Can it be done? (Resident Evil 4, famine run)
8 years ago
I've been contemplating the validity of this... a 0% hit rate, no merchant, new game Pro run. The largest obstacle in the run I believe is this, and technically I overcame it. https://www.youtube.com/watch?v=YhSGSpbSiRs
More study needs to be done...
Four grenades exist in chapter 1 that I'm aware of.
At least two grenades are en route in Chapter 2.
Three grenades are needed for the boxes in Chapter 2-1.
One grenade is needed for the truck after the Chief.
Grenades in some fashion are necessary in the water room. It's entirely possible to reach the cranks without any items, however flash grenades may be necessary to stall for time, or incendiary grenades will need to be used.
One hand grenade exists in the water room, as well as one immediately afterwards.
For the red zealot, I think one incendiary for the group of enemies next to him, and one flash grenade to stop him in his tracks should suffice. I hope at least.
One flash may be necessary, or one grenade to deal with the Garrador trap room. Either a grenade to immediately bust the gates down, or a flash to distract the archers long enough to break the gate down with the knife.
Freeing Ashley should require a single hand grenade, but it might be extremely difficult to hit all these enemies with incendiaries. Thankfully flashes can be used to save Ashley but it's still going to be a nightmare to complete.
One incendiary would be necessary after this room to deal with the flamethrower statues, the final one should be doable with an incendiary, perfectly timed to kill the enemy controlling it.
The difficult parts are immediately after this, as we will need to find some way to deal with the trap room without being crushed. Would a grenade reach the four lights to stop the spikes? Is it possible to throw a grenade through the gate to save Ashley immediately afterwards? Is there some way to glitch this room to pass it without doing any of the above?
Immediately afterwards, the armored enemies will be a nightmare, since it'd be knife only on this spot, and flash grenades.
Right after this, there's the gate that requires two shots to lower down. If the grenade cannot reach this spot the run may be impossible.
After this, the gear room requires three planks to be destroyed, I have no idea if there's enough grenades at this point to do it... Incendiaries might work, not sure.
Two grenades are necessary for the mine cart room, I don't believe incendiaries will trigger the levers.
The rocket launcher explicitly must be saved for Salazar, meaning the prior rooms and areas will be knife only.
Three grenades must be saved for the trucks when Ashley is controlling the vehicle. The Miley Cirus skip will be useful in the prior room, and we can ditch all of our flash bangs to skip past this part.
Then it's just a matter of knifing every other boss, finishing the gauntlets naked and uh... Not dying. Impossible, probably. More research to be done...
EDIT:
The run is dead in the water unless I can get past Bug's Life 2 with a grenade. I was able to get past the spike trap room and the bulldozer room with grenades. I can maybe upload those later but I really need that bridge down, otherwise the run is a bust. The problem is the bridge chains are far too high to be reached with a grenade, and I can't quite seem to get the grenade to reach high enough. The alternative is to use the rocket launcher here and find some way to kill Salazar without the rocket launcher, or bypass him altogether...
EDIT2:
After using cheat engine and testing with 100+ grenades (and eggs even) in both the bridge in Bug's Life 2 and Salazar, I cannot damage either. So until a skip comes out for either of these two zones that doesn't require Ditman, or until a duplication glitch comes out for the rocket launcher, this run won't work.
Disappointment.
EDIT3:
So with some more research done and additional testing, I got this to work
https://www.youtube.com/watch?v=DSLXtyNeA9o
www.youtube.com/watch?v=zkmYAIivpak#t=2m10
More study needs to be done...
Four grenades exist in chapter 1 that I'm aware of.
At least two grenades are en route in Chapter 2.
Three grenades are needed for the boxes in Chapter 2-1.
One grenade is needed for the truck after the Chief.
Grenades in some fashion are necessary in the water room. It's entirely possible to reach the cranks without any items, however flash grenades may be necessary to stall for time, or incendiary grenades will need to be used.
One hand grenade exists in the water room, as well as one immediately afterwards.
For the red zealot, I think one incendiary for the group of enemies next to him, and one flash grenade to stop him in his tracks should suffice. I hope at least.
One flash may be necessary, or one grenade to deal with the Garrador trap room. Either a grenade to immediately bust the gates down, or a flash to distract the archers long enough to break the gate down with the knife.
Freeing Ashley should require a single hand grenade, but it might be extremely difficult to hit all these enemies with incendiaries. Thankfully flashes can be used to save Ashley but it's still going to be a nightmare to complete.
One incendiary would be necessary after this room to deal with the flamethrower statues, the final one should be doable with an incendiary, perfectly timed to kill the enemy controlling it.
The difficult parts are immediately after this, as we will need to find some way to deal with the trap room without being crushed. Would a grenade reach the four lights to stop the spikes? Is it possible to throw a grenade through the gate to save Ashley immediately afterwards? Is there some way to glitch this room to pass it without doing any of the above?
Immediately afterwards, the armored enemies will be a nightmare, since it'd be knife only on this spot, and flash grenades.
Right after this, there's the gate that requires two shots to lower down. If the grenade cannot reach this spot the run may be impossible.
After this, the gear room requires three planks to be destroyed, I have no idea if there's enough grenades at this point to do it... Incendiaries might work, not sure.
Two grenades are necessary for the mine cart room, I don't believe incendiaries will trigger the levers.
The rocket launcher explicitly must be saved for Salazar, meaning the prior rooms and areas will be knife only.
Three grenades must be saved for the trucks when Ashley is controlling the vehicle. The Miley Cirus skip will be useful in the prior room, and we can ditch all of our flash bangs to skip past this part.
Then it's just a matter of knifing every other boss, finishing the gauntlets naked and uh... Not dying. Impossible, probably. More research to be done...
EDIT:
The run is dead in the water unless I can get past Bug's Life 2 with a grenade. I was able to get past the spike trap room and the bulldozer room with grenades. I can maybe upload those later but I really need that bridge down, otherwise the run is a bust. The problem is the bridge chains are far too high to be reached with a grenade, and I can't quite seem to get the grenade to reach high enough. The alternative is to use the rocket launcher here and find some way to kill Salazar without the rocket launcher, or bypass him altogether...
EDIT2:
After using cheat engine and testing with 100+ grenades (and eggs even) in both the bridge in Bug's Life 2 and Salazar, I cannot damage either. So until a skip comes out for either of these two zones that doesn't require Ditman, or until a duplication glitch comes out for the rocket launcher, this run won't work.
Disappointment.
EDIT3:
So with some more research done and additional testing, I got this to work
https://www.youtube.com/watch?v=DSLXtyNeA9o
www.youtube.com/watch?v=zkmYAIivpak#t=2m10