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5-2

Junkyard · Foundry · Bulldozer

co-op with Ashley Iron Maiden ×2 Two Merchants: upgrade before the bulldozer No way back: the waste chute

Chapter order: Cell (Ada’s paper airplane) → Storage Area and Security Center (two ambushes) → crane room: jump down the waste chute → dump (Iron Maiden ×2) → Incinerator Access → foundry (wrecking ball) → Basement Passageway: Regenerators ×2 → Merchant and typewriter → garage: double-lever door → bulldozer (truck, lift, truck) → Merchant (Green Stone of Judgment) → altar: Saddler takes Ashley.

BUY: two Merchants and neither sells any new weapon. The one in the waste plant’s basement, before the bulldozer, is the time to raise the capacity of the TMP, Striker and rifle (the Semi-Auto, ideally). At the one at the end of the chapter, next to the Green Stone of Judgment (silver briefcase on the north side), sell junk and finish your upgrades.

You’re Leon with Ashley, inside the island facility, right after getting her out of the cell. A paper airplane from Ada shows them the way out: the waste chute in the crane room. On the other side of the jump wait a dump with two Iron Maidens, a foundry with a wrecking ball that Ashley operates, two Regenerators in the basement and a bulldozer ride, with Ashley at the wheel and you defending the back. At the end, Saddler takes Ashley again.

Before you start

Cell and Storage Area: the first ambush

In the cell (Storage Room), a paper airplane flies in through the window: the Paper Airplane file, from Ada, telling you to get out through the waste disposal. If you didn’t take them in 5-1, there are Shotgun Shells ×10 on the table at the back.

Out in the Storage Area, 4 Soldiers and 1 Hammer soldier are waiting. Tell Ashley to wait inside the cell and clear it with the shotgun. The hammer one, go for the head: his armour stops body shots.

Security Center: the second ambush

In the Security Center, 4 Soldiers are inside as soon as you walk in.

  1. Tell Ashley to wait at the door.
  2. Throw a Flash Grenade and finish them with the shotgun while they’re stunned.
  3. Press the door-lock button in the NW corner. 3 more Soldiers come in, but you have time to get set: wait for them with the shotgun.

If you didn’t take them in 5-1, the Yellow Herb on the desk and the Flash Grenade in the SE locker are still here.

Crane room: the jump

Carry on through Connecting Passage 2 to the Waste Disposal Area. Before you walk up to the chute, check for the Emerald on the SE waste container and the Green Herb next to it, if you didn’t take them in 5-1. When you reach the chute, cutscene: Leon and Ashley jump into the dump. There’s no way back.

The dump (Waste Processing Plant): Iron Maiden ×2

You land next to a body lying in the garbage. It’s the first Iron Maiden: it gets up when you pull the lever that opens the first gate. The second one roams the southern passage.

How the room works:

Tactic:

  1. Don’t fight the first one as soon as it gets up. Pull the gate levers, push the container with Ashley to make the bridge and hide her in the dumpster.
  2. Go back to the bridge and let them come to you, one at a time: thermal scope on the rifle and go for the chest parasites.
  3. The back parasite is easier if you break their legs and shoot while they writhe on the floor.
  4. Don’t let them close in: their grab impales you on their spikes. If one gets on top of you, close a gate and back off.
  5. Each one drops 20,000pts (40,000pts in all). If you’re short on ammo, you can run through and close the gates behind you, but you lose that money.

Loot: Rifle Ammo ×5 in the NE corner of the area between the first two gates, Rifle Ammo ×5 in the room’s NW corner and a Green Herb in the SW corner.

Incinerator Access

A Hammer soldier and 2 Soldiers in the middle of the passage. Leave Ashley behind and shotgun them. Shotgun Shells ×10 in one of the barrels and a Green Herb at the far, east end.

Foundry (Incinerator): the wrecking ball

A room with a lava pit and a wrecking ball hanging over it. Ashley points out a walled-up door: the ball knocks it down, and its controls are in the control booth in the NW corner.

  1. Leave Ashley up top, on the ventilation ledge at the entrance, before you drop down.
  2. Walk down slowly. Dropping into the room spawns 2 Hammer soldiers and 4 Soldiers, and up to 15 more keep dropping in. If you rush, you’re surrounded after the cutscene.
  3. Once the first group is down, call Ashley and run with her to the booth. Inside: Red Herb and Handgun Ammo ×10 in the NW corner. Exploring it brings 2 Soldiers in through the room’s entrance.
  4. Have Ashley work the lever while you guard both booth doors with the shotgun or the Striker.
  5. When the ball breaks the wall, 5 more Soldiers drop in. Run with Ashley for the open door, or stay and clear them.

Tip: a kick that sends a Soldier into the lava kills him instantly.

Basement Passageway: Regenerators ×2 and the Merchant

You enter the Basement Passageway. You can hear a Regenerator’s breathing behind the shutter.

Once they’re dead, call Ashley. A button opens the shutter blocking the way only a little: Ashley crawls underneath and opens it from the other side.

Merchant Room: Merchant and typewriter on the west side; Red Herb in the north locker.

Bulldozer Garage: the double-lever door

In the Bulldozer Garage: First Aid Spray in the large wooden crate to the north, Rifle Ammo ×5 on the floor to the north and Shotgun Shells ×5 in the left-hand crate on the south side.

The door has two levers: Ashley takes one and Leon the other. Pull together when the round light above the door lights up.

Bulldozer

Ashley drives, you ride in the back. The bulldozer is very slow: you won’t outrun anyone.

Lower Road:

Industrial Elevator: the bulldozer stops and Ashley is left alone. You have to climb one of the ladders and pull two levers.

  1. Climbing either ladder spawns 8 Soldiers, and they go for Ashley. If they carry her off, it’s game over.
  2. Climb up and jump straight back down: you defend her better from the bulldozer. Clear the group.
  3. Then climb up and pull the two levers fast.
  4. Upstairs: TMP Ammo ×50 and Shotgun Shells ×10 in the small crates of the eastern lever area, and a Green Herb in the NW corner of the upper level.

Upper Road: 2 Soldiers on the bridge right after you leave the lift and 7 more at the stacks of boxes blocking the way. At the end, another truck comes head-on. Shooting it doesn’t prevent the crash: it rams you anyway and the bulldozer is wrecked against the wall in a cutscene.

The last Merchant and the Stone of Judgment

Go through the Destroyed Room to the maintenance area’s Merchant Room:

Set Faith and Judgment into the Golden Lynx: it’s now worth 25,000pts, and 35,000pts with the Stone of Treason still to come (5-3). Don’t sell it yet. Sell the junk, finish your upgrades and save.

Altar: Saddler

The next door leads to the altar. Cutscene: Saddler takes control of Leon’s parasite, pins him down and takes Ashley again. Leon manages to plant a tracker on her. End of the chapter. The altar’s 5,000pts and the Our Plan file are picked up at the start of 5-3.

Before you go through the altar door

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 weapon0/1

  1. 1Cell: Ada's paper airplane
  2. 2Storage Area and Security Center: two ambushes
  3. 3Crane room: jump down the waste chute
  4. 4Dump: Iron Maiden ×2
  5. 5Incinerator Access and foundry: wrecking ball
  6. 6Basement Passageway: Regenerators ×2, Merchant and typewriter
  7. 7Garage (double-lever door) and bulldozer
  8. 8Merchant: Green Stone of Judgment
  9. 9Altar: Saddler takes Ashley
  10. 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

Gems0/1

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    The spot · Ch. 5-2On the map · Ch. 5-2

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