Resident Evil 4 - Weapon Analysis Guide by Zack Scott
Resident Evil 4 on SuperCheats.com
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=                                                                             =
=                     Weapon Analysis Guide (Version 0.3)                     =
=                        Last Updated on March 4, 2005                        =
=                      By Zack Scott (re4zack@gmail.com)                      =
=                                                                             =
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= Table of Contents                                                           =
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1.0 - Introduction
2.0 – Version History
3.0 – Statistics (Please Read)
   3.1 – Firepower (FP)
   3.2 – Firing Speed (FS)
   3.3 – Reloading Speed (RS)
   3.4 – Capacity (Cap)
   3.5 – Total Cost (TC)
   3.6 – Total Cost / Firepower (TC/FP)
   3.7 – Firepower Rate (FP/Sec, FPr)
   3.8 – Total Cost / Firepower Rate (TC/FPr)
   3.9 – Inventory Space (IS)
4.0 – Handgun Analysis
   4.1 – Handgun
   4.2 – Red9
   4.3 – Punisher
   4.4 – Blacktail
   4.5 – Matilda
   4.5 – Statistical Comparison
   4.6 – Conclusion (The Best Handgun)
5.0 – Shotgun Analysis
   5.1 – Shotgun
   5.2 – Riot Gun
   5.3 – Striker
   5.4 – Statistical Comparison
   5.5 – Conclusion (The Best Shotgun)
6.0 – Rifle Analysis
   6.1 – Rifle
   6.2 – Rifle (Semi-auto)
   6.3 – Statistical Comparison
   6.4 – Conclusion (The Best Rifle)
7.0 – Magnum Analysis
   7.1 – Broken Butterfly
   7.2 – Killer7
   7.3 - Handcannon
   7.4 – Statistical Comparison
   7.5 – Conclusion (The Best Magnum)
8.0 – TMP Analysis
   8.1 – TMP
   8.2 – Statistical Analysis
   8.3 – Conclusion (Don’t Use the TMP)
9.0 – Other Weapons
   9.1 – Mine Thrower
   9.2 – Rocket Launcher
   9.3 – Infinite Launcher
   9.4 – Chicago Typewriter
   9.5 – Conclusion (You Decide)
10.0 – Complete Statistics
11.0 – Miscellaneous Tips
12.0 – Summary
13.0 – Acknowledgments
14.0 – Contact Information
15.0 – Legal Information
      





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= 1.0 - Introduction                                                          =
===============================================================================

Most people agree that Resident Evil 4 is the best game in its series, but it 
is my personal opinion that Resident Evil 4 is the best game out for the 
GameCube right now. That’s saying a lot considering the GameCube has great 
games such as Shrek 2, Catwoman, and Power Rangers: Dino Thunder. Regardless, 
I’ve been spending so much time playing Resident Evil 4, that I’ve felt oddly 
compelled to analyze the weapon and currency systems in the game. I’ve found 
that the results of my analysis have greatly improved my already awesome skills 
as well as my understanding of the game mechanics. Therefore, I’ve decided to 
create this guide to share with everyone in the world.

The purpose of this guide is to help you with two things: deciding which 
weapons to buy and conserving pesetas (money). These two things really go hand 
in hand. The more money you can save the quicker you can get efficient weapons, 
and the quicker you can get efficient weapons the more money you’ll end up 
saving. It’s a continuous loop, just like the Ouroboros. Therefore, this guide 
details both weapon buying and peseta saving. They are inseparable.

This guide is packed with data. However, most people don’t read guides just for 
raw data. They read them in order to make decisions that’ll better their gaming 
experience. Therefore, this guide tells you which guns are the best and why, 
and the data is provided merely to illustrate. I’d like to think of this as a 
guide that tells you what guns to buy, but gives enough information to allow 
you to make the final call. In many cases, deciding which guns to buy may only 
rely on personal preference. However, if you’d prefer making informed decisions 
to conserve pesetas and acquire the most efficient weapons, then this is the 
guide for you!

Please note that the first thing you should read is section 3.0 (the Statistics 
section). It explains the depth of this guide and includes explanations for 
some of the stats and results that I’ve derived. Once you look over that 
section, feel free to proceed however you’d like. Just don’t immediately close 
the file. That would be embarrassing for me. After all of the work that went 
into this guide, I’d hate for you to only read the third section. You wouldn’t 
even know which guns to buy!

If you read past the third section, then I’d like to thank you for reading this 
guide. For your viewing pleasure, I tried to make it as informative and 
straightforward as possible. Please send any comments, questions, or 
suggestions to re4zack@gmail.com, and thanks in advance. Enjoy this guide, and 
have a good day in general.






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= 2.0 – Version History                                                       =
===============================================================================

This section includes a short description of all of the updates that this guide 
has been through. I saw that a lot of other FAQs and guides include a section 
like this, so I decided to fall in line and do the same.


-------------------------
- Version 0.3 – March 4 –
-------------------------

This version includes an updated conclusion for the Handgun Analysis section (I 
did a lot more research in that area). Also, I had to change some stats for the 
Punisher thanks to RingWraith775 pointing out that the first firepower upgrade 
of the Punisher can be free. If you check out the Magnum Analysis section’s 
conclusion, you’ll see an alternate idea pointed out by Alan C. Wells. I also 
added “---“ in numerous tables to show that a weapon doesn’t have an upgrade 
available for a particular level. I also was referring to the Infrared Scope as 
the “Thermal Scope,” so I fixed that mistake. I also rewrote part of the 
Introduction section to make it flow better. This guide is also now available 
to two more sites.


-----------------------------
- Version 0.2 – February 23 –
-----------------------------

The Handcannon information is now available! The Magnum Analysis section has 
totally changed. In this version I also corrected a few spelling and 
grammatical errors. This marks the first version that was accepted by GameFAQs. 
For some reason, Version 0.1 wasn’t accepted because there was already a FAQ 
titled “Weapons FAQ.” I then submitted Version 0.2 and explained how this guide 
differed from “Weapons FAQ” and how this guide was unique. It then got 
accepted! Hooray!


-----------------------------
- Version 0.1 – February 18 –
-----------------------------

Version 0.1 is the first version of this guide. It includes the Introduction, 
Version History, Statistics, Handgun Analysis, Shotgun Analysis, Rifle 
Analysis, Magnum Analysis, TMP Analysis, Other Weapons, Miscellaneous Tips, 
Summary, Acknowledgements, Contact Information, and Legal Information sections.






=============================================================================== 
= 3.0 – Statistics (Please Read)                                              =
===============================================================================

Two types of statistics are used throughout this guide: statistics found 
directly in the game (mainly from the Merchant), and statistics that have been 
derived by me. Before reading any of the detailed analysis of the weapons, it 
is important to understand where they came from and what they mean.

I should note that the statistics used in this guide mainly deal with the 
weapons once they have been fully upgraded. Occasionally, I will talk about the 
guns at lower levels, but only to compare their upgrading process. Overall, the 
comparison of fully-upgraded weapons amounts to the same thing as comparing 
mid-level weapons. In fact, it is a pretty good idea to aim for fully upgraded 
weapons, especially if you decide to play the game multiple times. Fully-
upgraded weapons are very powerful, and they add to the overall enjoyment of 
the game.


------------------------
- 3.1 – Firepower (FP) -
------------------------

To me, firepower is usually the most important aspect of a gun. I play in a 
fashion where I want to do the most damage to a creature per bullet. Yes, I 
want every bullet to count. The firepower stat essentially translates to how 
much damage can be dealt to an enemy for each shot. Essentially, if a gun has a 
higher firepower, then fewer bullets will be used. That means that you can 
either kill more enemies or make more money by selling unneeded ammo. Each 
gun’s firepower can be found in the game.


---------------------------
- 3.2 – Firing Speed (FS) –
---------------------------

How fast can a gun fire? Well, the firing speed will tell you just that. This 
is an important stat for guns that do not have a high firepower. Each gun’s 
firing speed can be found in the game.


------------------------------
- 3.3 – Reloading Speed (RS) –
------------------------------

Reloading speed is the time it takes for you (or Leon) to fill the gun back up 
to its maximum ammo capacity. This is important during a heated battle, 
especially for guns with a low ammo capacity. Each gun’s reloading speed can be 
found in the game.


