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5-1

Military base · Regenerators · Thermal scope

Island Map · Vest J.J. Iron Maiden Three Merchants · Killer7 Shooting range: Game D (50,000pts)

Chapter order: Entrance Path (Saddler’s call, Emerald) → Outpost (J.J.) → laser and mirrors → Passageway (rolling boulder) → Caverns: red barrel and Golden Lynx → outside the facility → Merchant in the shack (Killer7, typewriter) → Larder and Kitchen → Lounge (Red Stone of Faith) → Security Room (Ashley on the cameras) → Main Passage and armoury: Merchant, vest and shooting range Game D → Stairway Passage (typewriter, Brass Pocket Watch) → operating theatre: arrow puzzle and Regenerators → Freezer (thermal scope) → crane → Storage Area (Ashley’s cell, locked) → Systems → Cupboard (typewriter) → laboratory: Iron Maiden (Storage Room Card Key) → communications tower (Merchant, optional) → back to Ashley’s cell.

BUY: Island Map 9,000pts · Tactical Vest 60,000pts (−30% damage; doesn’t exist on Professional), at the armoury Merchant · pending Exclusives (Red9 80,000pts, TMP 100,000pts). The Killer7 (77,700pts) only if you want a serious magnum: then sell the Broken Butterfly.

You’re Leon, alone. Ada has dropped you on Saddler’s island, a military base turned laboratory, and Ashley is locked up somewhere in its facility. The chapter crosses the shore and the Outpost, where J.J. waits with his Gatling gun, enters the research facility and works through it floor by floor. Upstairs it introduces the Regenerators, which regenerate unless you destroy their hidden parasites, and hands you the tool to see them: the thermal scope. The key to Ashley’s cell is carried by the first Iron Maiden, in the laboratory. The chapter ends when you open her cell.

Before you start

Entrance Path

You arrive on Ada’s boat. As soon as you’re ashore, Saddler calls you on the radio (your first conversation with him).

Follow the path to the tunnel that leads to the base.

Outpost: J.J.

On the other side of the tunnel you see some buildings and a searchlight. The area looks empty, but it isn’t: the Soldiers are hiding. Shoot the searchlight with the handgun before you move in: if it lights you up, they all see you at once.

When you step into the middle of the area, J.J., the Gatling man, appears on the left. He only fires with a direct line of sight and pauses to spin up before each burst.

  1. Take cover behind the broken wall and don’t step out while the barrel is spinning.
  2. Flash Grenade to stun him, then unload your strongest weapon at his head (rifle, magnum or Striker). The rifle keeps him pinned between shots.
  3. He drops 15,000pts. Most of the Soldiers come out once he falls: 13 in all keep appearing as you explore. Fight from cover and don’t stay in the open.

Outpost loot:

The laser and mirrors puzzle

The stone door up top, where Ashley was taken, opens with a laser beam.

  1. Climb the stairs. To the left of the locked door there’s a switch: press it and the laser turns on (it’s harmless).
  2. Climb the ladder to the roof of the building in front of the steps (the NW one) and turn its mirror until the beam reaches the second mirror, on the roof of the building to your right (SE).
  3. Go to that second mirror and turn it to send the beam back to the receptor panel to the right of the door. The door rises.

Passageway: the rolling boulder

Past the laser door, a long passage. Two Soldiers at the far, southern end send a boulder at you:

Out the other side, the Cliff Edge: one Soldier behind the sandbags on the west side.

Caverns: the red barrel and the Golden Lynx

The Caverns hold 3 Soldiers in the middle of the tunnels.

Outside the facility and the first Merchant

Outside the Research Facility: 3 Soldiers standing around and 1 by the doors to the Research Facility Approach. As you move forward, 8 more drop in from above. Back off to cover and pick them off one at a time with the rifle: many carry crossbows or dynamite. The switch at the top of the area opens the door towards the facility.

Side Passageway (1F): 2 Soldiers (one on the bridge over the outside area, one inside) and 2 more that appear in the room at the east end. In there: Shotgun Shells ×5 and a Green Herb.

Research Facility Approach: 5 Soldiers at the south end. In the alcove on the east side, inside a shack, are the Merchant and a typewriter.

The island’s first Merchant:

Facility 1F: Larder, Kitchen and Lounge

Entrance Passage: 2,000pts in the lockers at the north end; Incendiary Grenade in the large bin to the south, across from the Larder door.

Larder: 1 Soldier on the east side. Green Herb on the bench and Shotgun Shells ×10 in the silver briefcase in the small NE room.

Kitchen: rotting meat and a Soldier who bursts out of the oven on fire as you approach. He does double damage: step aside and let him burn to death, or shoot him. Hand Grenade in the sinks on the north side.

Security Corridor: a Hammer soldier on the east side. His armour stops body shots: headshot and kick.

Lounge, the room with the stairs: inside are another Hammer soldier and a Soldier, and 2 more come down the stairs while you explore. Don’t rush downstairs: you’ll be surrounded down there. Fight from the top, by the door, and go down once it’s clear.

Security Room: cutscene of Ashley on the cameras. Handgun Ammo ×10 on the small filing cabinet across from the door and 5,000pts in the SE locker.

Main Passage and armoury: Merchant and shooting range Game D

Main Passage: in the drawers of the filing-cabinet wall on the south side there are Shotgun Shells ×5.

Armoury (Merchant Room): the Merchant in the NE corner and Rifle Ammo ×5 in the glass cabinet to the NW.

The sliding door (the Main Passage’s western room): as you approach, the metal shutter opens and closes while you’re attacked from behind it:

  1. First 2 dynamite Soldiers. Shoot their hands as they raise the stick.
  2. Then 3 with fire crossbows, and 1 more works the shutter switch. A Hand Grenade through the gap when it opens clears them.
  3. Once they’re all down, the shutter stays open. Behind it: Red Herb by the switch and TMP Ammo ×50 in the little NW cupboard. If you come back in later, 2 more Soldiers appear.

