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2-2

Village at night · Luis's house

Red9 Bear traps: 5 in the village, 5 at the Farm Exit Cabin siege with Luis

Chapter order: Church Outside Storage → courtyard → graveyard (7 Ganados and the explosives cart) → Graveyard Entry Path (nests) → Underground Passage (Merchant: Red9) → Town Hall (typewriter) → village at night (8 Ganados, 5 bear traps) → farm (container, Shed 1: typewriter) → Farm Exit (5 bear traps, the door Ashley opens) → bridge Merchant → Luis’s house: the cabin defence → Luis leaves.

BUY: Red9 14,000pts + Power 1.8 15,000pts if you didn’t buy it at the end of 2-1 (Underground Passage Merchant) · TMP Reload 5,000pts (2.4 → 1.9 s: worth more than power in the cabin) · TMP Capacity only with an empty magazine. TMP Power 0.6 (14,000pts for a tenth) can wait for the castle.

SELL: the Punisher as soon as the Red9 has Power 1.8, not before (until then it pierces rows in the cabin). Never upgrade it: every peseta comes back at half. If you prefer the Blacktail, hold on to the Punisher until 3-1 and skip the Red9.

It’s night, the village has repopulated and now you’re escorting Ashley. You’ve just escaped Saddler by jumping through the church window, and the way out of the village lies on the other side: you cross the graveyard, the village and the farm to the cabin in the woods, where Luis Sera is waiting and where you’ll fight the longest battle in the village. The whole chapter is an exercise in where do I leave her while I clear the room. Rule of thumb: “Wait” in a closed corner before every fight, a container whenever there is one (Ashley climbs in and nobody touches her), and don’t call her until the floor is clean.

Before you start

Church Outside Storage and courtyard

You land with Ashley in the church’s outside storage. The barrels on the east side hold a Red Herb. Loot everything before opening the gate and step out into the courtyard. If you go back into the nave, two hooded Ganados with crossbows wait by the altar. There’s no need, but according to the Resident Evil Wiki one drops 5,000pts and the other Handgun Ammo: useful money if you’re short for the Red9.

Graveyard: the explosives cart

From the courtyard you move on to the graveyard. By the gate, 7 Ganados are gathered around a cart full of explosives at the top of the slope. Leave Ashley on “Wait” in the courtyard, lean out and shoot the cart: it catches fire and rolls down, taking everyone in its path. Finish the survivors with the TMP and call Ashley.

Graveyard Entry Path and Underground Passage (Merchant)

Follow the Graveyard Entry Path. The nest in the tree by the ladder holds Handgun Ammo ×10 if you didn’t take it in 2-1; the nest at the end of the path, a Spinel (it respawns in 2-2 even if you took the 2-1 one). Climb down the ladder into the Underground Passage: the Merchant stands in the southern cave and now sells the Red9. If you buy it, put Power 1.8 on it right here: you’ll need it within the hour.

Town Hall

From the passage you come up into the Town Hall back room: inside the lantern hanging from the ceiling there’s a Spinel (shoot it to break it; according to Evil Resource it respawns in 2-1, so it’s gone if you broke it then) and in the barrel in the NE corner, TMP Ammo ×50 if you didn’t take it in 1-3. The front room has a typewriter and Handgun Ammo ×10 on the cabinet on the south side. Save and head out to the square.

Village at night

They spot you the moment you walk in: 8 Ganados are spread around the square. The comfortable option, per the Resident Evil Wiki: back off to the entrance path and let them come single file into your line of fire. Leave Ashley on “Wait” behind you, on that same path, before you start shooting. Knee or head shot with the Red9, kick and knife; if a Plaga bursts out, shotgun or Flash Grenade.

Farm at night

Right after the gate, in the SW corner of the farm yard next to the doors from the square, there’s a container: put Ashley inside and clear the farm in peace. Waiting for you are 2 Ganados in the SE part of the yard, 1 in the cow barn, 1 in the main barn and 2 on the upper walkway.

Climb to the upper floor of the barn and leave through the upper walkway door (2 Ganados) to the Farm Exit.

Farm Exit: the door Ashley opens

The Farm Exit has 1 Ganado and 5 bear traps in the middle of the area. Kill it and disarm the traps before you whistle: when you do, Ashley leaves the container, comes to you and jumps down from above: catch her. The door to the cabin path is locked from the other side: give her a boost over it so she opens it herself.

The bridge and the last Merchant

On the cabin path, the Merchant stands on the west side of the bridge: it’s the last purchase before the siege (Red9 Power 1.8, TMP Reload). Hunnigan calls as you cross the bridge (Communication Log #12). Going past the bridge triggers the cutscene that locks you in the cabin with Luis: there’s no way back until the siege is over.

The cabin defence (with Luis)

Ashley hides in the upstairs wardrobe for the whole fight: you don’t have to protect her.

Setup (you have a few seconds): the ground floor has three windows, each with a cupboard beside it: push all three in front of their windows to slow the first wave. Grab everything:

First wave: hold the foot of the stairs with the Red9 or TMP; shotgun when they get within two metres; Flash Grenade whenever Plagas burst out of heads (it kills all of them at once). Don’t shoot Luis: hit him a few times and he shoots back, and hit him 5 times and a cutscene plays where he kills Leon (game over). If a stray shot lands, help him kill the Ganado attacking him and he calms down.

Second wave: when Luis shouts to go upstairs, go without hesitating: the ground floor fills up in seconds. Upstairs there are three more windows and they bring ladders to them: kick them down as soon as they appear, and split the work: you cover the stairs, he covers the windows. A good corner is the one opposite the windows, shooting whatever comes in.

End: the siege ends at ~40 kills (30 in the Japanese and PAL versions, and on Easy) or after a while (there’s a hidden timer; no source gives its length); whoever’s left retreats on their own. Luis leaves to fetch “something he left behind” and you won’t see him again until the castle. In the cabin yard there’s TMP Ammo ×50 and ×10 on the log piles: they’re waiting for you when 2-3 starts.

Before you cross the bridge

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.

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 weapon0/0

  1. 1Church Outside Storage: out with Ashley
  2. 2Graveyard: the explosives cart (7 Ganados)
  3. 3Underground Passage: Merchant (Red9)
  4. 4Town Hall (typewriter) and the village at night: 8 Ganados, 5 bear traps
  5. 5Farm: Ashley into the container; Farm Exit (Ashley opens the door)
  6. 6Bridge: Merchant, the last purchase before the siege
  7. 7Luis's house: the cabin defence
  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

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