Additional task: Unusual signal.

The site's walkthrough of the game will take you from the title screen to the game's end credits. Here you can find collectible item locations, strategies against bosses, puzzle solutions, and much more. And if you didn’t find something, you can fill in the missing information yourself and receive bonuses.

Chapter 1. Into the Fire

In the first chapter you will get acquainted with the controls and the beginning of the plot of the new part of the horror game.

After a short cut-scene, you will immediately take control of Sebastian - a young detective and, in fact, the main character. Don't hesitate, run to the burning house ahead. The front door will be locked and there will be no way to get inside the house, so you need to find another way to get into the house. From the door, turn to the right and examine the glass sliding panel - the main character will automatically break it, and you will find yourself in the building.

There is nothing to do on the ground floor, go through the kitchen and turn left, then open the door and go up the stairs. On the second floor, look for a door decorated with butterflies and the inscription "Lily" - this is the children's room that you need to explore. As soon as you find yourself in the room, a long cut-scene will begin where more information about what is happening will be revealed to you.

Once immersed in a virtual machine called STEM, move forward towards the objects that appear. You'll end up in front of a table with a walkie-talkie, pick it up and talk to Kidman. In the office, examine the drawings and photographs of the missing agents, and after a short cut-scene you will be transported to the second chapter.

Cabinet- your safe zone, where you can be transported through special points that you will find as you progress. Here you can look at some documents and talk with your partner, as well as take a break before starting a new chapter or going on a mission.

Chapter 2. Something went wrong

From the board in the office you will learn about the five missing members of the Mobius group. After studying the information, leave the office and go to the black cat that is sitting on the table. Lies next to her slide, take it and watch it on the projector.

After that, pick up the green gel, where it is, the black cat will indicate. Now you can leave this place using the mirror, but save before doing so. To do this, interact with the terminal to the right of the mirror. After watching the cutscene, go up the steps and approach the painting that shows a door. After examining it, turn around - a door should appear in front of you. After going through the door, go straight down the corridor to the room with Baker (last door on the left). His body is recorded in a memory, you can examine it in more detail by looking through the camera or entering the cube. But this is not at all necessary.

Go to the room on the left where the photographs were developed. On the table you can pick up photograph by William Baker, which refers to documents ( 01/40 ). Go to the next room and examine the floor, then move the rack and go along the corridor. Here you will hear a telephone ringing (hidden in a niche), answering it will not give you anything, so just go up to the second floor. You won’t be able to open the glass door; go a little to the left of it, bend down and get under the bars. In this room you can find another document - unusual letter (02/40).


Then go up to the third floor, go straight and go through the door. Here you will see a murder, which is also in a flashback. Quickly hide behind the sofa so that the maniac doesn’t see you. Walk around the sofa and wait for him to leave the room through the door you entered through. Examine the dead man and exit through the next door. Go to the corridor on the right, where the corpse lies. Go through the closed door and jump over the rubble. You can pick up from a small table in the left corner document - photo of another victim (03/40).

Go up to the second floor and go through the glass door, which will now be open (behind it you could see a woman who could not be helped). Continue through the balcony until you find a creepy exhibit. Here, interact with the sign, and then go to the elevator on the left (it will only open after examining the sign with the inscription "Rebirth").

After going down, go through the hole on the left. Behind him, go to the sign in the form of an eye on the wall, turn around, go to the camera and turn around again. This will reveal the door. You will be photographed outside the door. When you wake up, take the photo from the mirror. After this, a multi-headed girl with a saw will attack you.

You will just have to run away from her. Run along the corridor, running around the boxes, and when the door closes, you need to quickly find a way out. It is located in the far left corner (if you stand with your back to the door). There you will find a ladder near the wall; climb up it into the open ventilation. Crawl straight ahead until you see a hole. After jumping down, you again need to run away from the monster, but this time you will not be able to hide from it. When you are grabbed, escape from the clutches by pressing the indicated buttons. If you did everything right, you will have a knife and you will hide in the house. Automatic regeneration will only restore your health up to a certain point; to restore more, you need to make or find healing syringes. Open the door in front of you and go to the table, there you can pick up your first syringe. For now you only have one, and there will never be an abundance of them, so try to save all consumable items. Before leaving the house, look around the living room, there is a document - diary in an abandoned house (04/40).

Once on the street, you will immediately find a pistol and another document - photo of the Castellanos family (05/40). After that, go down the street and examine the corpse in the car, then follow the woman into the house. Kill her by shooting her with a pistol (try to aim for the head), after which you can explore the house. You can get a syringe from the first aid kit; on the second floor there is gunpowder (necessary for creating cartridges). After examining the house, exit it and go left. Break wooden boxes using a knife; they often contain various items. Then continue forward along the street until you see two people running away from monsters. Only one of them will be able to hide in the house. You must bend down and hide behind the car. Wait for the right moment to sneak up on the enemy from behind and kill him covertly (not everyone can be killed covertly, and some monsters are even impossible to sneak up on unnoticed, so be careful), do the same with the second one. Don't forget to collect green gel from corpses (drops out after killing monsters). After examining the area, go to the house where the man ran away. Inside, turn left and go down the steps, which will take you to the shelter. After the cutscene, you will meet Liam O'Neill and begin a new chapter.

Chapter 3. Resonance

After talking with Liam, you will receive the additional task "Unusual Signal". It will also mark your location crossbow, which is located in the armored personnel carrier.

Inspect the shelter, here you can use the coffee machine to replenish your health, you can find ammunition and medicine in the drawers, and you can make various items and improve weapons at the workbench. After this, move towards the exit from the shelter; nurse Tatyana will stand in your way. Follow her to Castellanos' office. Sit in a wheelchair, with its help you will be transported to the hospital. Here you can buy upgrades using the green gel you find. Some upgrades will require red gel or high quality parts, which can be found as you progress through the game.

After familiarizing yourself with the mechanics of the skills, go outside. At this moment, the main character will take out a communicator. With its help, you can find plot objectives; to do this, turn it until a hint appears on the screen about pressing a certain key. When you find the desired target, cross the road and enter the white church. Kill the enemies and go behind the altar with the corpse, on the floor you will find figurine with a key.

Pouch- the first level pouch can be found if you follow the road to the right of the church and turn left along it (but do not go straight). After some time, a corpse lies on the asphalt with the first pouch, which will increase the number of carried cartridges.

Go outside and face the tourist center, so you will see an alley on the left - that's where you go. There is a ladder there that will take you to the roof of another building. Go up the steps, then up the fire escape. At the top, kill the enemy and search two corpses, on one of them you can find document - "Communicator Log: Parts" (7/40). Here on the edge of the roof you can pick up faulty sniper rifle. Opposite the building with Liam, to the left of the church, is the visitor center (a building with large doors). Standing next to him on the bench figurine with a key. In the building, go to the edge of the counter and take document - "Welcome to Union" booklet (6/40). The door to the basement is locked (remember this place).

Unusual signal

Move to the green marker, and then in the right place, take out the communicator and get close to the dark silhouettes of the spirits. When you are near them, a prompt will appear asking you to press a certain key, by doing this you will receive fragment of memory (1/24).

Next, you will need to visit two more places with resonance. But before that, check the train cars on the left side. Go to the far train and go inside. Go through the carriages, dismantling the opponents, at the end you will find the corpse of a girl, where there is another resonance point (it will appear on your map as you approach). Come and take out the communicator, so you will receive fragment of memory (2/24). And nearby you can pick up your first red gel, which lies near the girl’s corpse.