------------------------
- 3.4 – Capacity (Cap) –
------------------------

Capacity is how many bullets a particular gun can hold. For rapid-firing 
weapons, this is an extremely important stat. For others guns, this stat is not 
as important. Guns with higher capacity are better for the overall inventory 
because they can lessen the amount of bullets that have to be carried 
separately in Leon’s case. Each gun’s capacity can be found in the game.


-------------------------
- 3.5 – Total Cost (TC) –
-------------------------

Having fully-upgraded weapons is the key to success towards the end of the 
game. The total cost stat is derived by adding up the cost of the gun’s initial 
acquisition with the costs of every upgrade. I should note now that in this 
guide, if a gun can be acquired for free, then the cost to actually buy the gun 
is not included in this stat. That is because if you plan to use a particular 
type of gun, then you should never sell a free one only to buy it again later. 
That would just be a waste of money, and you should be ashamed of yourself if 
you ever do it. Anyway, the total cost of a weapon is a good thing to know 
because it can be used to determine if a particular gun is worth the money. 
This guide will help you do just that.


----------------------------------------
- 3.6 – Total Cost / Firepower (TC/FP) –
----------------------------------------

The total cost per firepower stat is calculated by taking the total cost to 
fully upgrade a gun and dividing it by the gun’s maximum firepower. This stat 
then shows the value of that gun’s firepower. For example, if you were to buy 
and upgrade a gun only for the purpose of firepower, then you’d obviously want 
a gun with a high firepower. However, if you could buy a 10,000 peseta gun with 
a firepower of 11 or a 6,000 peseta gun with a firepower of 8, which one would 
you buy? Don’t think about it too hard, because this statistic could help you 
decide.


--------------------------------------
- 3.7 – Firepower Rate (FP/Sec, FPr) –
--------------------------------------

Sometimes you might find yourself in the middle of a swarm of creatures that 
need to be eliminated as quickly as possible. The firepower rate stat helps you 
determine which guns are best for that type of situation. This stat is 
calculated by taking the firepower of the gun and dividing it by how long it 
takes to fire all of the bullets out of the gun and then reload it. For most 
guns, I wouldn’t be concerned about this stat because you only need to have one 
type of gun to deal with crowds. Also, grenades work wonders as well. However, 
this stat is helpful when comparing guns.

Here’s another analogy to help you understand this stat: let’s say you have one 
car that can go 420 mph and another than can go 900 mph. Well, what if the 
first car can get to 420 mph in 2 seconds, but it takes the second car 54 
seconds to get to 900? Some people might want the 900 mph car for its top 
speed, while others will want the 420 mph car for its acceleration. Well, some 
people might want the Red9 for its firepower, while some people might want the 
Blacktail for its firepower rate.


----------------------------------------------
- 3.8 – Total Cost / Firepower Rate (TC/FPr) –
----------------------------------------------

The total cost per firepower rate statistic is the most complicated statistic 
used in this guide. I came up with the idea for this stat when I was drunk. It 
is calculated by taking the total cost and dividing it by the calculated 
firepower rate. So, what’s the purpose of this stat? Well, like the total cost 
per firepower stat, this stat can help you determine if a gun is worth the 
money. This isn’t an incredibly important statistic to me, but it is 
interesting to look at when comparing guns from an economic standpoint.


------------------------------
- 3.9 – Inventory Space (IS) –
------------------------------

Let’s face it; inventory space has always been an aspect of Resident Evil 
games. Fortunately, Resident Evil 4 gives you more space and better control of 
how you manage it. The inventory space that a weapon takes up is important to 
know because it is impossible to carry every gun. For me, because I never buy 
the TMP, Rocket Launcher, or Mine Thrower, this stat is rarely an issue. 
However, if you don’t feel like playing through this game multiple times, then 
you might want to experience the fun of the big weapons during your first (and 
only) time playing. The inventory space that a gun consumes is then a concern.






===============================================================================
= 4.0 – Handgun Analysis                                                      =
===============================================================================

The handguns use 9mm bullets, and they are the most basic weapons of the game 
(other than the knife and Leon’s foot). Handguns can be used for shooting 
stationary targets (such as sitting birds and treasure), and they can also be 
used for encounters with a small amount of enemies or even a large group in the 
distance. Since handgun ammo is not a rarity, you might want to use your 
handgun whenever possible. If you’re into killing things as quickly as 
possible, you might think you can just disregard the handgun. But trust me, you 
will need to have one, and it’ll need to be good. Sometimes you’ll run out of 
shotgun ammo. Sometimes you’ll need to reload a bigger gun, but you just won’t 
have time. Sometimes a villager will call out in Spanish and challenge you to a 
duel. That’s when you’ll need to switch to a decent handgun. 


-----------------
- 4.1 – Handgun –
-----------------

Base Cost:                    Free upon starting the game (or 8,000 ptas)
Inventory Space:              3 x 2 (6 spaces)
Fully-upgraded Total Cost:    198,000 ptas
Fully-upgraded Resale Value:  103,750 ptas

   o-----------------------------------------------------------------------o
   | Lvl | FP (cost)       | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 1.0             | 0.47          | 1.73          | 10            |
   |  2  | 1.2 (7,000)     | 0.40 (5,000)  | 1.47 (4,000)  | 13 (4,000)    |
   |  3  | 1.4 (10,000)    | 0.33 (12,000) | 0.87 (10,000) | 16 (6,000)    |
   |  4  | 1.6 (15,000)    |      ---      |      ---      | 19 (8,000)    |
   |  5  | 1.8 (18,000)    |      ---      |      ---      | 22 (10,000)   |
   |  6  | 2.0 (20,000)    |      ---      |      ---      | 25 (12,000)   |
   o-----------------------------------------------------------------------o

Exclusive:  Increases chance of critical headshot by five times (57,000)

Info:       The only interesting thing about this gun is the fact that Leon 
            starts the game with it, so it is a free gun. To me, the critical 
            headshot exclusive isn’t worth the overall lack of firepower that 
            this gun offers. See the conclusion for an explanation.


--------------
- 4.2 – Red9 –
--------------

Base Cost:                    14,000 ptas
Stock Cost:                   4,000 ptas
Inventory Space:              4 x 2 (8 spaces)
Stock’s Inventory Space:      3 x 1 (3 spaces)
Fully-upgraded Total Cost:    335,000 ptas*
Fully-upgraded Resale Value:  168,200 ptas*

   o-----------------------------------------------------------------------o
   | Lvl | FP (cost)       | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 1.4             | 0.53          | 2.73          | 8             |
   |  2  | 1.7 (15,000)    | 0.47 (10,000) | 2.20 (6,000)  | 10 (6,000)    |
   |  3  | 2.0 (20,000)    | 0.40 (15,000) | 1.67 (10,000) | 12 (8,000)    |
   |  4  | 2.4 (24,000)    |      ---      |      ---      | 15 (12,000)   |
   |  5  | 2.8 (28,000)    |      ---      |      ---      | 18 (16,000)   |
   |  6  | 3.5 (45,000)    |      ---      |      ---      | 22 (22,000)   |
   | Exc | 5.0 (80,000)    |      ---      |      ---      |      ---      |
   o-----------------------------------------------------------------------o

Exclusive:  Increases the Firepower to 5.0 (80,000)

Info:       When completely upgraded, this gun’s firepower is the highest out 
            of all of the handguns. Unfortunately, with its stock, this gun 
            takes up the most inventory space (11 spaces) out of all of the 
            handguns.

*Note:      These costs include the cost of the stock. You should never use 
            this gun without the stock, because the stock helps out your aiming 
            a great deal.


------------------
- 4.3 – Punisher –
------------------
			
Base Cost:                    Free from the Merchant after shooting ten 
medallions (or 20,000 ptas)
Inventory Space:              3 x 2 (6 spaces)
Fully-upgraded Total Cost:    266,000 ptas
Fully-upgraded Resale Value:  148,900 ptas

   o-----------------------------------------------------------------------o
   | Lvl | FP (cost)       | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 0.9             | 0.47          | 1.70          | 10            |
   |  2  | 1.1 (10,000*)   | 0.40 (10,000) | 1.47 (8,000)  | 13 (8,000)    |
   |  3  | 1.3 (15,000)    | 0.33 (20,000) | 0.83 (18,000) | 16 (10,000)   |
   |  4  | 1.5 (20,000)    |      ---      |      ---      | 20 (15,000)   |
   |  5  | 1.7 (25,000)    |      ---      |      ---      | 24 (18,000)   |
   |  6  | 1.9 (35,000)    |      ---      |      ---      | 28 (24,000)   |
   o-----------------------------------------------------------------------o

Exclusive:  Bullets penetrate up to five bodies at one time (40,000)

Info:       Before purchasing the exclusive upgrade of this weapon, it normally 
            penetrates two enemies at once. This is about enough since you’ll 
            rarely be able to line up five enemies. Also, almost any other gun 
            is much better than a handgun for dealing with large groups.

