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3-3

Dining hall · Caged Garrador

Case XL Garrador Keep the Rocket Launcher for Verdugo

Chapter order: Courtyard Lounge (typewriter, 2 Spinels) → Merchant room (Mirror) → dining room → small south lounge (shortcut, 5,000pts) → bell and bottle → Garrador cage (Hourglass, 15,000pts) → service passage (Magnum Ammo) → exhibition rooms: bridge switch, display case (Rocket Launcher, Velvet Blue) → Connecting Passage: Case XL Merchant and typewriter → concourse: Luis dies.

BUY: Case XL 73,000pts at the Connecting Passage Merchant, the last one in the chapter and the first to sell it. Don’t sell the free display-case Rocket Launcher: it resells for 15,000pts, but in 4-1 you’ll want one for Verdugo and buying it costs 30,000pts. With the Case XL it fits. Sell the Mirror w/ Pearls & Rubies and the Hourglass w/ Gold Decor (12,000pts each); not the castle’s Elegant Mask.

You’re still Leon, alone, in the wing of the castle that opens after the hedge maze. The chapter starts in the Courtyard Lounge after the scene with Ada and crosses three areas: the dining room, whose bell-and-bottle puzzle locks you in a cage with a Garrador; the exhibition rooms, full of zealots and with a free Rocket Launcher in a display case; and the Connecting Passage, with a Merchant and a typewriter. It ends when you step through the door into the concourse (Instruction Hall): Saddler kills Luis in a cutscene.

Before you start

Courtyard Lounge

You start in a bedroom next to the terrace that overlooks the maze. Loot it before you leave:

Courtyard Merchant Room

It opens off the lounge. The Merchant stands on the south side. On the round table in the middle is the file Female Intruder, about Ada, and in the wardrobe in the SE corner is the Mirror w/ Pearls & Rubies (12,000pts).

Sell your loose treasures here, the Mirror included, but not the Elegant Mask: it still needs castle gems. Upgrade what you’ll use on the Garrador (shotgun or rifle) without touching your Case XL savings: more than 45,000pts come in this chapter, and you sell the Hourglass at the next Merchant. Save at the lounge typewriter and take the SW door to the dining room.

Dining room

A long hall with two banquet tables. No enemies yet.

The signs on the walls are the puzzle hint. The big one reads: “One last drink and the bottle breaks, returning us to the dust from whence we came.”

Small south lounge: the shortcut

A short corridor leads south off the dining room to a small lounge. Loot it before the puzzle:

The padlocked door in this lounge opens onto the Small Hall, next to the 3-2 cloister. Open it from this side: it’s a shortcut back, not the way forward. If you keep going that way you only loop through rooms you’ve already seen.

The bell-and-bottle puzzle

Go back to the dining room and head to the far east end (the SE corner). There’s a counter looking down a narrow corridor you can’t enter yet: the service passage.

  1. Ring the bell on the counter. A small painting slides into view at the end of the corridor.
  2. Shoot the wine bottle in the painting.
  3. The bars on the dining room’s locked door retract: it leads to the Display Room, with a chest in the middle.

The Garrador cage (Display Room)

Before you go in, load the shotgun and have a grenade ready. In the glass cabinet in the NW corner there’s a Flash Grenade, and the chest on the centre pedestal holds the Hourglass w/ Gold Decor (12,000pts). As you approach the chest a cage drops around you and the fight starts.

What you’re up against:

How the Garrador works. He’s blind and follows noise: running and gunfire tell him where you are; if you walk, he can’t hear you. Armour covers almost his whole body. His weak point is the Plaga on his back, which takes far more damage than the rest. He has two attacks:

Step by step:

  1. Skip the cutscene as soon as it starts: you get control back sooner and gain distance.
  2. Open a cage door. Shoot a padlock with the shotgun, or throw a Hand Grenade at a door: it breaks the padlock, kills the zealots around it and stuns the Garrador.
  3. Get out and circle the cage to the side you didn’t open. Being blind, he doesn’t look for the exit: he stays inside hitting the other door while you shoot him from outside. If he’s still inside and hears you nearby, he’ll hit that door until it breaks, so don’t linger.
  4. The crossbowman first, then the zealots outside, with the shotgun, so they don’t surround you while you aim.
  5. Finish the Garrador from behind. Walk, don’t run, until you’re behind him and shoot the Plaga. Or stand against a wall, let him charge, step aside and shoot while his claw is stuck.
  6. A Hand Grenade stuns him with its blast: use the moment to shoot his back.

Don’t throw a Flash Grenade at him. It has no effect (his eyes are sewn shut) and he charges at you as soon as you use it. Use it on the zealots.

He drops 15,000pts. You can open the Hourglass chest at any time, before or after the fight.

Dining Room Service Passage

The Display Room’s south door leads into the narrow corridor you saw from the dining room. It’s a dead end: at the far end, by the bell ledge, there’s Magnum Ammo ×3. Go back to the Display Room and take the other exit, towards the gallery.

Exhibition rooms

A big two-level hall. You come in on the upper level (Exhibition Room Upper) and the middle is cut off: a bridge rises when you hit a switch below, in the south part.

Upper level. 1 zealot wanders the east landing. In the vase on the cabinet on the west landing there’s Rifle Ammo ×5.

South part (Exhibition Room South). 3 zealots wait below, and one of them sprouts a spider Plaga. They aren’t bunched up enough to be worth a grenade: rifle or handgun to the head from above, shotgun if they close in.

The bridge switch. It’s in the south part. Reload before you press it: as soon as the bridge rises, 5 zealots come in upstairs through the east and west doors. Back into a corner and meet them with the shotgun, or throw a grenade when they bunch up in a doorway.

North landing (Exhibition Room North Landing). Cross the bridge: on the centre table there’s 1,800pts.

North room (Exhibition Room North). In the vase on the small table in the NE corner there’s a Velvet Blue. The glass display case in the middle holds the Rocket Launcher, an Incendiary Grenade, a Flash Grenade, Handgun Ammo ×10, Shotgun Shells ×5 and Rifle Ammo ×3. Break the glass with a shot or the knife and take everything.

North balcony (Exhibition Room North Balcony). From the north room you step out onto this balcony, with 2 zealots. Its door to the upper level is padlocked: shoot the padlock to open the shortcut, or go back over the bridge.

The exit is upstairs: the door to the Connecting Passage.

Connecting Passage: Merchant and typewriter

What to buy and sell:

Save here. Going through the far door starts the final cutscene.

Ending: the concourse (Instruction Hall)

In the concourse you meet Luis, who has recovered the sample. Saddler runs him through from behind with a tentacle and takes the sample, the dominant-strain Plaga egg. Before he dies, Luis tells Leon he was a researcher for Saddler, gives him pills that suppress the growth of the Plaga (not a cure or a vaccine) and asks him to get the sample back. His research notes remain scattered around the castle and the island. Chapter 3-4 starts right here, with Ashley trapped on the floor below.

Before you walk into the concourse

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. 1Courtyard Lounge (typewriter, 2 Spinels) and Merchant room (Mirror)
  2. 2Dining room: bell and bottle
  3. 3Garrador cage: Hourglass
  4. 4Exhibition rooms: display case (free Rocket Launcher), Velvet Blue
  5. 5Connecting Passage: Case XL Merchant and typewriter
  6. 6Concourse: Luis dies
  7. 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

Treasures0/2

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    The spot · Ch. 3-3On the map · Ch. 3-3
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