Resident Evil 4 – List of Non-Glitch Skips and Timesaves All Chapter

Resident Evil 4 – List of Non-Glitch Skips and Timesaves All Chapter 1 - steamsplay.com
Resident Evil 4 – List of Non-Glitch Skips and Timesaves All Chapter 1 - steamsplay.com

This is a guide for Resident Evil 4 – List of Non-Glitch Skips and Timesaves All Chapter

In each chapter, a list of non-glitch or planned skips and timesaves is provided.

General

Leave a comment if you find any other non-glitch skips or timesaves that I neglected to mention! Also thumbs up this guide if you found it helpful to make it more visible for others!

For skips or timesaves with multiple options, the fastest will be numbered first.

  • The first Garrador encountered while he is still chained up – place mine(s) in his path in the corridor
     
  • The Chainsaw Sisters before they break the wall – place mines on the lightbulb facing the wall
     
  • Mendez before the fight is initiated – place mines on the floor between the blue barrels for Phase 1 and directly above the barrels on the beam for Phase 2

 

  • Clusters of attachable mines can be placed around the spawn point of bosses or enemies that allow setup to one shot or deal heavy damage instantly, such as:

 

  • Both of the Chainsaw Sisters
  • Both of the Giants at once in the lava room if they are close enough to each other. It will one shot both if fired immediately after the cutscene.

 

 

Chapter 1

  • Village Fight Skip

Using the rifle (only possible in New Game+), snipe the church bell located in the background of the Northwest behind the village. This rings the bell and immediately ends the section.

  • Quickly Unlocking the Barn with the Wooden Cog

 

Upon entering the farm section with the locked gate and missing wooden cog, you can approach the large house to the right of the typewriter house with the locked back door and either:
 

  1. While aiming, walk into the door point blank until the grip on the pistol is changed, aiming at where the lock/doorknob is on the other side. Fire a shot and the lock should break.
     
  2. Use the openings on the house on either side to shoot the lock on the back door.

While aiming, walk into the door point blank until the grip on the pistol is changed, aiming at where the lock/doorknob is on the other side. Fire a shot and the lock should break.

Use the openings on the house on either side to shoot the lock on the back door.

 

Chapter 3

  • Village Dogs Skip

The dogs can be skipped entirely when re-entering the village, with two options:
 

  1. Once in the village, you can run directly to the house with the locked door on the right (with a cart in front of it), break the lock, and go inside, and the dogs won’t have time to reach you. This is technically faster than the other option as you don’t have to stop to kill the enemy.
     
  2. Before the village, after freeing the wolf in the trap and heading through the gate, an enemy will be scouting you out, visible in plain sight from an upper rock platform. If this enemy is killed as he attempts to flee, the dogs will not be triggered at all.

Once in the village, you can run directly to the house with the locked door on the right (with a cart in front of it), break the lock, and go inside, and the dogs won’t have time to reach you. This is technically faster than the other option as you don’t have to stop to kill the enemy.

Before the village, after freeing the wolf in the trap and heading through the gate, an enemy will be scouting you out, visible in plain sight from an upper rock platform. If this enemy is killed as he attempts to flee, the dogs will not be triggered at all.

 

Chapter 6

  • Quickly Unlocking the Chain Link Fence Door

The chain link fence door to the right of the house with the Chainsaw Sisters can be quickly unlocked without going to the upper floor by either:
 

  1. Shooting the lock from an angle, multiple options:
     

    1. Stand near the corner of the wooden fences that connect with the chain link door, allowing you to see a small part of the lock behind the door.
       
    2. The fence to the right of the main entrance of the house has openings that allow you to see the lock.
  2. Shooting the lock point blank. While aiming, walk into the door point blank until the grip on the pistol is changed, aiming at where the lock is on the other side. Fire a shot and the lock should break.

Shooting the lock from an angle, multiple options:
 

  1. Stand near the corner of the wooden fences that connect with the chain link door, allowing you to see a small part of the lock behind the door.
     
  2. The fence to the right of the main entrance of the house has openings that allow you to see the lock.

Stand near the corner of the wooden fences that connect with the chain link door, allowing you to see a small part of the lock behind the door.

The fence to the right of the main entrance of the house has openings that allow you to see the lock. Shooting the lock point blank. While aiming, walk into the door point blank until the grip on the pistol is changed, aiming at where the lock is on the other side. Fire a shot and the lock should break.

 

Chapter 7

  • Cannon Counterweight Skip

When you first ascend the spiraling outside staircase, before the catapults, the counterweight for the cannon can be shot through the window.

