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3-2

Sewers · Novistadors · Maze

Butterfly Lamp Ritual: 8 Spinels + Illuminados Pendant Painting puzzle: 1, 4, 3, 2

Chapter order: Hall of Rites (Salazar on the radio) → sewers: Water Pool North, Dungeon (Novistadors) → Drainage Control Room (Butterfly Lamp) → Water Pool South → Pendulum Passage → Hall of Rites Balcony: ritual (8 Spinels, Illuminados Pendant, 2nd Elegant Mask) → Merchant → gallery and the Gatling zealot (Gallery Key) → Gallery Portrait Room: painting puzzle → sinking-paintings Drawing Room (Goat Ornament) → Windowed Passage (typewriter) → Cloister and Outside Fountain → maze (Moonstone, Red Gem) → moon door: Ada.

BUY: nothing new. The Merchant moves to the north end of the Hall of Rites’ west balcony: sell the Spinels and the Illuminados Pendant; the castle Elegant Mask is a keeper (it takes the castle gems).

You play as Leon, alone: the trap at the end of 3-1 took Ashley. When you get control back, Salazar cuts into your radio to gloat and warns you he has let some “insects” loose in the sewers. The chapter goes down into the castle sewers, where the invisible Novistadors debut and the Butterfly Lamp waits; comes back up to the Hall of Rites in time to surprise a loot-laden zealot ritual; crosses the Gatling zealot’s gallery, the painting puzzle and the sinking-paintings Drawing Room for the Goat Ornament; and ends in the garden maze, full of Colmillos, which holds the Moonstone that opens the moon door. Ada is waiting behind it.

Before you start

Hall of Rites: Salazar on the radio

You start in the Hall of Rites. Salazar hijacks your call (Communication Log: Salazar #1). If you didn’t in 3-1, take the Spinel in the eye of the southernmost upside-down statue and the Hand Grenade in the chest in the north-east glass cabinet. Save and leave through the door on the right.

Sewer Entrance and passages

At the Sewer Entrance, break the barrels in the west room: one holds a Flash Grenade. Climb down the ladder. Walk the corridor (you’ll hear something run and jump, but it won’t attack yet) until the stretch that faces south, and stop: 1 Novistador is waiting at the far end of Passage B. Take out the rifle, find the drool and fire just above it.

Water Pool (North)

Past the first one, on the right there’s a pool with 2 Novistadors near the far ladder. Snipe them from above and drop down to collect:

Climb back up and go through the door to the Dungeon.

Dungeon and cells

There are 3 Novistadors here: one comes out of the hole in the ceiling as you approach, another from the south-east cell and another waits in the east passage. Kill the east-passage one first: go for it before checking the cells on the east side and you can snipe it; otherwise it’s on top of you.

Cell loot:

The north-west cell is locked: leave it, something bursts out of it later. Carry on through the cells to Dungeon (South) and the drainage room.

Drainage Control Room: the Butterfly Lamp

The Drainage Control Room has the chest on the north side with the Butterfly Lamp, and in the small crates on the north-east shelves a Green Herb and Shotgun Shells ×5.

The lamp: worth 4,500pts on its own; it takes the Green Eye, the Red Eye and the Blue Eye. With one eye it’s worth 6,500 / 7,000 / 8,500pts and with all three, 32,000pts. Novistadors drop the eyes at random: these sewers hold 12 Novistadors and you meet more later on (the 4-2 cavern). Keep it until it’s full.

Turn the wheel to drain the water.

After draining: the Novistadors return

On the way out the sewers fill up again:

With the water drained, drop into the pool and kick down the central gate, the one that leads to Water Pool South. The moment you do, 1 Novistador drops behind you: don’t fight it in the pit. Run into the next room, turn around and meet it with the shotgun.

Water Pool (South) and the Pendulum Passage

In Water Pool (South) there’s a Velvet Blue in the water in the south-east corner. Climb the stairs to the Pendulum Passage: huge blades sweep the path. Wait for each to pass and walk right behind it; a hit takes a lot of health. On the far side, on the northern platform, another Velvet Blue.

