The Evil Within 2 Chapter 9 Walkthrough

Since October 13, the second part of one of the most interesting horror games of recent years - The Evil Within - is on sale. The first part was released in 2014 and, along with good sales figures, received flattering reviews from critics. Disgusting men explain what it is all about, and name five basic questions to ask myself before getting to know the new game from the creator of Resident Evil, legendary S Inji Mikami. And be careful - there are tons of spoilers ahead!

For those who missed everything, it is worth remembering the main storylines of The Evil Within, since there are not one or two of them. Detectives Sebastian Castellanos (protagonist), Julie Kidman and Joseph Oda arrive on call to the Mayak psychiatric hospital, where they find traces of the carnage. Very quickly Sebastian will separate from his friends and find himself somewhere in the basements of the hospital, surrounded by pieces of meat and rivers of blood, as well as inhuman-looking thugs with cleavers.

After some time, the heroes find themselves locked in a reality created by the sick imagination of a psychopathic maniac, from which they eventually manage to get out (although not all, and perhaps not for long).

The Evil Within 2 plot begins three years after the events of the first part, when Julie Kidman finds Sebastian to offer him to reconnect his mind to the STEM system, this time to save his daughter Lily, who was believed to have died many years ago ... Sebastian, of course, agrees - and finds himself immersed in the idyllic reality of a small child, turned into a real hell, moreover, supplemented by his own post-traumatic experiences. Now he has not only to get out of here with his daughter in his arms, but also to keep his mind safe and sound - which will be a very difficult task.

But, like any multi-layered game, The Evil Within left behind a lot of questions, the answers to which I would like to know from the sequel. Here they are.

Question 1. What happened to Ruvik at the end of the original game?

Ruben Victoriano (better known as Ruvik) is the main villain in the first part of The Evil Within, and it is he who complicates the life of Detective Castellanos for most of the game, as well as his partner Julie Kidman in the expansions. But, as it becomes clear as you progress, no less (and maybe even more) danger is Mobius - the organization behind the creation of the STEM system and all the experiments associated with it.

In the final scene of the first part, Sebastian, who has returned to the real world, manages to go out into the street to notice something strange: Leslie, a boy suffering from catatonia, walks out of the gate of the Mayak hospital - and no one seems to notice his escape. However, after a moment the image disappears, and the question arises: did Ruvik really succeed in what he was striving for - to move his consciousness into a new body that would allow him to exist in the physical world, or was it just Sebastian's vision, and in fact Ruvik is all still in STEM?

This question, however, raises the next, even more global one - but more about it below. Be that as it may, Ruvik's fate at the end of The Evil Within remains uncertain, and subsequent DLCs only reinforce that uncertainty. The new installment should shed some light on the future of one of the most sinister characters in this new franchise.

Question 2. What happened to Julie Kidman?

Detective Kidman is one of the most mysterious characters in The Evil Within. At first, she looks just like an ordinary newbie, afraid of every rustle, but as events unfold (and especially after the release of two thematic DLCs), it becomes clear that Kidman, firstly, is a very peculiar “dark horse”, and, secondly, that her influence on Sebastian's misadventures in STEM is much greater than one would expect from the storyline.

In addition, it is Kidman who is the very person who, in the second part, convinces Sebastian that his daughter is still alive, and for her sake he needs to reconnect to STEM, going into the nightmare he tried to avoid for three years. Most likely, Sebastian will again face Kidman (or her projection), and more than once, but it is not entirely clear which side she will end up on.

Question 3. What is Mobius?

One of the main questions that a player faces when he finishes both the original game and the additions to it. Although much has been said about Mobius in The Evil Within (especially in the DLC concerning Julie Kidman), meaningful information has to be carefully filtered.

From the more or less reliable it is known first of all that this organization is behind the development of the STEM project, and therefore behind all the horrors that happen to the main characters throughout the game. But the motives behind Mobius's actions remain a mystery, despite the scattered hints here and there.

For example, it is still an open question who is at the head of this structure. Or, even more importantly, the ultimate goal of the organization remains unclear - do they really want to dominate the world through mind control through STEM technology? Or maybe they are striving for some secret knowledge that can be stored in the collective unconscious? Or do they want to bring humanity to a new level of development, using control over consciousness as an instrument of universal enlightenment (of course, under their own careful guidance)?

Question 4. Is Joseph Oda alive?

While Detective Oda has not received a separate DLC pack, unlike Julie Kidman, he remains a notable minor character in both the main game and the aforementioned expansions. It would be strange that in a game as well thought out like The Evil Within, with its detailed characters, the focus is on only two protagonists, and the third is added for even counting.

There is an episode in The Consequence that gives a clear hint that Joseph is still alive. At a certain moment, you can observe the heartbeat of three people connected to STEM, which indicates the preservation of life in them - this is Sebastian, Julie, and, in fact, Joseph. It is logical to assume that in the new game (or, more likely, in additions to it), we will learn much more about the best friend of Detective Castellanos.

Question 5. Where is Sebastian?

One of the most impressive plot features of The Evil Within, which the script plays up very competently, is the splitting of reality created with the help of STEM, which allows you to generate more and more layers of mysteries, the answers to which give rise to new questions.

In short, the machine, designed to penetrate into the human subconscious (and to control it), is designed in such a way that even if two people, being in it, are present in the same place, each of them is in its own reality. not related to the reality of the other.

In other words, in The Evil Within, it is often impossible to be unequivocally sure that your friend is really your friend connected to the system, and not a mental projection of your friend, taken from your own (sub) consciousness. These mind games, of course, force us to ask a fundamental question: are Sebastian and Kidman in the same (true) reality, or is it a parallel universe created by someone (for example, Ruvik or Mobius) as a separate experiment (by analogy with the plot of The Executioneer DLC, for example)?

Here, there is still room for an interesting conspiracy theory - what if Ruvik really thinksthat he got out while Mobius outsmarted him by only moving his consciousness into a higher order? The same can be said about Sebastian and Julie - perhaps the very idea with the suddenly living daughter of our detective is nothing more than a grandiose deception designed to get the right person to go in the right direction? Maybe a sequel will clarify this issue, or maybe not.

Indeed, in The Evil Within, everything may not be what it seems.

The Evil Within 2 is available starting October 13, 2017 on PlayStation 4, Xbox One and Windows.

CHAPTER 5

Photo by Sebastian Castellanos

The first file in the fifth chapter is found at the very beginning. Search the dead Mobius operative and remove the knife from his head to get a photo. As soon as you do this, the cut-scene will start and you will face a huge monster, from which you ran away in the first minutes of the game.

Battle with the monster.

To destroy the enemy, you will need to take advantage of the environment. Throughout the location, traps are placed in the form of a stretched wire, which, when broken, creates a flash and a delayed action zone. Lure a monster into these traps so that it goes inside and is practically immobilized for a few seconds. Shoot him and then run away. There is also an upside down truck with fuel on the ground - if you lure the boss into this puddle, be sure to set it on fire with an accurate shot. This will cause serious damage to the enemy. Don't bother using a pistol. If possible, use a shotgun or a crossbow with explosive bolts.

When the monster is defeated, then enter the mayor's office, where you will find a seriously wounded operative from the last sent Mobius squad. This is Harrison. He will inform you that here you need to restore the work of a stable field emitter that will weaken Stefano. Harrison will give you his communicator, which is needed to activate the mechanism.

Report 00977: Structural Violations

Once you deal with Harrison, then find the mail room on the first floor. Inside it is a table with a report on it.

Go through the door behind the front desk to find another Mobius operative hovering in the air. There is nothing in this room, so keep going through the City Hall until you find a staircase that leads to the second floor. The first room you enter on the second floor contains a mannequin in a blue dress. The mannequin is turned away from the camera, and next to them is a table with a vase. Approach the mannequin and interact to turn your face towards the camera.

But that's not all! On the left side of it is a stand with an emerald necklace. Take the necklace and hang it around the mannequin's neck. After that, turn even more left and on the table you will see a vase with red roses. Take these roses and place them in the vase to the right of the mannequin. A clue to this action is on the painting on the wall of a woman in a blue dress.

Take the roses and insert into the vase, and then take a picture of the mannequin. Behind him there is a picture, which after photographing will turn into a real corridor where you can go.

Crimson Post article

After the shot is taken, go to the hallway ahead and move forward, examining the right side. There will be a table with a table lamp and the Crimson Post on it. Take away to add to your document collection.

Go to the end of the corridor. As you study the various pictures on the walls, Stefano will begin to comment on what you see. This must be done in order to progress through the plot. Viewing all the necessary photos will lead to the opening of one of the doors. Come, but it will close - as if it was done by someone on the other side. Open it manually and you will find yourself in another corridor.

The assassin's monologue will begin, after which the next door will open. In the next room on the table is a photograph of the killed operative "Mobius". Take it and return in the same way that you came here to find a corridor that has changed again. Around the corner on the right you will find a killer trying to photograph you. Approach it, which will lead to the door closing.

Turn around again and see the light at the end of the corridor. When you get closer to the source, you will find a ladder going down to the door. Open this door and find the props from the previous photo (a mannequin lying on the ground). When you approach the vase on the chair, a severed head will appear instead.

Note

After leaving the room, find a table near the door. It contains a handwritten note.

The lights will go out, and the room will be filled with petrified enemies. These enemies will not attack you or throw anything. Ignore them and find a door that leads to the outside of the room. Keep moving until you find yourself in the room with the mannequin. Go through the open door to find a hall with a stable field emitter, right in the center. Go to the device and interact with it by inserting the communicator you received from Harrison. After a short cutscene, the Obscura boss fight will begin.

Obscura, unlike the previous monster, cannot be destroyed. Like Stefano, she uses a camera in place of her head. With this camera it tries to freeze you and attack. It will take some time to activate a stable field emitter - 90 seconds of a continuous process. The countdown will start from the very beginning, but Obscura will soon stop it and will do it several times per battle. You will have to move closer to the device and reactivate it. Before doing this, it is recommended that you temporarily immobilize the Obscura with an electric bolt (or just do enough damage to knock the monster down).

Once the Obscura freezes time, shoot her to stun her and she will retreat from the device. While the monster is immobilized, do your best to stay away. Be careful, because when the countdown is halfway through, the Obscura will crawl across the ceiling, trying to hide and attack Sebastian in stealth.

Report 00213: Social Management of Union

Now that City Hall has been cleared, look around the offices on the second floor to find the report located on the table.

With the help of a stable field emitter, the city hall will return to normal. Exit here to view the cut-scene. After the video, Sebastian will contact O'Neill, which will lead to the completion of the next chapter of The Evil Within 2 on the site.

CHAPTER 6

The first objective of the mission has to do with returning to O'Neill, which means that you will have to move to the "Network". Go back the way you came here - this time you need exit D5. When you get to the "Network", a new passage will open. Walk through it and hear Lily's voice. There is another door on the left side, locked with a puzzle shield. Align both lines and a door will open, behind which there is a box with ammunition. Leave the room and head back to find the fenced area on the right side. Go through the fence to find yourself in a long corridor.

Walk down the hallway and kill the two enemies at the end of it, then keep moving and head down the stairs until you reach a hallway covered in white, bubbling power. Keep walking until you find a set of doors that close as you approach. Open them to meet a huge monster inside. Don't try to fight him. Instead, slip past and head forward until you reach the next door.

Try to open it - the same monster will attack you. Shoot him with a pistol to free yourself, and watch the cut-scene.

Report 00532: Movement Protocols

As soon as you run away from the white slug, in the next area you will find a door blocked by white slime. Solve the puzzle to enter the room, then take the report file from the table and continue towards Yukiko Hoffman's hideout.

Core Candidates Email

After the cutscene, examine Hoffman's computer to find the next file for the collection, and then leave the hideout through exit D5 and return to Union.

You will find yourself in a hideout inside the post office. Restore your health, collect supplies, and then head outside. Directly outside you will see the resonance point. Tune in and leave the building. The Bolshoi Theater is in your field of vision, but the front gate is blocked by two pictures created by the mad Stefano.