Get out of the cars and follow the green resonance trail, which will lead you inside the auto repair shop. Take figurine with a key, it is located on the porch of the house, which is located opposite the open entrance to the workshop.

Pistol with laser pointer- After taking the figurine, go around the workshop on the left side to find a door in the mesh fence. Shoot the chain and enter the closed area. Climb over the fence and approach the corpse near the car. Kill the enemy and take the gun.

After entering the auto repair shop, go to the back room and activate the memory on your communicator, so you will receive fragment of memory (3/24).

After that, turn on the electricity using the panel that you saw in the memory. To do this, click on the second and fourth toggle switches from left to right. Try to behave quietly, as a strong enemy (a white dead man) is wandering around next to you; he is dangerous because he cannot be killed covertly, and he is generally more powerful than the rest. Lift the nearest car, bend down and go down through the hatch into the basement. Go a little forward and to the left, where there will be a corpse. Activate the communicator, thanks to this you will find another fragment of memory (4/24). Bend down and make your way through the tunnel you have made. You will find yourself in a corridor with doors on the left and right. The door on the left is closed to a code terminal, but there is a corpse lying ahead, after searching which you will receive map. She will help you choose the right code, to do this, look at the locked door (remember the letter and numbers), then interact with the code terminal (a map with a table and numerical values ​​will appear on the right) and find the desired column by letter. The following combinations are possible: 7696 And 9676 . After clearing the arsenal, go to the room opposite, collect useful items, kill enemies and lift the load on the forklift. This way you can move the cart and clear the way out.

Opposite the auto repair shop, to the right of the house (where you found the figurine), you will find a garage - go there. Right behind it you will catch a resonant signal. Pick up the communicator and follow the trail that will lead you inside a house nearby. In this house, go to the back room and take it from the table document - woman's diary (08/40). Here you will be attacked by a ghost of a woman. While avoiding the ghost, look around the house. Here you will find a door with a combination lock that requires a card. Find another door nearby, go through it and take the door on the right. Make your way through this chamber to the next one, using the hole in the wall, and take it out of the cabinet with the photo map. Now you can go back. Run to the door and open it with the card. After moving to another world, a new item will appear on the same table - slide.

Now you can go outside. There's a huge two-story estate right across the road, but you don't need it. You need the house that is on the left. When approaching this house, the communicator will work; use it to find the source of the resonance. Enter the house and go through the white door in the narrow hallway to enter the garage. In the garage, take it from the gurney to the left of the car document - request for examination (9/40). When the nightmare begins, take it from the bedroom document - survey report (10/40), which the ghost of a doctor was looking at. Continue moving through the nightmare until you find yourself at the Lighthouse Asylum. Pick it up there slide lying on a wheelchair, and then go inside and examine the person in the chair. After getting out of the nightmare, take the bolt from the dead man's chest.

Shotgun pouch- on the side of the two-story pillbox, climb the yellow ladder and walk along the balcony. Having hit the trap, get rid of the enemy running towards you. At the end of the balcony there will be a corpse and a box containing a shotgun pouch inside.


Move through the rooms, killing enemies until you reach a dead end. There are two doors here - the left one can be opened if you shoot an electric bolt at the shield on the side (you don’t have that yet) - the door itself will open you with a rather pointless cut, so it’s better not to waste the bolt. Open the door on the right; to do this, combine two waves so that they match in amplitude and frequency. Inside you can find weapon - shotgun. Gather supplies and then return to Union. Run along the second resonance signal, which you discovered after the first one along the additional one (look at the map). In the house, go to the back room, killing the enemies, and use the communicator to find fragment of memory (5/24). Further through the door, behind the boxes, find a hatch and go down. There is a computer here, use it to get into the “Network” arsenal.

When you have examined both resonance points according to the task, a new one will appear, which will point to the tourist center. Before moving on, it is better to move to a shelter, replenish supplies there and recover.

At the Visitor Center, go to the far door, which will automatically open. Go down and activate the communicator to activate another fragment of memory (6/24). After looking at it, take it from the table document - Turner Communicator Magazine (11/40). By picking up this magazine, your map will be updated, and dead employees of the Mobius Corporation will be marked on it, from which you can pick up various supplies or ammunition. If you try to leave, you will be photographed again. Run forward, deal with your opponents and get out to freedom. Return to Liam at the hideout and tell him what you saw. This way you will receive a reward for the quest" Unusual signal" and complete it.

Parts for sniper rifle- Go to another shelter on the map, where the marker on the map points. Passing the auto repair shop (will be on your left), approaching the marker you will find a house that will be locked. But behind it there is a garage where parts for a sniper rifle are located. Now you can repair the found rifle through the workbench or inventory.

At the gate of the new shelter, shoot an electric bolt into the panel to raise the garage door. Kill the enemy inside, then use your communicator to reveal fragment of memories (7/24).

Enter the shelter through the door on the left and on one of the tables (next to the box) take document - report 00122: recruitment (12/40). Go to the Pit Stop Diner, the marker on the map points to it. Don't miss the bench on your way figurine with a key(landmark - field with enemies and next to the pointer). A new enemy is wandering nearby; as soon as he sees you, he will begin to make noise and attract the attention of other monsters; it is better to kill him from a long distance (use a rifle). Near the diner, turn on the communicator and decipher the signal, getting closer to Lily's ghost. Go inside, go to the far door and try to open it. There is a hole nearby, move the cabinet and crawl through it inside. Take it on the floor Lily doll.

Go around the diner and find the window that leads from the back utility room. Here, examine the trash container to find traces of the ghost. Having received a mark on the map, go in its direction. As soon as you move away from the diner, you will be attacked. After defeating the enemies, continue towards the marker. Having reached the marked place, use the communicator and follow in the footsteps of your daughter. Periodically you need to interact with objects that are on the ground (they will be highlighted). Repeat the same steps near the shipping company (a little further from the auto repair shop).

After examining the places, Sebastian will conclude that Lily ran to the warehouses. Go into the territory and inspect the door; to open it you need to supply electricity. Find the wire that leads exactly to the desired panel, go around the containers and break the chain. Behind it, deal with the enemies and use the shield. By flipping the switch, you turn on the electricity. Now go through the door that was previously locked. Break the board and go along the left wall, make your way under the shelves, kill the monster and go up the yellow stairs. In the first room on the shelf lies document - report 00654: core separation (13/40). In the next room, pick up the second doll from the floor. After watching the cutscene, go back outside and return to O'Neil, fighting your way through the enemies. From him you will receive a gas mask and a password for the computer in the northern shelter, which are necessary 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

Having received a gas mask from Liam, you will receive a new goal - you need to get to the northern shelter (you were there) and use the computer to enter the “Network”. From now on, you can use the shooting range in the hospital (for simple training or testing new skills), to do this, use the white door in the office. Once at the shelter, talk to Kidman. Afterwards take document - report 00122 (14/40), is located near the entrance to the shelter. Now you can use your computer to navigate to the “Network”. Walk forward along the corridor, go into the room on the right and use the computer on the table (near the corpse) to get document - Union Growth email (15/40).

