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1-1

Outskirts · Village · Farm

7 medallions Dr. Salvador Free Shotgun 3 typewriters

Chapter order: Hunter’s Lodge → path to the village (dog, bear traps, tripwires) → Village Square: siege until the bell (free Shotgun in the two-storey house; Dr. Salvador) → farm (7 medallions, Pearl Pendant, Beerstein) → boulder slope → tunnel (2 Spinels) → Homestead Ruins (dynamite throwers) → Old House yard (Red Catseye) → Old House: Luis in the wardrobe → Méndez.

Difficulty: this guide assumes Normal. On Easy you start with the Shotgun (there is none in the village) and shell boxes hold 25. On Professional there is no tactical vest and no dynamic difficulty: every shot counts.

You are Leon S. Kennedy, a government agent sent to a rural village in Spain to find Ashley Graham, the President’s daughter. The two policemen who drive you there stay in the car and you walk up alone. This chapter is the real tutorial: you learn to stop Ganados with head or knee shots and finish them with a kick, survive the village siege, loot the farm and end up in an old house where you meet Luis. There is no Merchant in 1-1 (the first one shows up at the start of 1-2), so everything you pick up is for selling later.

Before you start

Hunter’s Lodge

After Hunnigan’s call in the car (Communication #1), walk up the trail. In front of you are 3 crows: two on the ground and one in a tree. The farthest of the ones on the ground drops a Spinel (the first of seven in this chapter). Shoot them from a distance before they fly off.

Go into the lodge. In the living room there is a villager with an axe: shoot him in the knee and finish him with the knife (or kick him when he staggers). When he dies Hunnigan calls again (#2) and outside a truck pushes the police car into the ravine. Three Ganados now wait in the front yard.

Path to the village

The trail leaves the lodge heading east. In order:

  1. Shed 1 (typewriter): on the table, 10 Handgun rounds and the typewriter; a Green Herb in the small crates on the table and 1,000pts in a crate on the shelves. Save here.
  2. Two more crows: one on the warning signpost and one on the ground past the shed. The signpost one drops a Hand Grenade: worth it.
  3. The dog: in the clearing by the first “Pueblo” guidepost there are 3 bear traps; the dog is caught in one. Walk up and open it by hand (don’t shoot the trap). By the fence there is a Red Herb. Watch your step: the other two traps are still armed.
  4. Tripwires: in the clearing between Shed 1 and Shed 2 there are 2 tripwires between the trees and 1 bear trap on the ground. Shoot the tripwire bomb from a distance to clear it, or leave it and lure Ganados across: tripwires and traps work on them too.
  5. One Ganado waits by the second “Pueblo” guidepost, and two more at the entrance to the wooden bridge past Shed 2. On the bridge, kick them or wait for them to bunch up.
  6. Shed 2: 1,000pts in the big crate on the table and a Green Herb on the shelves. Shed 3: a Ganado inside and 10 Handgun rounds on the table.

At the edge of the village, before anyone spots you, you can look through the binoculars (optional scene): the policeman burning on the pyre and the villagers at work.

Village Square: the siege

When you enter, Hunnigan calls (#3) and hands you Playing Manual 2. As soon as a villager spots you the siege begins: Ganados keep coming until the church bell rings, and you can’t leave the square until then. After a few kills, a cutscene brings more Ganados. Sources disagree on what rings the bell: the RE Wiki speaks of a fixed number of kills (about 20) and other guides of holding out for a few minutes. In practice killing shortens the wait, so expect to fight. Trying to leave by the south or east exits during the fight spawns extra Ganados that don’t count toward that total.

The two Dr. Salvadors (chainsaw). There are two, and which one you get is up to you:

The strategy for both is under “Boss — Dr. Salvador” below.

Where to hold out. Pick a spot with a single entrance and let them come in a line:

What to pick up in the square. Grab the Shotgun before breaking crates: it improves shell drops.

The Town Hall door with the Los Iluminados symbol is locked: you’ll open it in 1-3 with the Insignia Key. Chickens → eggs (gold ones heal to max).

When the bell rings the villagers head off to the church and Hunnigan calls (#4). Pick up whatever is left and leave through the north gate toward the farm.

The farm (Farm Yard)

The farm is quiet if you don’t make noise. There are 3 Ganados in the yard (one by the Main Barn’s south entrance, one around the north side and one on the east side), 1 in the Cow Barn and 1 upstairs in the Main Barn. They don’t attack until you get close or fire, and the well shot alerts them: clear them first with headshots, or do everything from range. There are 3 chickens that lay eggs.

Farm Shed 1 (typewriter). On the west side, next to the well. Save before going after the treasures.