Entrance to the theater.

Talk to him, which will lead to the completion of the sixth chapter.

CHAPTER 7

Move towards the resonance point, keep following the communicator until you come across a Mobius operative fighting a group of enemies in the parking lot at Crimson Plaza, next to the Devil's personal bar. Help this operative deal with the Infected to start the Out there.

Once the parking lot is cleared, the Mobius operative will introduce himself as Sykes and grant access to the interior of his hideout. Enter and complete the side quest, restore HP and collect ammo. Sykes will offer you to complete one more side task - "Connected again".

As soon as you leave the shelter, then continue to follow the communicator to go to the Devil's personal bar, which is indicated by one of two signals. Be careful when moving through the streets as another monster with a saw will attack you. This time you will have to dodge cars, shoot at the enemy with powerful weapons and use liquid nitrogen cylinders to freeze the target. Enter the bar through the main door and look around.

Bartender diary

As soon as you are inside the personal bar of the Devil, then on the far table on the right hand after entering, find the bartender's diary lying.

Go to the back room and see a picture hanging on the wall. Interact with her to make Sebastian try to hit the painting. When he does this, an unknown hand will pull him inside the piece. Turn around and walk back down the hallway from the locked door to which you need a key. Eventually, you will see a severed hand with the key you need. Take it, then turn around and find that the corridor has changed and is now filled with enemies. Walk through the hall to kill them all and return to the gate.

Hand with a key.

Unlocking them with your key reveals that this room is now filled with traps made of stretched wires. This wire is electrified, so don't touch it. Bend down and move to the right, making your way under the wire until you reach a gap behind an object in the center of the hall. Enter time warp and interact with the object to destroy it. This will destroy Stefano's artwork and return to Union, to the devil's personal bar.

With the destroyed first object, move to the second and use the communicator to get to the Abode Hotel. Climb to the second floor to find the painting hanging on the wall and study it. It will pull you inside. As before, you need to find the key. Walk down the stairs to find Stefano's Obscura patrolling the area. Go to the room on the left, open on all sides, and go around the Obscura to pick up the key from the table. Take it and return back the same way you came here to find the item, surrounded by another set of barbed wires. If the Obscura spots you, then use the electric bolt to stun her away from the door you want to open. Go around the wire and destroy the object to destroy Stefano's second painting and make way to the grand theater.

CHAPTER 8

Once inside the theater, go up the stairs to the lobby and go through the double door to trigger a scene between Sebastian and Stefano. After it is completed, you will need to move between the shelters, hiding from the huge spotlight eye. Wait for the blue light to move to the side and run to the next cover. Move in small dashes.

There is a mirror in the next room. Make sure to stock up on ammo. This is the last room that you can visit before coming face to face with Stefano. Go down the stairs and go through the door to start the boss fight.

Stefano will try to get close to you, periodically using teleportation and appearing close. Use the moment when he appears nearby in order to attack the boss with powerful weapons. For example, a shotgun. A good shot will stun Stefano for a short time, allowing you to run away from him to a safe distance.

Hide behind partitions from the walls and try to get around Stefano and attack from behind. As soon as you destroy half of his health, he will summon a huge monster, from which you ran earlier. Hide behind the walls to prevent the monster from seeing you, as he will attack as soon as he spots Sebastian. If you hear the flash charging, then run to another area of \u200b\u200bthe room to avoid falling into the rift trap. When trapped and inside, Stefano will be able to deliver multiple blows at once, literally destroying Sebastian or leaving him on the brink of life and death.

Battle with Stefano Valentini.

Stefano will also create rifts, scattering them around the location. You can trick him during teleportation and lure him into one of these rifts. But be careful not to fall into the trap yourself. attack Stefano in the same way as before, but note that he will move several times. You need to shoot after he runs at you, not earlier - or waste your ammunition. Also, the photographer throws knives that must be avoided. Stay behind cover, shoot at Stefano, and soon the first really dangerous boss will die.

Chapter 9

The ninth chapter begins with Sebastian waking up in his office after the events of the final scene of the eighth episode. In place of the mirror, you will find an altar surrounded by candles. Walk up to it and explore to find yourself in a catacomb-like location. Once you return, turn around and collect all the items on the floor, in the corners of the room, then go through the door in front of the altar that you left behind.

When you use this door, you will hear a mysterious voice calling the main character. Continue forward and turn right. You will see a large room to the left of Sebastian. Examine it to find materials for crafting. Continue to the back of the room and down the hallway to find crates that can be destroyed. Then leave to the right and go through the door to the mausoleum. This is a small place - collect items, move through the doorway on the left and get to the room with cells. Move around the room and go around the corner.

You will see a door at the back of the room. Go through it to find the handle from the mechanism. Take the handle and leave the room - all the infected who were in the cells are released, and you will have to kill them. Of course, you can sneak past them and search the opened cells to find useful loot.

Continue back to the mausoleum and deal with the freed prisoners. Go through the locked door on the right to find the lone Infected at the altar. After sneaking up to him, finish off the villain, and then take the crossbow pouch, which increases the amount of ammunition carried.

First Page "Obey Freedom"

When you make your way through the block with cells, then be careful and watch the altars. One of them contains the first page of the Obey Freedom teachings. This is the only file in this chapter.

After picking up the page, turn right and see the open gate, next to the coffin. Turn the corner to the left to find another open corridor and go through it. Follow through the hallway to find the gate and inspect the mechanism to which you need to attach the handle that you picked up earlier. Then use it to open the gate and go further.

Now you will be in another block with cells. You can access every cell, so be sure to study them. Start from the first cell on the left side to find useful items. Do the same for the cell to the right. Then go to the open area on the left side and find boxes on the floor. Smash them to see the hole in the wall, duck and crawl through it to find the killed operative Mobius, lying on the floor and holding ammunition. After collecting them all, kill the other operative who is infected and blocking the door. You can just sneak past - in any case, you will need to get out the same way that you came here.

Go through the hall and the door to find another, infected Mobius soldier lying on the bed. Kill him, go through the hole in the wall on the left side and find a fragment of memories. Review it, then return to where you came from. Finally, go through the door at the end of the hallway to find a room that has nothing but a staircase. Go down it, after which it will begin to crumble and block the way back. Continue down the hallway ahead to reach another room.

Short cut-scene will show Sebastian his house situated at a distance. Move towards the house to trigger another cutscene. Upon its completion, you will have to fight with three glowing enemies. You cannot melee with them or sneak up to kill them unnoticed. They will have to be killed with firearms from a distance, and ideally with a sniper rifle.

Enemies can group together, so you can even fire an explosive bolt or shotgun to damage multiple at a time. As soon as you clear the room, you will see the emblem on the wall. Approach it to open the wall, showing the way further. There is a mirror in the next area that will allow you to go back to Sebastian's office. If necessary, use it, then go to the next room, where he found a plate in the floor. Go up the stairs to the room to find four wheels that you can turn. This turns and the plates are underneath. Rotate them so that the emblem takes the correct shape. This will open the door ahead. Walk into the corridor to start the cut-scene, the final chapter.

Correct positioning of plates.

CHAPTER 10

Sebastian will wake up in a house that has been attacked by the infected. Help the unknown girl fight off enemy attacks using a pistol or other weapon for which you have enough ammo. Shoot the barrel in the back to spill oil that can be fired at (set enemies on fire). From the ceiling fall down two enemies - kill them and end the assault.

Follow the girl outside to trigger a cutscene introducing Torres, a Mobius operative, who wants to help Sebastian. Torres will be waiting for you outside the house. Collect the scattered ammunition and other items that you can find here, and follow her. Once outside, you will see a nature reserve. Continue past Torres along the road and you will see cobblestones blocking the main path.

We are moving behind Torres.

Follow the girl past the fallen trees, go under them and find yourself in a cave, where you run into a dead end. Pick up Torres, then keep going until you come out. Follow Torres until a cut-scene starts, in which an enemy with a flamethrower appears. Torres' hideout is located nearby, but you will need to walk past several burning opponents to get to it.

Use stealth to kill as many enemies and go through the burning building. If you have a silent pistol, then this is a great option for using it. Move through the building and look for a hatch under a tree with a rag that leads to the Torres hideout. When you find yourself inside it, a dialogue will start, ending the tenth chapter.

General information:

Difficulty of achievements: 7.5/10

Offline: 51 on XONE (1000 ) and 52 on PS4 (36 , 14 , 1 , 1 )

Online: 0

Estimated time to get all achievements: 30+ hours (highly dependent on skills, as well as the number of deaths on Classic difficulty)

Minimum number of passes: 3+

Achievements to miss: everything, except for the plot (there is no choice of chapters in the game)

Non-knockout / buggy achievement: no

Does difficulty affect achievement: You must pass on Classic difficulty (Akumu). Everything else can be obtained on the lungs. You will also unlock Classic Mode by completing the game on Low difficulty. To get the Brass Knuckles weapon, you must complete the game on Nightmare or Classic difficulty.

Introduction:

Welcome to The Evil Within 2 Trophy / Achievement Guide! As in the first part of the game, this platinum is not for the faint of heart! Akumu's difficulty has returned under the guise of "Classic Mode". In this mode, you are given the opportunity to make only 7 manual saves for the entire playthrough and decide on the ability to buy improvements for weapons. Unlike the first game, there are open locations for you to explore. You can easily run away from enemies and pass in such a way that they will not even notice your presence. Because of this, the game may seem a little lighter than its predecessor. Classic difficulty opens for completing the game for the first time (on any difficulty, including the lowest). All trophies can be considered skippable, except for story trophies. Among them there are achievements for collecting various collectibles. There are 115 collectibles in total, plus coffee machines to drink coffee from, and all weapons to be found. After completing the game for the first time, you will also open New Game +. This way you can get the remaining improvements for the corresponding trophies. However, nothing can be transferred to Classic Mode. Having decided on the complexity, we move on to the first step.

Step 1: Completing the story on low difficulty, collecting all collectibles, getting combat and chapter-related trophies

All trophies in the game are skippable, with the exception of those that are given for passing certain moments in the story. You will have to play the game several times anyway, so it's okay if you miss something now. Your main task is to find all weapons and collectibles. If you missed something, then you can collect it in New Game +. All of your collectibles, equipment and weapon / skill upgrades carry over.

We recommend starting the game with low difficulty. This is the easiest way to get various trophies, which are more difficult to unlock at higher difficulty levels due to lack of ammo. Also on this walkthrough you will be able to familiarize yourself with the game and be able to plan where it is better to stock up supplies for higher difficulty levels. The subsequent playthrough on the new game + will also be faster on the easy one.

The most overlooked trophies are the ones that span multiple chapters:

  • "SykesOut / From (to) treatment"- Chapters 7 and 13: you need to complete all side missions in chapter 7 to get the final mission in chapter 13.
  • I" llTakeYouDownMyself / I will kill you myself”- Chapters 11 and 14.

There is no chapter selection in this game! If you skip them, then you will need to get them in New Game + or by loading a manually made save, if, of course, you made it at the right time.

Step 2: New game +, upgrade all weapons and buy all skills

After the first playthrough, you will unlock New Game +. All collected collectibles, equipment and improvements are transferred to the New Game +. You will receive all the transferred improvements and items in one moment in the second chapter. There will be an abundance of green gel and weapon parts, so it won't be difficult to unlock all the upgrades. Kill all enemies and thoroughly explore all locations to get enough raw materials for upgrades. You need to fully upgrade your weapon and buy all the skills to get trophies " StickitinMyVeins / Inner strength"and" TheyNeverEvenStoodAChance / Not a chance".

You can go through this step on any difficulty. If the second playthrough is not enough to get all the improvements, then you can start the third playthrough in New Game ++.

Extra Step: Preventive Playthrough on Nightmare Before Classic Mode

This is optional, but recommended to be prepared for the challenges that await you in Classic Mode. The problem in classic mode will bring you the lack of auto-save and the ability to save only 7 times, as well as the inability to buy improvements. Beat the game on Nightmare difficulty without purchasing upgrades to understand where it is better to save ammo and look for loot. You can of course skip this step - it's up to you.

