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4-1

Backtrack · Broken Butterfly · VERDUGO

Striker + Rocket before Verdugo Verdugo Garrador ×2 Free Broken Butterfly: only with Ashley Guaranteed Blue Eye in the ballroom nest

Chapter order: Instruction Hall (Ashley is back) → detour with Ashley to the Treasure Chamber (Broken Butterfly, Perfume) → Dragon Hall (2nd Pendant, Lion Ornament) → cart 1 → three-ornament door → cart 2 → Main Gallery: Merchant and shooting range Game B → east wing (King’s Grail, 6 Armaduras) → west wing (floor plates, spiked ceiling, drill, Queen’s Grail, Chessboard) → statue hallway (Green Gem) → outer balcony (2nd Lamp) → ballroom (Ashley kidnapped, nest: Blue Eye) → clock tower → Throne Room Crossing (Gold Bangle) → 2 Garradors → trapdoor → pit: Merchant (Striker), Crown → Verdugo (Crown Jewel).

BUY: Rifle 11 · TMP 1.2 · Striker 43,000pts (the Pit merchant sells it right before Verdugo; empty the base shotgun and sell it on the spot) · Rocket Launcher: the free one from the 3-3 display case if you kept it; if not, 30,000pts BEFORE heading down for Verdugo. Don’t upgrade the Broken Butterfly: its exclusive doesn’t show up until 5-3.

You’re Leon, with Ashley again, deep inside Salazar’s castle. The chapter starts in the Instruction Hall right after you free her. First comes an optional detour with her to the Treasure Chamber, home of the free Broken Butterfly. Then the Dragon Hall (the last ornament, the Lion), two carts, the Main Gallery and its two wings (the King’s and Queen’s Grails) and the ballroom, where a Novistador carries Ashley off until the island. You carry on alone through the clock tower, a bridge full of zealots, a room with two Garradors and Salazar’s trapdoor, which drops you into the pit. Waiting there are the Merchant with the Striker, the Crown and Verdugo, Salazar’s right hand.

Before you start

Instruction Hall: Ashley is back

You start with Ashley just freed. Salazar calls you on the radio (it’s kept as the file Communication Log: Salazar #3). If you didn’t loot the upper balcony in 3-4, it’s all still there: 5,000pts behind the Saddler picture (south wall), Handgun Ammo ×10 on the west cabinet, Rifle Ammo ×5 by the north passage, a Flash Grenade and another Rifle Ammo ×5 in the vases on the east cabinet, and a Spinel in the vase on the right-hand cabinet on the south side.

Two ways lead out of the hall: the Connecting Passage (Merchant and typewriter, where you came from in 3-3) and Dragon Hall Access, the main route. Before moving on, take the detour with Ashley.

Detour with Ashley: the Treasure Chamber

Route: Connecting Passage → Exhibition Room (upper floor) → the Garrador cage room (Display Room) → Dining Room → Courtyard Lounge → Courtyard Overlook → Outside Fountain.

The chamber door. Stand at it with Ashley and use the boost Ashley action: she climbs over and unlocks it from inside. There’s no crank and no puzzle. Inside:

Go back the same way to the Instruction Hall. If you left the Rocket Launcher in the display case in Exhibition Room North in 3-3, it’s a short step off the route (down the north landing from the upper floor): don’t sell it, it’s for Verdugo.

Dragon Hall: the Lion Ornament

Dragon Hall Access: typewriter on the round table in the NW, Velvet Blue in the large vase right of the arch to Platform A, and Handgun Ammo ×10 on the east cabinet. Leave Ashley here (wait order) before you go in: everything inside burns.

The hall: three dragon statues breathe fire from the lava (east, west and north), and each has a zealot inside working it. To sink one, shoot the gold links of its chains or kill the operator.

Zealots: there are 10 on the northern platform. Only 2 at first; the rest arrive one by one once the north dragon appears. To reach the northern platform, cross the rotating platform through its gap without standing still in front of the fire. Clear it with the shotgun while no other dragon is aiming at you, then rifle the north dragon’s chains from range.

First cart and the ornament door

Pick Ashley up in the access room and ride the cart at Platform A North with her.

The gallery is the hub of the area. It has four exits: the Merchant room, the lounge to the east wing, the yellow door to the west wing and the northern statue hallway, which won’t open until you have both grails. Flash Grenade on the chair in the NW.

