Where is the insignia key re4?

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Where is the insignia key re4?

A key with a unique symbol on the end. It opens the door of the house in the village.

A key with the handle shaped in a unique fashion.

This key is used in the village to open the house with the metal door.

CategoryItem (Key item)

Location

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  • Where is the insignia key re4?

    Chapter 1-2

    Normal

    Mendez's house. Inside a small jewellery box on a cabinet in the bedroom.

  • Where is the insignia key re4?

    Chapter 1-2

    Professional

    Mendez's house. Inside a small jewellery box on a cabinet in the bedroom.

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  1. Home
  2. Resident Evil 4
  3. Separate Ways
  4. Key items
  5. Insignia Key

Where is the insignia key re4?

A key with a unique symbol on the end. It opens the door of the house in the village.

A key with the handle shaped in a unique fashion.

This key is used in the village to open the house with the metal door in the first mission.

CategoryKey item

Location

  • Where is the insignia key re4?

    Chapter 1

    Pueblo. On the roof of the eastern building of the village. It gets dropped here by a bird after a certain amount of time has elapsed.

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Welcome to IGN's Walkthrough and Guide for Resident Evil 4. This page details information on how to complete and survive Chapter 1: Part 3, the Village.

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There are a few items scattered around the inside of the house, but no not-zombies to worry about...yet.

As you step outside, you'll see a trio of not-zombies (including one with a chainsaw) just around the corner to the left. Waste no time taking out the chainsaw not-zombie and continue down the path, where you'll run into two more not-zombies.

A bit further down the path is a shed to your right, and in a couple of trees you can see pink objects that you can target.

Shoot them down and you'll get some valuables before bumping into another group of not-zombies. Lay 'em out, and continue through the doorway at the end of the path to return to the village.

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As soon as you enter the village again, a hoard of not-zombies rushes towards you from the center of town.

Quickly take refuge in the small building to your left and use your shotgun to blast away multiple not-zombies as they file in through the narrow doorway.

When all the not-zombies are dead, return to the center of town. There's a doorway to the southeast that you can open using the Insignia key.

There are also two not-zombies standing on the rooftops to the north—you can ignore them if you want and just quickly run to the doorway to continue on to the next area.

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There are a couple of items in the small building, and thankfully no not-zombies.

You can get an extra jewel by shooting down the lamp that's hanging in the back room before you open up the hatch in the floor and drop down to an underground tunnel.

Again, you won't have to worry about any not-zombies. There are some jewels that are stuck in the ceiling of the small cavern that you can shoot out. You'll also find the merchant lurking in this underground tunnel. Deal with him as you please, and then step through the next door to find a ladder that leads to the graveyard area.

Walk up the path leading to the cemetery and, as you pass through the shoddy gate, turn right to take out the first not-zombie.

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There's a small shed behind her with some items inside, and another not-zombie on the south side of the graveyard.

When the base of the graveyard is clear, start making your way towards the church on the hill to the east. As you do, three more not-zombies will come at you, and one of them has dynamite! Clear them out to get access to the church. In one of the trees is an item you can shoot down, but be careful: if you hit the bell behind the tree, three not-zombies will come up at you from the west side of the graveyard.

It's also worth noting that the remainder of the blue medallions can be found in this graveyard. Once you've shot at least eleven of them, you can return to the merchant to claim a free weapon (it's basically a replacement for your current pistol).

The church is locked for now, so run around to the back of the building. In a small courtyard you'll see two not-zombies, and one of them is armed with explosives. Quickly turn around and run away when you see the dynamite light and the blast should take out both not-zombies for you.

Behind the two not-zombies is a pedestal with a strange mechanism you can operate. You need to light up the three symbols that match the symbols of the twins' gravestones in the main graveyard. The trick, however, is that you can only move the dial in increments of three and four, and whatever symbol the dial stops on will automatically light up (or go out). To properly light up the three symbols, turn the dial in this order: three increments (3), four increments (4), three increments (3), three increments (3), four increments (4), three increments (3), three increments (3). When all three symbols are lit, the mechanism will open up and give you a valuable jewel you can combine with another jewel (the Beerstein).

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Continue along the path that leads past the church (east). You'll reach a bridge with a not-zombie that'll call over two more. Clear the path and jump over the gap.

To the left is a small shed with a note inside (and a booby trap), and further down the path is another gap you'll have to leap across. Just around the corner is another not-zombie, and a door that leads to the next area.

There are a few items to collect in this next area, along with a flock of crows you can shoot at for even more goodies.

