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3-1

Ramparts · Cannons · Garrador

Semi-Auto + Case L Garrador Purple Gem in the Audience Hall Shooting range: Game A (15,000pts)

Chapter order: Entrance Courtyard + Merchant Room (Semi-auto, Attaché L, typewriter) → Gate Entranceway → Gate Courtyard → Gate Battlements (catapults) and shack → Cannon Room: blow the gate → Gold Bangle chest behind the shack → Gate Inner Area (2nd Merchant) → Barracks (sword puzzle) → Outer Bailey Courtyard (Luis) → passageway and storeroom (Castle Gate Key) → Audience Hall: Salazar (typewriter, Purple Gem) → Prison Access → Connecting Passage (Prison Key) → prison: Garrador (lever) → Water Hall (pressure plates) → Water Hall North (cranks) → Hall of Rites (Merchant, typewriter, shooting range Game A) → north passage: Ashley falls.

BUY: Attaché L 40,000pts · Castle Map 6,000pts · Semi-auto Rifle 35,000pts · Red9 2.1 · Rifle 8 · TMP 0.8. The shotgun stays at 5.0: you sell it in 4-1 and only get half back. Ignore the Riot Gun, Mine Thrower and Broken Butterfly (free in 4-1). The Blacktail only if you prefer it to the Red9.

You play as Leon and Ashley follows you for the whole chapter: if she dies or is carried off through an exit, it’s game over. You arrive at night at the gates of Salazar’s castle, Los Iluminados’ stronghold. To get in you blow the gate with a cannon under catapult fire; inside come a sword puzzle, the castle gate key, Ramón Salazar’s introduction, the first Garrador in the prison and the huge Water Hall, where Ashley has to help you open the way. The chapter ends in the Hall of Rites, when a trap separates you from Ashley. The enemies are no longer villagers but robed zealots: tougher, with shields, crossbows, scythes and a new Plaga, the mandible.

Before you start

Entrance Courtyard and the first Merchant

You start at the foot of the castle steps. Before shopping, break the barrels:

Step into the Merchant Room: he stands in the south-east corner; on the table on the north side there’s a typewriter and a Green Herb. Buy the Attaché L here and, if you can afford it, the Semi-auto Rifle (sell the bolt-action in the same visit) and the Castle Map. Save and climb the stairs to the door.

Gate Entranceway and Gate Courtyard

In the Gate Entranceway there’s Rifle Ammo ×5 on the large box in the clearing. From here you can already see 2 zealots walking the courtyard’s southern balcony: snipe them before moving on, it’s easier from down here.

In the Gate Courtyard, look for the Spinel in the ruins of the small colonnade to the south-east. As you climb the winding path the catapults open fire: their fireballs land in volleys. Sprint from cover to cover right after each impact and never stand still in the open. Leave Ashley at the entrance if you’ll be a while.

Gate Battlements: catapults and shack

The Gate Battlements hold 4 zealots, one at each catapult, plus a Leader Zealot at the catapult on the west battlements. Once you gain height you’ll see the loaders: one shot from any weapon kills them (the leader takes more: rifle to the head). The red barrels next to each machine destroy it for good; shoot them as soon as a zealot walks past.

Climb the stairs at the far end to the upper level. The shack (Gate Storage Building) holds 1 masked zealot: body shots, not the head. Inside, a Velvet Blue in the small crate on the south-east shelves and a Yellow Herb in the north-west chest. While you explore the battlements, 2 unarmed zealots come in through the Gate Entranceway and climb up behind you: watch Ashley.

Cannon Room: blow the gate

Carry on to the Cannon Room, the firing deck. The barrels on the east side hold a Velvet Blue and an Incendiary Grenade. Turn the crank to level the cannon and fire it: the castle gate is blown open. With the area clear, go back to the upper level and open the chest in the south-west corner, behind the shack: the Gold Bangle (8,500pts). Collect Ashley and walk through the wrecked gate.

Gate Inner Area and the second Merchant

In the Gate Inner Area the Merchant is on the right, on the east side. There’s a Spinel inside the torch next to the Barracks door: shoot it. If you were short of money at the entrance, this Merchant sells the same stock.

