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Merchant · Valley Camp · Waterworks

1st Merchant Elegant Mask in the sewage plant Méndez: grab everything before the corridor

Chapter order: Valley Storage Building: tied up with Luis (QTE) → storage yard: first Merchant (Attaché Case M, TMP) → the valley siege (Emblem left and right halves → Hexagonal Emblem) → sewage treatment plant (Spinel in the furnace, Elegant Mask behind the boarded window, fish) → chief’s manor yard (Brass Pocket Watch in the well) → chief’s manor (Insignia Key, Chief’s Note) → Méndez grabs you.

BUY: Attaché Case M 24,000pts · TMP 10,000pts · Treasure Map (Village) 3,000pts — sell Spinels, Pearl Pendant and Ruby. Don’t buy the bolt-action rifle.

You are still Leon. You wake up tied back to back with Luis Sera in a storage building in a valley away from the village. Luis slips away as soon as you are free and you meet the Merchant, the trader who follows you for the whole game. Then you cross the valley camp (the chapter’s longest fight), go through a sewage treatment plant and reach the village chief’s manor, where the Insignia Key that opens the way to the church in 1-3 is kept. The chapter ends abruptly when Méndez surprises you in the upstairs corridor.

Before you start

Valley Storage Building

It starts with a cutscene: a Ganado with an axe comes in. QTE: fail it and you both die; land it and the axe cuts the chain. Luis says goodbye and Hunnigan calls (#5).

Storage yard. A Green Herb in the barrel in front of the building and a Red Herb in a barrel in the southeast corner, behind it. The Merchant is in the southwest area, behind the storage building: go around it. Buy, sell and save before opening the valley.

The valley

It’s a camp with several cabins and a hill. 8 Ganados wander around, 14 more show up as you explore and the upper area has another 9: about 31 in all, some carrying dynamite.

Scout before going in. Past the Merchant there are two barrels and two gaps in the fence: you can see the camp from there. If you have Rifle ammo you can pick off a few with headshots before opening up. When you open the doors a Ganado raises the alarm and 5 or 6 rush down the hill.

Tactics:

Items and the two emblem halves:

Combine the two halves in the inventory: you get the Hexagonal Emblem, which opens the blue double doors to the path to the sewage plant.

Sewage Treatment Plant

The route runs along the path and the plant’s yard (three crates outside) to the entrance.

Corridor. 4 Ganados. Clear them before rounding the corner; break the crate and jump through the window.

Furnace room. Crouch behind the dumpster as you enter: there are 4 Ganados on the north side, some with dynamite. Kill one before he throws and the blast takes the rest (or toss an Incendiary Grenade through the window). This room has 9 bear traps:

Go around them or knife them. Check the furnaces on the east side: Handgun ammo in the southern one and a Spinel in the northern one. When you’re done, two more Ganados may come through the door: wait for them with the Shotgun.

Boiler Room and the Elegant Mask. There’s a Green Herb in the barrel in the southwest corner. This room has a boarded-up window: knife it open and jump through into the small room behind it (Small Storeroom). The Elegant Mask is on the shelving on the east wall. It’s easy to walk past: don’t leave the boiler room without it.

Exit passage. Go down the ramp: 2 Ganados, one at the central corner and one by the ladder down to the water. Below, in the pool, there are 10 Handgun rounds, a Flash Grenade, 1,000pts and fish: 4 Black Bass and 1 Black Bass (L). Shoot or knife them and pick them up: they heal, and the big one sells well. Climb up and out of the sewer.

Village Chief’s Manor Yard

The sewer comes out in the chief’s manor yard, not in the Village Square.

Village Chief’s Manor

Ground floor. The typewriter is in the southeast corner of the dining room: save here. This floor also has an Incendiary Grenade in the glass cabinet in the southwest corner, money in a cabinet and an egg in the kitchen; if you don’t take them now, they’re there at the start of 1-3.

The orb door. According to the RE Wiki, a door has an orb you turn Up and then Left to open it (not confirmed by a second source; one walkthrough places it at the top of the stairs).

Upstairs bedroom. Everything that matters is here:

⚠️ Point of no return: as soon as you step out of the bedroom into the upstairs corridor, Méndez grabs you by the throat and the chapter ends. Pick everything up first.

Before leaving the bedroom

Chapter photos

Interactive maps

Evil Resource

Floor plans with what each room holds, on Evil Resource. They open on its site and need a connection: they are not in the guide to download because its author does not allow copying them without permission.

Collectibles in this chapter See on the map →

Where each one is, with its checkbox: whatever you tick here stays ticked in Treasures, Medallions and the map.

Chapter mapSee the whole act →

The act map cropped to what this chapter holds: treasures, gems, Merchants and free weapons. Tap a pin for the exact spot.

★ treasure · ◆ gem · M Merchant · W weapon0/2

  1. 1Valley Storage Building: tied up with Luis (QTE)
  2. 2Storage yard: first Merchant (Attaché Case M, TMP)
  3. 3Valley: the siege (Hexagonal Emblem)
  4. 4Sewage treatment plant: dynamite throwers, bear traps, Spinel in the furnace
  5. 5Sewage plant: Elegant Mask behind the boarded window
  6. 6Chief's manor yard: Brass Pocket Watch in the well
  7. 7Chief's manor: Insignia Key; Méndez grabs you
  8. The numbers are the order the chapter visits each place; the line joins stops, it is not the exact path.

Maps by Voleger, reproduced with his permission for non-commercial use: original guide on Steam

Treasures0/2

  • Card →
    See location
    The spot · Ch. 1-2On the map · Ch. 1-2
  • Card →
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    The spot · Ch. 1-2On the map · Ch. 1-2

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