Crossbow pouch “Guardian”- get out onto the balcony and go down. All the doors here are locked, but opposite there is a yellow staircase - go up it and open the door. In the room on the corpse you can find a crossbow pouch.
After taking the pouch, return to the locked doors and approach the door with the screen. Here activate the communicator, you need to configure two waves. By completing this simple task, you will disable the locking system. And now enemies will begin to appear from the three locked doors. You have no choice but to shoot them.

Having dealt with the enemies, you can inspect the premises and collect resources, then go through the door with the monitor. Once at the tunnels, lower the switch that will drain the water, then go down the stairs. Get over to the other side and climb higher, there is another switch that will lower the bridge. Continue forward and when Sebastian puts on the gas mask, you will switch to first person view. A large number of enemies will be waiting for you ahead, but you can only use a knife or an ax as weapons, so try to move carefully and not get into trouble. When you reach the white door with the electronic lock, pay attention to the wires - you need to follow them. Once at the fork, turn left into a dark tunnel. Turn on the flashlight to discover figurine with a key, which stands on a barrel.

Break it and take the key, then return to the fork and move further along the wires. The wires will lead you to an electrical panel with four toggle switches. To activate it, you need to light all the lights, lowering the toggle switches in the desired order - 1, 2, and 4.

Go through the opened door and go up the stairs. Once upstairs, Sebastian will remove the gas mask, and you will return to normal camera mode. Use the computer that is on the table on the left. There you will receive document - email "Extension and Data" (16/40).
After that, run along the corridor. Behind the white door, approach the corpse and use the communicator to open fragment of memory (8/24). Return to the front door of the room, there is a ventilation hole on the right side of it - make your way through it. Use the computer in the room to move to the location with the mayor's office. After resting in the shelter, get out, where a new chapter will begin.

Chapter 5. Waiting

Go to the green marker, use the communicator near the gazebo to get fragment of memories (9/24). Once near the passage to City Hall, he will be blocked by barbed wire. Examine the corpse, nailed to the soldier's head document - photo by Sebastian Castellanos (17/40). After crossing the wire, you will find yourself in the yard. And here a Guardian with several heads of girls will appear from the corpses, who uses a circular saw as his main weapon.

Boss: Guardian

This is the boss you need to defeat in order to progress. There are three places in the yard with a stretched wire - a trap, if you hit it, the slow-motion photography mode will be activated. To start, just run from the boss, explore the battle arena to find these traps and study the habits of the Guardian. You need to lure the boss into these traps and shoot him while the slow mode is running. If you can't activate them, or you use them poorly, just wait for a heavy blow from the Guardian, run back and fire a couple of shots. There is also a partition with two doors, where you can hide for a while while the boss breaks down the doors. After defeating the monster, collect the dropped gel (5000 units), and then enter the city hall building.

Talk to the wounded soldier, he will tell you the plot information and give you Harrison's communicator. After the conversation, go through the door ahead and continue forward into the large hall with the murder scene. There's not much to do here, go through the door on the left, turn left and go up the stairs. On the second floor, go behind the curtain and look around. There is a painting hanging on the wall to the left here that serves as a clue for the puzzle. Here, under the painting in the vase, take the red roses. Take the necklace on the stand and hang it on the mannequin, then turn it towards the camera. Place the roses in the white vase, then use the camera. Focus the image and take the photo. After taking a photo, the picture will be transformed into a real corridor.

While passing the corridor, do not miss the document - article in the Crimson Post (18/40), it will lie on the coffee table near the painting with the inscription “Appreciate the masterpiece.” After examining all the paintings, turn around and see that a new one has appeared on the wall. Examine it, and then run to the end of the corridor, here a door will open on the side. Approaching another picture, a maniac will start talking to you, after the conversation the door will open behind you. In the back room, take the document - photo of a dead Mobius employee (19/40) which lies on the table. Go down the stairs and approach the chair with the head of a mannequin. When you find yourself in a room with many frozen people, go to the door and take it from the table to the left of it document - note (20/40).

Boss: Obscura

Indoors, activate the emitter and watch the cut-scene. A boss will appear - Obscura - you cannot kill her, but you can stun her for a short time. Periodically, she photographs the emitter, which will lead to its temporary shutdown. Your task: simply survive until the end of the countdown. If the Obscura has stopped time, then find it and fire a few shots until the countdown starts again. When the time runs out, the monster will disappear.

Exit through the door and go forward, when you find yourself on the second floor balcony, turn left to enter the room. Here on the table lies document - report 00213: Union social management (21/40). After this, return to the murder room, a new passage will appear there. He will be behind him figurine with a key. Go right, go through several rooms and find another one in the room with bookcases on the table document - report 00977: structural damage (22/40). After finishing examining the rooms, leave the city hall and talk with your partners, after which the next chapter will begin.

Chapter 6. On the hunt

Syringe pouch- after leaving the city hall, go left and find the corpse of a soldier, you will take a pouch from him.

Return to the computer, which will take you to the “Network”. Here, exit the room and go forward, opening the two doors on the left side (one of them will be locked with a combination lock using a frequency).

Pistol pouch- behind the far door on the left side there will be a corpse on which you will find a pouch.
Follow the corridor on the side, kill the enemies, and then go downstairs. Move to the room with monitors. Here the main character will stop to view a memory. When you finish viewing, take the slide that is on the table.

Run along the corridors, avoiding the dangerous monster. But in the end you still have to shoot him with a pistol. When you find yourself in front of a door with a red symbol indicating a shelter, do not rush to enter. First, open the door nearby with the combination lock and screen. Inside the room on the table lies document - Report 00532: Core Branch (23/40). In the room with the Network computer you will watch another cut-scene. After talking with Hoffman, use the computer nearby to save document - “Core Candidates” email (24/40). Using the computer, go to the location with the theater.

On the street, use your communicator to detect fragment of memories (10/24). Go left and try to open the warehouse, but you need a key to do this. Go to the gas station and examine the burning corpses. Here you can activate the communicator and find fragment of memories (11/24). After this, a monster will appear that looks like a Guardian. Proceed as usual, but this time without the possibility of slowing down. Killing him will require many more shots than the previous time. Find a corpse on a chair in the far room, use the communicator next to it to see fragment of memories (12/24). After this, try to leave the cafe. When you hear music, go to the jukebox where it comes from. Suddenly the woman from your nightmares will appear. Walk forward and see a woman climb out of the mirror. Quickly escape through the door, keep running until you escape the nightmare (interact with the mirror to select the correct door). After this, in the hand of the murdered man who is sitting on a chair, a slide. Take it and go outside.

Pouch for a sniper rifle- After exiting through the main entrance of the diner, walk a little forward and turn left, around the corner of the cafe. Search the corpse on the porch, you will find a pouch on it.

Walk across the street from the diner and as you walk down the street you'll find the devil's personal bar. Take it inside from the table (on the right side) document - bartender's diary (25/40). After this, examine the map, you need to go to the left of the diner to find an area closed by a fence (from there you can hear shots and cries for help). After opening the gate, run towards the soldier on the overturned truck if you want to activate the additional task “Out There”.

Shotgun pouch- Before starting the optional task “Out There,” go outside and go right, through the gate that led you here. Walk along the street and then turn the corner, in the alley there will be blue boxes with a white witch wandering behind them. Kill her and jump over the boxes; you can take a pouch from the corpse of the Mobius soldier.

Follow the marker that is marked on your map, which is at the bottom of the location. You need a street where a garbage truck is parked. Kill the enemies, turn into the alley on the right and use the communicator near the girl's corpse. So you can find fragment of memories (13/24). Search her to pick her up key, which will open a warehouse (was at the very beginning of the location).