Step 3: Classic Mode (Akumu difficulty)

The complexity of Akuma from the first game back in the guise of a "classic mode". On the whole game you are given only 7 Manual storage and you can not buy improvements. Unlike the first game, there are open locations for you to explore. You can bypass enemies or run away from them. Because of this, it has become much easier to play than in the previous part. There are also fewer boss fights. Classic difficulty opens for completing the game for the first time (on any difficulty, including the lowest).

The biggest challenge in the game is saving ammo. Perform stealth kills whenever possible. In open locations, kill everyone secretly and look for loot more carefully. Make one save every few chapters. There are 17 chapters in the game in total, so one save in 2-3 chapters is fine! Save before difficult sections or boss fights.

Learn to Survive / Ability to survive
You survived the nightmare and everything that comes with it.
If you are playing on the PlayStation 4, then you will unlock this achievement by getting everyone else.
Rookie / Newbie 20
Finished the game on Walking difficulty (or higher).
The difficulty "Walk" is available from the very beginning of the game. Start a new game on this difficulty and go campaign to get this trophy.
Survivor 30
You completed the game on Survival difficulty or above.
The difficulty of "Survival" is available from the very beginning of the game. Start a new game on this difficulty and go campaign to get this trophy.
Against All Odds / In spite of everything 40
Beat the game on Nightmare or higher difficulty.
The difficulty "Nightmare" is available from the very beginning of the game. Start a new game on this difficulty and complete the campaign to earn this trophy.
You Asked For It ... Again / You asked for it ... again 50
You completed the game in Classic Mode.

Classic mode opens after completing the game for the first time (on any difficulty). Complete the game while walking to unlock this mode. This is the difficulty of Akumu from the first part.

You are limited to 7 manual saves for the entire game and the inability to buy improvements. Fortunately, most of the sections in the game are open areas and you can easily kill opponents quietly or sneak past them. We recommend that you practice at the beginning with the Nightmare difficulty to learn how to save ammo.

Welcome to Union / Welcome to Union! 5
You are back in STEM.
Taken / Vision 10
You had a terrible vision.
An unmissable story achievement.
Not Running This Time 15
Defeated the Guardian outside City Hall.
You can get this trophy at the beginning of Chapter 5. You can skip it if your goal is to get the achievement "". However, you can reload the save and get both achievements in one playthrough. To do this, kill the guardian boss at the beginning of Chapter 5.
The Team Psychologist / Corporate Psychologist 10
You have found a potential ally on the Net.
An unmissable story achievement.
Premature Finale 30
You have stopped the bloody performance.
An unmissable story achievement.
Another Ally 10
You survived the ordeal with the help of a new friend.
An unmissable story achievement.
Crossing to the Other Side 15
You have allowed the Harbinger to rest in peace.
An unmissable story achievement.
Spiritual Awakening 10
You have come to terms with your past and present.
An unmissable story achievement.
Fire Walk With Me 15
You have reached the enemy's fortress.
An unmissable story achievement.
Overcome the Past 30
Your injury no longer exists.
An unmissable story achievement.
Everything Comes Crumbling Down 15
You have literally reached the end of the world.
An unmissable story achievement.
Unfortunate Consequence 50
You did what was necessary to save your daughter.
An unmissable story achievement.
Backup Ain "t Coming 15
You have completed the Unusual Signal side mission.

Chapter 3

You get this side quest from O "Nile in the hideout at the beginning of Chapter 3. Select the option in the dialogue" Supply? "When you talk to him. This way you will receive the quest. Quest markers will be marked on the map. You have to track radio signals in the city and research them, then return to O'Neal to report on the results of your quest.

Sykes Out / Out (in) treatment 15
You have completed the Last Step side quest.

Chapter 7 and 13

First you need to complete all the side quests in chapter 7. There are two of them: " Out there"and" Connected again".

If you have completed these tasks, then this will automatically open you an additional task " Last step"in Chapter 13 after going through the Network Computer in the Hideout (beginning of Chapter 13). Complete this quest to get the trophy.

Finally Free 15
You have lived through all the traumatic incidents and made peace with your inner demons.

You will receive this achievement by completing four demonic illusions (Anima Events). This happens automatically if you have collected all the collectibles. Relationship with the monster in the head starts to receive the second slide in the third chapter. The second glitch comes from the "Woman's Diary" collectible, which you find in one of the houses on the way to Lily's signal in Chapter 3. The third glitch encounter takes place at a diner in the downtown area after listening to a snippet of flashbacks on a walkie-talkie in the kitchen. The last meeting with the "beautiful" lady from the White Pillars will take place in Chapter 11 after reading the file "Observing the Pit" on the computer, which is located in the room next to the pit for dropping corpses in the laboratory of the "Network".

Just get all four collectibles and you'll start hallucinations. After completing all the illusions, you will unlock the trophy.

See "".

You Got Red in You / Redness 10
This is your first time using red gel.

The red gel during the game will be encountered only in certain places. For example, in the vault in chapter 4 (end of chapter) / chapter 5 (you have to return to the vault from chapter 4).

The red gel is used to unlock high level skills. Return to your office through the mirror and sit on the wheelchair. Purchase some skills and you can use the red gel to unlock higher level skill upgrades.

Stick it in My Veins / Inner Strength 30
Fully upgraded all abilities.

To do this, you will have to start New Game + and farm a lot of Green Gel.

Fortunately, there is much more Green Gel in New Game + than in the first playthrough. Abilities can be improved by sitting on a wheelchair in your office, which you have access to through broken mirrors. You also need to collect Red Gel to unlock higher level skill upgrades.

Making Things a Little Easier 10
You have used special weapon parts for the first time.
Special weapon parts are found in certain areas of the game and in some hideouts. Buy the first two upgrades for your weapon, then use the special parts at the workbench to upgrade your weapon to the next level.
Now You "re Playing with Power 20
Upgraded one weapon to level 3.
To upgrade a weapon to level 3, you will have to use special parts on the workbench to unlock higher level upgrades. You do not need to buy all the improvements, simply use the special weapon parts to unlock the latest set of enhancements.
A Little Extra Kick to it / Better just nowhere 20
Upgraded one bolt for the Guardian Crossbow to its maximum.

Unlocks automatically if you plan to unlock the achievement "" (you have to fully upgrade the smoke bolts for this).

Crossbow Sentinel can be found in the third chapter (see the description of the trophy "").

Once you find the crossbow, you can upgrade different types of bolts at any workbench. There are 5 types of bolts in the game (smoke, shock, explosive, freezing and harpoon). The harpoon bolt is the cheapest to pump, since you will need all 1120 weapon parts and 2 special parts. Since you need to upgrade the smoke bolt to get the trophy " Smoke Assassin", then we recommend that you deal with it first.

They Never Even Stood A Chance 30
Fully upgraded all weapons.

To do this, you need to collect a lot of weapon parts and special parts, which means you will have to start New Game +. They can be found scattered throughout the game. Just take a close look at each building and you will collect a lot of details.

All improvements are carried over to New Game +. In the second chapter, you will receive all your items back and can continue to improve them.

DIY / Do it yourself 10
You created something yourself for the first time.
This can be done once you reach the vault in chapter 3. Just create one pistol bullet at the workbench in the hideout and you will unlock the achievement. Workbenches can be found in shelters and in the lot by going through the mirror. You can get resources for crafting by collecting from the bodies of fallen enemies, and by finding the game scattered around the world.
Handyman 25
You have crafted at least one item of each type.

This trophy can only be obtained in New Game + (because the Magnum ammo cannot be crafted on the first playthrough) and you need to get a shotgun, sniper rifle, assault rifle and flamethrower to craft the ammo. First you need to collect all the weapons on your first playthrough. As soon as you have access to the workbench in New Game + (you will find the first one in the shelter in chapter 3) and create all the items listed below (each type of weapon ammunition, crossbow bolts and items for treatment).

Weapons and ammunition:

  • Pistol cartridges
  • Shotgun Ammo
  • Sniper Rifle Ammo
  • Assault Rifle Ammo
  • Flamethrower fuel
  • Magnum cartridges
Crossbow bolts:
  • Electrobolt
  • Smoke bolt
  • Blast bolt
  • Harpoon bolt
  • Cryobolt
Health and recovery:
  • Syringe
  • First aid kit
Echoes Within STEM 20
You have observed all residual memories.
See "".
Doing Some Detecting 15
You have collected 20 documents.
See "".
Diligent Reader / Diligent reader 30
You have collected all the documents.
See "".
Half the Stash 15
You have opened 16 lockers.
See "".
Locksmith / Cracker 30
You have opened all the lockers.
See "".
Good to See You Again 10
You have obtained the Guardian Crossbow.

The Sentinel Crossbow can be found near the APC on the southwest corner of the city in chapters 3 and 4 (turn immediately left down the street from the first hideout in chapter 3). It is necessary in order to gain access to the shelter in the north of the map.

It's also a great place to get the achievement. " Shock Therapy"by firing an electric bolt into a puddle of water when an enemy passes over it.

Chatting With Kidman 25
You told Kidman about all the slides.
See "".
Powerhouse / Forces and means 25
You have received all the standard weapons.
The automatic pistol for pre-order does not count towards the trophy.
All in the Family 25
You have collected all the Mysterious Items.
See "".
Caffeine Addict / Coffeeman 20
You have used all the coffee machines at least once.

Coffee machines can be found in hideouts. In total there are 7. One per shelter. You will be taken to six shelters as you progress through the story. However, the final hideout in Chapter 13 is optional and can be skipped! Find him with the map. The trophy will unlock after you drink coffee in the safehouse in chapter 13 in the business district (outside, not in the safehouse where the mission starts).

Drinking coffee will restore your health to full, so it's worth it. Coffee machines are impossible to miss in the vaults.

Thinning Them Out / Weeding 15
Killed 30 enemies.
An unmissable story achievement.
Clearing a Path 25
Killed 60 enemies.
An unmissable story achievement. Unmissable story achievement. You will have to kill much more than 60 opponents as you progress through the story.
Smoke Assassin 15
Killed 3 enemies with Enhanced Smoke Bolts.

For this achievement, you need to fully upgrade the smoke bolts for the crossbow with a workbench. You have to spend 1650 weapon parts and 2 special parts to fully pump the smoke bolts. Either pump these bolts as soon as you have them, or do it in New Game +.

Fully upgrade smoke bolts to get poisonous smoke that kills enemies. Just find a group of three or more enemies and bolt at them. The poisonous smoke will kill them.

Shock Therapy 15
Immobilized an enemy in the water with an Electric Bolt.

You will find it by the armored personnel carrier in the southwest corner of the location in chapter 3 and 4 (turn immediately left along the street from the first shelter in chapter 3).

You will automatically raise the electric bolt along with the crossbow. After that, you will see a short cut-scene with a wet area and two enemies running through the water. Shoot an electric bolt into the water with enemies and the trophy will open.

Wait For It ... / I was waiting for you ... 15
Killed an enemy from an ambush.

To do this, you need to acquire the "Ambush" skill. You can acquire the skill by entering the lot through a mirror and sitting on a wheelchair (a mirror can be found in any hideout).

Sit in cover first (press or) and when an enemy approaches, grab from around the corner by pressing (PS4) / (XONE). This will unlock the achievement. You can lure the enemy with noise, but remember that this way they know about your presence, and the capture from the corner only works when you are in stealth.

Kick, Shoot, Burn / Lei, shoot, burn 15
Killed at least 2 enemies at the same time using Spilled Fuel.

Chapter 3

North of the vault, where chapter three begins, you'll find a warehouse, with a courtyard filled with shipping containers and trucks. There are also a lot of enemies, as well as puddles of spilled oil on the ground. Lure enemies into a puddle and shoot the oil. You can climb on a box next to such a puddle to avoid burns (opponents will not be able to hit you).