*Note:      The 1.1 firepower upgrade is free if you shoot all fifteen 
            medallions instead of only ten. If you only shoot ten, then you’ll 
            have to cough up an extra 10,000 pesetas. Thanks goes out to 
            RingWraith775 for letting me know!


-------------------
- 4.4 – Blacktail –
-------------------
			
Base Cost:                    24,000 ptas
Inventory Space:              3 x 2 (6 spaces)
Fully-upgraded Total Cost:    362,000 ptas
Fully-upgraded Resale Value:  182,000 ptas

   o-----------------------------------------------------------------------o
   | Lvl | FP (cost)       | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 1.6             | 0.47          | 1.70          | 15            |
   |  2  | 1.8 (10,000)    | 0.40 (10,000) | 1.47 (8,000)  | 18 (8,000)    |
   |  3  | 2.0 (15,000)    | 0.27 (20,000) | 0.83 (15,000) | 21 (10,000)   |
   |  4  | 2.3 (20,000)    |      ---      |      ---      | 25 (15,000)   |
   |  5  | 2.7 (25,000)    |      ---      |      ---      | 30 (20,000)   |
   |  6  | 3.0 (35,000)    |      ---      |      ---      | 35 (25,000)   |
   | Exc | 3.4 (80,000)    |      ---      |      ---      |      ---      |
   o-----------------------------------------------------------------------o

Exclusive:  Increases the Firepower to 3.4 (80,000)

Info:       The Blacktail is a fairly quick gun with a good aim and a decent 
            firepower. It is the last handgun to become available to those who 
            are playing their first time through.


-----------------
- 4.5 – Matilda –
-----------------
			
Base Cost:                    70,000 ptas (available after beating the game)
Inventory Space:              5 x 2 (10 spaces)
Fully-upgraded Total Cost:    303,000 ptas
Fully-upgraded Resale Value:  155,750 ptas

   o-----------------------------------------------------------------------o
   | Lvl | FP (cost)       | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 1.0             | 0.47          | 1.73          | 15            |
   |  2  | 1.2 (15,000)    |      ---      | 1.47 (6,000)  | 18 (7,000)    |
   |  3  | 1.4 (17,000)    |      ---      | 0.87 (15,000) | 21 (10,000)   |
   |  4  | 1.6 (20,000)    |      ---      |      ---      | 24 (12,000)   |
   |  5  | 1.8 (25,000)    |      ---      |      ---      | 27 (16,000)   |
   |  6  | 2.0 (35,000)    |      ---      |      ---      | 30 (20,000)   |
   | Exc |       ---       |      ---      |      ---      | 100 (35,000)  |
   o-----------------------------------------------------------------------o

Exclusive:  Increases the Capacity to 100 (35,000)

Info:       The Matilda (named after a Roald Dahl book) only becomes available 
            after beating the game once. Therefore, buying this gun may not be 
            as rewarding as perhaps saving up for the Chicago Typewriter and 
            buying that (beat Assignment Ada first). However, if money is not 
            an issue, and you’re bored, this is an excellent handgun to get 
            because it can fire three bullets in a very rapid succession. But 
            then again, there’s the Chicago Typewriter for that kind of stuff.


--------------------------------
- 4.6 – Statistical Comparison –
--------------------------------

o-----------------------------------------------------------------------------o
| Gun                | Max FP | Total Cost | TC/FP     | FP/Sec    | TC/FPr   |
|--------------------|--------|------------|-----------|-----------|----------|
| Handgun            |  2.0   | [198,000]  |  99,000   |  5.482    |  36,115  |
| Red9               | [5.0]  |  335,000   | [67,000]  |  10.506   |  31,886  |
| Punisher*          |  1.9   |  266,000   |  140,000  |  5.283    |  50,350  |
| Blacktail          |  3.4   |  362,000   |  106,471  | [11.576]  | [31,272] |
| Matilda**          |  2.0   |  303,000   |  151,500  | [12.094]  | [25,053] |
o-----------------------------------------------------------------------------o

Brackets indicate a weapon’s statistical superiority in its own class. 

*Note:      Unlike other handguns, the Punisher is capable of shooting through 
            multiple targets. This means that potentially more damage could be 
            dealt than other guns of a greater firepower. However, the need to 
            shoot single targets with a handgun is greater than the need to 
            shoot multiple targets with a handgun, so the Punisher’s special 
            ability has been ignored in the above analysis.

**Note:     The Matilda’s rapid-fire capability has been taken into 
            consideration for the FP/Sec and TC/FPr stats.


---------------------------------------
- 4.7 – Conclusion (The Best Handgun) –
---------------------------------------

So, what’s the best handgun to use in the game? I’d say the Red9 mainly because 
it has the most firepower out of all of the handguns, making it the most 
efficient. Also, you might have to use a handgun against bosses, and the Red9 
would definitely be the best in that type of situation. Also, the Red9 is the 
most economically sound for the amount of damage it does. Its total cost per 
firepower (TC/FP) is the least out of all of the handguns. The Red9 does have 
two downsides though: it takes up a lot of inventory space (11 spaces total 
with the stock), and it is German. Its consumption of space never affects my 
game though, mainly because I don’t buy weapons like the TMP or the Mine 
Thrower.

The second best gun would be the Blacktail. Overall, it isn’t that much more 
expensive than the Red9, and it does pack a decent amount of firepower when 
fully upgraded. It also consumes less inventory space. If you plan on buying 
many items or weapons, then this would be a good gun to have in Leon’s case. 
Also, you’ll notice that the firepower rate (FP/Sec) of the Blacktail is the 
highest out of all of the handguns available during the first time playing 
through. The total cost per firepower rate (TC/FPr) is also the lowest for the 
Blacktail. Unfortunately, neither of these two stats really matter for 
handguns. Unless you’re just showing off, you rarely want to take on a large 
group of enemies with a handgun.

The Punisher is not a good handgun choice because it’s exclusive is not really 
that useful. If you keep that gun, the only one you’re punishing is yourself. 
Remember, attacking multiple targets is best suited for shotguns, rifles, and 
grenades. The Matilda, although a great gun (and a great children’s book), 
isn’t really needed once it becomes available. If you want a gun with rapid 
fire, you’d be better of beating Assignment Ada and saving up for the Chicago 
Typewriter.

The standard Handgun does give you a lot better chance of blowing off the heads 
of enemies, but that doesn’t outweigh the Red9’s firepower. In fact, just to 
make sure, I did a little test. I played through a portion of Chapter 2-2 three 
times. I used a fully-upgraded handgun the first time, a fully-upgraded Red9 
the second time, and a fully-upgraded Blacktail the third time. With the 
Handgun, I killed 16 villagers with 44 bullets total. With the Red9, I killed 
them with 32 bullets, and with the Blacktail, I killed them with 37 bullets. 
So, with the Handgun, it took me 2.75 bullets to kill each villager, but with 
the Red9, it only took me 2.00 bullets to kill each villager. The Blacktail had 
similar results (2.31 bullets per villager). This test directly shows the 
correlation between firepower and bullet conservation, and it shows why the 
Red9 is the best handgun choice.

For those of you playing through the game for your first time, you should use 
my personal strategy for acquiring handguns. First, you’ll want to avoid 
upgrading your basic Handgun. Once you shoot ten (or preferably all fifteen) 
blue medallions, you’ll get the Punisher. You can either sell it or sell the 
Handgun. I’ll leave that to you, but do sell one of them. Once the Red9 becomes 
available, sell whatever handgun you have, and buy the Red9 along with its 
stock, and never look back. Focus on upgrading the Red9’s firepower as often as 
possible, and upgrade the capacity whenever you need bullets or have pesetas to 
spare. If you’re doing well enough in the game, you might find that you don’t 
even have to upgrade the Red9 all the way. At level 6, a firepower of 3.5 is 
still better than any other handgun out there.






