Water pipes      01.08.2020

The evil within 2 walkthrough. The Evil Within. Walkthrough. "Twisted House with Stairs"

3 years after the release of the first The Evil Within Finally, its direct sequel was released, which turned out to be better than the original in almost every way. For example, now players will be able to wander not only through narrow corridors, but also through huge city locations. True, all this made the game even more difficult, so from time to time you will probably wonder where to go and what to do. It is for this reason that we decided to write a detailed walkthrough of The Evil Within 2, posted on this page.

Chapter One – Into the Fire

There will be no cut scenes at the beginning, that is, we will be immediately thrown into the thick of things. We will find ourselves in front of a small house engulfed in flames. We run to the mansion and try to open the door by pressing the button for interacting with objects. We turn right and examine the sliding glass door - the main character will immediately break it.

Once inside the house, we go to the kitchen, and then turn left. We open the door on the left side and go up the stairs to the next floor. We look into the children's room (children's drawings hang on its door) and watch a long cutscene - apparently this is an introductory video.


Having immersed ourselves in STEM, we move forward to various objects that will appear in front of us. As a result, we get to the table and pick up the walkie-talkie. We contact Kidman and find an office, which is the main safe zone where we can talk with our partner. We listen to the conversation, and then begin the passage of the second chapter.

Chapter two - Something went wrong

We approach the board with information hanging on the right side and examine it. We read information about all the missing members of the Mobius group. We are talking about the following characters:

  • William Baker is the leader of the group.
  • Miles Harrison is a combat specialist.
  • Liam O'Neill is a technical specialist.
  • Juliane Sykes is one of the STEM programmers.
  • Yukiko Hoffman is a psychologist.

Then we study several photos on the board, and then we leave the room. We notice a black cat on the table. We approach her and pick up a slide not far from her. We will be able to examine such images and then discuss them with Kidman. We use the projector located next to the cat to look at the slide.

We get up from the chair and find a jar of green gel - a hairball will point to it. We head to the end of the room and click on the terminal located on the right side of the mirror. These devices are designed for creating saves. Then we use the mirror and leave this location.

We watch a new cut-scene, and then we go through the door, go up the steps and approach the picture that shows the door. We turn around and see in front of us the previously seen door. We open it and go into the corridor. We turn on the flashlight, enter the left door and see Baker, who was shot straight in the head. It's a memory that we can constantly play back and forth. Don't forget to study the camera later.

We head to the left room, where we were developing photos. On the table we find a photograph of William Baker (one of the documents). In the next room we find shelving - we inspect the floor next to it and come to the conclusion that one of the shelving was constantly being moved. We click on the rack, open the secret passage and head into the corridor. Having reached its end, we answer the call (the phone is in a well-hidden niche) and listen to the ominous laughter. Are you already shaking? We still have...

We go up to the next floor and try to unlock the door, which has glass inserts - we will notice a girl who cannot be helped in any way. We squat down and make our way under the grate on the left side. We find an unusual letter (one of the documents) on the table located near the right wall.

We go to the floor above and pass through a room in which red curtains are hung. We click on the door and see how a mysterious killer deals with an unknown man. This event is also a memory, and therefore repeats itself all the time.

We hide behind the sofa and move to the left. We approach the corner and go around the maniac. When the killer leaves through the entrance from where we came, we examine the victim, and then we get out of the room. We will again find ourselves near the previous ladder, but the location itself will look much scarier. We head into the right corridor and notice someone’s legs peeking out of the opening. Suddenly, someone will drag the corpse inside. We open the locked door, jump over the table and the picture, and then find a photo of another victim (one of the documents) lying on the table in the left corner.

We rise to the next level and go through the door, behind which you could see a girl. We go out onto the balcony and go forward until we notice a large installation with bodies. We study it and click on the Rebirth tablet. We enter the left elevator and go down to the lower floor.

We pass through the hole on the left side, bending down in advance. We approach the symbol on the wall, turn around and go to the camera standing on a tripod. Then we look back again and see the door. We open it and encounter a man holding a camera. We come to our senses, and then we approach the mirror on which the photo is attached. We put it in our inventory, and then we meet with the monster.

We go around the boxes, and then we run away from the monster along the corridor. We close the door, and then try to find the exit from the room, which is in the far left corner (if you stand with your back to the door). We find a ladder near the wall. Click on it and climb inside the pipe.

We go along the ventilation passage until we see a hole. We jump down and run away from the monster again. In the end, he will catch us - we quickly click on the “E” key and run away from the monster to a safe house. Health will be restored, but only up to a certain point on the scale.

We unlock the door, go to the table and find a syringe. We use it, and then go to the next room and find a diary (one of the documents) on the table. Next, we get out of the house and watch how the main character finds a gun and examines a photograph of the Castellanos family (one of the documents).

We walk along the road, examine the dead body in the car, and then head to the house for the girl. We finish her off with a pistol, go into the kitchen with the corpse and find a first aid kit with a syringe near the right wall. We go up to the 2nd floor and find a jar of gunpowder. We will be able to use this item to create cartridges in the future.

We leave the building and turn left. We destroy several boxes and find useful things in them. We continue to walk along the path until we notice how the STEAM participants are trying to escape from the monsters. One of them will manage to hide in the house. We squat down and hide behind the car.

We wait until the monster goes away, and then we go left through the bushes, picking up grass from the ground. We sneak up on the enemy and quietly attack him in the back. We do the same with the monster who knocks on the door. Each monster will leak green gel after death - don't forget to pick it up.

We go into the house, turn left, go downstairs and find another shelter. We watch a cutscene in which we will be able to talk with Liam O’Neill.

Chapter Three – Resonance

We talk with Liam and receive from him a side mission called “Unusual Signal”, which we can complete a little later. In addition, Liam will indicate on our map the point at which the armored personnel carrier is located. Near him you will be able to find the Guardian crossbow.

We examine the shelter. With the help of a coffee machine, we can completely replenish our life scale, and we won’t have to pay for it. Supply boxes contain medicine and ammunition - they will fill up over time, so we recommend visiting them if you are out of ammunition for your weapons.

Using a workbench, we can craft a variety of things, such as ammunition and first aid kits, and modify weapons. In the first case, you will need grass, gunpowder, and so on, and in the second, spare parts for weapons (several are in this shelter). We should have enough parts to improve the pistol.