Bootable Offense / Work for the feet 25
Trampled to death 15 fallen enemies.
When you shoot at the feet of the enemy with a pistol a couple of times, he falls to the ground (or once when he runs at you). When close enough to an enemy, you can press (on Xbox) to smash the enemy's head with your foot. Do this 15 times throughout the passage and you will receive the achievement. In the chapter, you will meet a lot of weak enemies, so that you can get the trophy in the early stages of the game.
I Am The Night 25
Killed 10 enemies using stealth kill.
To perform a stealth kill, you need to sneak up on the enemy from behind and press (on Xbox). In Chapter 3, you will encounter much more than 10 enemies, so getting the trophy in the early stages will not be difficult. You must get 10 stealth kills in one playthrough.
Sometimes Fighting Isn "t the Answer / To fight or not to fight is the question 10
You avoided unnecessary bloodshed near City Hall (Ch. 5).

Chapter 5

At the beginning of Chapter 5, you will encounter a boss with a circular saw instead of his right hand (the one that followed you earlier in Chapter 2). To unlock this trophy, you cannot fight this boss. Instead, you need to go around the building on the left side, destroying obstacles, shooting at the barrels, and bypassing / disarming the traps. At the back of the building, you will find a door to the inside. Enter it to skip the boss fight. The trophy will open as soon as you enter through the door.

Death From Above 15
Killed at least 2 enemies at the same time using the hanging lamp (chap. 9).

Chapter 9

In chapter 9, there are several candelabra hanging from the ceiling. Shoot one of them when two opponents pass / stand under it. Thus, they will catch fire and burn. Can be done on the first two enemies you meet after you lift the lever for the gate mechanism.

No More Playing With Fire 15
You have torn the true believer away from his favorite occupation (ch. 11).

Chapter 11

At the end of Chapter 11, you will have a battle with the Flamethrower boss. The trophy can be obtained if you shoot him for a long time at the balloon on his back, which will eventually explode and the enemy will not be able to use his weapon.

Melancholy Memories / Sad Memories 10
You have remembered all your past (chap. 12).

Chapter 12

In chapter 12, you will return to your home in the past. You will see the scene where you wake up in the upstairs bedroom. This will happen after escaping from a hellish burning location.

The house has 3 objects that you can interact with (the / button will appear if you hover over them). Two items on the second floor (one by the stairs, the other in the room to the left of the stairs) and one on the bottom (check the sideboard in the living room).

Do not interact with the letter in the kitchen, as this will continue the story.

I "ll Take You Down Myself / I will kill you myself 20
You have a barbecue with your own brazier (chap. 14).

This trophy can be obtained by fulfilling several conditions from chapters 11 to 14. The most overlooked trophy in the game, the completion of which consists of several steps. Forget to do something and you will not see the trophy.

Step 1 (Chapter 11): After defeating the flamethrower boss, take the flamethrower next to his corpse.

Step 2 (Chapter 13): The selected flamethrower is broken and you will have to find two fuel tanks to repair it. Bucky drops from Harbingers, which can be easily found in Chapter 13. You can easily find three of them in the business district. Stealth attacks do a lot of damage to them. After each successful surprise attack, hide from them and then repeat the attack again. This way you will save a lot of ammo on them. Headshots with a sniper rifle and close-ups with a shotgun also work great on them. Simply search the bodies of two defeated Harbingers to get fuel tanks to repair the flamethrower.

Step 3 (Chapter 13): Go to the shelter and go through the mirror. At the workbench, you can combine fuel tanks with a broken flamethrower to restore it.

Step 4 (Chapter 14): Keep playing until you get to chapter 14. Here you will again face Laura, the boss from the first game. Kill her with a flamethrower. Make sure you have enough fuel for your flamethrower. To kill her, you need at least 80 units of fuel.

You can also do manual save in chapter 11. This way you can replay several chapters instead of replaying the entire game.

That Cinematic Feel ... / Like a movie ... 10
You have agreed to watch cinematics.

After completing the story for the first time (on any difficulty), you will open Letterboxing mode in the game options. In the main menu go to Settings - General Tab - Interface Settings - Letterboxing - Show.

Now start a new game (or load any save) and in a few seconds the achievement will unlock for you.

Chapter 1. Into the fire

As such, there is practically no opening cut-scene. You are immediately thrown into the gameplay. At the beginning of the game, you will see a burning house in front of you. Run forward using the standard W, S, A, D keys. Try to open the door - interaction key E. Walk to the right and examine the glass sliding door - Sebastian should automatically break it.

Inside the house, head through the kitchen and left. Open the door on the left and go up the stairs. Take a look into the children's room - the door to it is plastered with different colored pictures. Watch a lengthy cut-scene - apparently, this is the introductory video.

After diving into STEM, move forward to the various objects that appear. Finally, go to the table and pick up the walkie-talkie. This will contact Kidman and see the office - the main safe area in which you can communicate with your partner. After some explanation, the second chapter will begin.

Chapter 2. Something went wrong

Walk up to the bulletin board on the right and study it by reading the details of each of the five missing Mobius members:

  • Team Leader William Baker.
  • Miles Harrison, Combat Interactions.
  • Liam O'Neill, technical support.
  • Julian Sykes, STEM programmer.
  • Yukiko Hoffman, psychoanalysis.

Next, study a few more photos and on the board and leave the office. A black cat sits on the table to the right. Walk up to her and take the one lying next to her slide... You can view these slides and discuss what you saw with Kidman. Do it - interact with the projector near the black cat (where you found the slide).

Get up from the chair, pick up the jar green gel, to which the same cat will point. Go to the end of the room and interact with the terminal to the right of the mirror. Such terminals allow you to save game progress. Use the mirror to leave this place.

After the cut-scene, go forward through the door, go up the steps and go to the picture of the door hanging on the wall. Turn around - the same door should appear in front of you. After opening it, go along the corridor. You can turn on the flashlight - press V. Enter the last door on the left and you will see a room with Baker, who received a bullet in the forehead. This memory is constantly repeated. You can go into the cube and study Baker, but you don't really need to. You can also look through the camera.

Go to the room on the left, where, apparently, the photographs were developed. Lies on the table photograph by William Baker (docs 01/40)... There are shelves in the next room - take a look at the scratched floor near one of them. Sebastian will come to the conclusion that he was moved - interact with the rack. Go forward along the corridor, below answer the phone call (the phone is hidden in a niche), but you will hear nothing except ominous laughter.

Go up to the second floor and try to open the door with glass inserts - you will see a poor woman who cannot be helped. Bend down while holding the left CTRL and make your way under the grate on the left. On a small table by the right wall lies unusual letter (documents 02/40).

Climb to the third floor, go through the room with red curtains and use the door. You will see how an unknown maniac kills a man, and his death turns into the same energy cube, and the event is constantly repeated.

Hold the "Space" to hide behind the sofa, and move to the left side. Approaching the corner, press the A key again to go around it. Depending on the direction of the cover, you will see arrows "left", "right", "forward". Press the corresponding keys A, - and W.

When the maniac leaves through the door from which you came, then use the next one, having previously examined the killed. You will again find yourself at the same stairs as before, but this time everything looks much darker. Go to the corridor to the right, where the corpse is lying around and his legs are visible. Suddenly, someone will drag the body inside. Open the closed door, jump over the fallen table and the painting in front using the W and E keys, and then take it from the small table in the far left corner photo of another victim (documents 03/40).

Climb to the second floor and go through the door, behind which the woman was previously seen. Go forward along the balcony until you see a huge energy contraption with several corpses in front of you. You can study it by interacting with the Rebirth tablet. Enter the elevator on the left, which should open after studying, and click on the button to go down to the very bottom.

Follow through the hole on the left, for which you will need to bend down. Walk up to the sign on the wall, turn around and walk up to the camera on the footboard, then turn around again and see the door. Opening it, you will see a man with a camera. When you come to your senses, go to the mirror to which the photo is attached. Take it, and then you will meet with the monster.

Go around the boxes, and then run away from the monster along the corridor. Hold the left Shift and run along the corridor, running around the boxes. When you close the door behind you, you will need to find a way out as soon as possible. And it is located in the far left corner, if you stand with your back to the door. There is a staircase near the wall with an open air duct above it. Interact with the ladder to get inside the pipe.

Climb the pipe until you see a hole - jump down. Then again run away from the monster, and when he catches you, press E several times. As a result, you will open yourself from the enemy in a safe house. Here you will learn about the automatic health regeneration function. Health will be restored only if you do not take damage, but only up to a certain risk on the scale.

Open the door, go to the table in front and get your first syringe... To use it, you need to hold down the mouse wheel and click on the E key. But this is only relevant now, since you have one item. Also, to assign any "consumables" to hotkeys, hold down the mouse wheel, select an item on A and D, and then click on the key from "1" to "0" to set a hotkey for this item.

Before going outside, look into the next room, living room, and take away from the table diary in an abandoned house (documents 04/40).

Now leave the house. At this point, two important automatic events will occur - Sebastian will discover pistol (he received the knife after stabbing it into a huge monster) and inspect the burnt photo of the Castellanos family (documents 05/40).

Walk down the street, examine the corpse in the car, after which Sebastian will automatically follow the woman into the house. Finish her off with a pistol - hold down RMB to aim and shoot straight in the head. Go to the smithy, where the deceased guy sits, and from the wall to the right from the first-aid kit, take out the syringe with the medicine. Go up to the second floor and find a jar gunpowder... Like the grass you can find outside, gunpowder is used to craft items (ammo).

Exit the house and go left. Break several wooden boxes by pressing LMB to attack with a knife. Various items drop from them. Follow the road until you see two members of the STEM group running away from the monsters. One of them manages to escape, and he hides inside the house. Bend down and hide behind the car.

When the monster leaves, then follow the left through the bushes, collecting grass. Sneak up to the enemy from behind and kill him by pressing the F key. Do the same with the enemy knocking on the door. Along the way, you can pick up bottles, select one in your inventory and throw them in the side to distract the attention of enemies. Every enemy you kill also leaks green gel - remember to collect it.

Go inside the house, follow the left and go down the steps to get to another shelter. Watch the cut-scene in which you will meet Liam O'Neal.

Chapter 3. Resonance

Talk to Liam and take the Unusual Signal side quest. We will describe it below. Liam will also mark the location of the APC with a white marker on your map. There you will find the "Guardian" crossbow.

Let's look around this place. The coffee machine allows you to replenish your health for free. Just have a cup of coffee when you're in a safe place. Supply boxes contain ammo and medical supplies - these boxes are replenished over time, so return to the hideout whenever possible.

At the workbench, you can make various items - cartridges, ammunition for weapons and medicines, as well as improve weapons. The first one needs ingredients (gunpowder, grass, etc.), and the second one needs spare parts for weapons, which you will find already in this shelter. You can even order the first pistol upgrade.

Exit the shelter and in the corridor you will see the nurse Tatiana, familiar from the first part. Follow her into the mirror to teleport to Castellanos' office. Get into a wheelchair that will take you to the hospital. Here you can buy upgrades using the green gel.

Note: New to the Castellanos and weapon upgrade system is that you cannot collect green gel and buy whatever you want (even sequentially). Some of the more powerful improvements and upgrades have been locked away from the mainline. To unlock the locks, you need either high quality parts or red gel - for weapon upgrades or purchase of Castellanos upgrades, respectively.

Go outside and the main character will automatically take out his communicator. Rotate it until the screen prompts you to press the R key. This will pinpoint the target you want in the story. Use the G key to hide or reach the communicator.

Cross the road and enter the white church. Having dealt with the reborn priest and other enemies, go behind the altar with the corpse and on the floor you will find a statuette with a key.

If you go along the road to the right of the church and turn left along it (where it leaves, because the path leads directly to the park), then after 50 meters right on the asphalt you can find a corpse with the first pouch, increasing the number of handgun cartridges carried from 20 to 26.