Pearl Pendant (well). It hangs from the roof of the well next to Shed 1. First shoot the small piece of wood holding the lid open: the lid closes. Then shoot the pendant, which lands on the lid: 10,000pts. If it falls into the water you get the Dirty Pearl Pendant (1,000pts). It’s the same trick you’ll use on the Brass Pocket Watch in 1-2.

The 5 yard medallions (the note About the Blue Medallions is pinned to the trunk of the first one):

  1. Tree in the yard’s southern fenced area (the one with the note).
  2. Window frame of the Cow Barn, above its south doorway.
  3. Tree on the east side of Shed 2, in the north of the yard.
  4. Roof of the Main Barn, above its south doorway.
  5. Window frame of the Main Barn, above its north doorway.

Main Barn and the Beerstein. On the ground floor there are 3 bear traps by the ladder: knife them or walk around. Grab a Spinel in the small cabinet in the northwest corner, 1,000pts in the cabinet in the southwest corner and another 1,000pts in a barrel in the southeast corner. Go up: one Ganado and 10 Handgun rounds in the cabinet in the southeast corner. Then jump out of the upstairs window onto the wooden Upper Walkway and drop into the Main Barn Storage fenced area: the Beerstein is in the small breakable crate. Keep it: it takes this chapter’s Red Catseye and two more gems.

More items: an Incendiary Grenade in the barrel behind Shed 2 (north side).

Farm exit (2 medallions):

  1. Hanging from the windmill, on the south side.
  2. On the fence above the locked door to the Abandoned Cabin Path (that door opens in chapter 2).

In Shed 3 there is a Spinel in the small crate on the table. Before moving on, check you have 7/7 medallions: without them the free Punisher in 1-3 is impossible.

Boulder slope and tunnel

Head down the path toward the ruins. Halfway down, Ganados push a boulder off the cliff: QTE. Mash the prompted button to run and, when the two buttons appear, press them together to dive aside. Fail and the boulder crushes you and you restart at the top of the slope. Afterwards 2 Ganados appear on the bridge above the path.

In the tunnel, look at the ceiling: 2 Spinels are embedded in it. Shoot them down.

Homestead Ruins

Here the Ganados throw dynamite from the ruined buildings. There are 2 outside (one in front of the Dilapidated Building and one in the clearing to the north) and 3 bear traps in front of the building’s west side. Keep moving (dynamite takes a moment to go off) and shoot the stick while it’s still in their hand: it blows up on them and takes out the ones nearby.

Old House

Yard. In the nest in the tree in the southwest corner is the Red Catseye. Shoot the nest and pick it up. Combine it with the Beerstein now (worth 10,000pts with one gem; the green one comes in 1-3 and the yellow in 2-3).

Front room (typewriter). The typewriter is on the table in the northeast corner, 10 Handgun rounds on the middle table and 1,000pts in the cabinet in the southeast corner. Save here: it’s the last point before the end.

Corridor. A tripwire crosses the middle of the corridor and there’s no way around it: shoot it from a distance.

Dining room. Another tripwire in the middle of the room: shoot it too. 1,000pts on the table and a Green Herb in the cabinet in the southwest corner. To go on, push the dresser that hides a passage: the back room is behind it.

Back room. Someone is banging inside a wardrobe in the northeast corner: examine it and Luis Sera comes out. Méndez shows up right away, knocks you out and the chapter ends. Pick everything up before opening the wardrobe.

Boss — Dr. Salvador (chainsaw)

One touch of the chainsaw = decapitation. The RE Wiki gives chainsaw men between 3,000 and 6,000 HP depending on the individual, so don’t expect to drop him with the Handgun.

Before opening the wardrobe

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 weapon0/4

  1. 1Hunter's Lodge: the first villager
  2. 2Path to the village: dog, bear traps and tripwires
  3. 3Village Square: siege until the bell (free Shotgun, Dr. Salvador)
  4. 4Farm: 7 medallions, Pearl Pendant, Beerstein
  5. 5Boulder slope (QTE) and tunnel: 2 Spinels
  6. 6Homestead Ruins: dynamite throwers
  7. 7Old House: Red Catseye in the yard, Luis in the wardrobe, Méndez
  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

Medallions0/7

  • See location
    The spot · Ch. 1-1
  • See location
    The spot · Ch. 1-1
  • See location
    The spot · Ch. 1-1
  • See location
    The spot · Ch. 1-1
  • See location
    The spot · Ch. 1-1
  • See location
    The spot · Ch. 1-1
  • See location
    The spot · Ch. 1-1

Treasures0/3

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

Gems0/1

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

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