===============================================================================
= 5.0 – Shotgun Analysis                                                      =
===============================================================================

In previous Resident Evil games, using a shotgun was the equivalent of using a 
pellet gun in real life. Okay, not really. However, I’d be willing to say that 
the shotgun is the most important class of guns in Resident Evil 4. Not only do 
they have a pretty large firepower, but they can also damage numerous creatures 
at once. If you’re like me, then you’re going to use your shotgun as the gun to 
pull out when the going gets really tough...and the tough gets really going.


-----------------
- 5.1 – Shotgun –
-----------------

Base Cost:                    Free in the village (or 20,000 ptas)
Inventory Space:              8 x 2 (16 spaces)
Fully-upgraded Total Cost:    312,000 ptas
Fully-upgraded Resale Value:  167,440 ptas

   o-----------------------------------------------------------------------o
   | Lvl | FP (cost)       | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 4.0             | 1.53          | 3.03          | 6             |
   |  2  | 4.5 (15,000)    |      ---      | 2.43 (7,000)  | 8 (8,000)     |
   |  3  | 5.0 (20,000)    |      ---      | 1.50 (15,000) | 10 (10,000)   |
   |  4  | 6.0 (25,000)    |      ---      |      ---      | 12 (12,000)   |
   |  5  | 7.0 (30,000)    |      ---      |      ---      | 15 (15,000)   |
   |  6  | 8.0 (45,000)    |      ---      |      ---      | 18 (20,000)   |
   o-----------------------------------------------------------------------o

Exclusive:  Makes the firepower the same for all distances (90,000)

Info:       This shotgun can be found for free towards the very beginning of 
            the game (in the second story of one of the houses in the village). 
            Since shotguns are normally only good for close encounters, this 
            gun’s exclusive upgrade is well worth the price.


------------------
- 5.2 – Riot Gun –
------------------

Base Cost:                    32,000 ptas
Inventory Space:              8 x 2 (16 spaces)
Fully-upgraded Total Cost:    415,000 ptas
Fully-upgraded Resale Value:  208,700 ptas

   o-----------------------------------------------------------------------o
   | Lvl | FP (cost)       | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 5.0             | 1.53          | 3.03          | 7             |
   |  2  | 5.5 (20,000)    |      ---      | 2.43 (7,000)  | 9 (10,000)    |
   |  3  | 6.0 (24,000)    |      ---      | 1.50 (20,000) | 11 (12,000)   |
   |  4  | 6.5 (28,000)    |      ---      |      ---      | 13 (15,000)   |
   |  5  | 7.0 (32,000)    |      ---      |      ---      | 15 (20,000)   |
   |  6  | 8.0 (50,000)    |      ---      |      ---      | 17 (25,000)   |
   | Exc | 10.0 (120,000)  |      ---      |      ---      |      ---      |
   o-----------------------------------------------------------------------o

Exclusive:  Increases the firepower to 10.0 (120,000)

Info:       One good feature of the Riot Gun is that you can aim and turn 
            faster with it than the regular Shotgun. It is, however, not 
            extremely better than the regular Shotgun.


-----------------
- 5.3 – Striker -
-----------------

Base Cost:                    43,000 ptas
Inventory Space:              5 x 2 (10 spaces)
Fully-upgraded Total Cost:    392,000 ptas
Fully-upgraded Resale Value:  206,560 ptas

   o-----------------------------------------------------------------------o
   | Lvl | FP (cost)       | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 6.0             | 0.73          | 3.00          | 12            |
   |  2  | 7.0 (25,000)    |      ---      | 2.40 (8,000)  | 14 (10,000)   |
   |  3  | 8.0 (28,000)    |      ---      | 1.50 (15,000) | 16 (12,000)   |
   |  4  | 9.0 (32,000)    |      ---      |      ---      | 20 (16,000)   |
   |  5  | 10.0 (40,000)   |      ---      |      ---      | 24 (18,000)   |
   |  6  | 12.0 (60,000)   |      ---      |      ---      | 28 (25,000)   |
   | Exc |       ---       |      ---      |      ---      | 100 (60,000)  |
   o-----------------------------------------------------------------------o

Exclusive:  Increases the capacity to 100 (60,000)

Info:       This shotgun has the greatest firing speed, maximum firepower, and 
            maximum capacity out of all three shotguns. Unfortunately, you have 
            to wait a while until you can buy this gun.


--------------------------------
- 5.4 – Statistical Comparison –
--------------------------------

o-----------------------------------------------------------------------------o
| Gun                | Max FP | Total Cost | TC/FP     | FP/Sec    | TC/FPr   |
|--------------------|--------|------------|-----------|-----------|----------|
| Shotgun            |  8.0   | [312,000]  |  39,000   |  4.959    |  62,920  |
| Riot Gun           |  10.0  |  415,000   |  41,500   |  6.180    |  67,157  |
| Striker            | [12.0] |  392,000   | [32,667]  | [16.107]  | [24,337] |
o-----------------------------------------------------------------------------o

Brackets indicate a weapon’s statistical superiority in its own class. 


---------------------------------------
- 5.5 – Conclusion (The Best Shotgun) –
---------------------------------------

The best shotgun to use is without a doubt the Striker. It has the greatest 
maximum firepower, the greatest maximum capacity, it takes up the least amount 
of inventory spaces, and its other statistics are the best as well. There are a 
few downsides to this gun though. First, it is truly a wide-shot gun that isn’t 
as suited for long distance shooting as the regular Shotgun can be. Also, you 
get it pretty late in the game. That’s why you should use my strategy of 
acquiring shotguns.

First, get the regular Shotgun in the village. Now just hang on to it until the 
Striker becomes available. Ignore the Riot Gun and just upgrade the Shotgun’s 
firepower and capacity whenever you feel like you need to. When the Striker 
becomes available, sell the Shotgun and focus on maxing out the Striker. It is 
well worth it!

So why do I say to never buy the Riot Gun? Well, the number one reason is 
because you’re going to want the Striker, so the Riot Gun is just a waste of 
money. Just look at the upgrades and the upgrade costs of the Riot Gun. They 
are almost the exact same as the Shotgun. So if you need a decent shotgun 
before the Striker becomes available (you probably will), then just upgrade the 
regular Shotgun a bit.

Let’s say that you want to avoid the Striker completely though. Let’s say that 
you want to keep either the Shotgun or the Riot Gun. Now I have no idea why 
anyone would want to do that, but let’s just say that you did for some reason. 
Nobody knows why except for you. Regardless, I would still recommend not 
getting the Riot Gun. The extra turning speed and the two extra points of 
firepower are not really worth the extra 100,000 pesetas. The shotgun has more 
value per firepower (just look at the TC/FP stat). You could use that money for 
other things. Plus, wouldn’t it be cool to use a shotgun for long distance 
shooting? I think so. Of course, this guide leaves the final call up to you. 
The Riot Gun does look cooler. I’ll remind you one more time that I recommend 
the Striker though.






===============================================================================
= 6.0 – Rifle Analysis                                                        =
===============================================================================

I wouldn’t say that the rifles are 100% necessary to own, but you’d be kicking 
yourself if you didn’t get one. Rifles are excellent for shooting long range, 
especially if you can take out tons of enemies before they even reach you. 
Also, rifles have pretty good firepower, and their bullets can go through 
multiple targets. Because of this feature, attacking even close-range enemies 
with a rifle is sometimes a good choice.

If you don’t own a rifle in the game, you’re going to miss out on a lot of the 
fun. Sniping is usually my favorite part of any game that contains rifles. In 
order to do proper sniping, you are going to want to get the better scopes. 
Therefore, the cost of the additional scopes has been included in the stats for 
both of the rifles. Besides, the included cost doesn’t really make a huge 
difference when comparing the two rifles anyway.