Opposite Liam's hideout, to the left of the church, is a building with large doors - this is the Union Visitor Center. Near him, five meters away, on a bench stands figurine with key... Go inside it and at the edge of the counter in front to the right look for welcome to the Union booklet (docs 6/40)... The door to the basement is still closed, but soon it will be useful to you.

Go outside and face the entrance to the tourist center. In the alley on the left there is a staircase leading to the roof of another building - go up there first by the steps, and then by the fire escape. Upstairs, deal with the enemy and search two corpses of soldiers - on one of them you will find "Communicator Journal: Spare Parts" (documents 7/40).

Here, at the edge of the roof, there is a faulty sniper rifle. Take her.

Additional task "Unusual signal"

It's time to start completing this quest, but in parallel with this, we will describe the location of some of the necessary things. Move along the green marker, and then in the right place take out the communicator and get close to the dark silhouettes of spirits. When you are next to them, a hint will appear that you need to hold down the R key. Do so - you will receive a fragment of memories (2/24).

This quest will not be completed - you will need to check two more places with resonance. But first, pay attention to the train carriages to the left of this place. Go to the distant train and go inside it. Follow through the cars, killing opponents, and at the end you will find the corpse of the girl, where there is another resonance point (it will appear on your map when you approach). Come, take out your communicator and look fragment of Memories (2/24)... Also near the girl's corpse is your first red gel.

Exit and walk along the green resonance "spot" that will lead you inside the auto shop. Find a statuette with a key on the porch of the house opposite the open entrance to the workshop. Take your time to enter the auto repair shop.

Walk around it on the left to find a door in the mesh fence. Shoot the chain and go to the closed area. Jump over the fence, look around and go to the guy's corpse near the car with the alarm on. Take the pistol with a laser pointer - you will have to kill the enemy, and only after that take the pistol.

Go inside the auto repair shop and go to the back room. Activate the memory on the communicator to get a Fragment of Memory (3/24), which is also needed for a side quest.

Activate the electricity with the shield you saw in the flashback. To do this, click on the second and fourth toggle switches from left to right (the sequence is not important). Be careful, because in the next room there is a "white walker" (this is what I call the white dead - they are much stronger than ordinary ones). Be careful, such enemies cannot be killed by a hidden method. Pick up the nearest car, bend over and go down through the hatch into the basement. Walk forward a little and to the left, where there will be a corpse. Activate the communicator, which will allow you to discover the next fragment of memories (4/24).

Bend down and climb along the tunnel made. You will find yourself in a corridor where there are doors on the left and right. The door on the left is closed to the code terminal, but there is a corpse lying in front, having searched which, you will receive a unique card. No, this card will not automatically open the door, but it will help you find the code. Take a look at the locked door and note the letter and two numbers after it. For example, I had B-34s.

Interact with the code terminal - the same card with a table and numerical values \u200b\u200bshould appear to the right of it. Find the desired column by letter (for example, I was interested in the second column with numbers from left to right), and then select the sequence of numbers opposite the desired numbers. At the intersection of B and "3" I had the number 76, and at the intersection of B and "4" - 96. As a result, the code combination is 7696. Enter it and take the contents of the arsenal. There will be an explosive crossbow bolt in the box. You must find the crossbow itself by the armored personnel carrier marker, which became available after communicating with Liam.

Go to the room opposite, collect useful items, kill enemies and lift the load on the forklift. This will allow you to move the cart and free the exit. By the way, in one of the rooms you will have to find the best parts that open inaccessible branches when upgrading weapons.

You go outside and opposite the auto repair shop, to the right of the house, on the porch of which the statuette was found, you will see a garage. Go behind it (you can also inside to collect loot), after which you will catch a resonant signal. Pick up the communicator and see that the signal leads to the inside of the house nearby. Enter this house, follow to the back room and take the woman's diary from the table (documents 08/40). Suddenly the picture will change, it becomes cold - go back and some ghost of a woman will attack you.

While avoiding the ghost, look around. There is a door with a combination lock, but you need a card. Find another door nearby, go through it and turn into the door on the right. Through this chamber, make your way into the adjacent one, using the hole in the wall, and from the cabinet with the photograph, take out the key card. Go back, run to the door and open it with the card. Soon you will return to reality (if I may say so). A new object will appear on the same table - a slide.

Exit the house and notice that there is a huge two-story estate across the road. But you are not interested in it, but in the house on the left. When approaching this house, the communicator will work. Take it out and pinpoint the source of the resonance. Enter the house, go through the white door in the narrow corridor to enter the garage. In the garage from the gurney to the left of the car, pick up the survey request (9/40).

This will begin a new nightmare, in the course of which you will find yourself in different rooms. In the bedroom, take the examination report (top - documents 10/40), which the doctor's ghost was looking at. Continue exploring the nightmare until you find yourself in the Lighthouse Asylum. Take the slide on the wheelchair in front and then go inside and examine the person on the chair. Back in reality, take the harpoon bolt from the dead guy's chest.

Easter egg. There is a lower house to the right of the tall building to which I drew your attention. On the roof of this house there is still a zombie with a fire bottle. Climb to the roof using the planks leading from the wooden shed nearby. There is a unique weapon at the edge of the roof, a nod to one of the Bethesda games. Guess which one!

As for the two-story mansion, there is a yellow staircase on the side - go upstairs, walk along the balcony. In any case, you will hit the cord that activates the slowdown - kill the monster running at you. At the end of the balcony there will be a corpse and a box with a shotgun pouch inside.

Go outside and run on the second resonance signal, which was detected after the first on the side quest. Enter the house here, go to the back room, kill the enemies, and use the communicator to catch the memory fragment (5/24). Go through the door, find the hatch behind the boxes and go downstairs. There is a computer here - use it while holding E to get into the "Network" arsenal.

Here, move around the rooms, killing enemies, until you find yourself in a dead end. There are two doors here - the left one can be opened by firing an electric bolt into the side panel. Since there is no such bolt yet (and indeed this door simply leads back along a shorter route, so it is pointless to open it), then open the right door. To do this, combine the two waves so that they coincide in amplitude and frequency. Inside you can find a new weapon - a shotgun. Collect the rest and then return to Union.

When you have activated both resonance points for the quest, another one will appear, pointing to the tourist center. For now you can go and upgrade your weapons and Castellanos. Go inside the tourist center and go to the far door - it should automatically open. Go downstairs and launch the communicator to activate flashback 6/24)... Watch it to the end, then take it from the table in the right corner turner's communicator magazine (documents - 11/40).

After you pick up this magazine, all the dead employees of the "Mobius" will be marked on the map, from which you can find these or those ammunition. Try to get out, but the same stranger will take a picture of you. Go forward, kill opponents and get out to freedom.

Go to Liam's hideout and share what you saw to receive your reward and complete the side quest. If you move from the corner where the armored personnel carrier stands, up the map, then you will pass by the freight company on the right and the auto repair shop on the left (we have already been here).

Easter egg... First, look into the fenced-in area where the trucking company is located. After killing enemies, examine several trailers and inside one of them (farthest from the entrance) you will find mysterious mechanism - a reference to another game from the publisher.

Further north there will be another intersection. Diagonally ahead to the right is a marker pointing to another hideout in the location. You are interested in the house ahead. You can't get inside, there is a garage behind him, inside of which lie parts for sniper rifle... Having picked them up (and the rifle, which was written about earlier), you can repair the weapon at the workbench or even through the inventory.

Go to the doors of the new hideout, shoot the electric bolt at the shield to raise the garage door. Kill the monster inside, then use the communicator to see fragment of Memories (7/24).

Go to the hideout through the door on the left and on one of the tables, next to the supply crate, find report 00122: recruitment (docs 12/40)... Inside the weapon box lies smoke bolt, an innovation for the Guardian crossbow.

Follow the marker that points to the Pit Stop. By the way, not far from the diner, in front of the field with enemies and next to the sign, there is figurine with key.

We'll have to fight with several opponents, including one new one. This monster, if notices you, will immediately start screaming, attracting the attention of all the allies around him. I would recommend killing him from a distance with a sniper rifle.

Near the diner, turn on the communicator and decode the signal, approaching the ghost of Lily. Go inside, go to the far door and try to open it - all in vain. There is a hole nearby, but you will have to move the curbstone. Get inside, look around and pick up from the floor lily doll.

Go outside, go around the diner and find the window that leads from the back room. Examine the trash can to find traces of Lily. This will give you a new marker on the map. Go in his direction, but before you have time to move away from the diner, new enemies will appear. Beware of their swoop attacks. Get to the marker, activate the communicator and follow your daughter's footsteps. From time to time you need to interact with objects lying on the ground - they will be highlighted. Repeat the same steps near the shipping company, which is a little further from the auto repair shop.

Sebastian will conclude that Lily ran to the warehouses. Go to the territory and examine the door - you need to supply electricity. Pay attention to the wire that leads just to the right shield. Go around containers, break the chain and kill monsters. Here, use the shield - switch the switch to supply energy. Open the warehouse by pulling the switch near its gate. Go inside and examine the wooden board blocking the path further (the door is closed).

Interact with her to make Castellanos break the board. Go to the left wall, just in case, knock down the chain so that you can use the doors. Climb up and go to the far room to collect loot. Go back down and walk along the left wall. Bend down to get under the shelves, kill the enemy and climb the yellow stairs up.

Enter the first room on the left where there is a workbench. On the shelves to the left lies report 00654: core separation (docs 13/40)... Look in the next room and pick up the lying Mira doll. Watch the cut-scene, get out and kill all the appeared opponents. Now you need to return to O'Neill, but if you have cleared the location, then you will be in for a surprise - enemies will appear on it again! Returning to Liam, talk to him and get a gas mask.

In the second hideout to the north, not far from the Pit Stop, you might have noticed the same computer that brought you to the Network's arsenal. But it was impossible to get access to it then, but now is the time - you will learn the password from Liam and get a gas mask. The latter will be needed to move through the tunnel leading to exit B2 and the transition point to the location with the city hall.

Chapter 4. Behind the scenes

After you get a gas mask from Liam, you will learn about a new goal - you need to get to the northern shelter, which you have already visited, and use the computer to enter the "Network". This computer is password protected, but Liam will tell you. Feel free to chat with Liam for a little more information.

Also, from this moment, a shooting gallery in the hospital is available to you. To do this, use the mirror to move to Sebastian's office, and then pay attention to the white door that appears. Go through it and shoot at the shooting range. After that, you will be offered two challenges - the first allows you to simply shoot at targets, gaining points, as long as you like. There is no reward. But chain shooting, the second mode, will allow you to get a certain reward. Here you have to shoot at different targets that are adjacent to each other, which will lead to the explosion of several. Shoot the hourglass to increase the time. Do not shoot at the squares with "crosses". This will not only reduce your points, but also reduce the remaining time. The award is given depending on the points scored. You cannot receive the same award twice. Thus, if you scored 100,000 points the first time, then it makes no sense to participate in the dash.

Follow the marker to the northern hideout, go inside and talk to Kidman. At the entrance to the shelter there should be report 00122 (documents 14/40)... Then use your computer to move to the "Network" management department. Exit the room and go forward along the corridor. You can hit the vending machine on the left twice to get the gel. Go to the room on the right and use the computer on the table, near the corpse. So you get growth Union email (docs 15/40).

Go out to the balcony and go downstairs, because here all the doors are locked. Opposite there is a yellow staircase - climb it, open the door and in the room on the corpse of a Mobius soldier find crossbow pouch "Guardian"... Exit back, go downstairs and go to the door with the screen. Use the communicator, then set up two waves, as did the wound in the third chapter side quest. The blocking system will be turned off - monsters will begin to appear from three locked doors behind (two at the bottom and one at the top). Shoot them all - there is no other way out.

Examine the opened rooms, and then go through the door with the monitor. Get to the tunnels, lower the switch to drain the water, and then move down the stairs. Cross over to the other side and go upstairs. You can use another switch to lower the bridge. But in general, go through two doors. Before the last one, Sebastian will put on a gas mask. You will play from a first-person perspective.

