Resident Evil Village’s “Collect Rose: 2/4,” “Escape Moreau,” Turn on the electricity to the sluice gate,” “Open the sluice gate,” and “Find the way out” objectives take you through the East Old Town, Windmill Shack, reservoir, Drowned Houses, and Moreau’s Lab areas where you’ll find RE8’s Waterwheel Weapon — a GM 79 grenade launcher, lockpick, Photo of a Rare Animal, Boat Key, M1911 – High-Capacity Mag., crank, Mermaid Ball, M1851 Wolfsbane, Chartreuse Skull, Pigeon Blood Stone, Six-Winged Unborn Key key items.
In this Resident Evil 8 walkthrough, we’ll help you collect every item — like ammo, lei, rusted scrap, herbs, crystal fragments, and more — and find every key item with our maps and screenshots.
Table of contents
Collect Rose: 2/4
From the Altar, head south. Use the Four-Winged Unborn Key to unlock the gate and pass through.
East Old Town, Waterwheel Weapon
Before we go too far, let’s go collect the Waterwheel Weapon treasure in East Old Town.
Start down the stairs. It goes super well.
When you dive into the house to hide, save your ammo. Don’t bother shooting. The monster will run off on its own.
Turn around and check the body behind you for a note — the Vasile’s Final Testament file.
Once the monster gets far enough away, head outside and cross the stream heading east. Use the Iron Insignia Key to unlock the waterwheel house.
Inside, grab the GM 79 grenade launcher. Smash the crate to the right for some Explosive Rounds, and grab the Lockpick from the windowsill along the back wall.
With the grenade launcher in hand, cross the stream to the west and return to the same house you just left. Climb the ladder to the roof.
Wait for the Beast to approach, and then hit it with an Explosive Shell.
It may jump up to the roof with you. Just keep hitting it with Explosive Shells — and whatever else you have if you run out.
When it’s defeated, pick up the Crystal Beast.
Follow the stream south to its end. Turn right and cut or shoot the slime wall to remove it (we used the sniper rifle because we had extra ammo).
Follow the path until you reach a gate. Look to the right and shoot into the slime covering the ladder.
Shoot the pigs to pick up some Meat, and then unlock the gate.
Take the stairs into the Windmill. Turn right as soon as you walk in to find a Photo of a Rare Animal with the description:
A photo of a beast
as white as snow.
Where was it taken?
The location is the small yard near Luiza’s House — we visited there when we collected the well wheel earlier.
Follow the room left and visit the typewriter to save. Follow the room around and down the stairs and to the Reservoir Elevator. Climb on and ride it down.
Take the first right and cross to the gate at the far side of the room. Turn and face south, and watch the ceiling of the tunnel for a glint. Shoot down the crystal fragment.
Follow that tunnel to the end and take a left. Climb the stairs, and then squeeze past the slime to find the Arms Flask — which will trigger a cutscene.
Squeeze to the right and run back through the tunnel. Take a left (west) into the now-open gate.
Take the first right and climb the stairs. Take another right at the top to find some handgun ammo.
Head north and examine the beams on the right. Hit it with your knife to knock it down and open a path.
Go north and drop down at the ladder. Turn around at the bottom and smash the barrel for some lei. Follow the path right. When the tunnel opens up, deal with the two lycans to your left.
Cross the room heading north. Grab the herb from under the tree, and then wade into the water to find some handgun ammo in a rowboat. Smash the barrel on the dock for sniper rifle ammo. There’s another barrel on the north side of the house with more sniper rifle ammo.
If you have the resources and the recipe, make some explosive rounds. Pipe bombs and mines come in handy, too.
When you step into the shack, pull the shelves in front of the door. Grab the Boat Key off the wall.
Deal with the armored lycan and his buddies, and collect any loot they drop.
Backtrack to the south, and take the tunnel leading right (west) and back outside.
Follow the path down toward the water, and deal with the two lycans waiting for you.
Smash the barrel on the left for some lei. Step into the shack on your right and read The Reservoir and Giant Fish file.
Back outside, go to the end of the dock and use the Boat Key to start the engine.
Drive (boat?) forward into the tunnel. Follow the reservoir around to the left and head into the other tunnel. Disembark onto the dock.
Step forward into the tent for a cutscene.
When Moreau drops back into the water, follow the only path you have back to solid land.
When you land in front of the sign pointing to Moreau’s Clinic, turn right and head up the hill. Step into the Gatehouse on your right.
Read the Reservoir Gatehouse Operations Instructions on the wall ahead of you to learn you need to:
1. Move the windmills with a crank to start the electricity to the gatehouse.
2. Pull the lever in the gatehouse to open the sluice gate.
Turn right to the Sluice Gate Controls to discover that there’s no power (big surprise). Turn around, and head south. You’ll find Duke and a typewriter in the back room.