We get out of the shelter and meet a nurse named Tatyana, who helped us back in the original. We follow her straight into the mirror and find ourselves in Castellanos’ office. Then we sit in a wheelchair and find ourselves in the hospital. Here we will be able to purchase various improvements by spending green gel.

Note: The system for modifying weapons and purchasing upgrades has been improved - now we can’t collect a bunch of green gel and buy everything. The fact is that the best skills and upgrades are locked and can only be opened using high quality parts or red gel.

We get out and watch as the protagonist takes out his communicator. We turn it and wait for the prompt to appear. Then we detect the desired target. We hide the device in our pocket and cross the road. We enter the church and deal with the priest and his novices. We pass behind the altar, on which the dead body lies, and find a figurine with a key standing on the floor.


We walk along the path located on the right side of the church and turn left. We go forward and after a few tens of meters we find a dead body on the road, next to which lies a pouch that increases the number of carried pistol cartridges by 6 units.

Then we return to Liam's hideout and find a building opposite it with large doors, which is the tourist center of the city. Near him on the bench there is another statue with a key. We go inside the building and find a booklet (one of the documents) on the right side. We try to open the door to the basement - it turns out to be closed, but we still have to get there a little later.

We get out of the building, stand in front of it and look to the left. We find a ladder in the alley that leads to the roof of another house. We first go up the steps and then use the fire escape. At the top we kill the monster, and then we search a couple of corpses of operatives - from one of them we can find a magazine about the communicator (one of the documents). By the way, there is a faulty sniper rifle on the edge of the roof.


Side Mission: "Unusual Signal"

Now we should take on a secondary task, but at the same time we will find several useful things. We follow the green marker, and then we pick up the communicator and approach the dark silhouettes. Standing nearby, we use the device and get a snippet of memories.

Next we will need to study a couple more places with resonance. However, first we turn our attention to the trailers standing nearby. We go to the farthest of them and go inside. We pass through all the cars, dealing with all the enemies on our way. At the end we will find the body of a girl, near which there is another resonance point. We come closer and use our communicator to view another piece of memory. There is also a red gel next to the corpse.

We get out of the car and follow the resonant “spot”. As a result, we find ourselves near a car repair shop. Opposite the entrance to the auto center we see a house, on the porch of which there is a statue with a key.

We don’t go straight to the auto repair shop. First, we go around it on the left side and find a door in the mesh fence. We shoot at the castle and go into private property. We jump over the chain and approach a dead body lying near a car whose alarm is activated. We examine the corpse, and then kill the monster that appears. Then we pick up a pistol with a laser sight from the ground.


We restore the power supply using the shield we noticed in the memory. Click on the 2nd and 4th toggle switches from left to right (we can do this in any order). After this, we will have to fight the white dead man, who is much stronger than usual. By the way, it is impossible to kill him on the sly. Having dealt with the monster, we lift the car closest to us, squat down and open the hatch leading to the basement. We go forward, turn left and find a dead body. We pick up the communicator and find a new memory.

We crouch down again and go through the tunnel. We find ourselves in a corridor with doors on both sides. The left side will be closed on combination lock, however, nearby you can find a body, after searching which we find a special card. No, it won't automatically open the door, but it will help us find the right combination. We look at the closed door and remember the inscription on it: B-34.

Then click on the access panel - a card with a sign and numbers will appear to the right of it. We find the required table by letter, and then select the chain of numbers next to the required numbers. As a result, we got code 7696. We introduce him and go into the arsenal. Here we will find an explosive bolt for a crossbow, which we found next to the armored personnel carrier.

We go into the room opposite and take away all the useful things. Then we deal with the opponents and lift the load on the loader. We move the cart and open the passage leading outside. In one of the rooms we can find the best spare parts for weapons, with which we can unlock some upgrades.

We get out into the street and in front of the auto repair shop we find a garage - it is located on the right side of the house, on the porch of which the figurine lay. We enter the building and collect all the useful items. Then we go out and go around it to catch a new signal. We take the device and see that it leads us to a house nearby. We go into it, head to the far room and take another diary (one of the documents) from the table. Suddenly the picture changes and the temperature in the room drops. We go back and see the ghost of a certain girl.

We run away from the ghost and look around. Here we find a door with a combination lock - you will need an access card. We find another door nearby and go inside. Then we turn into the door on the right side. We make our way into another room, using the hole in the wall and take out the key card from the bedside table on which there is a photo. We go back, run to the door with a combination lock and open it using the key card. Then we find ourselves in the original world and find a slide on the table.

We go outside and notice a large two-story mansion standing across the road, but we don’t need it, but the house located to the left of it. Approaching it, we take out the communicator and detect the signal. We enter the building, and then go through the white door and find ourselves in the garage. We raise the request for examination (one of the documents) on the left side of the car.

We will find ourselves in a new nightmare where we have to visit several rooms. We go to the bedroom and select the report (one of the documents) that the ghost doctor was looking through. We continue to explore the “dream” until we get to the Mayak hospital. We take the slide that lies on the chair for the disabled, and then examine the body sitting on the chair. We return to the original world and select the harpoon bolt from the corpse.

Easter egg: On the right side of the mansion we mentioned earlier, there is another house. A ghoul with a Molotov cocktail is wandering on its roof. We climb up to the barn located nearby and walk along the boards to the roof of this house. There we find a mysterious weapon, which is a reference to Quake.


If we talk about a two-story estate, then on one of its sides we look for a yellow staircase. We go up it and walk along the balcony. We touch the cord that activates the slowdown and kill the monster. On the balcony we find a dead body and a box in which we find a pouch for a shotgun, which increases the number of cartridges we carry for this weapon.

We go outside and run towards the second signal, which we managed to detect after finding the first one while completing a secondary task. We enter the building, go to the outermost room, kill all the enemies and use the device to catch another piece of memory. We go through the door, behind the boxes we find a hatch leading to the basement. The PC is located here - click on it and get into the “Network” arsenal.

Here we move around the premises and deal with the opponents until we reach a dead end with two doors - on the left side we can open it with the help of an electric bolt fired into the shield. Since we don’t have the bolt yet, and there’s no point in opening this door either, because it only gives us the opportunity to shortcut the path leading back, we immediately open the door on the right. To do this, we combine the waves so that they connect with each other in frequency and amplitude. Inside we find a new weapon - a shotgun. We take all the other useful things and return to the city.


