Layout Bin Resident Evil 4 161 — Authentic & Fast
Use this grid for whiteboxing (each unit = ~2m):
N W---+---E S [ 0,0 = Bonfire ]
(-10,15) Bell Tower (3 floors)
(-5,12) Shotgun House (2 floors, breakable door)
(8,10) Main gate (locked from inside)
(0,0) Central bonfire + destructible barrels
(-12,-5) Barn (hidden handgun ammo)
(12,-8) Valley exit (triggers cutscene)
For those who cannot watch YouTube:
To solve "Layout Bin" with code 161 in RE4 Remake: Separate Ways:
The door will slide open, revealing a path to the next objective (usually a merchant room or a lever for the bridge).
Phase 1 (0:00–0:20):
Phase 2 (0:21 or 3 kills):
Phase 3 (1:00 or bell rung):
Phase 4 (1:30 or Salvador killed):
The search term "layout bin resident evil 4 161" is a perfect example of niche gamer language for a specific frustration point. Whether you are dodging the incinerator in the 2005 classic or hacking a terminal as Ada Wong in the 2023 remake, the solution is the same: Think in corners.
Now that you have unlocked the door, conserve your ammo. There is a Garrador in the next room.
// Layout Bin RE4_161 – Blockout actors
AddVolume("VillageBounds", X=6000, Y=5000, Z=1000);
AddStaticMesh("Bonfire", X=0, Y=0, Z=0);
AddBlockingVolume("ShotgunHouse", X=-500, Y=1200, Z=200, Scale=(2,2,1));
AddNavMeshModifier("Ladder_BellTower", X=-1000, Y=1500, Z=300, Type="Climbable");
AddSpawnPoint("Ganado_Wave1", X=-300, Y=-200);
AddSpawnPoint("Salvador", X=-800, Y=1800, TriggerDistance=1500);
AddExitTrigger("ValleyGate", X=1200, Y=-800, Size=300);