Turn on the electricity to the sluice gate
Exit Duke’s room, and take a right. Outside, take another right and check the outhouse for some chem fluid.
Turn around and head up the hill. At the top, read the Changing the Cranks file in the pickup. Turn right and shoot the chickens for some more poultry.
In the shed on your right, open the small chest for a crystal fragment. Grab the rusted scrap from the barrels to the east.
Back at the pickup, cross the walkway to the windmill. Take a left and go grab the handgun ammo from the crates. Over on the right, smash the barrel for some lei.
Try to use the crank to turn the windmill at the Windmill Turntable. It, predictably, breaks. Head inside, and take the ladder down.
Step outside and onto the floating roofs.
Follow the path the roof on your right and grab the handgun ammo from the pile of dead fish. Shoot the yellow tape-wrapped pillar to drop a bridge.
Step onto it, and Moreau will return. Wait for him to jump back across to your right, and sprint across the bridge.
Wait for him to pass again, and then cross to the next roof. Take a left, and carefully step onto the dead-end bridge. Look to your right for another yellow pillar to shoot.
Back on the roof, work your way over to the other side of the teetering tower. Shoot the yellow pillar. Cross your new bridge and head into the shack.
Take the stairs up, and push the cart off.
Reservoir bridge puzzle
From the cart, drop down on the left, and open the switch box. Throw the switch to raise a bridge.
Walk up to the next blue switch. Face northwest, and look for a Goat of Warding on top of a pole sticking out of the water.
Throw the blue switch, and then take the right path.
Throw the orange switch, and then the next blue switch.
Take a left into the shack, and smash the crate for some Magnum ammo.
There are three switches here. In order, throw the blue, orange, and then green switches.
Sprint across, and take the right. Wait for Moreau to pass, and continue forward.
Step onto the bridge and follow it right. Smash the first barrel on your left for some explosive rounds. Wait for Moreau to wander past again, and then continue to the end.
Take a left, and follow the docks. Push another cart into the water, and then smash the barrel for some lei.
This brings you back to where you pushed that first cart. Conveniently, there’s another cart here now.
Push that one into the water, too, wait for Moreau to dive past, and then cross your makeshift bridge.
Smash the barrel on the other side for some lei.
Cut or shoot the slime wall to open a path, and climb the ladder. Throw the next switch to raise a boat.
Drop onto the deck, and sprint forward. Cut right into the room (cabin?), and cut or shoot the slime wall that appears. Continue onto the dock and into Windmill Two.
Inside, loop around counterclockwise. There’s a yellow arrow on a pillar ahead of you. Look up and shoot the lock to drop a ladder.
Climb to the top and take a left. Smash the barrel for some lei. Turn left and pick up the crank. Step off the Turntable and interact again to use the crank.
Head right, and climb the stopped blade. Turn right at the top and ride the zip line back to Windmill One.
When you land, take a right and check the woodpile for a Goat of Warding.
Open the sluice gate
Use the crank to turn the windmill and restore power. Follow the path back into the Gatehouse and to the Sluice Gate Controls.
Examine the diagram on the console to find the solution to the puzzle you’re about to do. The trick here, however, is that they’re rotated 90 degrees — the antenna on the drawing should be in the upper right (and the diagonal corner in the upper left).
Cycle the lights through the colors until they show:
Blue, white, orange
White, orange, black
Orange, blue, blue
Throw the switch to open the sluice gate.
Find the way out
Visit the typewriter in the back room and check in with Duke again. He won’t have any new stock, but those chickens we found mean you can make the Bird and Beast Pilaf that reduces damage taken while guarding.
Outside, take a left and follow Moreau around to the east.
Just past the tractor, take a left and smash the barrel there for some lei. Head into the building on your right. Check the drawer along the right side to find the Moreau’s Diary 1 file. Open the case on the left for the M1911 – High-Capacity Mag.
Drop down to the water, and cut to the right. Just past the yellow pipe, smash the barrel for some sniper rifle
ammo, and then grab the rusted scrap and chem fluid.
Take this opportunity to craft some explosive rounds.
Moreau boss fight
Step to the right, and follow the rock wall along. Moreau will smash through the wall ahead of you. Hit him with an explosive round, and then hit the human part sticking out of his mouth like a tongue with either your shotgun or pistol.
Turn around and sprint back to the north. There’s another yellow pipe here. Smash the crate and grab the sniper rifle ammo, shotgun ammo and rusted scrap.