After activating both resonance points, a third one will appear, pointing towards the center of tourists. When going to this building, we return to the shelter and update our skills and weapons. Then we go to the center and go to the outer door - it will automatically open. We go down and launch the device to activate a new piece. We look through it, and then select a new magazine (one of the documents) from the table.

As soon as we take this magazine, signs will immediately appear on the map showing exactly where all the bodies of Mobius operatives lie. You can find several useful things from them. We try to leave, but a strange stranger takes a photo of us. We go forward, deal with all the enemies and get out.

We go to O’Neil in the shelter and tell him about everything we saw to receive a reward and complete the additional task. Then we go from the corner in which the armored personnel carrier is located, up the map and pass next to the company involved in the transportation of goods.

Easter egg: Let's go to private territory where the transport organization is located. We deal with all the monsters, examine several trucks and find a mysterious mechanism inside the red car that sends us back to Wolfenstein: The New Order.

We continue to go north and come across a new intersection. A little ahead on the right side we can find another shelter, but for now we are interested in a building standing even further away. We won’t be able to get into it, but there is a garage behind it, in which we can find spare parts for a sniper rifle, with which we can repair the weapon we found earlier using a workbench.

Then we approach the doors of the new shelter, shoot at the shield with a crossbow, using an electric bolt, and thereby raise the gate of the building. We kill the monster lurking inside and activate the communicator to view a new memory.

We go into the shelter through the left door and find report 00122 (one of the documents) on a table not far from the box with supplies. Inside the box we find a smoke bolt, which is new ammunition for the crossbow.

We continue to follow the sign that will lead us to the Pit Stop diner. By the way, next to this building on a bench there is a statue with a key for a locker.

We fight with several enemies, among which there will be one newcomer - he screams from time to time, thereby calling other monsters to help. We deal with the screamer from a distance using a sniper rifle.

Next to the diner, we activate the communicator and decipher the signal by approaching Lily’s ghost. We go inside, head to the far door and try to unlock it - nothing will work. We find a hole nearby, but first we move the bedside table. We go inside, look around and take the Lily doll from the floor.

We get out into the street, go around the building and find a window leading from the utility room. We examine the trash can and find traces of the girl. As a result, we get a new pointer on the map. We follow him and come across new opponents. We deal with them and reach the marker. We turn on the devices and continue to follow in our daughter’s footsteps. Sometimes we will have to click on objects lying on the ground. We repeat the same procedure next to the transport organization.

The main character will think that his daughter headed towards the warehouses. We go to them and inspect the door - it is necessary to supply electricity. Pay attention to the wire leading directly to the electrical panel. We go around the boxes, break the chain and destroy all the monsters. Next, press the switch to restore the electricity supply. We open the warehouse by pressing the switch next to the gate. We go into the room and examine the board that blocks our way.

Click on it and Sebastian will break the board. We go to the wall on the left side and shoot down the target to use the door. We go up to the next floor and go into the last room to collect useful things. We return to the first level and go next to the left wall. We squat down and crawl under the shelves. We deal with the monster and climb up the stairs.

We enter the room on the left side, where the workbench is located. On the shelves we find report 00654 (one of the documents). We go into a room nearby and pick up the Mira doll. We watch the cutscene, leave the room and destroy all the enemies. We return to O'Neill and talk to him. He will give us a gas mask.

Now we head to the northern shelter, where there is a computer with which you can get into the “Network” and go through the tunnel that leads to the city hall.

Chapter Four – Behind the Scenes

After receiving the gas mask from O’Neil, we study a new goal - we need to get to the shelter in the north, where we were earlier and use the computer to enter the “Network”. This computer system is protected by a code, but Liam will tell us it. We talk a little more with the technical specialist, and then we learn that Tyr has appeared in the hospital.

To visit the shooting range, interact with the mirror and find yourself in Sebastian’s office. Next, pay attention to the white door. We go into a new room and shoot at the shooting range. Then we will be able to take part in two challenges: in the first of them we can simply shoot at targets and score points without time limits (there is no reward), and in the second (chain shooting) we will be able to get a good prize. In the latter, you need to open fire at various targets that are located close to each other, and an hourglass that increases time. We do not shoot at squares with crosses, otherwise we will reduce the number of points scored and reduce the time given to us for shooting. The reward directly depends on the points received. However, you will not be able to receive the same prize twice. Therefore, if we score 100 thousand points the first time, then we can no longer take part in it.

Having shot at the shooting range, we follow the sign to the shelter in the north. We enter it and talk with Kidman. Near the entrance to the building we look for report 00122 (one of the documents). Next, we use the PC and move to the “Network” control room. We get out of it and move forward along the corridor. We hit the vending machine on the left side twice to get the gel. We go into the room on the right and interact with the computer. As a result, we receive a new message (one of the documents).

We get out onto the balcony and go down, since all the doors will be closed. Opposite we find a ladder. We go up it, open the door and find the dead body of a Mobius operative. Near him lies a pouch for a crossbow. We leave, go down again and approach the door with the display. We take out the communicator, tune the wave and watch as the blocking system begins to turn off. As a result, various monsters will fall out of previously locked doors. We kill them all and explore new rooms.

Next we go through the door with the screen. We reach the tunnels and lower the handle to drain the water. Then we use the ladder and go down. We go to the opposite side and rise a little higher. We can press another switch to lower the bridge. Then we go through the double doors. Before this, the main character will put on a gas mask and the camera will switch to a 1st person view.

There won't be many opponents here, but we can only fight with a knife or an ax, so we should act carefully. We get to a white door, closed with an electronic lock. We follow the wires, reach the first fork and turn left into a gloomy tunnel. We activate the lantern and find a statue with a key, which stands on a barrel.

We break the figurine, and then continue to follow the wire into the outer room. Here we will find a shield and 4 toggle switches. Each of them can add a specific number of lamps. It is necessary to turn them on in such a way that the total number of light bulbs does not exceed 10 pieces. We activate the 1st, 2nd and 4th toggle switches. Let's go back to closed door, open it and go up the stairs. The camera will return to its usual location.