Barracks: the sword puzzle

As you enter the Barracks Hunnigan calls (Communication Log: Hunnigan #13). Ground floor: Shotgun Shells ×5 on the table and 2,000pts in the cabinet in the south-east corner. The Platinum Sword is set into the north-west wall of the ground floor.

  1. Take the Platinum Sword and go up. As you climb, 3 zealots appear on the upper floor; any of them may sprout a mandible.
  2. Hold off the waves. While you explore upstairs, 1 zealot and then 6 more come up from the ground floor in pairs: each pair spawns when you kill the previous one. Take the south-east corner of the upper floor and shoot them as they reach the top of the stairs. The wiki also mentions a Leader Zealot downstairs once they’re done: take him down calmly.
  3. Upstairs loot: a Spinel in the lowest crate on the south-east shelves, a Red Herb in the cabinet on the south wall and 1,800pts on the west table.
  4. Swap the swords. The Golden Sword is in the north-west wall of the upper floor. Put the Platinum in the Golden’s slot (upstairs) and take the Golden down to the Platinum’s slot (ground floor). The way to the Outer Bailey Courtyard opens.

Outer Bailey Courtyard, passageway and storeroom: the Castle Gate Key

In the Outer Bailey Courtyard there’s a cutscene with Luis: he says he lost something and heads off on his own. The courtyard’s big door leads to the Audience Hall and wants the Castle Gate Key; leave through the west door towards the passageway.

Outer Bailey Passageway. A wave follows you from the door: use it as a choke point, with Ashley waiting inside. Then:

Outer Bailey Armory (optional): 3 zealots, Handgun Ammo ×10 on the centre table and 2,500pts in the north-west cabinet. Worth it.

Outer Bailey Storeroom. A Velvet Blue in the north-west barrel and a Green Herb on the north-east shelves. The Castle Gate Key is in the chest in the north-west corner, and the moment you take it 6 zealots come sprinting in. Before opening it, find the explosive barrel on the south side; key in hand, face the door and blow the barrel as they run past it.

Go back to the Outer Bailey Courtyard and open the door with the key.

Audience Hall: Salazar and the Purple Gem

Entering the Audience Hall, Ramón Salazar introduces himself from the balcony. Afterwards a wall blocks the way north (its door wants the three ornaments: Goat, Serpent and Lion; you’ll bring them in 3-2, 3-4 and 4-1). Right here you have:

Leave through the east door.

⚠️ If you backtrack after meeting Salazar, 3 zealots appear in the Outer Bailey Passageway and 2 by the Barracks door.

Prison Access and Connecting Passage: the Prison Key

You walk into Prison Access, a parlour overlooking the dungeon. The door down to the prison, on your left, is locked. Search the parlour:

Go straight on and turn left into the Connecting Passage: two fire-spewing sculptures block the way north to the Water Hall. The Prison Key hangs on the painting in the south-east alcove. Go back to the prison door and unlock it. Leave Ashley upstairs with Wait.

Garrador (general guide for all 4)

In the prison, a cutscene shows the Garrador chained in the east cell. The lever that shuts off the fire sculptures is inside that cell, so you can’t pull it without waking him: the moment you kick the door down, he breaks free. Before going in, take the Green Herb in the north-east corner and shoot down the Shotgun Shells ×5 sitting on the beam on the east side.

Blind: he goes by sound. Walk, don’t run; run and he charges, and his lunge is instant death. Up close he also slashes wildly. His weak point is the parasite on his back — rifle or shotgun from behind when his claw gets stuck in the wall after a dodged charge (make noise on purpose to provoke one). Each drops 15,000pts. If it’s going badly you can dodge him, pull the lever and leave, but the money is worth it.

Step by step:

  1. Walk away until there’s a wall close by and make some noise (run a couple of steps) so he charges.
  2. Sidestep at the last moment: the claw sinks into the wall.
  3. Circle round and shoot the parasite on his back (shotgun up close or rifle).
  4. Repeat until he drops. If he stands still, so do you: only walk when you have a clear shot at his back.

