4 161 | Layout Bin Resident Evil
The "Layout Bin" requires you to make the 3x3 grid look like this (1 = Light ON / Blue, 0 = Light OFF / Red):
Row 1: 1 (Blue) - 0 (Red) - 1 (Blue)
Row 2: 0 (Red) - 0 (Red) - 0 (Red)
Row 3: 1 (Blue) - 0 (Red) - 1 (Blue)
In plain English: Only the four corners should be lit.
Why "161"? Because if you read the grid like a book (left to right, top to bottom): layout bin resident evil 4 161
Omitting the zeros, you get 1 (pause) 1 (skip) 1 → 1-6-1 (referring to positions 1, 6, and 9? No. Actually, it's positions 1, 3, 7, 9. The "6" is a red herring.)
Correction for clarity: The code 1-6-1 actually tells you which rows to activate. Activate Row 1 completely? No. Activate Column 1 and Column 3? No.
The definitive solution: Cycle the buttons as follows: The "Layout Bin" requires you to make the
If the panel reads 1-0-1 / 0-0-0 / 1-0-1, the door will unlock. This is the "Layout Bin" solved.
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):
Bin ID: RE4_LAYOUT_161
Game Version: Resident Evil 4 (2005/GC/PC) / RE4 Remake (optional hybrid notes)
Category: Combat/Encounter Layout | Zone: Village (Chapter 1-1 to 1-3)
Primary Focus: Early-game crowd control, Ganado placement, and escape routing Omitting the zeros, you get 1 (pause) 1