We rise even higher, examine the PC, which stands on the table on the left side, and find a new letter (one of the documents). We go out and run along the corridor. We go up the steps on the right to find supplies. We go through the white door, approach the dead body and use the communicator to view the memory. We return to the door of this room and to the right of it we find a ventilation hole. We move forward along it until we find ourselves on the other side of the cliff. We enter a new room and interact with the computer again to exit the “Network”. As a result, we find ourselves in the part of the city in which the City Hall is located.

We use the coffee machine to replenish health, the save terminal to save, and the mirror to visit Sebastian’s office. By the way, there is a red gel behind the mirror. We go up to the top floor, take out the device and detect the resonance point. As a result, a green indicator of a neighboring building will appear on the map. We get out into the street and head towards the city hall, where we find a mysterious stranger. After this, the next chapter starts.

Chapter Five – Waiting

We go to the gazebo, marked with a green pointer, and take out the device to view a new memory. We get to the passage leading to the city hall and fenced with thorns. We examine the dead body, to the head of which is attached a photo of Sebastian (one of the documents). We go forward and find ourselves in the courtyard. Suddenly, a Guardian with a huge circular saw will rise from the dead bodies.

We will need to deal with this enemy. At the level there are 3 places with a wire, when touched, the slow-action mode is activated. We lure the enemy to these points, and then shoot at the boss while he is in an inhibited state. We can also force him to constantly swing and hit - at this moment we run further away and unload the entire clip into him. It is best to attack this enemy with a shotgun or crossbow with explosive bolts. After defeating the boss, we collect green gel and other useful things. Now we can enter the city hall.

We approach a soldier with serious wounds and learn from him about the emitter. He will also give us Harrison's communicator. We go through the door in front. First, we check the locations on the right and left, collecting all the valuable items there, and then we go forward, where there is a spacious hall with an even slower event. We head to the door on the left side, go inside, turn left and at the end of the corridor we find a ladder. We go up it and go behind the curtain. We look around and see a picture on the wall that represents a hint. We find roses in a vase under the picture - we select them.

We look to the right and find a mannequin with a necklace on the bedside table. We take the decoration and hang it on the mannequin, which is wearing a blue dress. Then we turn it towards the camera. Then we put the roses in a vase standing not far from the mannequin. Next, interact with the camera and take a photo. If everything was done correctly, then the picture behind the mannequin will become a real corridor.

When exploring the corridor, pay attention to the table on the left side. On it you can see a useful article (one of the documents). Next, we examine the paintings that hang on the walls, turn around and see that another one has appeared on them. We look at the drawing where Lily is depicted, run to the end of the corridor, turn back again and notice an open door on the side. We go through it, approach the new image and listen to the maniac.

Then we turn around and notice an open door. On the table in the back room we find a new photo (one of the documents). We try to get to the photographer, and then we go down the stairs and approach the chair on which the mannequin’s head is lying. Then we find ourselves in a room with a large number of people. We approach the door and from the table standing on the left side of it, we select a note (one of the documents).

We go into the room where the emitter is located, turn it on and watch a cutscene in which we meet Stefano. Then a terrible monster called Obscura will appear. We won’t be able to deal with him, but we can stun him for a while. Sometimes the monster will take pictures of the emitter, which will lead to it being disabled. You must try not to die while the countdown is going on. If the monster has stopped the flow of time, then we will need to track it down and shoot at it a couple of times until the countdown begins again. When the timer expires, the monster will immediately disappear.

We leave the room and head to the hole ahead. Once on the upper level balcony, we turn into the left door and find ourselves in a new room. On the table we find report 00213 (one of the documents). We go down to the hall in which the slow-motion event took place and find a new passage. We go there and see a bedside table on which there is a statue with a key. We turn right, go through a couple of rooms and reach a room with bookcases. We find report 00977 (one of the documents) on the table, go out into the street, talk with our partners and wait for the start of a new chapter.

Chapter Six – On the Hunt

We leave the vicinity of the city hall, turn left and find the dead body of a Mobius operative. We take the syringe pouch from the corpse. Again we go to the computer system and move to the “Network”. We get out of the room and see how the gate opened. We go forward, open the doors on the left side (for one of them you will need to connect the frequency and amplitude). Behind the far door on the left lies another dead body, after searching which we can find a pistol pouch.

We go along the corridor, deal with the opponents and go downstairs. We will find ourselves in new corridors in which strange eggs lie. We make our way to the room with screens and wait until the main character views a new memory. Then we lift a new slide from the table.

We continue to move forward, do not catch the eye of the monster, running away from it along the corridors. Then we shoot him from a cannon. If we go back, we will see that the monster has disappeared somewhere. Finding yourself in front of a door with a red symbol on it (indicating a shelter), we are in no hurry to enter it. First, we open the door that is locked with a combination lock (you need to combine the amplitude and frequency). Inside we will find report 00532 (one of the documents). Then we go into the room with the PC and watch a new cutscene.

After a conversation with Hoffman, we interact with a computer system located nearby to save an electronic message (one of the documents). Using the computer, we find ourselves in the location with the theater.

We leave the office and immediately use the communicator to discover a piece of memory. We go outside, turn left and try to open the warehouse, but for this you will need a key. We go to the gas station and examine the burnt corpses. Here we use the device again and view a new memory. Then another monster will appear, consisting of several corpses, but this time it will not be possible to slow it down. In addition, it will take a lot more ammo to kill the monster.

After killing the monster, we head to the diner, and then a little further, approaching the train. As a result, we find a dead body sitting on a chair in the end room. We use the device and view the new memory. Then we try to leave the cafe, but suddenly a song from the jukebox starts playing. We approach it and are attacked by a ghost emerging from the mirror. We escape through any door and find ourselves in the same place.

The fact is that we will need to choose the doors correctly, and for this we need to take a closer look at the mirror. We find out which door glows in the reflection and go through it, but do not forget that the world in the mirror is turned the other way around. In the second room we do the same, but now we also have to avoid meeting the witch. Eventually we will be able to return back to the cafe. In addition, in the hand of the corpse on the chair we will find a new slide, which can be viewed in Sebastian’s office.

We leave the diner, turn the corner and find a corpse on the porch. We search it and find a pouch for a sniper rifle. We pass across the road, follow the face and see the devil's bar. We enter it and select the diary (one of the documents) from the far right table. You need to be to the left of the diner to find a location surrounded by a fence, from where you can hear cries for help. We enter this territory, unlocking the gate, and approach the soldier sitting in an overturned car. This will start a side quest.