---------------
- 6.1 – Rifle –
---------------

Base Cost:                    12,000 ptas
Scope Cost:                   7,000 ptas
Inventory Space:              9 x 1 (9 spaces)
Scope’s Inventory Space:      3 x 1 (3 spaces)
Fully-upgraded Total Cost:    296,000 ptas*
Fully-upgraded Resale Value:  149,950 ptas*

   o-----------------------------------------------------------------------o
   | Lvl | FP (cost)       | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 4.0             | 0.67          | 4.00          | 5             |
   |  2  | 5.0 (10,000)    |      ---      | 3.23 (8,000)  | 7 (6,000)     |
   |  3  | 6.0 (12,000)    |      ---      | 2.33 (18,000) | 9 (8,000)     |
   |  4  | 8.0 (20,000)    |      ---      |      ---      | 12 (12,000)   |
   |  5  | 10.0 (25,000)   |      ---      |      ---      | 15 (18,000)   |
   |  6  | 12.0 (35,000)   |      ---      |      ---      | 18 (25,000)   |
   | Exc | 18.0 (80,000)   |      ---      |      ---      |      ---      |
   o-----------------------------------------------------------------------o

Exclusive:  Increases the firepower to 18.0 (80,000)

Info:       The standard Rifle is a pretty powerful gun, but it is a bit slow. 
            Also, after firing, the scope view is exited so that the next 
            bullet can be readied. This can be a bit distracting.

*Note:      These costs include the cost of the additional scope. The rifles do 
            come equipped with scopes, but the individual scopes are much 
            better for sniping.


---------------------------
- 6.2 – Rifle (Semi-auto) –
---------------------------

Base Cost:                    35,000 ptas
Scope Cost:                   10,000 ptas
Inventory Space:              7 x 2 (14 spaces)
Scope’s Inventory Space:      3 x 1 (3 spaces)
Fully-upgraded Total Cost:    361,000 ptas*
Fully-upgraded Resale Value:  182,600 ptas*

   o-----------------------------------------------------------------------o
   | Lvl | FP (cost)       | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 7.0             | 1.43          | 2.33          | 10            |
   |  2  | 8.0 (15,000)    |      ---      | 1.90 (9,000)  | 12 (10,000)   |
   |  3  | 9.0 (18,000)    |      ---      | 1.33 (18,000) | 14 (12,000)   |
   |  4  | 11.0 (24,000)   |      ---      |      ---      | 17 (15,000)   |
   |  5  | 13.0 (30,000)   |      ---      |      ---      | 20 (20,000)   |
   |  6  | 15.0 (40,000)   |      ---      |      ---      | 24 (25,000)   |
   | Exc |       ---       | 0.40 (80,000) |      ---      |      ---      |
   o-----------------------------------------------------------------------o

Exclusive:  Decreases the firing speed to 0.40 (80,000)

Info:       This semi-automatic rifle is extremely quick when it has been 
            upgraded to its full potential. Also, after firing, the scope view 
            remains on the screen, so your concentration is never broken.

*Note:      These costs include the cost of the additional scope. The rifles do 
            come equipped with scopes, but the individual scopes are much
            better for sniping.


--------------------------------
- 6.3 – Statistical Comparison –
--------------------------------

o-----------------------------------------------------------------------------o
| Gun                | Max FP | Total Cost | TC/FP     | FP/Sec    | TC/FPr   |
|--------------------|--------|------------|-----------|-----------|----------|
| Rifle              | [18.0] | [296,000]  | [16,444]  |  22.516   |  13,146  |
| Rifle (Semi-auto)  |  15.0  |  361,000   |  24,067   | [32.937]  | [10,960] |
o-----------------------------------------------------------------------------o

Brackets indicate a weapon’s statistical superiority in its own class. 


-------------------------------------
- 6.4 – Conclusion (The Best Rifle) –
-------------------------------------

Deciding between these two guns is a tough issue because having the better 
rifle isn’t as important as having the best handgun or shotgun. You probably 
won’t even be using the rifle as often. Economically speaking, you’d want to go 
with the standard Rifle with or without a scope. It’ll have the best firepower, 
and it’d be the cheapest route to go.

However, with rifles, speed can become an issue. If you’re like me, then you 
might want to have the option of firing powerful bullets into many targets at 
once, especially during encounters with hostiles. You might even want that 
option in this game. Also, having a slow rifle is no fun when trying to save 
Ashley when she’s being carried away. That’s why I always choose the Semi-
automatic Rifle.

The Semi-automatic Rifle is very quick. It has a firepower rate much greater 
than the standard Rifle. Plus, its scope view is uninterrupted when firing. 
That means when the bad guys are carrying or approaching Ashley, you don’t have 
to try to find them again after firing. Also, I was very glad that I had it 
during the mine ride when enemies kept jumping in my cart. I was also glad I 
had it during the part where Ashley was driving the truck and enemies were 
following behind. And during any part where a moving vehicle was approaching 
me. And during any boss fight where I felt I can pull off a rifle shot or two. 
And during the time when I had to shoot the enemies off of Mike’s helicopter. 
And, well, those are probably enough examples. Okay, the last example didn’t 
actually happen, but if it did, you better believe I would have needed the 
Semi-automatic Rifle.

When I play, I’m actually a bit wasteful when it comes to the rifles. I have no 
intention of keeping the regular Rifle, but I buy it anyway. I don’t upgrade 
it; I just buy it, use it maybe twice, and then sell it when the Semi-automatic 
one is available. I don’t recommend doing this because it is wasteful. I’m just 
neurotic when it comes to the rifles. I guess the best expression to type now 
would be “Do as I say, not as I do.” Of course, this guide leaves the final 
call up to you.






===============================================================================
= 7.0 – Magnum Analysis                                                       =
===============================================================================

In terms of firepower, magnums are the most awesome guns in the game. In other 
words, you’re going to need one, and it’s going to cost you a pretty peseta. 
There are only two magnums available during your first round of the game, and 
the choice is clear on which one you should get. However, instead of only 
saying “Use the Broken Butterfly,” I’ll go ahead and give you the usual data 
analysis, and then say “Use the Broken Butterfly.” Of course, this will all go 
out the window once you unlock the Handcannon. In order to do this, you’ll have 
to get a five-star rating on all four stages with all five characters in the 
Mercenaries mini-game. Then I’ll say “Use the Handcannon,” but not until then.

I should note now that the Handcannon uses .50 caliber bullets and the Broken 
Butterfly and the Killer7 use .45 caliber bullets. This annoyance is due to 
Capcom’s striving for realism. I say it is an annoyance because in my 
experience, Handcannon ammo is rarer than the other magnum ammo. Don’t worry 
though, because once you get the Handcannon upgraded all the way, you’ll be 
enjoying the benefits of infinite ammo.


--------------------------
- 7.1 – Broken Butterfly –
--------------------------

Base Cost:                    Free in the Castle area (or 38,000 ptas)
Inventory Space:              4 x 2 (8 spaces)
Fully-upgraded Total Cost:    455,000 ptas
Fully-upgraded Resale Value:  249,500 ptas

   o-----------------------------------------------------------------------o
   | Lvl | FP (cost)       | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 13.0            | 0.70          | 3.67          | 6             |
   |  2  | 15.0 (25,000)   |      ---      | 3.00 (15,000) | 8 (15,000)    |
   |  3  | 17.0 (30,000)   |      ---      | 2.33 (20,000) | 10 (20,000)   |
   |  4  | 20.0 (35,000)   |      ---      |      ---      | 12 (25,000)   |
   |  5  | 24.0 (50,000)   |      ---      |      ---      |      ---      |
   |  6  | 28.0 (70,000)   |      ---      |      ---      |      ---      |
   | Exc | 50.0 (150,000)  |      ---      |      ---      |      ---      |
   o-----------------------------------------------------------------------o

Exclusive:  Increases the firepower to 50.0 (150,000)

Info:       Now this is a nice .45 caliber magnum! Not only can it be found
            for free, but once fully-upgraded, you’ll have a firepower of 50.0! 
            Amazing!


-----------------
- 7.2 – Killer7 –
-----------------

Base Cost:                    77,700 ptas
Inventory Space:              4 x 2 (8 spaces)
Fully-upgraded Total Cost:    337,700 ptas
Fully-upgraded Resale Value:  172,350 ptas

   o-----------------------------------------------------------------------o
   | Lvl | FP (cost)       | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 25.0            | 0.70          | 1.83          | 7             |
   |  2  | 30.0 (62,000)   |      ---      | 1.53 (20,000) | 10 (30,000)   |
   |  3  | 35.0 (78,000)   |      ---      | 0.93 (30,000) | 14 (40,000)   |
   o-----------------------------------------------------------------------o

Exclusive:  Wait, this gun doesn’t have an exclusive. How lame!

Info:       I’ve never used this .45 caliber magnum except to test it. It only
            has three levels, and it doesn’t even have an exclusive. Basically, 
            Capcom made a sub-par gun and named it after a sub-par game.