There are few enemies here, but you can only use an ax or a knife. Be careful! Get to the white door with an electronic lock. You will have to go on the wires. Follow to the first fork and turn left into a dark tunnel. Use a flashlight to see figurine with a keystanding on a barrel.

Break and take the key, then move along the wires to the distant room. There will be an electrical panel with four toggle switches. Each toggle switch adds a certain number of bulbs. It is necessary to make sure that their total number is not less and not more than ten. I had the first, second and fourth toggle switches. Go back to the previously locked door, open it and head up the stairs. Sebastian will take off his gas mask.

Climbing upstairs, examine the computer on the table to the left. In it you will find extension and Data Email (docs 16/40)... Exit and run forward along the corridor. you can climb the steps to the right to find supplies. Go through the white door ahead, walk up to the corpse and use the communicator to view fragment of Memories (8/24)... Return to the front door of this room and on the right side of it find the entrance to the ventilation tunnel. Move forward along the ducts until you find yourself on the other side of the cliff. Enter the premises and use the computer to move from the "Network" to that part of Juno, where the mayor's office is located.

You can use a coffee machine, a save terminal and a mirror, near which there should be a red gel. Go upstairs, take out your communicator and mark the resonance point. A green marker of a nearby building should appear on the map. After getting out, go forward towards the city hall to see the very stranger. This will begin the next chapter.

Chapter 5. Waiting

Walk to the gazebo on the left side, which is marked with a green marker, and use the communicator to view fragment of Memories (9/24)... Get to the passage to the city hall, which is blocked by barbed wire, and examine the corpse. Nailed to a soldier's head photograph by Sebastian Castellanos (docs 17/40)... Go forward and find yourself in the yard. Suddenly, a Guardian with several girls' heads appears from the corpses, wielding a circular saw.

You will have to kill your opponent. There are three points with a taut wire on the location - if you touch it, the slow motion mode is activated. Lure the boss there, turn around and shoot at him while he slowly moves towards you. You can also just force the boss to swing and hit - run back and shoot two or three times with a pistol or something more powerful. Of course, ideally here you need to use a pumped-up shotgun or explosive bolts. After the victory, collect the dropped out gel (5000 units), as well as the rest of the loot. Then enter the City Hall.

Approach the wounded soldier, he will tell you about the emitter and give you harrison's communicator... Go through the door ahead. You can go left and right to collect supplies, or you can go straight ahead into a large hall with a slow kill. Go through the door on the left, turn left and at the very end, find the stairs leading up. Go up to the second floor and go behind the curtain. Look around - there is a picture on the left wall, which is a clue. There are red roses in a vase under the painting. Take them away.

Look to the right and in the left corner on the pedestal find a part of a mannequin with a necklace. Take the necklace, hang it on the mannequin in the blue dress, and then turn it towards the camera. Also insert roses into the white vase on the side of the mannequin and then use the camera. Focus the image using W and S, and then take a picture by pressing E. Exit the zoom to Q and, if done correctly, the picture behind the mannequin will turn into a real corridor.

When you walk down the corridor forward to the picture in the frame with the inscription "Appreciate a masterpiece", then pay attention to the last coffee table on the left. On it lies article in the Crimson Post (docs 18/40)... Now examine the paintings hanging on the side walls, and then turn around and see that a new one has appeared on the wall. Examine the painting with the image of Lily, run to the end of the corridor, turn around and see that a door has opened on the side. Go through it, go to the picture of the door and listen to the words of the maniac.

After that, you should turn around and see an open door. On the table in the back room, find a photograph of a dead Mobius employee (documents 19/40)... Try to get to the photographer, and then go down the stairs and go to the chair with the head from the mannequin. After that, when you find yourself in a room with a lot of frozen people, go to the door and take away from the table to the left of it note (docs 20/40).

Go to the room with the emitter and activate it through normal interaction. Watch the cut-scene in which you meet Stefano. His Obscura will appear - the monster cannot be killed, but it can be temporarily stunned. The Obscura will periodically take pictures of the emitter, which will lead to its temporary shutdown. You must stretch to the end of the countdown. If Obscura has stopped time, then track it down, fire a few shots until the countdown starts again. When the timer expires, the Obscura will disappear.

Exit through the same door, go into the opening in front. When you are on the second floor balcony, then turn into the door on the left to get into the room. Lies on the table report 00213: Community Management (Docs 21/40)... Go downstairs, go to the hall where there was a slow motion shooting of the murder of one of the members of the "Mobius". A new passage will open up ahead, and immediately behind it you will see a curbstone with figurine with a key... Go right, go through several rooms and in the room with bookcases on the table, find another report 00977: structural violations (docs 22/40)... Exit the city hall and talk with your partners, after which the next chapter will begin.

Chapter 6. On the hunt

After leaving the courtyard of the city hall, go left and look for the pipes of the soldier "Mobius" to take away from him syringe pouch... Go back to the computer, which will take you to the "Network". Leave the room and see the gate open. Go forward by opening two doors on the left side (one of them is on a combination lock using amplitude and frequency). Behind the far door on the left side is a corpse on which you will find pouch for pistol.

Go along the corridor to the side, kill the enemies and go down to the very bottom. You will find yourself in corridors filled with some kind of eggs. Make your way to the room with monitors. Sebastian will automatically stop to view the memory. After that, don't forget to pick up slidelying on the edge of the table.

Move on, avoid the monster, running away from it along the corridors. In the end, you have to shoot him with a pistol. After that, if you go back, you will find that the monster is gone. When you are in front of the door with a red symbol indicating the shelter, then do not rush - open the door nearby with a combination lock and a screen on which you need to combine two waves. Inside the room on the table lies report 00532: core division (documents 23/40)... Enter the room with the "Networks" computer and watch the cut-scene.

After talking with Hoffman, be sure to interact with a nearby computer to save core Candidates email (24/40 docs)... Move through the computer to the theater area.

Leave the office and immediately use your communicator to pinpoint fragment of Memories (10/24)... Go outside, go left and try to open the warehouse (separate building). Key required. Go to the gas station and examine the burning bodies. Here you can apply the communicator and view fragment of Memories (11/24)... After that, the same monster from several bodies will appear - kill him, acting as usual, but this time without the possibility of slowing down. You will need to plant a lot more shells than the previous time!

Now go to the diner a little further, closer to the train, and find a corpse on a chair in the back room. Use a communicator that lets you see fragment of Memories (12/24)... After that, try to leave the cafe, but hear music. It comes from a jukebox in the far corner. Approach him, as the same woman from nightmares suddenly attacks. Walk forward and see a woman get out of the mirror. Escape through any door. Surely you will return to the same place, or maybe to a similar room.

Exit through any door to return to the first. So, you have to choose the right routes, but for this you have to look in the mirror. Go to the mirror and see which of the four doors is lit. If in the mirror this is the closest door to the opening on the left, then turn around and go through the near door to the opening (where you came from), but to the right. The same applies to the case if the door is not next to the opening, but through one - just change sides from left to right and right to left.

Do the same in the second room with a mirror, but this time everything will be complicated by a witch moving around the location. When you choose the right door, you can walk forward and eventually return to that very diner. After all these nightmares, a murdered man sitting on a chair will have slide... Do not forget to pick it up, because for watching everyone in Castellanos's office, the black cat will bring a gift (green gel).

After leaving the main entrance of the diner, turn around the corner to the left side to find a dead body on the porch with sniper rifle pouch... Walk across the street from the diner and find the devil's personal bar down the street. Go inside and from the far table on your right hand take bartender's diary (documents 25/40)... You need to left on the map from the diner to find a territory closed by a fence, from where shots and cries for help are heard. Go inside the territory, open the gate, approach the black soldier on the overturned truck to start the additional quest "Outside".

Additional quest "There, outside"

Deal with two groups of zombie people, and then talk to the man. He will offer to follow him to the shelter. Collect the loot and then do it. Inside, talk to Sykes, after which you will receive a new task from him.

Before doing it, go outside and go right, through the gate that led you to the territory. Follow the street to the right, turn around the corner and in the alley you should see blue boxes, behind which a white witch is wandering. After killing her, jump over the boxes and take away from the corpse of the Mobius soldier shotgun pouch.

Follow the marker indicated on the map at the bottom of the location. You need a street with a garbage truck. Kill the enemies, turn into the alley on the right and use the communicator near the girl's corpse. So you will see another fragment of Memories (13/24)... Search her to pick up the key from the very warehouse at the beginning of the location.

Returning to the warehouse, get ready to fight the same monster, consisting of other people's body parts. Kill the monster, run to the warehouse and collect everything that is here. Get a new one out of the box long-barreled shotgun... The same dumb aunt will appear - hide from her in the corner, but first you will need to try to open the door. As your aunt approaches, you will wake up and return to STEM reality.

Additional quest "Connected again"

Here you need to return to the "Network" again and move along the marker. Enter the premises and interact with the computer to turn on the server. See the box on the side of it? Now he and others like him will be open, and you can use the ammunition located inside. Go back to Sykes in Union and report on the mission. Open the container located in the same hideout to get a new one in addition to supplies silenced pistol.

Go to the place of passage to the theater, but you will see that the path is blocked by two paintings. If you have already studied the location, you should have seen these pictures - one in the Devil's personal bar, and the other in the Abode Hotel. One way or another, the necessary markers will appear on the map, and the communicator will point to the resonance points. A new chapter will begin.

Chapter 7. Thirst for art

First, head to the Devil's personal bar. Go to the back room and interact with the painting in the hallway with the bag on its head. You will be transported to another reality. The door is locked, you need to find it. Turn around and run to the end of the corridor, listening to the words of the creator along the way. Take the key from the severed hand, and then go back, bypassing the obstacles to the left and right and killing opponents. Approaching the grate, open it with a small key. Stretch marks will appear. Bend down and move to the right, bypassing the stretch marks, until you see an accessible passage to the left, to the mannequin. When approaching, interact with the dummy from the back. The first piece is destroyed!

Go to the Abode Hotel, climb up to the second tier and interact with the painting. Here you need to open the grate again, for which you need to find a small key. Go to the far left room, avoiding the Obscura - a monster with a camera instead of a head. Take the key. Now you need to distract the monster and neutralize it, being in the back of the corridors. After that, run to the grate and pick it up. I recommend shooting the Obscura with an electric bolt, and then immediately raising the grate. Open the door, bend down and make your way past the next stretch marks, sneak up to the mannequin and cut it. The path to the theater is clear! Return to the theater and go inside the building.

Chapter 8. Premiere

Enter the theater and go to the upper tier. Do not rush to enter the theater hall, where there are chairs for the audience. Find Stefano's creation on the second tier, use your communicator and find fragment of Memories (14/24)... Watch a lengthy cutscene then chase Stefano.

Suddenly, the area collapses into several pieces, and you will need to make your way forward, avoiding the gaze of a huge eye. When the eye goes to the right, then follow it, hiding in shelters. After that, wait for the eye to go back, and follow on. So repeat at several points, then leave the location. Go down the stairs, go down the corridor and open the door to see another cut-scene. The battle with Stefano will begin here.

How to beat Stefano?

After chasing Stefano all over Union, you can finally fight him. This is a relatively simple battle. You just need to get used to his basic moves and attacks, and then you can defeat him without too much trouble. In this fight, it is advisable to use electric bolts to temporarily stun the boss. If there is nothing else, then use a pistol and a shotgun. Additional ammunition is scattered around the arena - keep this in mind.

At the first stage of the battle, Stefano will move in phase jumps (teleportation), and he will do this four times in a row, changing positions. Do not bother yourself and do not try to hit the boss at such moments - this is a waste of bullets. And even after the final teleportation, shoot at him no more than once with a shotgun or twice with a pistol. As soon as he teleports for the last time, he will try to run to you and attack with a knife. First, dodge, and then shoot once. Sometimes he will throw his knife in your direction, but this attack is easy to dodge, after which you can even shoot the boss.