Side mission: "Out there"

We deal with all the walking dead, and then talk to the agent. He will offer to go with him to the shelter. First, we collect all the useful things, and then we agree to accompany the peasant. Once in a safe place, we speak with Sykes and receive the first quest from him.

Before we begin to complete it, we go out into the street, head right and pass through the gate leading to the location where we found Sykes earlier. We walk along the street, keeping to the right, and turn the corner. In the alley we find blue boxes with a witch walking behind them. We kill her, jump over the containers and find the body of the Mobius operative. We search him and select a pouch for the shotgun.

Then we go to the pointer located at the bottom of the map. We need a street where the garbage truck is located. We deal with the opponents, turn into the right lane and take out the device next to the girl’s body. As a result, we see another fragment of memories. We search the corpse and take the key to the warehouse located at the beginning of the location.

We go to the warehouse and fight the monster, which consists of several bodies. We kill him and go to the warehouse. We take away everything there that is not screwed to the floor. By the way, the suitcase contains a long-barreled shotgun. The scary woman will appear again. First we try to unlock the door, and then we hide from the enemy in the corner. When the monster approaches us, we will return to STEM.

Side Mission: "Back in Touch"

Here we have to get back into the “Network” and go to the sign. We enter the room and interact with the PC to turn on the server. We find a box on the side of it. It will be open, and therefore we will be able to use it and other similar boxes for storing ammunition. We go to Sykes again and tell him that we have completed the mission. We open the container located in the shelter to get new supplies and a pistol with a silencer.

Next we head to the place where the passage to the theater is located, but the road will be blocked by a couple of apartments. During the previous study of the location, we already saw these images - one of them was in the devil's bar, and the second was in the Abode Hotel. As a result, new pointers will appear, and the communicator will point to resonance points. The next chapter starts.

Chapter Seven – Thirst for Art

First of all, we head to the devil's bar. We go to the outer room and click on the picture hanging in the corridor. As a result, we will find ourselves in a different reality. The door will be locked with a key, so you will have to find it. We turn around and run to the end of the corridor, listening to the creator’s monologue along the way. We take the key from our hand and go back, avoiding obstacles and dealing with enemies.

We approach the grate and open it with the key. Stretch marks will appear. We squat down and walk to the right, without touching the stretch marks. Then we see a passage to the mannequin and go through it. Approaching it, we interact with it and thereby destroy it.

Then we go to the Abode Hotel and go up to the second floor. Then click on the picture. Here we again have to unlock the grate, for which we will need a key. We go to the left room and avoid meeting with Obscura. We find the keys and neutralize the monster while in the far corridor.

Then we quickly run to the grate and lift it. By the way, we advise you to shoot the monster with electric bolts, which can hold the monster for a long time. We open the door and go through several tripwires. Next, we sneak up on the mannequin and destroy it. Now the road to the theater is clear. We return to it and go inside.

Chapter Eight – Premiere

We enter the theater and head to the upper level. We don’t go straight into the hall where there are chairs, but first we look for Stefano’s work, located upstairs. We use the communicator and find a new piece of memory. We watch a long cutscene, and then begin to pursue the villain.

Suddenly, the location will begin to fall apart and we will need to run forward without being caught by a huge eye. As soon as the monster moves to the right side, we follow him and hide behind the covers. Then we wait until the eye moves back and continue to move on. We repeat this several times, and then leave the location. We go down the stairs and walk along the corridor. Then we open the door and watch another cut-scene. After her, the fight with Stefano starts.

How to kill Stefano?

Finally, we were given the opportunity to deal with one of the main villains of the game. The fight will be quite simple. You just need to remember all the boss's main attacks and use electric bolts to temporarily stun him. In the absence of such ammunition, we use a pistol and a shotgun. By the way, we can find a lot of ammunition at the location.

During the first stage of the battle, the enemy will move around the arena in small leaps, that is, teleport from one place to another. After 4 movements it will stop. We don't even have to try to hit it during teleportation. When he stops, don't waste a lot of ammo on him: a couple of shots from a pistol or one shot from a shotgun will be enough. Let's add that after the jumps stop, he will run at us and try to hit us with a knife, so first we dodge, and only then we shoot. From time to time he will throw knives at the hero, but they are easy to dodge.

The boss will also try to slow us down with his camera. If we see that he is taking out his camera, we immediately run away from his line of sight and do not approach him until we hear the shutter go off. Then we turn around and shoot at the enemy again. Having made several accurate shots, we wait for the start of the second phase of the battle.

Stefano will begin to move even faster and more, and his jumps will be chaotic. A large eye will appear behind it, similar to a camera lens. We choose one side of the room and stay in it. We stayed on the right side (if you face each other) as this part is easy to dodge the giant tentacles. However, battle tactics will remain almost unchanged. We wait until the boss stops, and then we shoot at him. Sometimes he will yell and try to catch up with us, running in a straight line. At these moments we do not run away from him, but on the contrary, we try to shoot him down, shooting without interruption. True, if he manages to catch our hero, he will cause him enormous damage. Although at the last moment you can always make a dash to the side.

Sometimes the enemy will try to film us with a camera to slow us down. In addition, orange cubes will begin to appear in the arena. If you touch them, an explosion will occur. That's basically all. We will eventually defeat this dangerous enemy.

We watch a cutscene in which Mira and Lily will participate, and then watch the appearance of a giant monster.

Chapter Nine – New Evil

We head to the altar for rituals and move to another location. We go through the door and go down the steps, ending up in a room with several chairs intended for torture. We collect useful things and continue our journey. We go down again and turn right to find a small hole leading to a secret room with various objects. We take them all and move on.

We head to the basement, in which there is a closed grate and a mechanism for opening it, which does not have a lever. There will be many locked cells in the basement. We examine all the cameras and kill the enemies (one headshot will be enough). The fact is that when we find the right handle and disconnect it, the cells will open. All the lying monsters with intact stalks are just pretending to be dead, so we shoot them in the head. By the way, in one of the cells on the left there is a figurine with a key. We pick it up after the doors open.