Merchant room: Merchant, typewriter and Handgun Ammo ×10 in the NW cabinet. Shooting range Game B opens here: 6 caps (Don José, Don Diego, Don Esteban, Don Manuel, Dr. Salvador and the Bella Sisters) and 25,000pts for the full set. There are three objectives (2,000, 3,000 and 4,000 points) with each of the two weapon sets (rapid-fire and sniping): each objective you meet earns a cap. Don’t shoot the Ashley targets (−1,000 points).

What to buy: nothing new is urgent. Sell your loose treasures (Perfume, Pendant) and upgrade whatever you’ll use on the Armaduras (shotgun). Save up for the Striker (43,000pts) and, if you don’t have one, the Rocket Launcher (30,000pts).

East wing: the King’s Grail

Leave Ashley waiting in the Merchant room. An Armadura can kill her in one hit.

The 6 Armaduras. Taking the grail seals the room and 6 Armaduras come down in two groups of three.

  1. Shotgun to the helmet: one blast knocks it off and exposes the Plaga.
  2. Once all three show their Plaga, one Flash Grenade kills them all at once. Without one, keep blasting the Plagas.
  3. Don’t stand between two of them: their swings are slow but they hurt. Circle along the edge.
  4. The second group (black armour) is more dangerous: repeat the process.

When they’re done the room opens. On Easy there’s no fight. Go back for Ashley.

West wing: the Queen’s Grail

Go through the gallery’s yellow door with Ashley: you need her here.

West Wing Armor Room: the plates. There are 4 plates on the floor. Push the 2 statues onto any two plates, tell Ashley to stay on the third and stand on the fourth yourself. The door opens.

Trap Room: the spiked ceiling. After the Salazar cutscene, the spiked ceiling starts coming down. Shoot the 4 red lights on the ceiling to stop it. Handgun Ammo ×10 on the floor in the NE.

West Wing Storage Access: the drill. As you go out the south door a gate drops between you and Ashley, and a drill carrying 2 zealots drives toward her. Kill both drivers with the rifle (or the handgun, fast). The gate lifts and Ashley rejoins you.

West Wing Storeroom:

The storeroom’s padlocked door leads straight back to the plate room: open it for a quick way back to the gallery.

With both grails in your case, go in through the north of the gallery: 6 zealots appear at the far end of the hallway. An Incendiary Grenade into the group works very well; keep Ashley behind you.

The four statues on the west side have items on top. Shoot them down:

  1. Spinel.
  2. Green Gem (the 2nd one): it goes into the castle’s Elegant Mask. It’s missable.
  3. Velvet Blue.
  4. Spinel.

Put the King’s Grail and the Queen’s Grail in their statues’ hands. The door to Ballroom Access opens.

Ballroom Access and outer balcony: the 2nd Lamp

Ballroom Access:

Ballroom Outer Balcony: climb out the Ballroom Access window and up the ladder. The chest at the north end of the upper section holds the Butterfly Lamp (the 2nd one). There’s a Red Herb on the lower section. From the balcony you can drop into the ballroom from the side, or go back and use the door.

Ballroom: Ashley is taken

Walking toward the middle triggers a cutscene: a Novistador carries Ashley off. You don’t get her back until the island. Then 7 flying Novistadors attack.

Cross to the Ballroom Merchant Room: Merchant, typewriter (SW table) and Handgun Ammo ×10 on the west chair. Sell the Chessboard and save.

Clock Tower Crossing and balcony

Clock Tower Crossing: as you step onto the bridge, Salazar calls you (it’s kept as the file Communication Log: Salazar #4). Before crossing, rifle the zealot on top of the far tower: otherwise he calls in the catapults. Velvet Blue in a barrel by the Merchant-room door and a Spinel inside the torch on the south side of the bridge.

Clock Tower Balcony: 5 zealots wait after the bridge cutscene. Shotgun them on the stairs. Rifle Ammo ×5 in a barrel on the south side.

Clock Tower: the three blocks

The tower is empty when you walk in: loot it first.

The puzzle. Three wooden blocks jam the gears. One is visible from the 2nd floor and the other two from the very top. Shoot them and pull the 4th-floor lever: the bridge swings round. As soon as you pull it, about 10 zealots with crossbows and scythes pour in on floors 1 to 3. Kill the crossbowmen from above first and work your way down floor by floor. The tower exits onto Throne Room Crossing.

Throne Room Crossing: the big wave

Typewriter by the tower doors: save here.

  1. 3 shield zealots walk slowly toward you. Rifle or shotgun whoever peeks out.
  2. Halfway across, 14 more arrive (2 behind you, from the west, and the rest from the east) along with a Leader Zealot (goat mask).
  3. One of them carries a rocket launcher: he’s your priority. Fire the shotgun toward him even with others in front and, once they drop, throw a grenade or Incendiary Grenade into the group.
  4. Then the two behind you, and the rest at your own pace.