--------------------
- 7.3 – Handcannon –
--------------------

Base Cost:                    Free after getting five stars on all four stages 
                              with all five characters of the Mercenaries mini-
                              game.
Inventory Space:              4 x 2 (8 spaces)
Fully-upgraded Total Cost:    790,000 ptas
Fully-upgraded Resale Value:  0 ptas (but who would want to sell it?)

   o-----------------------------------------------------------------------o
   | Lvl | FP (cost)       | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 30.0            | 1.17          | 3.67          | 3             |
   |  2  | 35.0 (40,000)   |      ---      | 2.87 (25,000) | 4 (15,000)    |
   |  3  | 40.0 (50,000)   |      ---      | 1.83 (50,000) | 5 (20,000)    |
   |  4  | 45.0 (70,000)   |      ---      |      ---      | 6 (25,000)    |
   |  5  | 50.0 (90,000)   |      ---      |      ---      | 8 (35,000)    |
   |  6  | 60.0 (120,000)  |      ---      |      ---      | 10 (50,000)   |
   | Exc | 99.9 (200,000)  |      ---      |      ---      | Infinite*     |
   o-----------------------------------------------------------------------o

Exclusive:  Increases the firepower to 99.9 and gives the gun infinite ammo 
            (200,000)

Info:       This gun is the Holy Grail. When fully upgraded, this is the best 
            weapon in the game (and the hardest to get). It also uses a 
            different type of ammo than the other two magnums.

*Note:      The lack of a listed price is due to the fact that I listed the 
            200,000 price next to the 99.9 firepower upgrade. You get both 99.9 
            firepower and infinite ammo for the 200,000 exclusive upgrade 
            price.


--------------------------------
- 7.4 – Statistical Comparison –
--------------------------------

o-----------------------------------------------------------------------------o
| Gun                | Max FP | Total Cost | TC/FP     | FP/Sec    | TC/FPr   |
|--------------------|--------|------------|-----------|-----------|----------|
| Broken Butterfly   | [50.0] |  455,000   | [9,100]   | [55.918]  |  8,137   |
| Killer7            |  35.0  | [337,700]  |  9,649    |  45.666   | [7,395]  |
| Handcannon         | [99.9] |  790,000   | [7,908]   | [85.385]  |  9,252   |
o-----------------------------------------------------------------------------o

Brackets indicate a weapon’s statistical superiority in its own class. 


--------------------------------------
- 7.5 – Conclusion (The Best Magnum) –
--------------------------------------

Use the Broken Butterfly.

Okay, let me elaborate just a bit. For the magnums, all you should really be 
concerned about is the firepower. The firepower rate (FP/Sec) and the total 
cost per firepower rate (TC/FPr) stats that I made up don’t even matter for 
these guns. That’s because you don’t want to fire so quickly that you lose 
bullets. Magnum bullets are fairly rare, especially the Handcannon’s. In fact, 
you might be finding yourself getting capacity upgrades just to get more 
bullets.

Now the real question is would you rather have the 50.0 firepower or the 35.0 
firepower during your first game? I’m guessing fifty. With that much firepower, 
the Broken Butterfly will be able to deal massive damage to bosses so that the 
boss fights are a joke. Well, not a joke that you’ll laugh at, because chances 
are you’ll die during some boss fights no matter what weapons you use. However, 
if the cost in an issue with you then just use the Broken Butterfly and don’t 
even bother with the exclusive upgrade. You’ll save 150,000 pesetas, but your 
gun firepower will be down to 28.0.

A nice e-mail was sent to me by Alan C. Wells, and he pointed out that the 
Killer7 shouldn’t be completely overlooked. He pointed out that the Killer7 
gets its upgrades quicker than the Broken Butterfly does. In addition, he 
reiterated that it has a larger capacity, which means that you get more of 
those awesome magnum bullets. Finally, he said that the firing speed of the 
Killer7 was important to him because he was able to put magnum bullets into 
bosses faster than the Broken Butterfly. Now, I still stand by what I said when 
it comes to owning an individual gun. I really don’t see the need to spend 
money on the Killer7 when the Broken Butterfly is clearly better in the end. 
However, Alan suggests owning both guns! Now that’s something I never thought 
of or did, so I’ll leave that decision up to you. In fact, if you do own both, 
I’d suggest only upgrading the Killer7’s firepower. If you’re out of bullets, 
then upgrade the capacity as well.

The only gun with more firepower than a fully-upgraded Broken Butterfly is the 
Handcannon. If you do plan on beating the game in its entirety and playing 
again, then skipping some of the Broken Butterfly’s upgrades might be a wise 
idea. You’ll want to use the saved pesetas to upgrade the Handcannon as soon as 
possible. After all, its exclusive upgrade is infinite ammo. Then, once you get 
the Handcannon, you should just sell the Broken Butterfly and use that money to 
finance the Handcannon’s upgrades. Once it is fully-upgraded, then you could 
even sell your handgun. I mean, why ever use your handgun again when you have a 
magnum with infinite ammo?

So, in conclusion, just use the Broken Butterfly until you get the Handcannon. 
Chances are the average player won’t want to pour the required amount of time 
into the game to unlock it. If you do get it though, then give yourself a pat 
on the back.






===============================================================================
= 8.0 – TMP Analysis                                                          =
===============================================================================

The TMP is essentially a rapid-fire gun that there is only one type of. It uses 
its own bullets. Frankly, I never buy the TMP because there are so many better 
options when facing a horde of enemies. So, I’ve analyzed the gun so that I can 
tell you why you never need to buy it either.


-------------
- 8.1 – TMP –
-------------

Base Cost:                    15,000 ptas
Stock Cost:                   4,000 ptas
Inventory Space:              3 x 2 (6 spaces)
Stock’s Inventory Space:      2 x 2 (4 spaces)
Fully-upgraded Total Cost:    339,000 ptas*
Fully-upgraded Resale Value:  173,900 ptas*

   o-----------------------------------------------------------------------o
   | Lvl | FP (cost)       | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 0.4             | 0.10          | 2.37          | 30            |
   |  2  | 0.5 (7,000)     |      ---      | 1.93 (5,000)  | 50 (7,000)    |
   |  3  | 0.6 (14,000)    |      ---      | 1.17 (15,000) | 100 (15,000)  |
   |  4  | 0.8 (18,000)    |      ---      |      ---      | 150 (20,000)  |
   |  5  | 1.0 (24,000)    |      ---      |      ---      | 200 (25,000)  |
   |  6  | 1.2 (35,000)    |      ---      |      ---      | 250 (35,000)  |
   | Exc | 1.8 (100,000)   |      ---      |      ---      |      ---      |
   o-----------------------------------------------------------------------o

Exclusive:  Increases the firepower to 1.8 (100,000)

Info:       Like I said before, this is a rapid-fire weapon. It has a low 
            firepower, but it can pump out bullets quite quickly. Also, it has 
            a fairly large capacity.

*Note:      These costs include the cost of the stock. You should never use 
            this gun without the stock, because the stock helps out your aiming 
            a great deal. Without it, you’d start firing and then you’d lose a 
            ton of bullets. Of course, you never need to buy this gun in the 
            first place, so you shouldn’t even worry about the cost.


------------------------------
- 8.2 – Statistical Analysis –
------------------------------

o-----------------------------------------------------------------------------o
| Gun                | Max FP | Total Cost | TC/FP     | FP/Sec    | TC/FPr   |
|--------------- ----|--------|------------|-----------|-----------|----------|
| TMP                |  1.8   |  339,000   |  188,333  |  17.195   |  19,715  |
o-----------------------------------------------------------------------------o

Brackets have not been included on any of these stats because the point of this 
section is to convince you all to never buy the TMP. Also, there aren’t any 
other guns listed for comparison.


----------------------------------------
- 8.3 – Conclusion (Don’t Use the TMP) –
----------------------------------------

Okay, I think I can convince you that you don’t need the TMP, so let me try. 
Let’s focus on the important aspects. The maximum firepower isn’t so hot. 
However, it does have a high firing speed, so the firepower per second (FP/Sec) 
looks pretty good at 17.195. In fact, that’s higher than any handgun or 
shotgun. Well, let me explain that stat a bit better. The FP/Sec only means how 
much firepower that gun can pump out per second. Though it is related to the 
amount of damage it can do per second, it isn’t the same thing. TMP bullets can 
only go through one body at a time, but the shotgun shells are quite a 
different story. They can damage several foes at once. So the Striker’s 16.107 
FP/Sec translates into more damage per second than the TMP’s 17.195 FP/Sec. 
Basically, there are better options for dealing with groups than using the TMP.