Long-barreled shotgun- Returning to the warehouse, kill the monster and collect supplies from the warehouse. In one of the boxes you will pick up a new shotgun.

When the scary woman appears, try to open the door, but you won't be able to. Hide from her in the corner and wait for reality to take you over.

Silenced pistol- can be found by completing the additional task “Back in touch”. After moving to the “Network”, go to the marker. By turning on the server, you will unlock boxes that were previously locked. Return to Sykes in Union and report that the job is done. Open the container in this shelter, there will be a new pistol.

Going to the entrance to the theater, you will see that the path is blocked by two paintings. If you have already carefully studied the location, you might have noticed these paintings - one in the Devil’s personal bar, and the other in the Abode Hotel. The necessary markers will appear on the map, and the communicator will point to the resonance points, so this chapter will end.

Chapter 7. Thirst for art

First of all, go to the Devil's personal bar. Go to the back room and interact with the painting in the hallway that has a bag on its head. You will be transported to another reality. The door here is locked, your task is to find the key. Turn around and run to the end of the corridor. Take the key from the severed hand, and then go back, avoiding traps and enemies.

Approaching the grate, open it with the key, bend down and move to the right, passing the tripwires, until you see an accessible passage to the left to the mannequin. As you approach, interact with the mannequin from the back. The first work has been destroyed, go to the Abode Hotel.

Climb to the second tier and interact with the painting. Here you need to open the grate again, which will require you to find another key. Go to the far left room, avoiding the Obscura. Take the key and open the grate, but first distract the monster while you are at the far end of the corridors. After that, run to the grate and lift it.

Open the door, crouch down and make your way past the next trip wires, sneak up to the mannequin and cut it. Now the path to the theater is clear, return to it and go inside the building.

Chapter 8. Premiere

Inside the theater, go up to the top tier. Before going into the theater hall, where there are chairs for spectators, find Stefano’s creation, which is located on the second tier, use the communicator and find a piece of memory (14/24). After watching the cutscene, run after Stefano.

Boss: Stefano

After everything collapses into several pieces, make your way forward, avoiding detection of the huge eye. When he starts moving to the right, follow him, periodically running for cover. Then, after waiting for the eye to start moving back, pass by and run further. This must be repeated several times until you pass the location.

After going down the stairs, go along the corridor and open the door. After the cutscene, the battle with Stefano will begin. The fight with him will not be too difficult as it might seem. First, “get used” to his behavior (attacks, movement) - it will take about 5 minutes, the main thing is not to rush. Electric bolts that stun him will be very effective in battle. If they are not there, a simple pistol and shotgun will do the job just fine (the necessary ammo will be scattered around the location).

Throughout the entire battle, Stepheno will try to take a picture of you (this will greatly slow you down), as soon as you see the camera in the boss’s hands, immediately run away from the line of sight. In the first phase, the boss teleports four times and then tries to run towards Sebastian with a knife. After dodging the attack, fire a couple of shots from a pistol or shotgun and run away. This continues until it enters the second phase. Here he will teleport more often and do it chaotically. Plus, a huge eye will appear on the location, which attacks with tentacles. In this phase, choose a convenient far corner for yourself and shoot from this place. Also, red cubes will be added to his arsenal, which will explode - it is better to avoid them. And when Stefano runs furiously towards you, shoot him to knock him down. After defeating the boss, watch the cutscene and the chapter will end there.

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 torture chairs. Collect loot and move on. When you go down the steps, take them to the right to find a small loophole leading to a secret supply room. Once you've collected everything, go back and continue on your way.

Go down to the basement, where there is a locked grate ahead and a mechanism with a missing handle. The basement is filled with detention cells, which are locked by default. I recommend first inspecting each camera and shooting all the monsters with a pistol (one accurate shot to the head). This is done for the reason that after you take the desired lever, all the cameras will open. All lying opponents with intact heads are alive, so it’s better to kill them right away. In one of the chambers on the left wing, if you look at the locked door leading further, there is a figurine with a key. Don't forget to pick it up after everything here opens.

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 rush. To the right of it there is a grate leading to a separate room. There is a table on which lies a document - the first page of “Submit to Freedom” (26/40). There is also a table and a bench - on the bench there is a pouch for the Guardian crossbow.

Now lift the grill using the handle. There are several cells in this corridor. You need the second camera on the right. Enter there and kill the prone Mobius soldier. To the left of it there is a passage in the wall. Crouch down and crawl there to use the communicator in another chamber and find a piece of memory (15/24).

Do the same with the second camera on the left. Only it will be initially open - go there, destroy the boxes and you will see a passage leading to the next room, with a corpse and pistol cartridges. The corpse by the door is a living zombie, so kill it in advance with a well-placed headshot.

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

Go up the yellow stairs and you will see four valves. Turn the leftmost valve to adjust the plate closest to the grille. This can be done as easily as possible - turn the narrow part of the plate towards the grill. But in general, it is best to first adjust the second lever from left to right so that the left plate, with its channels, aligns with the outer two outputs.

Next, rotate the center section so that the wider channel lines up with the top one (at least pointing toward the grille). Then turn the left valve to flip the far plate (closest to the grille) so that the narrow part is directed towards the grille. Finally, turn the rightmost valve so that the channels on the right plate line up with the channels on the right edge.



Now go down and go forward, after the cutscene a new chapter will begin.

Chapter 10. Originally hidden

Here you will meet a new companion, whose name is Esmeralda Torres, after having killed all the monsters, work your way through the crowd of zombies together, and when you enter the room, you can calmly talk with her and find out the information of interest.

After the conversation, simply follow your companion, helping her deal with her opponents. When meeting a new enemy with a flamethrower, he will quickly disappear, but will leave behind several fiery zombies.

Hide behind cover and shoot them (try to shoot straight in the head), if you run out of ammo, you can sneak attack from cover or leave all the enemies to your partner (but this will take a very long time). Having made your way through the hordes of enemies, you will find yourself at a tree with a red flag, there will be a new shelter nearby, go down there. After talking with your allies, a new chapter will begin.

Chapter 11. Reunion

Find in the shelter document - Torres' diary (27/40) lying on the table. From the diary you can find out what exactly prompted Torres to take part in the operation to rescue Lily. Inside the box located in the shelter, you will find the first cryobolt. Pay attention to what Kidman will say in the conversation about some gift left in Castellanos' office. There is a mirror in the next room - move into the office and go exactly to the detective’s office, where the information board hangs. Right below it you will find slide.

Use your computer to return to the Network. Search the room, take it away capacitor, which will be useful to you later. Go out and at the gate, use the electrical panel on the side, switch all the toggle switches to open it. Turn left where the burnt corpse is. Near the door there is a red stand with candles - on it lies slide.

