Chapter order: Church Outside Storage → courtyard → graveyard (7 Ganados and the explosives cart) → Graveyard Entry Path (nests) → Underground Passage (Merchant: Red9) → Town Hall (typewriter) → village at night (8 Ganados, 5 bear traps) → farm (container, Shed 1: typewriter) → Farm Exit (5 bear traps, the door Ashley opens) → bridge Merchant → Luis’s house: the cabin defence → Luis leaves.
BUY: Red9 14,000pts + Power 1.8 15,000pts if you didn’t buy it at the end of 2-1 (Underground Passage Merchant) · TMP Reload 5,000pts (2.4 → 1.9 s: worth more than power in the cabin) · TMP Capacity only with an empty magazine. TMP Power 0.6 (14,000pts for a tenth) can wait for the castle.
SELL: the Punisher as soon as the Red9 has Power 1.8, not before (until then it pierces rows in the cabin). Never upgrade it: every peseta comes back at half. If you prefer the Blacktail, hold on to the Punisher until 3-1 and skip the Red9.
It’s night, the village has repopulated and now you’re escorting Ashley. You’ve just escaped Saddler by jumping through the church window, and the way out of the village lies on the other side: you cross the graveyard, the village and the farm to the cabin in the woods, where Luis Sera is waiting and where you’ll fight the longest battle in the village. The whole chapter is an exercise in where do I leave her while I clear the room. Rule of thumb: “Wait” in a closed corner before every fight, a container whenever there is one (Ashley climbs in and nobody touches her), and don’t call her until the floor is clean.
Before you start
- Typewriters: the one in the Town Hall (the front room of the building with the Underground Passage, on the east side of the square) and the one in the farm’s Shed 1. There’s none between the farm and the cabin: save in Shed 1.
- Merchants: the Underground Passage one (sells the Red9) and the one at the bridge to the cabin, on the west side of the bridge: last purchase before the siege.
- Bear traps: 5 in the square, on the path toward the farm gate; 5 at the Farm Exit, right where Ashley jumps down to join you; and 3 by the barn ladder if you didn’t disarm them in 1-1. If Ashley steps on one she’s caught and you have to free her by shooting the trap with Ganados closing in. Disarm them all (a shot or a knife slash) before calling her.
- Point of no return: as soon as you cross the bridge to the cabin the cutscene starts and you’re locked in. Shop and save first.
- Medallions: you pass through the graveyard (8 medallions, counting the church and walkway ones) and the farm (7) again. The Merchant hands over the Punisher on your first visit with 10 or more shot, with a firepower upgrade if you have all 15. The sources don’t say whether the offer stays open after 1-3; if it does, 2-2 is your chance to finish the count.
- Professional: the items in these areas are the same; the damage you take is not.
Church Outside Storage and courtyard
You land with Ashley in the church’s outside storage. The barrels on the east side hold a Red Herb. Loot everything before opening the gate and step out into the courtyard. If you go back into the nave, two hooded Ganados with crossbows wait by the altar. There’s no need, but according to the Resident Evil Wiki one drops 5,000pts and the other Handgun Ammo: useful money if you’re short for the Red9.
Graveyard: the explosives cart
From the courtyard you move on to the graveyard. By the gate, 7 Ganados are gathered around a cart full of explosives at the top of the slope. Leave Ashley on “Wait” in the courtyard, lean out and shoot the cart: it catches fire and rolls down, taking everyone in its path. Finish the survivors with the TMP and call Ashley.
Graveyard Entry Path and Underground Passage (Merchant)
Follow the Graveyard Entry Path. The nest in the tree by the ladder holds Handgun Ammo ×10 if you didn’t take it in 2-1; the nest at the end of the path, a Spinel (it respawns in 2-2 even if you took the 2-1 one). Climb down the ladder into the Underground Passage: the Merchant stands in the southern cave and now sells the Red9. If you buy it, put Power 1.8 on it right here: you’ll need it within the hour.
Town Hall
From the passage you come up into the Town Hall back room: inside the lantern hanging from the ceiling there’s a Spinel (shoot it to break it; according to Evil Resource it respawns in 2-1, so it’s gone if you broke it then) and in the barrel in the NE corner, TMP Ammo ×50 if you didn’t take it in 1-3. The front room has a typewriter and Handgun Ammo ×10 on the cabinet on the south side. Save and head out to the square.