Are there any other reasons you might want the TMP? Maybe, but I can’t think of 
one. True, the game does give you TMP bullets whether you own a TMP or not. 
Well I say sell them! You can make lots of money like that. Besides, if you use 
the TMP, you’ll end up going through those bullets faster than you can fire 
them. I’m not sure how that works, but it’s a figure of speech (I think I made 
it up). So you can save up to 339,000 pesetas (but probably less) by not 
getting the TMP, plus whatever you make for selling the unneeded ammo. Plus, 
you won’t be using the ten inventory spaces that the TMP and its stock require. 
Oh, and I forgot to mention the noise. The TMP makes quite a racket. Not owning 
one will be friendlier to your ears.






===============================================================================
= 9.0 – Other Weapons                                                         =
===============================================================================

This section is dedicated to the other weapons that I don’t really feel fit 
well into the other categories. With the exception of the Mine Thrower, these 
weapons are not upgradeable. I really don’t recommend buying them unless you 
just have tons of money or are playing the game a second time through. In fact, 
you aren’t able to buy the Infinite Launcher or the Chicago Typewriter until 
the second time through. Actually, now that I think of it, the Chicago 
Typewriter is worth buying, but not until you have a fully-upgraded Handcannon. 
Other than that gun, I don’t really see them as being necessary or worth the 
pesetas.


----------------------
- 9.1 – Mine Thrower –
----------------------

Base Cost:                    28,000 ptas
Scope Cost:                   8,000 ptas
Inventory Space:              5 x 2 (10 spaces)
Scopes’s Inventory Space:     2 x 2 (4 spaces)
Fully-upgraded Total Cost:    219,000 ptas*
Fully-upgraded Resale Value:  112,000 ptas*

   o-----------------------------------------------------------------------o
   | Lvl | FP** (cost)     | FS (cost)     | RS (cost)     | Cap (cost)    |
   |-----|-----------------|---------------|---------------|---------------|
   |  1  | 2.0             | 1.33          | 3.43          | 5             |
   |  2  | 4.0 (25,000)    |      ---      | 2.57 (18,000) | 7 (25,000)    |
   |  3  | 6.0 (45,000)    |      ---      |               | 10 (40,000)   |
   o-----------------------------------------------------------------------o

Exclusive:  Gives the mines heat seeking capabilities and apparently increases 
            the blast radius of the mines, although the game does not specify
            what the new blast radius is (30,000)

Info:       You know this gun is actually pretty fun, and that’s the only 
            reason I can think of to buy it. Yes, it does a great deal of 
            damage, and yes, I have used it before. Unfortunately, I really 
            don’t see why you’d need to spend the extra pesetas just for this. 
            It seems to me that a magnum can do more damage to a single target, 
            and a standard hand grenade can do equal damage to groups. Plus, 
            mine darts seem rarer than magnum bullets, so that makes this gun 
            of limited use.

*Note:      These costs include the cost of scope, although the mine thrower 
            works wonders without it. If you decide to get this gun, you might 
            as well get the scope.

**Note:     The firepower of this gun has nothing to do with how much damage it 
            can do. This firepower just describes the blast radius of the mines 
            in meters. Now, I have no clue what the firepower of a mine 
            actually is, but it is fairly decent.


-------------------------
- 9.2 – Rocket Launcher –
-------------------------

Base Cost:                    30,000 ptas
Inventory Space:              8 x 2 (16 spaces)
Total Cost:                   30,000 ptas
Resale Value:                 15,000 ptas

Info:       The in-game description of this weapon says it deals “major 
            damage,” and it probably does. However, the Rocket Launcher only 
            comes with one rocket! That’s 30,000 to kill a group of enemies or 
            deal “major damage” (100% damage in some cases) to a boss. You 
            could just save that money for other guns and just spend a few more 
            seconds and bullets dealing with enemies. This is just a waste of 
            money. In fact, you end up finding one of these in the middle of 
            the game for free. If you’re a baby (no offense to babies), you 
            could use it, but I would just sell it for the 15,000 pesetas.


---------------------------
- 9.3 – Infinite Launcher –
---------------------------

Base Cost:                    1,000,000 ptas
Inventory Space:              8 x 2 (16 spaces)
Total Cost:                   1,000,000 ptas
Resale Value:                 500,000 ptas

Info:       This weapon becomes available after you beat the game once. It is 
            basically the rocket launcher that you can use infinity times. I 
            played around with it for a bit, and it was neat to be able to 
            shoot rockets at everything. That is, until Ashley joined my team. 
            However, I’d be more satisfied popping enemies with the Handcannon 
            or the Chicago Typewriter. Go ahead and acquire those first before 
            buying this weapon.


----------------------------
- 9.4 – Chicago Typewriter –
----------------------------

Base Cost:                    1,000,000 ptas
Inventory Space:              7 x 3 (21 spaces)
Total Cost:                   1,000,000 ptas
Resale Value:                 500,000 ptas

   o-----------------------------------------------------------------------o
   | Lvl | FP              | FS            | RS            | Cap           |
   |-----|-----------------|---------------|---------------|---------------|
   | N/A | 10.0            | 0.10          | 1.63*         | Infinite      |
   o-----------------------------------------------------------------------o

Info:       This gun takes up a lot of space, but you know, once you’re able to 
            afford this gun, then you should probably get rid of your weaker 
            weapons anyway. I’ve probably echoed this throughout the guide, but 
            this gun only becomes available after beating the game once and 
            then beating Assignment Ada. Assignment Ada is pretty fun, so go 
            ahead and do it. Plus, you get to see Wesker. I’ve included a 
            statistical analysis of this gun below. It is pretty interesting to 
            look at, so feel free to.

*Note:      A reloading speed was assigned to this gun, but you never have to 
            reload it. If you did though, it would take you 1.63 seconds, no 
            less, no more.

o-----------------------------------------------------------------------------o
| Gun                | Max FP | Total Cost | TC/FP     | FP/Sec    | TC/FPr   |
|--------------------|--------|------------|-----------|-----------|----------|
| Chicago Typewriter |  10.0  |  1,000,000 |  100,000  |  100.000  |  10,000  |
o-----------------------------------------------------------------------------o


---------------------------------
- 9.5 – Conclusion (You Decide) –
---------------------------------

I can’t really say anything additional about these weapons that I haven’t 
already said. Therefore, I will just quote a portion of this section’s intro 
paragraph.

“I really don’t recommend buying these weapons unless you just have tons of 
money or are playing the game a second time through. In fact, you aren’t able 
to buy the Infinite Launcher or the Chicago Typewriter until the second time 
through. Actually, now that I think of it, the Chicago Typewriter is worth 
buying, but not until you have a fully-upgraded Handcannon. Other than that 
gun, I don’t really see them as being necessary or worth the pesetas.”

In all seriousness though, these are items to consider during your second time 
playing the game. However, don’t get them until you have acquired the 
Handcannon first. Then get the Chicago Typewriter. That’s my opinion. This 
guide leaves the final call up to you. My gaming experience was never ruined by 
buying something that this guide tells you not to.