Enter the room on the right, where the corpse of a Mobius soldier with a syringe lies. There is a cart here that can be pulled aside to access a supply crate. Go to Hoffman's hideout, here you can see fragment of memory (16/24), so you will find out that the girl went to the other end of the laboratory, into the restricted area. Explore the computer to get document - file "Hoffman Records" (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 down. There are security turnstiles and two dead guards ahead. On the left, through the window, you can see a computer and a room with a mirror. Use your computer to get document -file “Security Protocols” (29/40). Pass by the laboratory with the flasks, go forward and see another one fragment of memories (17/24). You will learn that you can only go through the door if you have a cerebral chip. Now your task is to find him. To do this, stand facing the door that requires a cerebral chip. Go behind the screen on the left, where there is a corpse on a gurney. Will be attached to the wall document -report "Failure of Integration in STEM" (30/40). Turn left from the door and you will find stairs leading upstairs. First, go to the left of the stairs to find a small door leading to the morgue. Enter there and turn into the far room on the left. On the gurney you will find document -Crash Investigation report (31/40). After that, open the gate by shooting an electric bolt at the shield. Run forward along the tunnel and enter the room on the right. Interact with the computer to get document - file "Observation of the pit" (32/40).

When you try to return the same way, a woman will attack you. Avoid her by hiding behind pillars and a couch. First try to go to the right, but the woman will throw over a whole pillar, blocking your path. Go left. Run to get down the steps in time. Below you will have to change the direction of movement in order to get out of the trap and not fall into the eyes of a strange woman.

Run forward along the corridor and in the hall with the wheelchair, turn right to find it on the table around the corner. document -examination report (33/40). Now move to the left side of the hall to find a document -letter from the chief of police (34/40). In the end, Castellanos will finish off the piece of himself left in STEM after the Beacon, so you will have revolver. Also take it from the table near the computer slide.

Go back and go up the steps. After killing the enemies, go to laboratory No. 3. Go to the far room, where an unknown man lies on the operating table. Interact with the computer in the far left corner to get document -file “The Case of the Agent” (35/40). Now on the same floor, go to laboratory No. 2. Use your communicator to view fragment of memories (18/24). Search the Mobius soldier's body to collect syringe pouch. In laboratory No. 3, which is on the second tier, go into the room where a person is lying on the operating table. Examine the hanging signs - there will be various code combinations. Try entering each of them at the terminal located at the feet of the dead man. Sooner or later the code will work and the device will be pulled out of the employee’s head cerebral chip. Take it and open the locked door.

Boss: Flamethrower

When you reach Laboratory No. 4, you will meet Yukiko and Liam. The latter is the boss and your acquaintance, who will have to be killed. If you have the skill to shoot a sniper rifle (as well as the necessary skills), a few headshots will be enough for you. Otherwise, you will have to hide behind the columns for a long time and wait for the right moments to shoot with a pistol or shotgun. Bolts are only effective if used on specific objects, such as a nitrogen tank or electrical panel. The first will cause significant damage to the flamethrower, and the second will stun for a short time. Also use switches to activate the fire extinguishing system. After defeating him, talk to Yukiko and pick up faulty flamethrower, lying next to Liam.

Use your communicator to view fragment of memories (19/24). Next, go forward along the corridor, into the room with the device that Liam asked to blow up. Bypass the device and destroy it figurine with a key. Now talk to Torres and order her to detonate the device.

Chapter 12. Bottomless Abyss

You will find yourself in an unknown place where Theodore dragged you. Go to the light source, turn right and go to another one to pick up pistol pouch. Next, you will need to move around the location, killing opponents. First, kill the enemies, and then turn the lever at the gate.

The next location is replete with monsters - you need to get to the stairs leading down. Go down and watch a long cut scene. When you see a burning statue, go up to it and take it from the altar document

Go outside and you will see an enemy with a flamethrower. It is IMPORTANT for you to kill him, because upon death he will drop one of the two missing flamethrower parts. Also go towards the theater, but turn to the 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 detect the resonance point. Go to the corpse of the dead Mobius soldier, search his body and take it pouch for sniper rifle.

Go into it, talk to the man who will point to the computer. Interact with it to move to the experimental sublevel. Kill the enemies in the corridor, and then move through the air duct into the next room. Kill the enemies, get to the electrical panel and do everything 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 are inside, Sebastian will automatically contact Sykes. After the cutscene and Sykes disappearance, go to the room with the capsule (bathtub) and take it from the stand slide(To get the last slide, go back to the office, talk to Kidman, the black cat will point to the slide). Take it out of the box in the left corner double barrel shotgun.

There are several enemies with flamethrowers at the location in Union - kill another one, take the part and make another new weapon through handicraft in your inventory - flamethrower.

Also in the laboratory with the capsule you can read a report about the emergency exit from STEM. Thus, it remains to be seen whether Sykes managed to escape.

After completing this side quest, go to Sykes' hideout and look on the table for document - letter from Sykes (37/40).

Go back outside. In the alley with the garbage truck, which is to the right of the Devil's personal bar, lies the corpse of a soldier with assault rifle pouch. Another assault rifle pouch you can find it on the corpse lying behind the Abode Hotel. Also, don’t forget to visit the Devil’s personal bar to find in the corridor where Stefano’s painting was figurine with a key. Go inside the Abode Hotel, after which Sebastian will contact Hoffman. After your conversation with Hoffman, take your time and look around. On the table opposite the fireplace lies document - Hoffman's diary (38/40).

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 your ammunition in time. You can take some ammunition from Hoffman herself from her belt. Eventually you will overcome the wall of fire.

Chapter 14. The Burning Altar

Run forward, not missing scattered resources, go up the steps and be sure to pick up from the altar document - writing of Theodore I (39/40). Open the door ahead. First check the passage on the right. In the room with the mirror, on the table you will find last pouch for assault rifle. After that, go left, so you will find yourself in a hall with suspended burning cells. Fiery opponents will appear, which you can simply shoot. Next, run into the passage where pipes with fire are visible. Approach the grid, behind which the fire is visible, and go down the steps to the right of it. Shoot the opponents behind bars and 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 through another doorway, follow the corridor to the right (there will be a liquid nitrogen tank in the corridor) and in the room near the wall find the same lever (it’s not so easy to notice). Pull it. You will see the gate you need open. Follow 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 it from the table ahead document - writing of Theodore II (40/40).

Climb up and shoot the small lever at the top to turn off the fire pipes. You should remember this mechanic from the first part of the game. Move along the right wall to find a door. When you get close to it and try to open it, enemies will attack you - kill them. Behind the door on the table is the penultimate shotgun pouch. Next, make your way through several fiery barriers, kill the monsters and take the elevator to Theodore. When you get up, don't rush! Open the communicator and use the stairs at the back of the room to go down into the pool of blood. Here you can find fragment of memories (20/24).

After the cutscene you need to run away from the psycho with a chainsaw, after the video you can kill him. After this enemy, you will need to fight the safe-head. After killing them three times, you will begin another cut-scene, when it ends, another creature will attack you - you can kill it quite quickly. To do this, lure her into the fire, or you can always shoot her. This concludes the chapter.

Chapter 15. The end of this world

Returning to Union, you will see what Mira did to him. Now the city is even more fragmented, there are more enemies, and they have become even stronger. Follow Mira through the ruins of the city. Don't miss the special detail that can be found in the room when you go below.

Next you will need to fight the possessed when you go out onto the road. They are stronger than previous enemies, but they can be knocked down and finished off. In total, you need to survive such battles three times, each time there will be more enemies, so do not waste ammo. Having caught up with the world, you will go to another location and begin a new chapter.

Chapter 16. Purgatory

Go through the door to see what happened to the world. Run after Mira, killing ordinary monsters.

