Chapter order: Chief’s manor → path to the square (Dr. Salvador: Ruby) → Village Square → Town Hall (Insignia Key) → Underground Passage (Elegant Headdress in the ceiling; Merchant: Punisher on sale, don’t buy it) → graveyard (medallions 8–10) → church courtyard (11) and backyard (12, Green Catseye) → wooden walkway (13–15) → quarry (15 crows) → Merchant’s hideout (free Punisher) → swamp (boulder QTE, Antique Pipe) → lake path (Gold Bangle w/ Pearls, last typewriter) → lake: Del Lago.
SELL: the Handgun as soon as the quarry Merchant hands you the Punisher. Put no money into either: the Punisher is only the bridge to the Red9 in 2-2 (see Arsenal → “Which weapon in each slot”).
BUY (as money allows): Shotgun Power 4.5 15,000pts · TMP Power 0.5 7,000pts. The TMP stock (4,000pts) only if you struggle to aim.
You are still Leon, waking up in the chief’s manor after the run-in with Méndez. The Insignia Key opens the Town Hall in the square and you drop into a passage that comes up at the graveyard and the church. The church is locked (Ashley is inside, but the door needs the Round Insignia from 2-1), so the chapter takes you further: the wooden walkway, the quarry, the swamp and the lake, where Del Lago waits in the first real boss fight. This is the chapter of the 8 remaining medallions and the free Punisher.
Before you start
- Saving: typewriters in the chief’s manor dining room (ground floor, southeast corner), the Town Hall front room, the quarry Merchant’s hideout (round table, west side) and the lake path shack, the last one before Del Lago.
- The Punisher: the Underground Passage Merchant already sells it for 20,000pts. Don’t buy it: the next Merchant (the quarry one) gives it to you if you have shot 10 blue medallions, and with all 15 it also comes with a free firepower upgrade (Power 1.1).
- ⚠️ Missable upgrade: all 8 medallions in this chapter come before the quarry (graveyard, church and walkway). If you want the upgrade, check you have 15/15 before entering the quarry: it only counts if you already have them when you talk to the Merchant.
- What to sell: at the quarry, the Handgun (if you switch to the Punisher), the Elegant Headdress and the Brass Pocket Watch (10,000pts each). The Antique Pipe and the Gold Bangle w/ Pearls come later, in the swamp and at the lake: sell them in 2-1. Keep the Beerstein and the Elegant Mask for their gems.
- Don’t ring the church bell by shooting it: every time, 3 more Ganados appear (up to three times).
Chief’s manor
Hunnigan calls as the chapter starts (#6). Walk back into the bedroom for an optional cutscene: Mendez attacks you and a woman in red shoots at him through the window. Search the house before leaving:
- Ground floor: the typewriter in the southeast corner of the dining room; an Incendiary Grenade in the glass cabinet in the southwest corner (save it for Salvador); 1,000pts in the cabinet at the north end of the west side; an egg in the kitchen cooker. There’s a Ganado in the toilet under the stairs.
- Upstairs: a Green Herb in the cabinet next to the bedroom door.
Path to the square (south) and Dr. Salvador
Right outside, at the corner of the clearing leading to the path, a Dr. Salvador waits with 2 Ganados. He drops another Ruby (10,000pts; not the same one as the farm-gate Salvador’s in 1-1). You have time to prepare: save before going out, open with the Incendiary Grenade from the glass cabinet or a Hand Grenade, and finish with point-blank Shotgun blasts. Wander off and an axe Ganado waiting by the shed joins in. The full strategy is under “Boss — Dr. Salvador” in chapter 1-1.
- Shed: a Red Herb in the big crate on the table.
- Nests: a Spinel in the tree by the path just south of the shed, and 50 TMP rounds in the tree just east of it.
- 4 Ganados wait by the door to the square: throw a grenade if they are bunched up.
Village Square and Town Hall
The square now holds 7 Ganados and 2 more on the roof of the two-storey house. Clear it from the door you come in by and go to the Town Hall, the building with the Los Iluminados door: use the Insignia Key.
- Front room: typewriter on the middle table and 10 Handgun rounds on the cabinet on the south side. Break the crate and save.
- Back room: shoot the lantern in the ceiling for the Spinel (don’t stand under it), and there are 50 TMP rounds in the barrel in the northeast corner. Go down the hatch.
Underground Passage (cave)
In the open central chamber, shoot the lantern: three sparkles light up in the ceiling — two Spinels and the Elegant Headdress (10,000pts). Shoot them down.
Merchant (south cave). What matters here: the Punisher is now on sale (20,000pts, don’t buy it) and the TMP stock (4,000pts; only if you struggle to aim). Buy a First Aid Spray if you’re short and move on. The ladder at the end climbs to the graveyard path.
Graveyard path and graveyard
Entry path. A Hand Grenade in the nest in the tree by the ladder and 5 Rifle rounds in the nest in the tree at the end of the path.
Graveyard. 3 crows among the gravestones in the northwest and 1 Ganado. The first three medallions:
- 8. Tree by the graveyard shed, in the southwest corner.
- 9. Tree next to the gravestones in the southwest area.
- 10. Tree on the north side of the graveyard.
Look at the graveyard’s double tombstones (three of them): their symbols are the solution to the pedestal behind the church.
Graveyard shed. 1 Ganado, 10 Handgun rounds on the table and a Hand Grenade in the small crate on the shelf.
Church courtyard
3 Ganados. There’s an Incendiary Grenade in the nest in the tree in front of the church.
- 11. Medallion in the tree on the north side of the church, left of the entrance.