Hit Moreau with another explosive round, and follow up with more shots to the human-tongue.
Take a right and sprint east. Turn around and look for an explosive barrel. Blow it up when Moreau steps close. Follow up with shotgun or handgun shots.
When he climbs to the roof and spits an acid mist into the air, find a roof to duck under and wait it out.
Continue to the east end. Smash one more barrel and grab the mines, rusted scrap, shotgun ammo, and gunpowder. There’s another explosive barrel on your right. Lure Moreau close, and blow that one up too. Follow up with more shots to the tongue-human.
Work your way north. There’s another barrel and pipe here. Smash it and grab the shotgun ammo, handgun ammo, mine, and first aid med.
Keep kiting him around the arena, hitting him with explosive rounds — and don’t forget we picked up a mine — and pumping shotgun ammo into his human-looking tongue.
When you defeat him, he’ll drop the Crystal Moreau.
Find the way out
Do a quick sweep of the arena to make sure you didn’t miss anything, and then take the path in the northeast out.
Just before the tunnel, smash the barrel on the right for an herb.
In the tunnel, smash the barrel on the left for some lei, and step into the hallway next to it.
By the television, pick up the (tragic) Moreau’s Diary 2 file. On the table to the right, examine Cadou and then pick up the key. Move it around until you can combine it with the Four-Winged Unborn Key to create the Six-Winged Unborn Key.
Have a quick conversation with the TV. You’ll get a new objective, “Head to the stronghold,” but we’re going to ignore that for now and find a new weapon instead.
Return to the boat house
Just past the gate, take a left and follow the path back to the boat house. Take the left fork in the path — there was a barrel here earlier — and follow the new path into the broken windmill.
Inside, smash the barrel for some flashbangs.
Just outside the windmill, turn left. There’s a Goat of Warding right next to the door.
Keep following the path down to a small pool. Shoot the two catfish (watch for bubbles on the surface) for a some fish. Open the chest in the boat for the Silver Angel Statue treasure.
Backtrack to the main path.
Head back to the Reservoir Elevator and ride it up.
Visit this windmill’s typewriter on your way past, and step outside.
There’s a Mechanical Door next to the sign pointing to the Laboratory. Use the crank to open it.
Follow the path up, and take a right at the fork. Smash the crate for some sniper rifle ammo, and cross the bridge. Take a left, and retrieve the Mermaid Ball from the shrine there.
Turn around and check the roofs for a pair of vampire bats. Snipe them, and then continue south.
Grab the Magnum ammo from the barrels at the first building you come to. Take a left, and loop around the building to step inside. Deal with the vampire, and smash the crate for some lei. Grab the sniper rifle ammo from the hutch(?) in the corner, and step back outside.
Pass the pile of livestock to the other shed. Deal with the two vampires, and grab the handgun ammo.
Moreau’s Hidden Weapon
On the southern edge of this area, there’s a raised ledge. Walk up it to find an herb. Ride the zip line across.
On the left (south) side of the building, grab the shotgun ammo on the woodpile. Continue around to the back of the building and duck through the hole in the wall.
Deal with the lycan inside. Read the (less tragic) Moreau’s Diary of Experiments file on the bench.
Open the chest to pick up the M1851 Wolfsbane revolver which might be the most beautiful gun ever. (The inscription on the barrel is “Thy will be done” in Latin.)
Mermaid Ball Labyrinth Puzzle
When you step back outside, there’s another Beast prowling nearby. You can put it down pretty quickly with the Wolfsbane.
Before you leave this area, follow the path to the southwest. At the very end, you’ll find a crate with handgun ammo and a well where you’ll find some flashbangs.
Head back down the hill to the Windmill Shack. Take a left, and you’ll find another Labyrinth Puzzle to the south.
Place the Mermaid Ball. You won’t have to touch the controls until after the waterwheel.
There’s only one tricky spot to watch for — the broken path on the far left. Other than that, just follow the path to the end.
Pick up the Chartreuse Skull.
East Old Town mechanical door
Head back to East Old Town. Just past the bridge, turn left at the tractor, and work your way around to the back of the westernmost building in East Old Town.
Smash the crate for some handgun ammo, and then use the crank to open the mechanical door.
Shoot the chickens for more poultry, and then climb the ladder. Follow the ledge to the right.
Watch for a chest (and a dead body) on a roof to your left. Open the chest for a Pigeon Blood Ruby.
Return to the Altar
On your way back to town, Heisenberg will have left some helpful signs. Ignore them, and return to Duke at the Altar. Sell off you valuables, and then do some shopping — he’s restocked now, and can upgrade your weapons further.
Save at the typewriter. We’ll head to the stronghold in the next part.