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

Boss: Mira


Here you will begin the battle with the boss - Mira. First of all, carefully examine the boss; all of his weak points can be seen at once. After that, take your strongest weapon and shoot in the center of the stomach, after the explosion, shoot in the arm. After destroying it, shoot off the second arm, and then shoot in the head. You can replenish ammunition by killing spiders and destroying frozen opponents.

Chapter 17. Exit. The final

In this chapter everything is much simpler. You need to get to the house and go up to the second floor, to Lily’s children’s room.


At the same time, you will have to control Kidman, who must destroy several Mobius soldiers. Otherwise, the last chapter of the game is a long cutscene.

This completes the walkthrough on the site!

[Update 06/13]

[Original news from 12.06]

The development of which, as in the case of the original, is carried out by the studio and the master of horror Shinji Mikami, will come out October 13, 2017 of the year for PlayStation 4, Xbox One and PC.

Detective Sebastian Castellanos has lost everything. But when he gets the chance to save his daughter Lily, whom he thought was dead, he agrees to enter the world of STEM nightmares and learn the dark secrets of the once idyllic town. This twisted world is falling apart, and horror lurks around every corner. Will the hero confront fear head on or will he reach his goal while hiding in the shadows? This is Sebastian's chance to redeem himself, and the only way out is the entrance .



The action takes place in Union. This is a dying town, created in the mind of Lily, who became the Core of the system. It contains both claustrophobic areas familiar to players from the first game and areas that have not yet been explored. You can freely wander around the city, exploring all the dark corners, but remember: this is still a survival horror game, so resources and ammo are rare. You need to be prepared for anything, because once you get into the STEM system, you will have to uncover the secrets of Union and unravel the sinister plans of Mobius.

“We have prepared a fascinating story for you,” says the executive producer Shinji Mikami. - Each level in it is unique. I hope players all over the world will enjoy our story and our game."

With the new communicator, Sebastian will be able to keep in touch with his former protégé, Julie Kidman, who will provide you with the necessary information. The communicator will also help you navigate the space of Union, helping you find the necessary resources, side quests, information about the situation in the city, and even Lily - the device will allow you to trace her path through the STEM system. Sebastian will have to recall his detective skills and regain his former insight in order to go through a long and dangerous path through the city, confront unspeakable horrors and save Lily before it is too late.

Welcome to... The mind-blowing, dark and striped Evil Within 2, after its completion, left a considerable number of questions, the answers to some of which, although there were, were far from clear-cut. Did Sibastian manage to get out of Ruvik's consciousness, what ultimately happened to Joseph, did Leslie escape, or was his mind captured by the villain, and who is Kidman, who is not Nicole?

What is her motivation, what is this organization Mobius that she works for, and why did she ultimately help Kostelanus? To clarify these things at least a little, the developers dumped on us the first of two planned story DLCs, The Assigment, in which the main role is played by the same Kidman, who is not Nicole.

The plot of the game The Evil Within

As it turned out in the finale of The Evil Within, Julia Kidman is far from being as simple a cop as it might seem at first. Her main place of work is the Mobius Corporation, which, in fact, owns the Lighthouse Clinic and the mind unification device.

By order of Slenderman's superiors, the heroine goes to this very hospital to connect to the consciousness of Ruvik, in which Sebastian and Joseph are already located, and try to get out of there Leslie, a slightly disturbed boy who could become the key for the villain Ruvik to escape from this prison of the mind .

The plot of the game The Evil Within

As you might guess, the events of the DLC will run parallel to the main game. Here, each of the characters sees reality in their own way. Therefore, even in those places where the characters crossed paths by fate, everything looks a little different.

Although it is worth noting that there were not so many of these intersections, so most of the time Kidman wanders around completely different rooms and levels, which, even better, is still much more pleasant to see new content than to once again run along an already familiar path . The length of the episode, of course, does not match the original, since everything is completed in two and a half hours.

But during this time, several plot-important events happen, and we manage to take part in battles with local bosses, find several hidden secrets and safes, and also run away from our boss Slenderman in the end. Therefore, you won’t be particularly bored while you overcome all the difficulties in a half-squat, while staring at the heroine’s denim butt. Why this is so, I will now explain.


Gameplay and additions to the game

The gameplay of this addition turned out to be completely unexpected. Playing as Sibastian, we quite often had to fight back enemies, using all kinds of firearms, a special crossbow with a variety of bolts, and traps to surround us. When the emphasis shifted to Kidman, direct confrontation with opponents had already faded into the background, and cunning, noiselessness and crooked walking came to the fore.

In an open battle, the heroine cannot withstand even two blows. But even if she manages to run away from the blows, she has no means of attack. Even the life-saving ax that helped Kostelanus cut out the most powerful enemies with one blow, here it only works from behind, and only if no one sees you. You will only be allowed to shoot for the entire DLC once, and then this moment will be scripted.

The rest is just stealth. Of course, it was in the original game, but it acted rather as a weak alternative, since it was implemented very clumsily. Now it has been slightly ennobled. Of course, in the end, it still remained clumsy, but at least passing in this way does not cause irritation.

Kidman can stick to obstacles, call enemies with his voice and lock them in rooms with electronic locks. But if you fail to close them, you will have to somehow maneuver between obstacles and distract everyone with bottles. In addition to familiar opponents, new ones have appeared. Stupid kamikaze, big mommy, although maybe her name is different, but she looks too much like daddy from Bioshock. This is the local boss who wears on his head something between a spacesuit helmet and a beacon. And he kills with one blow.

Leveling up also went under the knife, because in the three hours it takes to complete it, you can’t pump up much, and in general this entire location has been removed, you only save on the sofa with the cat. Which is actually great. I would give a lot for the opportunity to record a game without going to some save rooms, especially if you play on hard.

Let's take stock


The Evil Within 2 summary

Making an expansion with a radically different gameplay is a pretty bold step. However, the attempt to bring a new gaming experience is quite commendable. As is, in general, the final grade. Constant hide and seek does not have time to get boring due to its not very long, but not too short duration. There are memorable moments and interesting scenes. New enemies add a challenge, and intersections with the main storyline are enjoyable, although sometimes they raise new questions. By the way, let’s return to them now, because the task of this DLC is to clarify some plot aspects. And, indeed, some things become clearer, however, in addition to this, new ambiguities appear, since reality here is an extremely fickle concept. The characters speak more in hints than in plain text. Part of the plot is based on little things and not always obvious points.

The Evil Within 2 release date

The Evil Within 2 official trailer for the game

Developer: Tango Gameworks. Publisher: Bethesda Softworks.

Time to complete 100% completion of the game is 30 hours.

Where is it cheaper to buy the game?
The Evil Within 2. Price on PC

Shop Price Link
Playo.ru 1485 rub. playo.ru/goods/the-evil-within-2-pc/
SteamBuy.com 1495 rub. steambuy.com/steam/the-evil-within-2/
SteamPay.com 1499 rub. steampay.com/game/the-evil-within-2
Gama-Gama.ru 1559 rub. gama-gama.ru/detail/the-evil-within-2---pre-order/
IgroMagaz.ru 1699 rub.
Steam 1999 rub. store.steampowered.com/app/601430/The_Evil_Within_2/

System requirements
The Evil Within

Characteristic Minimum Requirements Recommended Requirements
CPU Intel Core i5-2400
AMD FX-8320
Intel Core i7-4770
AMD Ryzen 5 1600X
RAM 8 GB RAM 16 GB RAM
Video card Nvidia GTX 660 2GB
AMD HD 7970 3GB
DirectX 11
Nvidia GTX 1060 6GB
AMD RX 480 8GB
DirectX 11
40 GB 40 GB
operating system Windows 64-bit: 7 / 8 / 10 Windows 64-bit: 7 / 8 / 10

Chapter 1. Into the Fire

We play as a young detective Sebastian. Our house is on fire ahead, we urgently need to rescue our daughter Lily from it. The front door is blocked, we go through the window on the right. Inside we go up to the second floor and find our daughter in the children's room. All this turns out to be a nightmare; we did not have time to save our daughter.