===============================================================================
= 10.0 – Complete Statistics                                                  =
===============================================================================

I’ve decided to go ahead and compile the statistic analyses of all of the 
weapons into one chart so that you can look at the overall picture. I noticed 
that if you stare at it long enough, you start getting really thirsty. It is a 
bizarre side effect that I have no intention of causing.

o-----------------------------------------------------------------------------o
| Gun                | Max FP | Total Cost | TC/FP     | FP/Sec    | TC/FPr   |
|--------------------|--------|------------|-----------|-----------|----------|
| Handgun            |  2.0   | [198,000]  |  99,000   |  5.482    |  36,115  |
| Red9               | [5.0]  |  335,000   | [67,000]  |  10.506   |  31,886  |
| Punisher*          |  1.9   |  266,000   |  140,000  |  5.283    |  50,350  |
| Blacktail          |  3.4   |  362,000   |  106,471  | [11.576]  | [31,272] |
| Matilda**          |  2.0   |  303,000   |  151,500  | [12.094]  | [25,053] |
|--------------------|--------|------------|-----------|-----------|----------|
| Shotgun            |  8.0   | [312,000]  |  39,000   |  4.959    |  62,920  |
| Riot Gun           |  10.0  |  415,000   |  41,500   |  6.180    |  67,157  |
| Striker            | [12.0] |  392,000   | [32,667]  | [16.107]  | [24,337] |
|--------------------|--------|------------|-----------|-----------|----------|
| Rifle              | [18.0] | [296,000]  | [16,444]  |  22.516   |  13,146  |
| Rifle (Semi-auto)  |  15.0  |  361,000   |  24,067   | [32.937]  | [10,960] |
|--------------------|--------|------------|-----------|-----------|----------|
| Broken Butterfly   | [50.0] |  455,000   | [9,100]   | [55.918]  |  8,137   |
| Killer7            |  35.0  | [337,700]  |  9,649    |  45.666   | [7,395]  |
| Handcannon         | [99.9] |  790,000   | [7,908]   | [85.385]  |  9,252   |
|--------------------|--------|------------|-----------|-----------|----------|
| Chicago Typewriter |  10.0  |  1,000,000 |  100,000  | [100.000] | [10,000] |
o-----------------------------------------------------------------------------o

Brackets indicate a weapon’s statistical superiority in its own class. 

Note:       The Matilda only becomes available after beating the game once. The 
            Chicago Typewriter only becomes available after beating Assignment 
            Ada. The Handcannon only becomes available after getting a five-
            star rating on all four levels with all five characters in the 
            Mercenaries mini-game.

*Note:      Unlike other handguns, the Punisher is capable of shooting through 
            multiple targets. This means that potentially more damage could be 
            dealt than other guns of a greater firepower. However, the need to 
            shoot single targets with a handgun is greater than the need to 
            shoot multiple targets with a handgun, so the Punisher’s special 
            ability has been ignored in the above analysis.

**Note:     The Matilda’s rapid-fire capability has been taken into 
            consideration for the FP/Sec and TC/FPr stats.






===============================================================================
= 11.0 – Miscellaneous Tips                                                   =
===============================================================================

Here are a few tips that I came up with that’ll help you save pesetas, thus 
allowing you to focus more on weapon upgrades.

* Never shoot barrels and crates to get items unless you are in an emergency or 
are using a weapon with infinite ammo. Just use your knife in order to conserve 
ammo.

* You should never buy First Aid Spray. You can find plenty of them (as well as 
herbs) throughout the game. If for some reason you aren’t a good player, just 
keep dying and reloading the game until you get better, even if it takes 
months.

* You should only upgrade the capacity of your weapons when your weapons are 
empty because the Merchant fills refills your gun’s ammo when you do. This is 
especially important when upgrading magnums and the Mine Thrower. Ammo for 
those weapons is very rare.

* Be sure to shoot all fifteen of the blue medallions. When you shoot ten, 
you’ll get the Punisher for free. When you shoot the other five (all fifteen 
total), you’ll get a free firepower upgrade for it. Thank you RingWraith775 for 
letting me know about the free upgrade!

* During Chapter 5 of the game, you’ll get an Infrared Scope. Sell it before 
the final boss fight or upon starting a new game. You’ll free up space and get 
10,000 pesetas. If you never want to play the game again, then go against my 
first tip and buy a First Aid Spray. If you do decide to play the game again, 
then you’ll just end up finding another Infrared Scope in Chapter 5 when you 
need it.






===============================================================================
= 12.0 – Summary                                                              =
===============================================================================

I guess this section of the guide is supposed to be like Cliff’s Notes for it. 
Well, here we go then. Find the Shotgun, but only upgrade the firepower 
occasionally. Buy the Red9 and sell whatever handgun you have at the time. Find 
the Broken Butterfly and try to fully upgrade it. Once the Striker becomes 
available, sell the Shotgun and focus on fully upgrading the Striker. Oh 
(almost forgot), buy the Semi-automatic Rifle when it becomes available and try 
to fully upgrade it as well. Don’t buy any of the other guns, not even the TMP.

Now why do this? Because you’ll save pesetas, and therefore have the most 
efficient and powerful weapons. Enough said.

If you beat the game once, beat Assignment Ada, and play the Mercenaries two 
thousand times (that’s how many times is required to beat each stage five 
times), then you can buy the Handcannon. Be sure to fully-upgrade it, and then 
buy the Chicago Typewriter. Then do whatever you want. After that point, I stop 
caring. In fact, just sell everything and try the whole game with the Handgun 
and the Knife. Good luck!

Although this guide is a wonderful, excellent, superior guide, it is just a 
guide. I’ll remind you that it merely tells you what the best choices are, but 
it allows you to make the final call yourself (unlike other FAQs and guides). 
So, take all of these statistics and suggestions and use them to make your own 
decisions. In fact, I go against what this guide suggests, and I’m the one who 
wrote it! (I buy the regular Rifle also.) So do what your brain, heart, gut, 
and pancreas tell you to do. Or do what this guide tells you to do. Ultimately, 
it’s your call!






===============================================================================
= 13.0 – Acknowledgments                                                      =
===============================================================================

I would like to thank Capcom for making such a great game. Playing the entire 
Resident Evil series has been one of the best gaming experiences that I have 
ever had. Resident Evil 4 really puts the icing on the survival horror cake.

I would also like to thank GameFAQs and all of its contributors for providing 
such great information on a ton of different video games. I primarily wrote 
this guide to be put onto that site. If for some reason it doesn’t get 
accepted, then I will remove this paragraph.

Thanks should definitely go out to http://www.network-science.de/ascii for 
giving me a way to make the title of this guide look cool.

I would also like to thank computers. Without mine, I wouldn’t have been able 
to type this guide or perform phishing scams to fund my video game purchases. 
Okay, not really.

I would like to thank my girlfriend Ashley Davis for liking scary games so much 
that she made me play through all of the Resident Evil games. I love her, and 
I’m glad to have enjoyed these games with her.

I’d also like to thank my friends Mike Eades and Michael Wilkes. Michael Wilkes 
played through the game first while Mike Eades, Ashley Davis, and I watched. 
Michael Wilkes’ game taught me that the TMP was totally unnecessary. Also, Mike 
Eades read through numerous early versions of this guide since its first 
incarnation when it was called “Using a Level 2 Striker in Chapter 5.” You’re 
right Mike, doing a full weapons guide was a good idea.

I would really, really, really like to thank the people who have e-mailed me 
(except whoever e-mailed me the virus). Getting e-mail from readers is perhaps 
the most fulfilling reward for writing this guide. So a special thanks goes out 
to Leo Chan, Alan C. Wells, Lee Valencia, Aaron Wilt, Dennis, Fernando, Efrain 
Torres, RingWraith7, and Thunderchiken!

Finally, I’d like to thank all of you who are reading this right now. A lot of 
work went into this so that it could be used by numerous gamers. Thank you for 
taking your time to read through this information, thus making my work 
worthwhile. Be sure to contact me and tell me what you think!






===============================================================================
= 14.0 – Contact Information                                                  =
===============================================================================

Please send me any comments, corrections, or questions that you have to 
re4zack@gmail.com. I do have an exciting webpage (http://www.zackscott.net), 
but don’t try to use that as a reliable means of communication. Just use e-
mail. I would really appreciate hearing from you, and you’ll receive credit for 
anything that I use. In fact, I might decide to quote your e-mail in a possible 
questions/answers section. I’m not sure if I’m going to do that section yet or 
not. Thank you in advance for contacting me, and don’t send me any file 
attachments! Someone sent me a virus already, and that was just stupid.






===============================================================================
= 15.0 – Legal Information                                                    =
===============================================================================

Copyright (C) 2005 by Zack Scott
All Rights Reserved

Currently, this document is only for use on the following websites:

http://www.GameFAQs.com
http://www.neoseeker.com
http://www.supercheats.com

Although those sites have permission to distribute this guide, the latest 
version is guaranteed to be found at GameFAQs.com. If you would like to make 
use of this guide in its entire, original format, then please contact me for 
permission.

Permission is granted for personal use of this guide. However, this guide may 
not be sold, reproduced, or altered without written consent. If permission is 
granted for this guide to be used on your site, then you must give me full 
credit and present it in a free, unaltered state. Thank you!