To the northeast is a locked door, and to the east is a hallway with two doors. Head through the door to the south and you'll enter a new area with a save area and another merchant. Power up your weapons as desired—you're going to need all the help you can get.

When you're done here, climb back up the ladder and return to the previous area. This time, head through the doorway to the west.

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There are a couple of items to get from the shed to your right. Grab 'em, and then continue down the hill ahead of you.

You'll get to another sprint event where you must rapidly mash the action button to avoid the rolling boulder. Again, you'll have to dodge the boulder at the last second.

Follow the path down towards a dock, and take out the not-zombie that's standing in front of a dynamite trap (you can blow up the trap to take him out).

There are a number of other not-zombies around the docks that you can take out with sniper fire. After taking out about five of them, a rush of not-zombies will run down the hill behind you. Position yourself on the dock so that the long stretch of dock that connects to the first beach acts as a funnel, forcing all of the not-zombies to come at you from one side.

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You can snipe them as they come, though you'll have to quickly switch to other weapons to deal with them once they get close. When that rush of not-zombies is dead, a second group will come. Deal with them the same, and then continue to make your way eastward.

There are a couple more not-zombies throughout the docks. As before, try to take them out with sniper fire from afar, and watch out for the explosive traps set up in the area.

As you finally reach the eastern beach, be mindful of the not-zombie lurking in the shed to the left. Continue up the hill and through the door to the next area.

There are a couple of items to find in the area, and no dangers for the time being.

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Run up the hill to your left to find a red herb, and then run down the other path to find a save point. Outside the shed is a boat near a dock—hop on the boat and get ready for a battle.

Drive the boat out towards the center of the lake. As you do, a giant sea monster—the "Del Lago"—appears, and gets stuck on the end of your anchor. As the Del Lago pulls you around, you'll have to maneuver the boat to dodge both the monster and the floating tree hazards while harpooning the beast with the limitless supply of harpoons at your side.

Right away, the Del Lago pulls you towards some floating tree hazards. Pull the boat wide right to get around them. When you've passed the hazards, the monster will dive underwater for his first attack. Pull the boat hard either left or right to dodge the beast as it surfaces and bites at your feeble boat. There will be a number of attacks just like this throughout the battle, and they can all be dodged the same way. Put down the harpoon and just pull hard in one direction (don't hesitate) and you should be fine.

After dodging this attack, the Del Lago will start pulling you again, with its back sticking out of the surface of the water. Use this opportunity to lodge a harpoon or two into the beat's back, while dodging any hazards that get in the way.

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When the Del Lago dives underwater again, put the harpoon down and pull away to dodge his upcoming attack.

Sometimes, however, you won't be able to put the harpoon down, and instead of the Del Lago surfacing nearby, the scene will seem still for just a moment while Leon holds the harpoon. Eventually, red arrows will point you towards the Del Lago as it resurfaces in the distance. Very quickly take aim at the Del Lago and throw one harpoon to nail it just as the monster surfaces.

Then ready another harpoon, and you can quickly get off a second shot just before it reaches you. If you can successfully hit the monster twice during this attack, the Del Lago will dive under you, causing no harm. However, if you don't hit it with two harpoons, you'll be struck by the sea monster as it barrels towards you.

If you do get knocked out of the boat, you'll have to rapidly mash the action button to swim back to safety. Also be mindful of another action-button-mashing sequence that occurs at the end of the fight—we won't spoil what happens, but you'll need to stay alert, even during the ending cutscene.

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Chapter 1-3: No Damage - No Commentary

Up Next: Chapter 2: Part 1

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In This Wiki Guide

Where is the insignia key re4?

Where is the insignia key re4?

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Where is the insignia key?

Go through the door on the left into the Opera Hall, hugging the eastern wall, and take the stairs down. In the middle of the room pictured above, you'll find a piano. Play the notes in the order they're shown, and you'll (finally) receive the Iron Insignia Key.

What are the 3 insignias Resident Evil 4?

The aim of the puzzle is to rotate the dial such that the three insignias (Z, M and V) are the only ones lit up. Working out how to do this can be a bit tricky, but the answer is actually pretty simple. Rotate the dial in the following order to complete the puzzle: 3,3,3,4,4,4,3.

Which gate should I open left or right re4?

If you'd like to get the items from both paths, it is highly recommended that you take the left path first. You'll be able to backtrack through the area without having to worry about any enemies, and then open up the door to the right to engage in the chase scene.

How do you open the door to the church in Resident Evil 4?

When the base of the graveyard is clear, start making your way towards the church on the hill to the east. As you do, three more not-zombies will come at you, and one of them has dynamite! Clear them out to get access to the church.