We come to our senses in the bar. 3 years after the events at Mayak Hospital, Agent Kidman comes to us. During this time, Sebastian managed to get on the trail of the Mobius organization, which started all these experiments on merging consciousnesses with a STEM machine. Kidman reveals that our daughter is alive and is being used as the central intelligence in a new STEM system. This system worked great, but a week ago it began to malfunction, and now the organization is asking us to eliminate the consequences of the problem in order to save our daughter. For the second time, we are immersed in a virtual world, woven from hundreds of human consciousnesses and memories.

After running around in the dark, we are transported to our office at the police station. Inside, Kidman contacts us. We examine the drawing and photographs of the missing Mobius agents whom we need to find.

Chapter 2. Something went wrong

Police station

We leave the office. Kidman's cat is sitting on the table, with a slide next to her (1/11). Nearby we can view the collected photo on a film projector.

To save, we use the communication device in the suitcase - the police terminal. We still use the mirror to move between memories.


Museum

We find ourselves in our house, with our daughter and wife. But soon we move to the museum. We approach the picture of a door on the far wall, after which this door will appear behind us, we go in there.

We go into room 102 and find agent William Baker inside. His body froze at the moment of murder in front of the camera.

Ahead is a room for developing photos with a red light, on the table there is a photo of the victim - a document (1/40).

In the far right room we move away the shelf, followed by a corridor.


House with stairs

There is a telephone in the wall on the right, we answer the call, someone laughs in response.

On the 2nd floor we climb under the grate, there is a document (2/40) on the table.

We go up to the 3rd floor, there is a room with red curtains. In the next room we see how a maniac photographer kills a man with a knife and photographs this moment. The body also freezes in a dying state. We hide from the maniac behind the sofas on the left side. He will soon leave the room.


Distorted house with stairs

Through the corridor with paintings we again return to the house with stairs, but now it has changed.

On the 1st floor, in the corridor on the right, we see how a body is being dragged away. We enter this door, climb over the rubble, and on the table we will find a photo of another victim - document (3/40).

On the 2nd floor we go into the hall with a sculpture of a many-armed girl. We go down the elevator and climb through the grate. We find ourselves in a room with hanging corpses. On one wall there is a painted eye, on the other wall there is a camera. We approach the camera, and a door will appear in place of the eye. We enter it and they take our picture.

Near the next glass we examine the photo, a monster will burst into us - a many-headed girl with a saw. We run from her around the boxes, and then along the corridor. At the end we jump over the fence (forward key + E). In the next room we climb into the ventilation pipe.

We crawl to the next room, but even here a monster will chase us, and the photographer will throw a knife. Having fallen into the hands of a monster, we fight and run away from it. As a result, we have a knife.


Abandoned house

We find ourselves in a house on the edge of the city. We examine all the rooms, in the center on the table we find 1 syringe. When we leave the house we will find a pistol. (At this moment we receive a pre-order bonus - additional starting items).

In the new place we enter the locked left room, there is a document (4/40).

When leaving the house, Sebastian will look at the photo document (5/40).


2nd house

On the street we run to the next house. Along the way we can find 1 grass, to the right of the house. There's a dead body in the car. We will see a woman run into the house. Inside she will turn into an possessed monster, kill her and get 200 gel. There are 4 gunpowders on the second floor. We go outside, there is 1 grass on the right side of the house.


There are many enemies ahead, so we act secretly. We can kill one enemy who has come running from behind. Then we make our way along the left side, hiding behind the cars. You can find 2 herbs in the bushes. We can find some resources in the machines. We get to the monster eating the corpse, kill it, get 500 gel. We also secretly kill the enemy who is breaking into the house. We enter the building and barricade the door behind us.

Chapter 3. Resonance

O'Neil's hideout

Inside in the bathroom there are 2 syringes in a wall cabinet. We go down to the basement, there we communicate with agent O'Neil. He is a technician and does not know how to fight, but promises to help with communications.

In a dialogue with the agent, we communicate on all topics in order to receive additional information. task "Unusual signal".

We collect resources inside the room. There is also a save terminal, a workbench for crafting items, and a coffee machine for restoring health.

In the corridor we see the ghost of a nurse and a mirror. We find ourselves at the police station, there is a small area with our memory of the “Lighthouse”. We sit down in a chair, nurse Tatyana will come to us, and we can carry out improvements for the collected green gel.

Southern part of the city

We go outside. The city is gradually collapsing, the road along which we came is no longer there. In front of us is a section of the open world, you can go anywhere. The enemies here are dangerous, and there is minimal ammunition. It is recommended to collect various garbage, constantly return and create cartridges for yourself on the workbench.

A lone enemy is walking on the far street to the right, we wait for him to bring his body into a pile, and we attack him from behind. There are several items on the boxes around. Bottles can be thrown at enemies' faces, and then finished off with a knife.


Church

There are 3 enemies waiting for us inside at once, if there are no cartridges, we immediately run back, and already on the street we eliminate the enemies one by one. In the church building there is 1 syringe on the altar, next to it is 1 herb.


Tourist centre

There are no enemies in this building, only 1 herb, 4 gunpowder. There is one stationary enemy behind the building. In the tourist center there is a document (6/40) on the table.


The three-story building on the street is closed, but you can climb onto its roof. There we find faulty sniper rifle and document (7/40).


Crossroads with a jeep

There are 3 enemies at the crossroads, only one is mobile. We can quietly walk along the left wall. If we kill the enemies, we will find 3 cartridges near the body of the killed agent.

Behind the intersection there is a military jeep, behind it we find a new weapon - a “Guardian” crossbow, 2 harpoons, 2 electric bolts. We immediately shoot an electric bolt into the puddle behind the fence and lure all the enemies here. Electricity will not kill enemies, but will only stun them; you need to run up and finish off everyone you come across. There are 3 rounds in the dead end behind.


Crimson Supermarket

On the right you can climb onto the roof of the supermarket, there is 1 stationary enemy, we take cartridges near him.

Near the supermarket on the left side we will see two shadows, in this place we use a radio station, we will hear military conversations - fragments of memories (1/24).

Eastern part of the city
The Evil Within 2. Walkthrough

322 Cider Avenue

We walk along the eastern street, almost all the houses there are closed, but you can enter a couple of them. (These houses can be found by yellow audio signals in the upper left part of the screen. Having seen this, use the communicator with the "G" key, track the signal, and get a new mark on the map).

Inside we see military negotiations, they say that here is the entrance to the arsenal - fragments of memories (2/24).

In the bathroom cabinet we will find 1 syringe. We find a basement in the building, go down, use the computer, then another one. We move to another part of the virtual world. There will be several monsters along the way, but there are more cartridges here.

To break a door, you need to use an oscilloscope to adjust one sound wave to another. Nearby, you can shoot an electric bolt at the shield to shorten the path back. In a dead-end room in a silver case we find a new weapon - a shotgun. Having taken everything, we return to the main reality.