Stefano will also try to lure you into his camera trap - time dilation. Whenever you see him raise his camera, run out of his line of sight until you hear the shutter go out. Turn around and again take an accurate shot. After a few accurate hits, the second stage of the battle will begin.

At this stage, Stefano will teleport even more times, and do it chaotically. A huge lens eye will appear behind. Pick one side of the room you want to sit in and stay there. I chose the right side (when looking from Sebastian by eye), as it seemed to me the easiest way to dodge the huge tentacles. Essentially, the tactics remain virtually unchanged. Wait until Stefano's teleportation is complete, then fire a shot. From time to time he will scream loudly and try to catch up with you, moving in a straight line. Here you need not run away, but turn around and shoot at the boss, trying to knock down his bulk. If he catches you, he will inflict devastating knife blows, taking away a large supply of HP. But you can still dodge them by dashing left or right. After dodging, you can also shoot at the enemy.

Stefano will sometimes try to take pictures of you. You will see orange cubes in the arena. They will explode on contact, so just stay away and they will eventually disappear. This is the whole battle with Stefano. Just stay on the move and dodge your opponent's knife and melee throws. It will be destroyed soon!

Watch a cut-scene with Lily and Mira, at the end of which a huge monster appears.

Chapter 9. New evil

Follow forward to the ritual altar, which will take you to a completely different place. Go through the door, go down the steps and find yourself in a room with four chairs for torture. Collect the loot and move on. When you go down the steps, then turn right behind them to find a small loophole leading to a secret room with supplies. After collecting everything, return and continue on your way.

Go down to the basement, where there is a locked grate and a mechanism with a missing handle in front. The basement is filled with confinement cells, which are locked by default. I recommend that you first inspect each camera and shoot all the monsters with your pistol (one accurate headshot). This is done for the reason that after you pick up the desired lever, all cameras will open. All enemies lying around with their heads intact are alive, so it's better to kill them immediately. In one of the chambers of the left wing, if you look at the locked door leading further, there is a statuette with a key. Don't forget to pick it up after everything opens up here.

Go to the cameras in the right wing and near the last one, a little further, remove the handle from some device. All cameras will open. Collect loot from killed enemies and go to another mechanism, to which you need to attach a handle. But don't be in a hurry. To the right of it there is a grate that leads to a separate room. There is a table on which lies the first page of Submitting Freedom (docs 26/40). There is also a table and a bench - on the bench lies the "Guardian" crossbow pouch.

Now raise the grate using the handle. There are several cells in this corridor. You are interested in the second camera on the right. Enter there and kill the lying Mobius soldier, because he is alive. There is a passage in the wall to his left. Bend down and crawl there to use the communicator in another cell and find a fragment of memories (15/24).

A similar story with the second camera on the left. It is open by default - go there, destroy the boxes and you will see a passage leading to the next room with a corpse and ammunition for a pistol. The corpse at the door is actually a living zombie, so kill it beforehand with an accurate headshot.

After a series of different visions and nightmares, you will find yourself in a room with burning zombies. Interrupt them, and then approach the wall with a burning sign. Soon a passage will appear here, and you can use the mirror to buy improvements for Sebastian, as well as open lockers. Go to a huge hall with metal plates and channels on them. The path ahead is blocked by a grate - you need to open it.

Climb either of the two yellow stairs and you will see four gates. Turn the valve on the far left to adjust the plate closest to the grate. To do this is as easy as shelling pears - turn the plate towards the grate with its narrow part. But in general, it is best to first adjust the second lever from left to right so that the left plate is aligned with its channels with the outer two outputs.

Next, rotate the center piece so that the wider channel matches the top one (at least towards the grille). Then turn the left valve to turn the far plate (closest to the grate) so that the narrow part is directed towards the grate. Finally, rotate the far right valve so that the channels on the right plate align with the channels on the right edge. Below is a screenshot that indicates the final image.

Now go downstairs and go forward to meet Father Theodore. Watch the cut-scene.

Chapter 10. Originally hidden

Meet Esmeralda Torres, but destroy all mutants first. First, they will go in front, then - from behind, after - from all sides, and at the end several creeping creatures will appear. When everyone is destroyed, Esmeralda will go to the next room. Follow her and chat on different topics.

Now you just need to follow your partner, helping her in everything. Soon you will see an enemy with a flamethrower. He will leave, but instead of him there will be several ordinary fiery opponents. Here I would recommend shooting everyone with accurate shots from a sniper rifle (in the head), but if there are no shells, then you will have to act with what is available. One way or another, you will have to make your way past almost all opponents in order to approach the tree with the red flag and go down to the shelter. Chat with Torres and Kidman and a new chapter will begin.

Chapter 11. Reunion

Find in the shelter torres' diary (docs 27/40)lying on the table. By the way, from the information in the diary, you can understand what exactly prompted Torres to take part in the operation to save Lily. Inside the crate located in the hideout, you will find the first cryobolt... Pay attention to what Kidman says in the conversation about some gift left in Castellanos' office. There is a mirror in the next room - move to the office and go exactly to the detective's office, where an information board hangs. Right underneath you will find slide.

Use your computer to return to the "Network". Search the room, take capacitor, which is useful for creating shells for a flamethrower. Exit and see a large gate. Interact with the electrical panel on the side and flip all the toggle switches, as they add up to 10 lit lamps.

You will find that Father Theodore has already been here. Turn immediately to the left, where there is a burnt corpse. There is a red cabinet with candles near the door - on it lies slide.

Enter the room to the right, where the corpse of a Mobius soldier with a syringe is lying around. There is a cart here that can be pushed back to gain access to the supply crate. Go to Hoffman's hideout, but you won't find the girl here. But you can see fragment of Memories (16/24)to find out that Hoffman has gone to the other end of the lab, into the restricted area. ALWAYS study your computer to get hoffman Notes file (docs 28/40)... Go to the restricted area, behind the corridor there will be a corpse of a Mobius soldier with shotgun pouch.

Take the elevator downstairs. Ahead are security turnstiles and two dead guards. On the left through the window you can see a computer and a room with a mirror. You will have time to visit there, but right now, right through the window, you can interact with the computer to get file "Security protocols" (documents 29/40)... Walk past the laboratory with flasks, go forward and see another fragment of Memories (17/24)... You will learn that you can only go through the door if you have a cerebral chip. We ought to find him!

Stand facing the door that requires a cerebral chip. Go behind the screens on the left, where a corpse lies on the gurney. Will be attached to the wall sTEM Integration Failure Report (30/40 docs)... Look around in the hall and see a door with an electrical panel on the side. It can be opened by firing an electric bolt here. We will do this a little later. In the meantime, turn left from the door and find a staircase leading upstairs. Don't rush to get up! Go to the left of the stairs to find a small door leading to the morgue. Enter there and turn into the back room on the left. Find on the gurney crash Investigation Report (docs 31/40).

Now open those very gates by shooting an electric bolt into the shield. Run forward through the tunnel and enter the room on the right. Interact with your computer to get file "Observation of the pit" (documents 32/40).

The cold will reappear soon. Try to return the same way, but an incomprehensible woman will attack you. Avoid it by hiding behind the posts and couch. First try to go to the right, but the woman will throw a whole post, blocking your path. Go left. You can even run here to get down the steps. But that is not all. Difficulties will start from the bottom. Over and over again you will have to change the direction of movement in order to get out of the trap and not get caught by the witch. If you are not particularly worried about death, then I would advise you to run where your eyes are looking, because in case of death you will wake up where the witch last moved objects - and this is closer to the exit!

Run forward along the corridor and in the hall with a wheelchair, turn right to find around the corner on the table survey report (bottom - documents 33/40)... Now move to the left side of the hall to find on the gurney letter from the chief of police (docs 34/40)... In the end, Castellanos will finish off the piece of himself left over in STEM after Lighthouse. You will automatically get new-old revolver... Also, do not forget to pick up from the table near the computer slide.

Now go back and go up the stairs. After killing enemies, go to laboratory number 3. Go to the back room, where an unknown man lies on the operating table. Interact with the computer in the far left to get file "Case with the Agent" (documents 35/40)... Now on the same floor, go to laboratory # 2. Use your communicator to view fragment of Memories (18/24)... Search the body of the Mobius soldier to collect syringe pouch.

Go to laboratory number 3, which is on the second tier, and enter the room where a man is lying on the operating table. Examine the hanging signs - there will be different code combinations. Try to enter each of them on the terminal located at the feet of the dead man. Sooner or later, the code will work, and the device will pull the cerebral chip out of the employee's head. Take it, go downstairs and go through that very door. In my case, the code was 0128. Try it, maybe you will have the same one.

Get to laboratory # 4, where you will meet Yukiko and Liam. The latter will have to be destroyed - a few accurate shots to the head from a sniper rifle will help you with this. Do not forget to periodically use switches that trigger the fire extinguishing system. Alternatively, you can blow up nitrogen cylinders. After winning and talking to Yukiko, pick up faulty flamethrowerlying near Liam.

Enter lab # 4 and use the communicator to view fragment of Memories (19/24)... Look around and go forward along the corridor into the room with the device that Liam asked to blow up. Torres appears a moment later. But don't be in a hurry. Bypass the device and destroy figurine with a key... After that, talk to Torres on all topics, and then order her to blow up the device.

Chapter 12. Endless Abyss

You will find yourself in an unknown place where Theodore pulled you. Go to the light source, turn right and go to another to pick up pouch for pistol... Next, you will need to move around the location, killing opponents. I recommend first killing the enemies, and then turning the lever at the gate. The next location is teeming with monsters - you need to get to the stairs leading down. Go down and watch a lengthy cut-scene.

Note... When you see a burning statue, then go to it and take it from the altar second page "Obey Freedom" (docs 36/40).

Once in the house, leave the bedroom and enter Lily's room. Take away slidelying on the shelves to the left. In the room near the stairs leading down, find a mysterious symbol. This is another easter egg.

Go downstairs, go to the kitchen and pick up from the table letter from Mira.

Chapter 13. Stronghold

After talking with Yukiko, take assault riflelying near the dead Esmeralda. By the way, you will find out why Torres decided to help you save Lily. Go to the computer nearby, Sykes will contact you and an additional quest will begin.

The Last Step Side Quest

Go outside and see an enemy with a flamethrower. It is IMPORTANT for you to kill him, because after death one of the two missing flamethrower parts will fall out of him. Also go towards the theater, but turn left of it. Go down to the rift and go up to the parking lot on the left. You can use a communicator to make it easier to locate the resonance point. Go to the corpse of a dead Mobius soldier, search his body and take sniper rifle pouch... By the way, this is next to Sykes' hideout.

Go into it, talk to the man who will point to the computer. Interact with him to move to the experimental sublevel. Kill the enemies in the corridor, and then move through the duct to the adjacent room. Kill opponents, get to the electrical panel and do whatever you usually do. In my case, it was necessary to lower the first, second and fourth toggle switches. Go to the door to the laboratory, and when you find yourself inside, Sebastian will automatically contact Sykes. After the cut-scene and disappearance of Sykes, go to the room with the capsule (bathroom) and take it from the stand slide... From the drawer in the left corner, pull double-barreled shotgun.

ATTENTION! If you followed our walkthrough, you put together ten slides, but one more remained. To get it, return to Sebastian's office and go over each slide, making sure to discuss it with Kidman. As soon as you do this, then follow the black cat, which will show the location of the last, eleventh slide.

By the way, there are several opponents with flamethrowers at the location in Union - kill one more, take the part and make another new weapon through the handicraft in your inventory - flamethrower.

Also in the capsule lab, you can read the STEM escape report. Thus, it remains to be seen whether Sykes escaped.

After completing this side quest, go to Sykes' hideout and find on the table letter from Sykes (docs 37/40).