Go through the door and climb the ladder at the Sewer Exit. At the top, in the barrels in the south-east corner, there’s a Spinel.

Hall of Rites Balcony: the ritual

The door leads out onto the Hall of Rites balcony. Below, 8 zealots and their red-robed leader are holding a ritual (it only appears after you’ve explored the dungeons). It’s the best loot in the chapter: each zealot drops a Spinel (16,000pts in all) and the leader the Illuminados Pendant (12,000pts). If they spot you, they leave and take the loot with them.

  1. Surprise the group: from the balcony, throw a Hand Grenade into the middle of the group before they react. Then finish them with the rifle.
  2. Cross by the chandeliers: jump to the first one to swing to the other side and use the second to reach the next section.
  3. There, hit the switch that opens all the grates and finish the red leader (rifle to the head): he drops the Pendant.

Balcony loot: a Velvet Blue in a vase at the south end of the west balcony and the 2nd Elegant Mask in the chest in the glass cabinet at the north end of the east balcony. Keep it.

Save at the typewriter, go up to the Merchant (north end of the west balcony), sell the Spinels and the Pendant and go through the door beside him.

Gallery Entry Hall and Gallery Entry. On the small west table of the Gallery Entry Hall there’s a Red Herb. Go upstairs: the Castellan Memo (file) is on the centre table and Handgun Ammo ×10 on a chair on the south side. Go through the green door.

Gallery. On the west side, out of your reach, stands the red Leader Zealot: he carries the Gallery Key. The main room holds 2 zealots on the floor and crossbowmen on the balcony. From the entrance, turn left: there’s a nook the bolts can’t reach. Kill the crossbowmen first with the rifle; the explosive barrel by the south window helps you clear the balcony. Then the ones on the floor. Loot: a Velvet Blue in the small north-east vase and a Green Herb in the large vase in front of the east door.

💡 Extra money (per the wiki): the two floor zealots respawn if you go back to the Merchant’s room and return. With kick-and-knife combos you get pesetas and ammo for almost no bullets.

Stairs and balcony. Go through the south-west door. On the Gallery Stairs there’s 1 zealot at the top. On the Gallery Balcony, Rifle Ammo ×5 on the small south-east table. Walk the catwalk.

Gallery (West): the leader runs. When you drop from the catwalk into Gallery (West), 4 zealots attack and the leader runs off at that very moment: don’t expect to kill him before he bolts (a critical headshot while he runs drops him on the spot). There’s an explosive barrel on the south side for the four. The leader cuts through the Gallery Side Passage (Shotgun Shells ×5 on the small west table and 4 × 1,000pts on the north-east shelves) and, as you go through the green door in the corner, a shield zealot appears to slow you down. If the leader reaches the bottom of the stairs, he raises a Gatling gun.

How to handle it:

He drops the Gallery Key. Go back to Gallery (West), where the leader first stood, and open the door to the Gallery Portrait Room.

Before the puzzle, shoot the eye of the deer head on the south wall: it’s a Velvet Blue. Break the room’s urns.

The goal: the four execution paintings are double-sided; the inscription says “the sacrifice of six lives shall make way”. Flip them until six dead people show in total. Each switch flips several paintings:

Solution: from the starting state, press each switch exactly once, in any order (1, 4, 3, 2 is the wiki’s), then OK. Every press only flips paintings, so the order doesn’t matter; press one twice and it cancels out: press it again and carry on.

Sinking-paintings Drawing Room: the Goat Ornament

Entering the Drawing Room, Salazar appears in a cutscene and both doors lock. Downstairs 4 scythe zealots attack. Run to the door on your right (the Drawing Room Stairs) and use it as a choke point. At the top of those stairs, in the north-west corner of the upper floor, there’s a Yellow Herb.