- Don’t shoot the bell: every time it rings 3 Ganados appear (up to three times).
- Examine the church door and Hunnigan calls (#8); head for the walkway without examining it and she calls anyway (#7). The door needs the Round Insignia (2-1).
Church backyard: Green Catseye
2 Ganados guard the pedestal.
- 12. Medallion on the church roof, next to the pedestal.
The pedestal puzzle. The dial has 7 positions with symbols. There are two turns: one moves 3 steps and the other 4, and each turn switches on or off the symbol where it stops. You must leave only the three symbols of the graveyard’s double tombstones lit. From the starting state:
- The 3-step turn, three times.
- The 4-step turn, three times.
- The 3-step turn, once.
The pedestal opens and gives you the Green Catseye. Set it in the Beerstein: with the Red and the Green it’s worth 15,000pts (the Yellow Catseye from 2-3 is still missing). Other sequences that get passed around (3-4-4-4-3-4-4-4-3 on the RE Wiki) end in the same result.
Wooden walkway
3 Ganados on the planks and 1 by the door to the quarry. A single hit knocks them off the walkway. The last three medallions:
- 13. Under the walkway, at the first gap you jump: lean over and look down.
- 14. On the overhead support by the walkway shed.
- 15. Under the southeast straight section, just past the second gap.
Walkway shed. The Closure of the Church file is on the table. The small crate on the table holds a snake: knife it again and it drops an egg.
Before crossing into the quarry, check the medallion counter: 15/15.
Quarry
15 crows on the ground in the middle of the clearing. One Flash Grenade kills them all and they drop boxes of pesetas; one gives you a Flash back.
- West hut: Spinel and 10 Handgun rounds on the table.
- East hut: 10 Handgun rounds on the table.
- Cart in the northwest corner: another Spinel.
Go through the lower double doors to the Merchant’s hideout.
Quarry Merchant Hideout. Typewriter on the round table on the west side and 10 Handgun rounds on the boxes on the east side. The water on the south side holds 5 Black Bass. Talk to the Merchant: with 10+ medallions he gives you the Punisher (with Power 1.1 if you have all 15). You can now sell the starting Handgun. Sell the Elegant Headdress and the Brass Pocket Watch too. Go back to the stairs and turn right through the other double doors.
Swamp
Entry shed: 10 Handgun rounds on the table. Raid it before heading down.
Boulder QTE. Going down the slope toward the swamp, another boulder: mash the button to run and press both buttons together to dodge it. Right after, turn around and look up: a Spinel shines on the cliff.
The swamp. 8 Ganados are scattered around and 10 more come along the west path as you explore, plus 6 dynamite tripwires on the walkways and in the water. Use them: enemies trip them while chasing you. Back off along a walkway with a wire behind you and let them follow.
- Hand Grenade on the bank in the northwest corner.
- West walkway shack: 5 shells and a snake in the small crates on the shelves, and 50 TMP rounds in the barrel.
- Antique Pipe: in the tree nest by the southeast part of the east walkway.
- Incendiary Grenade on the bench in that same area.
- Exit shed: a Ganado inside (and another next to it), a snake in the small crate and 10 Handgun rounds on the table.
Lake path
Climb the hill on the left (the north overlook) for the cutscene where something swallows the policeman; up there, in the northeast corner, is a Red Herb. The Gold Bangle w/ Pearls is in the nest in the tree by the path shed: shoot it.
- Shack (typewriter): the typewriter and a Green Herb on the table. Save here before the lake.
- Shed: 10 Handgun rounds on the table on the south side and a Yellow Herb in the small crate on the north side.
The lake. There are 5 Black Bass by the west dock.
⚠️ At the dock, DON’T shoot the water more than five times unless you want to meet what lives there early: it comes out of the lake and kills you on the pier. There is an achievement for doing it (“Do Not Shoot the Water!”): if you want it, save first. Fish you shoot can be picked up from the boat.
Get in the boat and head out onto the lake: the fight begins.
Boss — Del Lago
Del Lago has 1,000 HP and dies to 10 harpoons on Normal (12 on Professional). You have infinite harpoons from the boat.
- While it drags you, dodge the floating debris (steer around it). Every crash costs 500 HP and throws you into the water. You have to mash the button to swim back, and the lower your health, the farther you land. Fall in with zero health and it swallows you (instant death).
- You can’t heal while swimming. Heal in the boat as soon as your health drops to yellow.
- When you have a line, aim and throw until it dives; then steer to one side so it doesn’t surface under you. Throw while it swims in a straight line.
- If the boat stops, it’s stalking you: Leon readies a harpoon automatically. Listen to the water, follow the red arrows showing where it will surface and put harpoons in its mouth. You must land at least one: miss and it rams you into the water.
- Repeat until it dies. At the end, QTE to cut the rope tangled around your leg: don’t let go of the controller, or it drags you down with it.
Before getting in the boat
- Punisher (and the Handgun sold if you switch to it).
- 15/15 medallions.
- Green Catseye set in the Beerstein (Red + Green = 15,000pts).
- Elegant Headdress, Antique Pipe and Gold Bangle w/ Pearls.
- The Ruby from the Salvador outside the chief’s manor.
- 7 Spinels: Town Hall lantern, 2 in the passage ceiling, the nest by the path shed, the quarry’s west hut and cart, and the boulder cliff one.
- The Closure of the Church file.
- Game saved in the lake path shack.




