Further on the eastern street there is a large two-story building, you cannot go inside, but at the end of its balcony there is 1 syringe and pouch (shotguns). On the way there will be a trap of a maniac photographer - a zombie with time dilation will attack us. On the site in front of this house we will find a corpse pouch (pistols).


336 Cider Avenue

We hear a woman screaming on the radio, we go to the address. Inside we find the document (8/40).

Suddenly, it becomes cold, women appear in the house. We find ourselves in a hospital with two rooms. Having made our way past the spirit, we take the key card near the couch and unlock the door in the corridor. Having gotten rid of the spirit, we will find a slide (2/11) on the table. (You can view the slides at the police station and talk about it with Kidman. So for each slide we will receive 700 gel).


344 Cider Avenue

We can only enter the garage. There are only a few resources inside. When we enter, the door will slam shut and one enemy will attack us.


345 Cider Avenue

We enter an ordinary house, in the back room we find a couch, and on it a request for our examination - a document (9/40).

After this, the house is blocked, it is impossible to leave, we are drawn further and further into our own memories. We turn on the TV and watch our appointment with a psychologist. In the bedroom on the bed we find the document (10/40).

We inspect the faucet in the kitchen, the back room, and the bathroom. We find ourselves in the corridor of the Mayak hospital, at the end there is a slide (3/11) on the table.

After this we return to the ordinary house. We can take it near the TV 1 red gel and 1 harpoon.

Western part of the city
The Evil Within 2. Walkthrough

Trains

In the western part of the city there are 2 trains on the tracks. In the turned carriage there is pouch (pistols).

3rd, 4th carriage of the left train. There is one enemy inside, but if we enter three more will appear, so we won’t go in without ammunition.

5th car of the left train. In the northernmost carriage at the dead end we take 1 red gel, we see the shadow of a girl, we use the communicator - fragments of memories (3/24).

2nd, 3rd car of the right train. Several enemies.


Treadwell Transportation

Near the supermarket there is a large fenced area with cars. There are 4 enemies walking there. We can throw the bottle towards the white van, and when the enemies approach, blow up the red barrel nearby. You can find resources in trucks.

In the northern part of the fence we find a lever, press it, this will open access to the inside of the building, there are several resources there. The second part of the building is locked.


Union, auto repair shop

There is a car repair shop in the northwestern part of the city. This is where the biggest unknown signal comes from. There is a parking lot next to the workshop behind a fence, we can climb over the boxes there. Inside we examine the corpse in the center, take it from him pistol with laser sight. After this, we kill the enemy who has jumped out.

The entrance to the auto repair shop is on one side only. Inside the building we listen to the conversation of the military man, he blocked the way to the basement - fragments of memories (4/24).

We examine the electrical panel nearby; you need to solve a simple puzzle in it: find the two correct switches according to the amount of energy. Solution: 2 and 4 switch.

After this, we can turn on the car lift and open the hatch under it. Below we listen to another conversation - fragments of memories (5/24).

We crawl under the neighboring building. Here we find a code door, there is an agent’s corpse nearby, we find the Union security system card on him. There is a table of values ​​on the map. We look at the number of the locked door B-34; according to the table, the code corresponds to it 9676 (perhaps this is a random code), we enter it. Behind the door are 6 cartridges, 1 first aid kit, 20 parts, 1 special part.

Nearby we find the “Request for stripping” - document (11/40).


Mitchell and Sons Company

We get to the surface. Through the found underground tunnel we found ourselves in a nearby storage room. There are several resources inside. We can unlock the usual exit to the street.

Unusual signal
The Evil Within 2. Walkthrough

Having found a warehouse under a car repair shop, we return to the tourist center, where the door to the basement opened. Inside we will see that the military man was caught and killed by a maniac photographer - fragments of memories (6/24).

On the table we find Turner communicator, from this, 3 more important points in the northern part of the city will appear on the map.

In the same room on the table is a document (12/40).


Additional task: Unusual signal

Having collected all 6 scraps of military memories, we will thereby complete an additional task. We return to O'Neil and talk about this. We will receive as a reward 150 parts to improve weapons.

Northern part of the city
The Evil Within 2. Walkthrough

Garage

Lastly, we walk along the northern street, from west to east. The first house is locked, but there is a garage in the backyard and inside... sniper rifle parts. If earlier a rifle was found on the roof of a 3-story building, now we will get a full-fledged weapon.


Northern refuge

The second house is also locked on all sides, but there is a panel and an electric bolt near the garage doors. We shoot electricity at the shield, and it will open the doors. Inside we see how a military man took refuge here, but he was killed by the ghost of a girl - fragments of memories (7/24).

In the building of the northern shelter we find a document (13/40) on the table.


Pit stop

We approach the road snack bar, in front of it we will see Lily’s spirit. Following in her footsteps we go inside. The door to the service room is locked, but there is a hatch in the wall to the left. We find her doll in the room. Then, from the outside, we inspect the dump behind the building, we will receive a new signal.


Search for daughter

We go to the building in the center of the northern street. We are looking for traces of our daughter.

We go to the building in the center of the western street. Another part of the traces.

The tracks lead to the Treadwell Transportation warehouse. Inside the fence we find a wooden partition, now we can remove it. The slanted staircase leads to a dead end. We go between the boxes, kill the monster, climb the vertical stairs.

Upstairs in the first side door we will find the document (14/40).

In the second side door we find the daughter's second doll. We look at her memory, she was caught by a maniac photographer. On the way back we try to catch the spirit of the maniac, but nothing works. New monsters like dogs will attack us outside.

We return to O'Neill, he detected Lily's signal in the mayor's office, but it is on another fragment of the city. To move there, you need to go through the second layer of the world - "backstage". We also receive from him mask.

4. Behind the scenes

O'Neil gave us the password for the computer in the northern shelter, let's go there.

If we go along the eastern street, along the way we will see monsters chasing a woman. We kill the enemies, enter the house, and we can talk to the rescued woman.


"Network": management department

Using the computer, we find ourselves in underground tunnels. Near the layout of the entire city we read the document (15/40).

There is a door ahead with an oscillogram, we adjust one wave to another. After this, all the doors around will gradually open. It’s better to hide in one of the doors, because more and more monsters will come out into the center. In the northern dead-end room we find pouch (crossbow). In the south on the second floor there is another one in the room pouch (crossbow). Then go through the southern door.


"Network": transition tunnels - central

We press the lever and go down into the drained canal. You can find ammo in the dead end on the left. Let's go somewhere else.

There is a gas leak ahead, in a gas mask, first-person view. On the way you need to quietly kill an ordinary enemy; you cannot shoot. In the corridor we will find a non-working electronic door, we go along the wires.

There is a large monster wandering in the corridor; it is impossible to kill him unnoticed from behind in one go, so we pass unnoticed from him. In the back room we set up the electrical panel: turn on switches 1, 2, 4. Let's go back.

Immediately behind the electronic door is a document (16/40).

We reach the cliff, we see the shadow of a military man, we scan, we get fragments of memories (8/24).

To get over the cliff, we crawl into the second ventilation hatch. In the last room we use the computer.


Asylum

We find ourselves in a new shelter. We use the mirror, a shooting range appears in the hospital compartment: 4 shooting competitions, 1 casual competition - collecting colored targets.

. 16. Purgatory. 17. Exit.
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