Pull the lever in the cell and collect Ashley.

Back through Prison Access: ambush

Shutting off the fire brings reinforcements:

Water Hall: pressure plates

A huge room with 10 zealots at first (among them a red-robed leader and several shield bearers), and more come in as you kill them. Push up one side with the shotgun or grenades until you reach the small room at the far centre (Water Hall Lower Room) and use its doorway as a choke point. When the pressure eases, more come out of doors in the walls, with shields and maces; then the balcony crossbowmen with the rifle.

Room loot: 2,000pts on the semicircular table on the east wall (south-east area), a Velvet Blue in the small vase on the cabinet by the south wall, an Incendiary Grenade in the large vase in the centre-east and a Hand Grenade in the large vase opposite the small room’s door. Inside the small room, a Green Herb on the north shelf and Shotgun Shells ×5 on the right-hand chair.

Pressure plates: put Ashley on one yellow plate in the small room and stand on the other yourself. Triggering them brings 8 zealots into the hall and 2 that drop one at a time through the hole in the small room’s ceiling, plus 1 on each balcony (east and west). Hold out inside with Ashley behind you.

Then take Ashley to the central crank and have her turn it while you cover her. Watch the scythe zealots coming down the stairs: at range they throw their scythes, so drop them before they wind up.

Water Hall North: Ashley’s cranks

As you move north (Water Hall North), Ashley points out two cranks on the upper levels. First grab Shotgun Shells ×10 from the large north-east vase and Rifle Ammo ×10 from the north-west one. On the West Balcony there’s a First Aid Spray in a vase.

Help Ashley up to a crank and stay in the centre with the rifle. While she turns both, 4 zealots come in behind you from the Water Hall and 8 keep appearing on both sides of the upper walkway, which is where she is: prioritise the ones closing on her and use the handgun on the ones coming for you at ground level. With both platforms raised, go to the balcony where she’s waiting, catch her when she jumps and cross the walkway.

Hall of Rites: Merchant and shooting range

The Hall of Rites, a temple hung with upside-down statues, is the last stop:

Shooting range (Game A). Next to the Merchant there’s a blue door. The Target Practice file lies on his counter. You pick one of two weapon sets: Rapid-Firing (Shotgun + TMP) or Sniping (Rifle + Handgun), each with a grenade. Scores: body 50, man’s head 100, woman’s head 200, Salazar 500 (he pops up at the back after 5 hits in a row without missing), fireworks 300 (shoot the moon and the castle when that backdrop appears) and Ashley −1,000. Caps are earned by score, but the threshold depends on the version: the wiki gives 2,000, 3,000 and 4,000 points per weapon set; guides for the HD version say about 3,000 points per cap, with the last one for hitting every target without touching Ashley. Read the file on the counter, which carries your version’s rules; you don’t need to switch weapon sets. The 6 Game A caps pay 15,000pts when you choose “End Game” with the Merchant. It’s optional and you can come back in later chapters.

⚠️ Don’t walk north until you’re done here. Walking down the north passage triggers a cutscene: the trap swallows Ashley and the chapter ends. Leon is alone through 3-2 and 3-3; the Treasure Chamber by the Outside Fountain (Broken Butterfly) needs Ashley and waits for 4-1.

Before walking north

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 weapon0/2

  1. 1Entrance Courtyard: Merchant (Semi-auto, Attaché L) and typewriter
  2. 2Gate Courtyard and battlements: catapults, cannon, Gold Bangle
  3. 3Gate Inner Area (2nd Merchant) and Barracks: sword puzzle
  4. 4Audience Hall: Salazar, typewriter, Purple Gem
  5. 5Prison: Garrador (lever)
  6. 6Water Hall: pressure plates and cranks with Ashley
  7. 7Hall of Rites: Merchant, typewriter, shooting range Game A
  8. 8North passage: the trap, Ashley falls
  9. 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

Treasures0/1

  • Card →
    See location
    The spot · Ch. 3-1On the map · Ch. 3-1

Gems0/1

  • Card →
    See location
    The spot · Ch. 3-1On the map · Ch. 3-1

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