The Leader Zealot drops the Gold Bangle (8,500pts).

Antechamber: two Garradors

Inside are 2 Garradors (one in full body armour) on the east side, 2 zealots in the middle and 1 in the north passage. When you reach the middle, gates drop and 3 more zealots come in behind you.

The doorway trick. Before the gates drop, from the doorway, headshot a zealot with the rifle, step out and back in: the rest reset, motionless, in their spots. Repeat until the zealots are gone. Then don’t go past the stairs. Fire a shot to draw the Garradors and hit the Plaga on their backs with the rifle, walking from side to side (they’re blind: they can’t hear you walk).

Throne Room Access: 2 Spinels on the white statues at the foot of the stairs. Take them: they’re the last pickup upstairs.

Throne Room: the trapdoor (point of no return)

Salazar opens a trapdoor under your feet, above sharp rocks. Hit the QTE or Leon dies. After the fall you can’t return to the castle rooms: whatever you left upstairs is lost for this run.

The Pit: Merchant, Striker and the Crown

As you arrive, Salazar calls you (it’s kept as the file Communication Log: Salazar #5). There are no enemies.

What to buy now: the Striker (43,000pts) is new. Empty the base shotgun and sell it here. If you didn’t keep the 3-3 Rocket Launcher, buy one now (30,000pts). Don’t sell the Crown: it’s missing the Crown Jewel (Verdugo) and the Royal Insignia (4-2), and complete it’s worth 48,000pts. Save.

Waterways: the way to the control room

Climb the ladder into Waterway Passage 1: Velvet Blue in the first side drain pipe on the west side, Spinel in the second and Red Herb by the grate on the east side.

Point of no return: in Waterway Passage 2, once you pass the first side room, Verdugo wrecks the door you came in by. You can’t go back to the pit Merchant. From here on he strikes through the floor and ceiling grates: press the dodge button when it shows.

The second passage is a corridor with three rooms. Note the red liquid nitrogen (N2) tanks: they’re your weapon against Verdugo.

Boss — Verdugo

Nearly immune to bullets: you only really hurt him while he’s frozen. 20,000 HP.

How it starts. Pull the control-room switch: the elevator will take 4 minutes to arrive and shutters lock you in. Press the panel beside them: they open after about a minute and Verdugo drops from the ceiling. If you kill him sooner, the elevator arrives at once.

His attacks (650 each):

How to freeze him. When he’s right next to an N2 tank, knock it over (action button by the tank). He won’t freeze while he’s on the ceiling, in the water or out of reach of the gas: wait for him to come down and close in. The first time you get a prompt to kick him. Frozen, he takes ×3 damage and only hits for 300. The ice lasts about 10 seconds or until he takes enough damage; after that you need the next tank.

Step by step:

  1. Stand by the tank in the long hallway or the elevator room with the Rocket Launcher equipped.
  2. When he comes down and goes for you, knock the tank over.
  3. Once he’s frozen, take a few steps back and hit him with a direct rocket: instant kill.
  4. No rocket: freeze him and empty the Broken Butterfly or the Striker into him at point-blank range. When he breaks the ice, run to the next tank and repeat.

He drops the Crown Jewel and gives you the A Terrifying Assassin achievement. Surviving the 4 minutes until the elevator also lets you move on, but you lose both, and the Crown then tops out at 27,000pts instead of 48,000pts. Step into the elevator to end the chapter.

Before you take the elevator

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 weapon0/9

  1. 1Instruction Hall: Ashley is back
  2. 2Detour with Ashley: Treasure Chamber (Broken Butterfly, Perfume)
  3. 3Dragon Hall: 2nd Pendant, Lion Ornament
  4. 4Platform: carts and the three-ornament door
  5. 5Main Gallery: Merchant, shooting range Game B
  6. 6East wing: King's Grail, 6 Armaduras
  7. 7West wing: floor plates, spiked ceiling, Queen's Grail, Chessboard
  8. 8Statue hallway: Green Gem
  9. 9Outer balcony (2nd Lamp) and ballroom: Ashley taken, nest (Blue Eye)
  10. 10Clock tower: the three blocks
  11. 11Throne Room Crossing: the big wave (Gold Bangle)
  12. 12Antechamber: 2 Garradors; Throne Room (trapdoor)
  13. 13Pit: Merchant (Striker), Crown
  14. 14Waterways and control room: Verdugo
  15. 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

Treasures0/6

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