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WALKTHROUGH: PART 4 OF 5

Hunt Marlowe: the Sister of Mercy

Enter the Voyeur Room, Get the Genesis Configuration Back, Exit the Labyrinth, Get to Marlowe, Claim the Sister of Mercy’s Heart, Give the Sister of Mercy’s Heart to Sunny

The Shape of This Stretch

The second heart belongs to the Sister of Mercy, and the road to her runs through Marlowe’s club. Hunt Marlowe is the longest objective in the game, and the menu shows smaller objectives inside it; this page follows them up to the Sister of Mercy’s heart, and the next page finishes the hunt.
What to watch for: two keypad codes, three pillars (two of them in one Labyrinth stretch), the Hellchains, and the last firearm.

Enter the Voyeur Room

Leave the apartment by the corridor: at the dead end, turn round and the way back has become a lift up into Marlowe’s club. The door with snakes on it near the lift is locked for now.

  • 1

    The Snake Key

    Follow the blood trail through the room of iron maidens (fight, or slip down the vent beside the door) and on past a surveillance room. In a room further on, a locker holds the Snake Key. Take it back to the snake door by the lift.

  • 2

    Snake room cabinet: 1952 — MISSABLE (Codebreaker)

    Inside the snake room, take the Voyeur Ticket from the table. A locked cabinet is nearby, behind a bear trap you should disarm first. The date on the photo by it is scratched out, but a copy of the same photo elsewhere in the club shows it: 1952. If you have opened every keypad so far, this is your fifth, and Codebreaker pops here.

  • 3

    The ticket, the many-armed miniboss and the Peephole Inset

    Use the ticket in the machine beside the red door marked Voyeur Fetish. Past a gold-and-red double door you cannot open yet, the route leads to a many-armed creature: shoot its arms off. The Peephole Inset is at the bottom of the ladder past it, and the ladder leads up to Zora.

  • 4

    The last firearm

    The Assault Rifle, firearm 5 of 5, is the last one for Guns, Lots of Guns. One walkthrough lists it in Zora’s stock at this shop; no other guide we read says where it comes from. It is worth having before Get to Marlowe below.

    The .357 ammo recipe (180 coins) is on sale at this shop. Three guides agree on it, and on the last recipe, 7.62 ammo (200), which Zora only adds after you come back from the Labyrinth.

  • 5

    The gold door

    Back at the gold-and-red door, fit the Peephole Inset and turn the rings of the picture until it shows the woman whole. The rings move each other, so work from the inside out.

Get the Genesis Configuration Back

Behind the door, the Sister of Mercy takes the box from you and throws it up through a hole at the top of the room. This is a stealth section: she cannot be hurt here, shooting only gives you away, and if she reaches you it is an instant game over.

  • 1

    Sneak to the top

    Stay crouched behind cover and work round the room and up the stairs to the hole where the box went. Bottles lying around can be thrown to the far side of the room to pull her away from your path; there are carts you have to push aside on the way. Once you are near the top and she spots you, just run.

    • Story trophy: So Much for the Cat and Mouse Shtick (sneak past the Sister of Mercy).
    • Extra: Two guides place an inventory capacity upgrade on the dead cultist in a chair on the lower floor of this room.
  • 2

    The box, in the Labyrinth

    The hole leads into the Labyrinth. Follow the path past blade and spike traps to the open area where the Genesis Configuration lies, and pick it up.

Exit the Labyrinth

Two pillars in quick succession, then the third and last Chatterer chase.

  • 1

    Suffering Pillar — MISSABLE

    In the room where you turn the floor section by section to build a path (drag each section round with the blue panels on the wall), the pillar is on the third section. Turn the second and third sections so a path reaches it, take it, and only then go on.

  • 2

    Pain Pillar — MISSABLE

    After a ladder you reach a room with moving staircases. Two Labyrinth cubes on the left have to be moved level with the platforms either side of them; then use fire on the mechanism in the room. The path that opens leads round to the pillar.

  • 3

    Third Chatterer chase

    The way back leads up into Marlowe’s club and a bathroom, where the pill bottle on the cistern sets off the last chase. It plays like the others: turn away whenever the Chatterer appears ahead. Partway through, a room with a bottle, pills and a needle on the table sends you back into the chase once you use all three.

    • Story trophy: I Can Do This All Day (escape from the Chatterer, yet again).
  • 4

    The Hellchains: In the Land of the Pig, the Butcher is King — MISSABLE

    The chase ends with a new power, the Hellchains, which needs a full Suffering meter and kills every ordinary enemy it hooks at once. You get it in a room full of enemies to try it on. In the Land of the Pig, the Butcher is King asks for 69 Hellchains kills over the game. One trophy guide advises farming it right here: use the Hellchains on the room, reload the latest autosave (which puts you back in the room with everyone alive) and repeat until it pops.

    • Story trophy: Unlimited Power! (unlock the Hellchains power).

Get to Marlowe

Back in Marlowe’s club, a chain of keys leads to the Sister of Mercy. Zora’s stock now has the 7.62 ammo recipe (200 coins), the twelfth and last for Librarian.

  • 1

    The ear and the Embossed Block

    In a room on this floor is a block shaped like an ear, with nails in it. Pull them in the right order to free the Embossed Block: One walkthrough gives the order as bottom right, top, middle right, then left; another describes it as the order the nails sit, front to back. Fit the block in the lock on the double doors at the end of the main hallway, and turn its pieces to match the four paintings on either side of the door.

  • 2

    Private rooms cabinet: 1923 — MISSABLE (Codebreaker)

    Through the doors, a cabinet waits in the room just to the right; the clue is a photo of businessmen in the next room. The two with Leviathan symbols have numbers on them, 19 and 23: the code is 1923.

  • 3

    The Hobby Horse and the Gagged Skull

    A locked door upstairs needs a key you have not got yet. Go up the ladder in the room behind the stairs and drop through the hole in the floor: the Hobby Horse in the room below has the key sewn into it. It opens the locked door. At the far end beyond it, the Gagged Skull sits on a pedestal; taking it starts a fight with a large creature, which, like the miniboss before, goes down faster if you shoot its limbs off. The skull opens the door with three skulls near Zora’s shop.

The Sister of Mercy’s Heart

  • 1

    Boss: the Sister of Mercy

    The fight is in the club’s Dance Room. She flies around the room, so guns do most of the work. Her main attack is waves of thrown knives: stop shooting and dodge until they end, and use the room’s pillars as cover. Twice during the fight the room turns red and she becomes hard to see; watch for her outline and hit her when she comes at you. When she finally falls, interact with her to finish it. There are supplies around the arena if you run short.

    • Story trophy: No Mercy (defeat the Sister of Mercy).
    • Loot: her heart, and a valuable to sell.
  • 2

    Pain Pillar — MISSABLE

    Stairs after the fight lead into the Labyrinth, and this pillar is right on the main path, the first thing you pass. Activate it, follow the path back to the apartment and give Sunny the heart.

Stretch Completion

✅ Before Moving On...

Cross-checked

Cross-checked on 20 October 2026 against the walkthroughs of PowerPyx and GameSpew, TheGamer’s guides to the Sister of Mercy stealth section, the Sister of Mercy fight, the Snake Room key and the keypad codes, NoobFeed’s Voyeur Room and Genesis Configuration guides, the pillar guides of TheClick, GamesHorizon and Sportsrant, PowerPyx’s and FandomWire’s trophy guides, the recipe lists of PowerPyx, AllThings.how and GMTreks, and Game Rant’s objective list. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.

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