We move to the cameras located in the right wing, and next to the last cell we find a lever and remove it from some equipment. As a result, all the cameras will open, but since we have already killed all the monsters, we can only collect loot from them. Then we go to the mechanism and find a grate on the right side of it, which leads to another room. In it we find an interesting page (one of the documents) and a pouch for the “Guardian” crossbow.

Next, raise the grille by installing the lever in the mechanism. There will be several cells in this corridor. Pay attention to the second one from the right. We enter there and deal with the Mobius operative (if he turns out to be alive). On the left side of it we look for a hole. We squat down and crawl along it to reach another cell and use the device to find a new memory.

We do the same with the cell on the left. It will be open - we go inside, break the boxes and find a hole that leads to another chamber with a dead body and ammunition for a pistol. The corpse next to the door will turn out to be a living dead, so first we kill him with a shot in the firebrand.

We watch several nightmares and strange visions, and then we find ourselves in a room filled with burning dead. We kill them all, and then approach the wall with a symbol engulfed in flames. A passage will appear here and we can use the mirror to move to Sebastian’s office and acquire new skills for ourselves or open additional lockers. Then we head into a spacious hall and reach a closed grate.

We go up one of the yellow ladders and find 4 valves. First, we turn the outermost valve on the left side to adjust the plate located closest to the grille. This is easy to do - just turn the narrow part of the plate towards the gate. Although it is better to first adjust the second lever, located on the left. We need to align the left plate with the two outermost exits.

Then we begin to rotate the center so that the wide channel begins to coincide with the upper one. Next, turn the left handle again to turn the far plate over. As a result, the narrow part will be turned directly onto the grate. At the end, we turn the outermost valve on the right so that the channels on the right side coincide with each other.

Chapter Ten – Originally Hidden

We meet Torres, but first we destroy all the monsters. First they will attack us from the front, and then from behind. In the end, they will completely trample on us from all corners, and besides, we will have to deal with several creeping monsters. After killing the mutants, we follow Esmeralda into another room. Then we talk to her about various topics.

Next, we will need to follow our new partner and help in all her endeavors. In a couple of minutes we will meet an enemy with a flamethrower. He will quickly get away, but at the same time leave behind many fire monsters. We deal with them using a sniper rifle (one accurate shot will be enough to kill one enemy). then we approach a tree with a red flag on it and go down. We talk with Kidman and Torres, and then wait for the start of the next chapter.

Chapter Eleven – Reunion

In the shelter we find a diary (one of the documents), which will lie on the table. In it we will be able to find out why exactly Esmeralda decided to join the operation and save Lily. Inside the box located indoors you can find a cryoswamp. We talk with Kidman and find out that a certain gift has been left for us in Sebastian’s office. We find a mirror and move to the office. Then we go to the room where the board with information is located. Below it we find a new slide.

We use the computer to return to the “Network”. We search the room and take away the capacitor necessary for crafting shells used by the flamethrower. We go out and find a gate ahead. We click on the electrical panel on the side and activate all the toggle switches, since only in this case we can get exactly 10 glowing bulbs.

We find out that Father Theodore has already been here. We turn to the left, where the burnt body lies. Near the door we see a red bedside table with candles burning on it - we examine it and find a slide.

We enter the room on the right side and find there the dead body of a Mobius operative. We move the cart and gain access to the box with ammunition. We go to Hoffman's shelter, but the girl will not be here. But we will find a memory in which we learn that Hoffman headed to the far part of the laboratory in a closed area. First, we examine a PC nearby to obtain a new file (one of the documents). Then we head into a closed area and find the dead body of a Mobius operative behind a corridor. We examine the corpse and find a pouch for a shotgun.

We go down the elevator. Ahead we find several turnstiles and two bodies belonging to the guards. On the left side, through the window, a PC and a room with a mirror will be visible. We approach the window and begin working with the computer to obtain another file (one of the documents). We pass through the laboratory premises and head forward until we see a new memory. We find out that we need a cerebral chip to open the door.

We stand facing the door that requires a chip. We turn left and go through the screens. In the new room we find a new report (one of the documents). We examine the hall and find a door next to which there is an electrical panel. We shoot at it with a crossbow, using an electric bolt to open the door. However, we don’t go through it, but turn left and find a ladder that leads up. Again, we are in no hurry to use it, but instead we find a small door on the left, leading straight to the morgue. We go inside and head to the farthest room on the left. On the gurney we find another report (one of the documents).

It will become very cold again. We are trying to go back, but a mysterious ghost will attack us again. We avoid him, hiding behind couches and pillars. First, we try to go through the right side, but the girl will throw down a huge pillar, blocking our path. We go left and go down the steps. But the nightmare will not end there, since we have to constantly change our direction in order to get out of the trap and not become a new victim of the ghost. However, here you can cheat a little and just run forward. The fact is that after the witch kills us, we will be resurrected in the place where the woman last moved things, that is, we will be closer to the exit.

We continue to run forward along the corridor and reach the hall with a wheelchair. Then we turn right and find a report (one of the documents) on the table. Next, we move to the left side of the room and look for a letter (one of the documents) on the gurney. As a result, Sebastian manages to kill the part of himself that remained in STEM after visiting the Lighthouse. We will automatically receive a new-old revolver. Don't forget to find the slide on the table near the PC.

Then we go back and go up the steps. We kill all opponents, go to laboratory number 3. We head to the back room and find a stranger on the operating table. We approach the computer and click on it to receive a file (one of the documents). Then we go to laboratory number 2, located on the same floor. We use the device to view a fragment of memories. We search the corpse of the Mobius operative and find a pouch for syringes.

We go to the 3rd laboratory, located on the second level and go into the room where a corpse lies on the table. We examine the signs and find digital combinations on them. We try to enter all of them on the panel located near the feet of the corpse. One of the codes will work and the chip we need will be pulled out of the employee’s head. We take it and go downstairs. Then we go through the required door. By the way, in our case the combination looked like this: 0128. It is possible that it will work for you too.

We get to the 4th laboratory and meet Yukiko and Liam. We have to deal with the latter - we just shoot at his head with a sniper rifle 5-6 times. Don’t forget to press the levers that activate the fire extinguishing system from time to time. Having dealt with the enemy, we talk to Yukiko and select the faulty flamethrower.