Up to 8 more zealots roam the upper floor and come in through the corners as you kill them; crossbowmen keep appearing in the four corners. The large painting on the west side of the upper floor rises as you get close and reveals 2 rocket-launcher zealots: they fire only once and then hide. Sidestep or get behind a door the moment you see the painting go up. Any hit kills them.

Loot: Handgun Ammo ×10 on the cabinet in front of the big painting (upper floor, west), a Spinel on a chair on the north side of the upper floor and a Green Herb on the table by the door to the switch passage.

The sequence:

  1. First button: press the red security button in a wall alcove next to one of the doors (Evil Resource puts it by the east door and the wiki on the west wall: look for the red button). The central platform rises and the painting goes up again with 2 new rocket zealots: take cover.
  2. Second button: go into the Drawing Room Switch Passage (the small side room) and break the vase at the end: the button underneath extends the bridge to the central chest. Pressing it brings 2 zealots onto the platform, and masked scythe zealots join them.
  3. Leaving the small room: another 2 rocket zealots aim at the doorway. Step back and let the closed door take the rocket, or shoot them first; one hit kills them.

The central chest holds the Goat Ornament (the first of the three ornaments for the Audience Hall door). Open the exit to the Windowed Passage.

Windowed Passage, Cloister and Outside Fountain

The fountain’s side door leads to the Treasure Chamber, but it needs Ashley’s help: inside are the Broken Butterfly (loaded with 6 magnum rounds), the Elegant Perfume Bottle, 5,000pts and a Red Herb. You come back in 4-1.

Head north to the Courtyard Overlook. As you approach the stairs down to the maze, Salazar calls again (Communication Log: Salazar #2). The moon door, right here, wants the Blue Moonstone.

Maze: Moonstone and Red Gem

The garden maze is full of Colmillos (about 12 between cages and ambushes): keep the shotgun equipped and use the Incendiary Grenades when two or more come at once. With your back to a hedge they can’t surround you.

Contents:

Route (the wiki’s):

  1. Go through the gate; a first Colmillo shows up soon after. Turn left and follow the path to the gate of the southern cage (2 Colmillos).
  2. Head east to the south-east chest (Shotgun Shells) and kill the 2 Colmillos that spawn. Head back west.
  3. Take the third right (Yellow Herb), then the second right. Go north to an opening, kill the Colmillo and take the path south on the right: the chest with the Red Gem.
  4. Come back out, go west and climb the stairs of the central structure: the right half of the Moonstone on the fountain. The Green Herb is under the west bridge.
  5. Go down and sweep the maze clockwise: First Aid Spray in the north-west and Spinel in the north. Another Colmillo appears when you return to the centre.
  6. Go back to the south-east corner and cross the walkway to the north-east corner: the left half on the fountain. Get ready for the 3 Colmillos on the east bridge; the TMP Ammo chest is at the end of the route that leaves from that bridge’s north end.

Combine the halves: Blue Moonstone.

💡 If you’re short on ammo: take only what you need (the two halves) and come back to loot the maze in 4-1, when the Colmillos are gone.

Moon door: Ada

Go back to the Courtyard Overlook and use the Blue Moonstone on the door. You walk into the Courtyard Lounge: cutscene with Ada and the end of the chapter. That room’s typewriter is for the start of 3-3.

Before the moon door

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 weapon0/4

  1. 1Sewers: Novistadors, Butterfly Lamp (Drainage Control Room)
  2. 2Water Pool (South) and Pendulum Passage
  3. 3Hall of Rites Balcony: ritual (8 Spinels, Illuminados Pendant, 2nd Mask), Merchant
  4. 4Gallery: the Gatling zealot (Gallery Key)
  5. 5Gallery Portrait Room: painting puzzle
  6. 6Sinking-paintings Drawing Room: Goat Ornament
  7. 7Windowed Passage (typewriter), Cloister and Outside Fountain
  8. 8Maze: Moonstone, Red Gem
  9. 9Moon door: Ada
  10. 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

Treasures0/3

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