Village at night
They spot you the moment you walk in: 8 Ganados are spread around the square. The comfortable option, per the Resident Evil Wiki: back off to the entrance path and let them come single file into your line of fire. Leave Ashley on “Wait” behind you, on that same path, before you start shooting. Knee or head shot with the Red9, kick and knife; if a Plaga bursts out, shotgun or Flash Grenade.
- The 5 bear traps are on the path toward the farm gate. Disarm them before calling Ashley.
- Respawned loot: a Spinel on the table at the top of the tower ladder and TMP Ammo ×50 in the glass cabinet on the upper floor of the main house (break the glass), if you didn’t take them in 2-1. The village crates and barrels are back too: full loot.
Farm at night
Right after the gate, in the SW corner of the farm yard next to the doors from the square, there’s a container: put Ashley inside and clear the farm in peace. Waiting for you are 2 Ganados in the SE part of the yard, 1 in the cow barn, 1 in the main barn and 2 on the upper walkway.
- Shed 1 (by the well, on the west side of the yard): typewriter and the file Sera and the 3rd Party, which appears on its table in 2-2. Save here.
- Main barn: Handgun Ammo in the ground-floor NW cabinet, Green Herb in the SW one and Handgun Ammo in the SE cabinet upstairs. Watch the 3 bear traps by the ground-floor ladder if they’re still there: Ashley will come this way.
Climb to the upper floor of the barn and leave through the upper walkway door (2 Ganados) to the Farm Exit.
Farm Exit: the door Ashley opens
The Farm Exit has 1 Ganado and 5 bear traps in the middle of the area. Kill it and disarm the traps before you whistle: when you do, Ashley leaves the container, comes to you and jumps down from above: catch her. The door to the cabin path is locked from the other side: give her a boost over it so she opens it herself.
The bridge and the last Merchant
On the cabin path, the Merchant stands on the west side of the bridge: it’s the last purchase before the siege (Red9 Power 1.8, TMP Reload). Hunnigan calls as you cross the bridge (Communication Log #12). Going past the bridge triggers the cutscene that locks you in the cabin with Luis: there’s no way back until the siege is over.
The cabin defence (with Luis)
Ashley hides in the upstairs wardrobe for the whole fight: you don’t have to protect her.
Setup (you have a few seconds): the ground floor has three windows, each with a cupboard beside it: push all three in front of their windows to slow the first wave. Grab everything:
- Ground floor: Red Herb right in front of you when the cutscene ends, Shotgun Shells ×5 on the central table and Yellow Herb on the NW cabinet, next to the locked door.
- Upper floor: Flash Grenade on the wood pile in the NW, Hand Grenade on the shelves to the right of the chimney, Incendiary Grenade on the SE table and Green Herb on the wood stacks next to it.
First wave: hold the foot of the stairs with the Red9 or TMP; shotgun when they get within two metres; Flash Grenade whenever Plagas burst out of heads (it kills all of them at once). Don’t shoot Luis: hit him a few times and he shoots back, and hit him 5 times and a cutscene plays where he kills Leon (game over). If a stray shot lands, help him kill the Ganado attacking him and he calms down.
Second wave: when Luis shouts to go upstairs, go without hesitating: the ground floor fills up in seconds. Upstairs there are three more windows and they bring ladders to them: kick them down as soon as they appear, and split the work: you cover the stairs, he covers the windows. A good corner is the one opposite the windows, shooting whatever comes in.
End: the siege ends at ~40 kills (30 in the Japanese and PAL versions, and on Easy) or after a while (there’s a hidden timer; no source gives its length); whoever’s left retreats on their own. Luis leaves to fetch “something he left behind” and you won’t see him again until the castle. In the cabin yard there’s TMP Ammo ×50 and ×10 on the log piles: they’re waiting for you when 2-3 starts.
Before you cross the bridge
- Red9 bought (Underground Passage) with Power 1.8, if that’s your plan; TMP Reload.
- Punisher sold as soon as the Red9 has 1.8.
- Spinels from the tower, the Town Hall lantern and the graveyard path nest (the ones you didn’t take in 2-1).
- The bear traps in the square and at the Farm Exit disarmed.
- Game saved in Shed 1 at the farm.
- Grenades: at least one Flash Grenade for the cabin Plagas.




