Chapter 1-2

The Cliffs

Vague recollections are all that remain from Leon's period of unconsciousness; after you escape from the axe-wielding zombie (the keys should be L+R), you'll discover that the bad guys neglected to empty your inventory, meaning that you still have all of your weapons. If you walk outside, you'll have your first encounter with the weapons merchant; he'll offer to sell you a number of items, as well as upgrade your existing weapons, assuming you have the cash. You can sell all of your Spinels to him for 2000 pesetas apiece, as well as the Dirty Pearl Medallion; you'll be able to upgrade the Beerstein later on to make it more valuable, though, so you may want to hold onto it. If you kept your First Aid Spray from the beginning of the game, you may want to sell that as well, since it'll net you 3000 more pesetas than a G+R medicine will, and has the same effect. If you have the money, then an upgraded attache case might be a good purchase, as well as upgraded firepower and capacity on your handgun. You can also buy a rifle here for long-range encounters.

After you upgrade or buy new weaponry, you might want to save over your last game, because as you make your way to the exit from this little area (check around for crates first, naturally), you'll spot a dozen or so baddies wandering the bridges beyond. Well, you'll see a dozen or so, but there are many more hidden away in some alternate universe, ready to pop in when you enter their little domain or bypass certain trigger points; all told, you'll have to kill around 30 if you want to end the flow of baddies. To begin with, it's fairly easy to stand right by the door leading into the suspended bridges and start shooting at the nearby people; the set of steps leading up to the earthen area there make for a perfect choke point at which to blast them with your shotgun. The dynamite villagers can also be dispatched by luring them down to the bottom of the stairs, then standing back near the door; they'll throw their dynamite from there, but it'll land close to them, and will usually kill them and anyone else nearby without requiring any effort on your part.

As mentioned, though, enemies will spawn as you move about here, so you'll have to keep an eye on your backside, as areas that you thought you cleared will sometimes see four or five enemies appear simultaneously and ambush you.

In order to escape from the area, you'll need two halves of an Emblem. These are both found in treasure chests; one's up the cliffside path to the southeast; the other's on top of the structure in the western corner of the area. There are plenty more items in the area, of course, including a Yellow Herb in the small shed near the northeastern gate; you'll need to open a locker to find it. After you have the two halves of the Emblem, you can combine them in the Keys/Treasures part of your inventory, then use them to open the gate. You might want to return to the weapons vendor to spend any cash that you picked up here before moving out.

Factory

As you make your way through the factory, keep an eye out for more crates - there are a few in various areas. After the first three or four villagers or dispatched, you'll reach an area with two windows. If you jump through immediately, you're likely going to get blown up real good by a pair of dynamiters; instead, try to line up a shot on the rightmost dynamite guy and use either your rifle or handgun to drop him. He should take out any nearby enemies when he blows up.

After fighting your way around to where the dynamiters were (watch out for the bear traps on the floor!), open the nearby ovens for some items, then walk through the door and blast through the wooden planks covering the nearby window. This'll let you jump through and pick up the Elegant Mask. If you head down the nearby stairs, you'll come to a ladder leading back up to the light; you can also head down the nearby ladder to land in a fish hatchery where a few items are scattered. If you shoot the fish, you'll be able to pick up some restorative items.

Next Area

After leaving the well, find the flashy item to your left; as with the Pearl Medallion you found before, you can shoot the well cover here, then shoot the item to gain the Brass Pocketwatch. Inside the large house nearby, you'll have to rotate a crystal so that the pattern matches that on the door it resides in; turning it up once and left once should do the trick. This will let you into what appears to be Lord Saddler's chambers; you can grab the Insignia Key from the lockbox here, as well as the Chief's Note from the bed, handgun ammo in the desk drawer, and some cash from the wardrobe. Grab everything before leaving the room; this is the end of chapter 1-2.

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