We enter the new laboratory and take out the communicator to view a new memory. We look around and go along the corridor ahead into the room with the equipment that our previous enemy asked to destroy. Torres will arrive in a few seconds. However, we are not in a hurry to complete the task. We go around the generator and find a figurine with a key. Then we talk to the girl and order her to destroy the system.

Chapter Twelve – Bottomless Abyss

We find ourselves in an unfamiliar area where we were drawn by Theodore. We head towards the light, turn right and approach the second source. We find a pistol pouch near him. Then we move forward, dealing with all enemies. First of all, we deal with all the opponents, and then we turn the handle near the gate. The new location will be replete with monsters of various designs - we will need to reach the staircase that leads down. We go there and watch the cutscene.

Important: A statue on fire will appear on the screen at a certain moment. We approach it and take from the altar a page with interesting information (one of the documents).

Once in the main character’s house, we leave the bedroom and head to the children’s room. We select the slide located on the shelf on the left side. In the room near the staircase that leads to the first floor, we look for a mysterious symbol, which is another Easter egg - now on The Elder Scrolls Online.

We go down to the first floor, head to the kitchen and pick up a letter written by Mira from the table.

Chapter Thirteen – Stronghold

We speak with Yukiko, and then we select the assault rifle, which lies near the corpse of Torres. By the way, we will find out why exactly Esmeralda wanted to save Lily. We head to the PC standing nearby and talk to Sykes, who will give us another additional task.

Side Mission: "The Final Step"

We get out into the street and notice an enemy wielding a flamethrower. We make sure to kill him, because after his death we will be able to find the missing part for our own faulty flamethrower. Then we go towards the theater, but before reaching it we turn left. We go down to the fault, and then go up to the parking lot on the left side. We use the device to find the resonance point. We go to the body of the Mobius operative. We search his corpse and take away the pouch for the sniper rifle. By the way, not far from here is Sykes's hideout.

We go to a safe place and talk to the technician. He will show us the computer. Click on it and move to the sublevel. Here we deal with all the enemies in the corridor, and then we go through the air duct and find ourselves in the next room. We kill other enemies and reach the electrical panel. Then lower the 1st, 2nd and 4th toggle switches. We head to the door leading to the laboratory. Inside it we contact Sykes. We watch a cutscene with the disappearance of the engineer, and then head to the room with the capsule and lift the slide from the stand. On the left on the floor there will be a suitcase in which we can find a double-barreled shotgun.

Note: If you carefully read our The Evil Within 2 walkthrough, then you currently have exactly 10 slides. It remains to find the last one. Go to Sebastian's office and study all the slides, not forgetting to discuss them with Kidman. Then go behind the cat and take the last slide.

Let's add that in Union we can meet several monsters with flamethrowers - we deal with the second of them and create a flamethrower for ourselves, using the crafting system in our inventory. In the lab, we should also study the document about the emergency exit from STEAM. Therefore, it is not yet clear whether Sykes was able to get out.

Having completed this secondary mission, we head to Sykes’s hideout and find a letter from him (one of the documents) on the table.

We go out into the city and go to the alley with the garbage truck located to the right of the Devil's bar. There will be a dead body of an operative, after searching which we can find a pouch for an assault rifle. The second pouch for this weapon lies near the corpse located behind the Abode Hotel. Don't forget to also visit the Devil's bar, where there is a new figurine with a key (we study the corridor with Stefano's painting). We enter the hotel, then talk with Hoffman. After talking with her, we take a good look around - on the table opposite the fireplace there will be a diary (one of the documents).

We go to the reception desk and look for a mysterious mug, which shows the logo of the company that was present in Prey (2017).

Chapter Fourteen – The Burning Altar

We continue to move forward, picking up various supplies. We go up the steps and find on the altar the writings of Theodore I (one of the documents). We open the door in front and find ourselves at a fork. First of all, we go to the right side and find a room with a mirror. Here we select a pouch for an assault rifle, lying on the table. Next, we go left and find ourselves in a hall with suspended cages engulfed in flames. Fiery enemies will appear that you can easily shoot.

Then we see a couple of passages that lead to the same place. First, we go into the passage, in which we can see pipes with a light. We approach the grid and go down the steps. We kill the enemies behind bars and only then pull the handle. After a while the grate will open. We search the room and return, as another grate should rise.

We go into the second opening, follow the corridor to the right and in the room next to the wall we find another lever (it will not be easy to find it). We pull on it and see how the necessary gate opens. We pass through them and go up the steps. Turn the valve and turn off the fire. Next we move forward a little. We enter the room on the left side and take the second scripture (one of the documents).

We continue to go up and shoot at the small handle to turn off the fire pipes. This mechanic was used in the original. We go along the wall on the right and find a door. As we approach it, opponents will attack us. We kill them, go inside and find a pouch for a shotgun.

Then we make our way through the fiery obstacles, deal with all the monsters and take the elevator to Theodore. Once at the top, turn on the communicator and use the stairs in the room to get into the blood pool. Here we find a new memory.

We begin to watch a cutscene, at the end of which we will have to fight all the monsters from the first part.

First of all, we deal with the psycho wielding a chainsaw, then we watch the video, and then we approach him and cut the poor fellow in half. Then we kill the butcher three times, wearing a safe instead of his head. A cutscene will play, showing another creature emerging from the safe. We can either shoot her or try to lure her into the flames. At the end we watch the video.

Chapter Fifteen – The End of This World

We go out through the door and see what happened to the world. Here we have to chase Mira, shooting ordinary opponents and killing one thug (we shoot at the red spots).

Walking through a snowy location, we stop next to a pillar and use the communicator to listen to a new piece of memory. We turn right and find another scrap next to another pillar. We continue to go right and reach a tall building, where we can view the third memory. We go up towards the building, look at the new piece and go upstairs. Then watch the cutscene.

Here the battle with Mira begins, which will become a huge monster. The fight with her is relatively simple. First, we shoot her in the stomach, in which you can see a luminous spot. When it explodes, we destroy one of the monster’s arms. The boss will grab the main character with this limb, but it is enough to shoot it with a pistol several times. Next, we tear off the second handle, and at the end we fire several shots at the enemy’s empty firebrand. We can replenish ammunition by destroying frozen enemies and destroying spiders.