  • Garrador Skip

 

After falling through the floor, the Garrador is chained in front of you for a limited amount of time. Run out into the corridor and look behind you to where the Garrador will run. You can either place an attachable mine here or throw a flashbang to stun him long enough for you to use the crank and make it to the ladder without a fight. The Garrador also will not hear you using the bolt thrower.

 

Chapter 8

  • In the first tower, pull the first switch, climb up the ladder and pull the second switch behind you to open the puzzle door that leads into the third tower later. To open the gate either:

 

  1. Shoot the counterweight on the right, barely visible if all the way to the left.
     
  2. Throw a grenade through the locked gate to the bottom right to destroy the counterweight.
  • In the second tower, throw a grenade through the locked gate to the bottom left to destroy the counterweight and open the gate. If you pulled the switch a second time in the first tower as mentioned above, the puzzle door to the third tower should be open once you reach it, allowing you to skip having to drop down, hit the switch, and climb up the ladder.

 

 

Chapter 9

  • Assisted/Standard: 11:04

 

  • Hardcore/Professional: 7:00

 

 

 

Chapter 11

  • Dynamite Skip with Rocket Launcher

If you’re alright with wasting a rocket launcher, you can shoot it at the rock wall where the dynamite normally goes to skip that entire section.

  • Dropping the Giants Into the Lava

 

A classic from the original game. Using the lever, you can drop the Giants into the lava, killing them instantly. It is recommended to use a flashbang to stun them long enough to use the lever, as you need to hold it down for a few seconds.

  • Breaking Dr. Salvador’s Minecart

 

Whenever you encounter Dr. Salvador in the minecart section, shoot the cart he’s riding in as many times as you can, especially when he appears on the left, and then the right in the first section with enemies. Additionally, when your minecart leaves the cave and enters an open air area with the castle in the background, a minecart with an explosive barrel will be far away in front of you on an upper track. If you are able to hit the barrel, this will further damage Dr. Salvador and his minecart. When he appears again back inside the cave, some more shots to his cart should cause it to break and he will no longer be an issue.

 

Chapter 12

  • Chapter 4: On the lake, use the boat to make your way to the dock to the right of the castle and cave with fire outside (intended to be sold to the Merchant for a request).

 

  • Chapter 12: After backtracking to the throne room, contained in a cube puzzle (intended to deface the portrait for a request).

 

 

 

Chapter 13

  • Wharf Laser Turret Skip

After arriving on the island, the first area with enemies can be skipped. Once you run ahead into the open area and are spotted by the enemies, a cutscene will play of a brute coming in. Run up the stairs and onto the platform and shoot the brute’s gun until it flames to disable it, forcing him to eventually melee you. Get as close to the turret laser wall as possible so the brute will attempt to melee you. When he does, he will step forward into the laser wall and it will trigger, shooting the brute. As soon as the brute starts getting shot, run through the laser wall and past his body, with the door now being available to open. If you’re having trouble with this, ensure that you are as close as possible to the laser wall, and all the way up onto the platform and not on the stairs as the brute may not be able to reach you.

 

Chapter 14

  • Ashley Drops Bridge on Regenerador

In the sewer section with the metal bars where Ashley holds the bridge for you, a Regenerador will spawn a short amount of time after the lever is flipped to restore power. If you can make it back to Ashley without her getting taken and the Regenerador is still chasing you, she will let go of the bridge when the Regenerador is on it to drop it below.

  • Wrecking Ball Skip

 

Throwing a few grenades at the damaged wall will allow Ashley to destroy it with the wrecking ball immediately rather than after multiple hits.

 

Chapter 15

  • Anti-Air Turret Skip

The Anti-Air cannon can be disabled immediately by throwing one or a few heavy grenades at it.

  • Sanctuary Laser Turret Skip

 

The laser turret blocking the path to the sanctuary can be skipped similar to the one previously in Chapter 13, except this time with a Novistador behind you as you are right up against the laser wall, baiting it to charge or attack you, and it will get hit by the turret. When the turret activates, run past the laser wall. There is a high chance of taking heavy damage here, however.

 

Chapter 16

  • Prevent Saddler from Destroying the Bridges

Saddler can be delayed or entirely prevented from destroying the bridges in the lower area as long as you stay on the first platform of the fight and do not drop down. When Saddler jumps away to the top of the tower, he will return to you on the first platform and will not destroy the bridges as long as you have stayed here and have not dropped down.

Your time spent on reading Resident Evil 4 – List of Non-Glitch Skips and Timesaves All Chapter is greatly valued. This post was inspired by the fascinating work of Varaki. If you have suggestions for improving this content, do share your thoughts in the comments. Enjoy your day, and remember to bookmark us for more updates and new articles!


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