Stairway Passage

This is the building’s hub: it links 1F with 2F and with both the operating-theatre and freezer corridors.

Go up to 2F and take the East Corridor. It holds an Incendiary Grenade in the little cupboard by the door to the stairs and Magnum Ammo ×3 in the crate on the shelves.

Operating theatre: the arrow puzzle and the first Regenerator

Operating Room Entry. Here’s the coloured-arrow panel that opens the security door of the Main Operating Room. Each colour button turns every arrow of that colour one step; you need to form an unbroken path of arrows from one end of the panel to the other.

Main Operating Room:

Warning: when you take the Freezer Card Key, the grey body on the table in the Small Operating Room wakes up. It’s the first Regenerator, and it comes for you.

With the Freezer Card Key in hand, two more Regenerators appear, one in the East Corridor and one in the West Corridor. Each drops 5,000pts. Same tactic.

West Corridor and Freezer: the thermal scope

West Corridor:

Freezer, opened with the Freezer Card Key:

  1. In the SE room, use the Freezer Card Key on the terminal: it turns it into the Waste Disposal Card Key, which opens the way to the crane room.
  2. With the controls in that same room, thaw the freezer.
  3. In the NE room, the now-thawed cabinet holds the thermal scope (Infrared Scope). Fit it to the rifle.
  4. As you take it, one of the bodies hanging from the ceiling wakes up: another Regenerator. Try the scope out: aim with the rifle and you’ll see the parasites glow; each one you burst brings it closer to death, and when the last one goes it dies. It drops 5,000pts.

Crane and Storage Area: Ashley is behind the door

Back in the West Corridor, open Connecting Passage 1 with the Waste Disposal Card Key: TMP Ammo ×25 on the boxes to the north.

Waste Disposal Control Room: Hand Grenade on the floor in front of the panel. From here you work the crane.

Waste Disposal Area: 4 Soldiers. Shoot them, or, the fun way, grab them with the crane and drop them down the chute.

Carry on through Connecting Passage 2 to the Security Center: Yellow Herb on the desk by the computers and a Flash Grenade in the SE locker.

Storage Area: you hear Ashley calling. Two Hammer soldiers guard her cell door. Kill them with shots to the head (Flash and rifle works well). Handgun Ammo ×10 in the little wall cupboard in the middle. The cell door needs the Storage Room Card Key: the laboratory’s Iron Maiden has it.

Systems and Cupboard: on the way to the laboratory

Connecting Passage 3 → Systems: 4 Soldiers in the upper room and 2 in the lower one. Use the doorways as chokepoints and the shotgun.

Connecting Passage 4 → Cupboard: typewriter and a Green Herb on the table. Save: the Iron Maiden is next.

Laboratory: the Iron Maiden

Laboratory Monitor Room: Rifle Ammo ×3 on the metal table to the north and TMP Ammo ×25 in the NE glass cabinet. On one of the monitors you see the Iron Maiden: that wakes it in the room next door.

Laboratory Control Center: Iron Maiden. It’s a Regenerator covered in spikes.

Main Laboratory, reached through the control center’s windows:

Communications tower (optional) and the third Merchant

Through the Laboratory Exit you reach the Communications Tower Entry.

The lift up to the tower is optional: up there, Leon radios for backup and nobody answers (the radio is jammed). If you go up: Green Herb in the SE corner of the balcony and Shotgun Shells ×5 on the table in the tower.

Back to Ashley’s cell

Retrace your steps to Systems: once you hold the Storage Room Card Key, 6 Soldiers appear in the upper room. Shotgun at the doorways, or Flash and run.

In the Storage Area, open the cell (Storage Room) with the card. Shotgun Shells ×10 on the table at the back. Reunion with Ashley: end of the chapter. Check the list below before you go in.

Regenerators

Wheezing breath = run or get ready. With the thermal scope on the rifle, shoot the 2–5 hidden parasites. Without it, rifle or shotgun to the legs to knock them down and run (without a leg they crawl and can leap to bite you: don’t get close), or use a fire or fragmentation grenade: area damage destroys parasites without needing to see them (confirmed by speedrunners in no-merchant categories). Each Regenerator drops 5,000pts when it dies, not per parasite; 5-1 has four (Small Operating Room, East Corridor, West Corridor and Freezer), 20,000pts in all. Iron Maidens also carry one on the back and burst into spikes when they die: keep your distance. The 5-1 one drops the cell card; the two in 5-2, 20,000pts each.

Before you open Ashley’s cell

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 weapon0/3

  1. 1Entrance Path: Saddler's call, Emerald
  2. 2Outpost: J.J.; laser and mirrors
  3. 3Caverns: red barrel and Golden Lynx
  4. 4Shack Merchant: Killer7, typewriter
  5. 5Larder, Kitchen and Lounge: Red Stone of Faith
  6. 6Security Room: Ashley on the cameras
  7. 7Armoury: Merchant, vest, shooting range Game D
  8. 8Stairway Passage: typewriter, Brass Pocket Watch
  9. 9Operating theatre: arrow puzzle, Regenerators
  10. 10Freezer: thermal scope
  11. 11Storage Area: Ashley's cell (locked)
  12. 12Cupboard (typewriter) and laboratory: Iron Maiden, Storage Room Card Key
  13. 13Communications tower: Merchant (optional)
  14. 14Back to Ashley's cell
  15. 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. 5-1On the map · Ch. 5-1
  • Card →
    See location
    The spot · Ch. 5-1

Gems0/1

  • Card →
    See location
    The spot · Ch. 5-1On the map · Ch. 5-1

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