Go back outside. In the alley with the garbage truck, to the right of the Devil's personal bar, the corpse of a soldier with assault rifle pouch... Another one you can find on the corpse lying behind the hotel "Abode". Also, do not forget to visit the Devil's personal bar so that in the corridor where the painting of Stefano was, you can find figurine with a key... Enter the Abode Hotel and Sebastian will contact Hoffman. After talking with Hoffman, take your time and look around. On the table opposite the fireplace lies hoffman's diary (docs 38/40).

Easter egg... Go behind the reception desk and find mysterious mug... Think, in what game you could see this?

When you're ready, tell Hoffman about it. Follow the girl, periodically killing opponents. Pay attention to containers that fall under the protective sphere and replenish ammunition in time. It will be possible to take some cartridges from Hoffman herself from the belt. In the end, you will overcome the wall of fire.

Chapter 14. The Burning Altar

Go forward, collecting various resources, climb the stairs and be sure to take it from the altar the writing of Theodore I (docs 39/40)... Open the door in front, from here you can go left or right. First, go to the right, into the room with the mirror, and on the table, find the last assault rifle pouch... Now go left and you will find yourself in a hall with burning cages suspended. Fiery opponents will appear, which you, fortunately, can shoot.

Next, you need to pay attention to the two available passages. In any case, they are connected to each other. First go to where the pipes with fire are visible. Approach the grid, behind which you can see the fire, and go down the steps to the right of it. Shoot opponents behind the bars, and then pull the lever. After a while, the grate will rise. Search the room, and then return upstairs, because the second grate should also rise.

Go to another doorway, follow the corridor to the right (there will be a bottle with liquid nitrogen in the corridor) and find the same lever in the room by the wall (it is not so easy to notice it). Pull on it. You will see the gate you need open. Follow through them and up the steps. Turn the valve to turn off the fire, and then go a little higher up the steps. Enter the room on the left and take from the table in front scripture of Theodore II (docs 40/40).

Climb higher and shoot the small lever at the top to disable the fire tubes. You must remember this mechanic from the first part of the game. Move along the right wall to find a door. When you approach it and try to open it, enemies will attack you - kill them. Behind the door on the table lies the penultimate shotgun pouch.

Next, make your way through several fiery barriers, kill the monsters and take the elevator to Theodore. Once you get up, don't rush! Open the communicator, use the stairs at the back of the room to go down to the pool of blood. Here you will find fragment of Memories (20/24).

Watch the cut-scene, at the end of which you have to remember all the monsters you saw in the first part.

To begin with, run away from the psycho with a chainsaw, then watch the video, at the end of which go to him and cut in half. Press the E key several times. Next, kill the butcher with the safe instead of the head three times. After three deaths, a cut-scene will start, and another reptile will crawl out of the safe. You can simply shoot her, or lure her into the fire - you decide. After that, watch the cut-scene.

Chapter 15. End of this world

Go through the door to see what happened to the world. Here you just need to chase Mira, killing ordinary monsters and one brute. It is desirable for him to shoot at red spots in the center of the body.

Walk forward through the snowy area and use the communicator near the pole to listen fragment of Memories (21/24)... Go right and listen to another one near another pillar. fragment of Memories (22/24)... After that, move right to the tall building to view the next fragment of Memories (23/24)... Climb towards the house, view another one fragment of Memories (24/24) and follow up, where the cut-scene will start.

Here the battle will begin with Mira, who will turn into a real monster. It's actually quite simple (in theory). First you have to shoot at the abdomen where the glowing organ is visible. After it explodes, destroy one of Mira's hands. This hand will grab Sebastian, but you only need to shoot several times at its glowing part from the pistol. After that, destroy the second hand, and then - apply several accurate shots to the head. All this time, it will be possible to replenish supplies, destroying frozen opponents and killing spiders.

Chapter 16. Exit

This chapter is much simpler. You need to get to the house and go up to the second floor, to Lily's nursery. In parallel, Kidman will have to control, which must destroy several Mobius soldiers. Otherwise, the last chapter of the game is a lengthy cut-scene.

In the world of The Evil Within 2, you will find 122 collectibles (40 files, 32 keys, 8 mysterious objects, 11 photo slides, 24 scraps of memories, and 7 coffee machines). Find them all to unlock the following trophies / achievements:

  • - collect all documents
  • Locksmith / Cracker - open all lockers
  • - collect all mysterious items
  • - tell Kidman about all the slides
  • Echoes Within STEM - observe all residual memories
  • Caffeine Addict / Coffeeman - use all coffee machines at least once

In the manual below, the items are listed in chronological order.

All collectibles are unmissable! There is no chapter selection in the game. If you advance too far in the story, you will not be able to return. Make sure to collect them in chronological order as shown in this guide.

In the statistics menu, you can see how many collectibles of each type you have collected. It only shows the total for the entire game, not chapter by chapter. In addition, you can view documents, flashbacks and slides in the Documents menu. This way you can see exactly which ones you found and understand what you missed.

If you are dead, then you will need to pick them up again. They are not automatically saved. They are saved only at the next checkpoint or when manually saving.

Collected collectibles are carried over to New Game +. So you can collect what you missed on the next playthrough.

Chapter 1:

* No items in Chapter 1 / Prologue.

Chapter 2:

# 1 - Slide # 1 - 0:05

# 2 - Document # 1 - 0:36

# 3 - Document # 2 - 1:00

# 4 - Document # 3 - 1:24

# 5 - Document # 4 - 2:00

# 6 - Document # 5 - 2:33

Chapter 3:

# 1 - Coffee machine # 1 - 0:05

# 2 - Locker Key # 1 - 0:56

# 3 - Document # 6 - 1:18

# 4 - Locker Key # 2 - 1:45

# 5 - Document # 7 - 2:13

# 6 - Residual Memories # 1 - 2:54

# 7 - Residual Memories # 2 - 3:55

# 8 - Locker Key # 3 - 4:24

# 9 - Locker Key # 4 - 7:35

# 10 - Residual Memories # 3 - 7:54

# 11 - Residual Memories # 4 - 8:24

# 12 - Document # 8 - 9:12

# 13 - Residual Memory # 5 - 9:37

# 14 - Locker Key # 5 - 10:07

# 15 - Mysterious Object # 1 - 10:30

# 16 - Locker Key # 6 - 10:59

# 17 - Residual Memory # 6 - 11:22

# 18 - Coffee Machine # 2 - 11:56

# 19 - Document # 9 - 12:25

# 20 - Locker Key # 7 - 12:35

# 21 - Locker Key # 8 - 12:59

# 22 - Document # 10 - 13:20

# 23 - Document # 11 - 13:45

# 24 - Slide # 2 - 14:23 -\u003e Anima Events # 1

# 25 - Mysterious Object # 2 - 15:01

# 26 - Document # 12 - 15:26 -\u003e Anima Events # 2

# 27 - Slide # 3 - 16:00

# 28 - Residual Memories # 7 - 16:28

# 29 - Document # 13 - 17:25

# 30 - Mysterious Object # 3 - 17:47

# 31 - Document # 14 - 18:24

Chapter 4:

# 1 - Locker Key # 9 [Shooting Range Mode on Very Hard] - 0:05

# 2 - Locker Key # 10 [Chain Attack Mode] - 1:37

# 3 - Document # 15 - 4:01

# 4 - Locker Key # 11 - 4:57

# 5 - Document # 16 - 5:40

# 6 - Residual Memories # 8 - 6:21

# 7 - Coffee Machine # 3 - 6:56

# 8 - Locker Key # 12 - 7:15

Chapter 5:

# 1 - Residual Memories # 9 - 0:05

# 2 - Document # 17 - 0:34

# 3 - Document # 18 - 1:04

# 4 - Document # 19 - 1:29

# 5 - Document # 20 - 1:50

# 6 - Document # 21 - 2:22

# 7 - Document # 22 - 2:46

# 8 - Locker Key # 13 - 3:20

Chapter 6:

# 1 - Locker Key # 14 - 0:05

# 2 - Slide # 4 - 0:46

# 3 - Mysterious Object # 4 - 1:21

# 4 - Document # 23 - 1:45

# 5 - Document # 24 - 2:14

# 6 - Coffee machine # 4 - 2:30

# 7 - Coffee Machine # 5 - 2:41

# 8 - Residual Memory # 10 - 2:56

Chapter 7:

Important: Complete the quests " Out there"and" Connected again"in this chapter. This is for the chapter 13 quest and the chapter 13 slide.

# 1 - Locker Key # 15 - 0:05

# 2 - Residual Memories # 11 - 0:30

# 3 - Locker Key # 16 - 0:51

# 4 - Locker Key # 17 - 1:08

# 5 - Residual Memories # 12 - 1:37 -\u003e Anima Events # 3

# 6 - Slide # 5 - 2:07

# 7 - Document # 25 - 2:30

# 8 - Locker Key # 18 - 2:49

# 9 - Mysterious Item # 5 - 3:12

# 10 - Residual Memories # 13 - 3:38

# 11 - Coffee Machine # 6 - 3:53

# 12 - Locker Key # 19 - 4:20

Additional quest walkthrough - 4:55

Chapter 8:

# 1 - Residual Memories # 14 - 0:05

# 2 - Locker Key # 20 - 0:49

Chapter 9:

# 1 - Locker Key # 21- 0:05

# 2 - Document # 26 - 0:53

# 3 - Residual Memories # 15 - 1:23

# 4 - Locker Key # 22 - 2:24

Chapter 10:

# 1 - Locker Key # 23 - 0:05

Chapter 11:

# 1 - Coffee Machine # 7 (Caffeine Addict Trophy Unlocked) - 0:05

# 2 - Document # 27 - 0:35

# 3 - Slide # 6 - 0:44

# 4 - Slide # 7 - 1:10

# 5 - Residual Memories # 16 - 1:43

# 6 - Document # 28 - 2:06

# 7 - Document # 29 - 2:18

# 8 - Residual Memory # 17 - 2:37

# 9 - Locker Key # 24 - 3:05

# 10 - Document # 30 - 3:26

# 11 - Document # 31 - 3:38

# 12 - Document # 32 - 4:09 -\u003e Anima Events # 4 (Trophy opens “ Finally Free”)

# 13 - Document # 33 (requires file # 11 from chapter 3) - 4:46

# 14 - Document # 34 (requires file # 12 from chapter 7) - 5:13

# 15 - Slide # 8 - 5:36

# 16 - Residual Memories # 18 - 6:16

# 17 - Document # 35 - 6:52

# 18 - Residual Memories # 19 - 7:28

# 19 - Locker Key # 25 - 8:01

Chapter 12:

# 1 - Document # 36 - 0:05

# 2 - Slide # 9 - 0:52

# 3 - Mysterious Object # 6 - 1:30

Chapter 13:

# 1 - Locker Key # 26 - 0:05

# 2 - Locker Key # 27 - 0:33

# 3 - Locker Key # 28 - 1:03

# 4 - Locker Key # 29 - 1:33

# 5 - Slide # 10 (Additional task “ Last step”) – 1:56

# 6 - Document # 37 - (Side Quest “ Last step”) – 3:30

# 7 - Slide # 11 (Requires the rest of the slides - the trophy opens “ Chatting With Kidman”) – 3:47

# 8 - Locker Key # 30 - 6:00

# 9 - Document # 38 - 6:22

# 10 - Mysterious Object # 7 - 7:32

Chapter 14:

# 1 - Document # 39 - 0:05

# 2 - Locker Key # 31 - 0:25

# 3 - Document # 40 (trophy “ Diligent Reader / Diligent reader”) – 0:49

# 4 - Key from lockers # 32 + open lockers (trophy “ Locksmith / Cracker”) – 1:32

# 5 - Residual Memories # 20 - 2:37

Chapter 15:

No collectibles in chapter 15!

Chapter 16:

# 1 - Residual Memories # 21 - 0:15

# 2 - Residual Memories # 22 - 0:45

# 3 - Residual Memories # 23 - 1:14

# 4 - Residual Memories # 24 (Trophy “ EchoesWithinSTEM / Echoes of events”) – 1:37

Chapter 17:

Mysterious item # 8 (trophy unlocked “ All in the Family”) – 0:05