-story.

PlotEdit

The story begins with Ada in the village; after fighting off a pair of Ganados, Ada is instructed by Wesker to ring the church bell to pacify the villagers. At that time, she notices Leon having troubles of his own, ambushed by a gang of villagers. Racing to the church, Ada discovers the door locked. The round insignia needed to open it is around the back, protected by a dial puzzle. Although she solves it, something must be placed in the mechanism to keep the gate open. Heading along the shore, Ada encounters one of the Chainsaw Sisters. After defeating her, Ada retrieves the Green Catseye, then returns to the church & solves a puzzle to retrieve the Round Insignia, then switches it with the Green Catseye. Then she uses the Insignia to enter the church, then solves the light puzzle later seen with Leon to ring the church bell, although bringing down the steel bars that prevented Leon from getting to Ashley.

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