Chapter Sixteen – Exit

Things are still easier here. We will need to get to the house, go to the top floor and go into Lily's room. At the same time, you will need to take control of Kidman and deal with several Mobius operatives. Then we watch a long cutscene. Congratulations, you have completed the game!

The Evil Within 2.Walkthrough

The main character is a young detective Sebastian. His house is on fire ahead and therefore it is necessary to save his daughter, Lily, as soon as possible. The front (central) door turns out to be blocked, so go through the window on the right side. Once inside, quickly go up to the 2nd floor. Sebastian finds his daughter in the children's room. Soon all this turns out to be a nightmare and in fact the man was unable to save his daughter at the time.

Sebastian comes to his senses already in the bar. 3 years after the events that occurred at the Mayak hospital, special agent Kidman comes to him. Over the past years, the main character managed to get on the trail of the Mobius organization, which is behind all these experiments on merging consciousnesses with the STEM machine.

Kidman reveals that Sebastian's daughter is actually alive, but is being used as the central intelligence in new system"STEM". The system, in turn, worked perfectly, but just a week ago it began to malfunction abruptly, and now “Mobius” offers the hero to eliminate the consequences of these problems in order to save Lily (daughter). So the hero has to plunge back into the gloomy virtual world, which is created from thousands of thousands of human memories and consciousnesses.

After running around in the dark for a bit, you soon find yourself in an office at the police station. Kidman will contact you in a few seconds. Carefully examine the drawing and photographs of Mobius agents who have disappeared and who now need to be found: group commander - William Baker, responsible for combat interactions - Miles Harrison, responsible for technical support- Liam O'Neill, STEM programmer - Julian Sykes, responsible for psychoanalysis - Yukiko Hoffman.

Chapter - 2: “Something went wrong”

The Evil Within 2. Walkthrough

"Police station"

It's time to leave your office. On the table, the first thing you will definitely notice is the black cat - this is Kidman's cat. The first ♦ will lie near the cat "" (1/11). Nearby, look closely at the film projector: on it you will see the collected photos. To save the game you need to use special device for communication, which is in the suitcase - this is a police terminal. As for memories, you still need to use a mirror to move between them, so nothing complicated.


"Museum"

Once in the main character's house with his daughter and wife, you will soon be transported to the museum. There will be a picture of doors hanging on the far wall - go to it and after that the same door will appear behind you. Come inside. Go to room number “102”, where inside you will find the first agent - William Baker. The special agent's body froze at the moment of the murder right in front of the camera. A little further ahead in the red room there will be the first ♦ "" (1/40). Take the document and now go to the far room on the right to move the shelving aside and go into the corridor.

"House with Stairs"

There is a telephone hanging on the wall on the right side - answer the call. In response, someone simply laughs. On the 2nd floor you need to crawl under the rubble, and then pick up the second ♦ on the table "" (2/40). Next, go higher - to the 3rd floor, where there is a room with red curtains. In the next room there will be such a picture: a maniac photographer kills a person with a knife and at the same moment photographs it, and the body once again freezes in a dying state. In just a few minutes you will have to hide from the maniac behind the sofas on the left. Don't worry, he won't find you, so he'll leave this room soon.

"Twisted House with Stairs"


Through the corridor, which is hung with paintings, return back to the house with the stairs. Upon arrival you will notice that it has already changed. Go up to the 2nd floor and go into the hall in which there is a sculpture of a many-armed young lady (girl), where you then crawl through the grate to the other side.

As a result, you will now find yourself in a room where many corpses are suspended. A red eye will be drawn on one of the walls, and on the opposite side near the wall there will be a camera: approach it and after that a door will appear in place of the red eye. Go through the doors and the hero will be photographed.

Now, near the next glass, carefully examine the body. And get ready, because very soon a multi-headed monster-girl with a saw in her hands will burst into Sebastian. From it, first run around the boxes, and then break out into the corridor and then run forward along it. At the end, you will have to quickly find your bearings and jump over the fence: the key that is responsible for the “Forward” movement + the “E” key. However, this is not the end: now you need to quickly climb into the ventilation shaft. Crawl quickly to the next room: the monster will not leave you behind, so it will continue to pursue, but now the photographer will throw a knife. Therefore, if you fall into the clutches of a monster, fight and run away at the first opportunity (when this very “opportunity” appears). In the end, thanks to your efforts, Sebastian will escape and he will now have his first weapon - «» .

"The First Abandoned House"

This time you will find yourself in a house on the very edge of the city. Inspect all the rooms carefully - there will be one syringe in the bathroom. When leaving the house, be very careful, because there will be a second weapon - «» . In addition, at this point, if you pre-ordered the game, then you will receive additional starting items as a bonus. In the new location, go inside the locked room on the left to pick up the third ♦ inside. "" (3/40). When leaving this house of the main character, also be sure to look at the photo if you want to get the fourth ♦ "" (4/40).

"Second Abandoned House"

And on the street, the first thing you do is just run to the next house. Along the way, you can take one herb, which will lie on the right side of the house. There will be a corpse lying in the car nearby. In addition, at a certain moment you will notice an unknown woman running into the house nearby. A little later, when you are inside, it turns out that she has turned into an possessed monster, so you will have to kill her. As a reward you will receive 200 gel. Be sure to go up to the 2nd floor because the 4th gunpowder is there. After this, you can safely go back outside (there will be grass on the right side right next to the house).

"Shootout"


Continue along the road. Very soon you will find yourself in a city called “Union”. At the same moment, you can already hear shots from afar: several special agents are firing back at the possessed, and one of them still manages to escape inside a nearby building.

So, there will be a lot of possessed people ahead, so I recommend acting as secretly as possible. The enemy who comes running can be killed secretly from behind. After that, make your way further, sticking strictly to the left side, hiding behind the cars along the way. In the bushes nearby you can find a little more grass in the amount of 2 pieces. You can find useful resources in nearby cars. Now you need to get to the monster that is eating the corpse in order to kill it and get 500 gel for it. After it, you need to get to the next monster: the goal is a monster that is breaking into the house. Secretly kill him from behind, go inside the building and do not forget to barricade the doors behind you.

Chapter - 3: "Resonance"

WalkthroughThe Evil Within 2

"O'Neill's Refuge"

Inside in the bathroom, in the cabinet (hanging) there will be two syringes. To talk with special agent O'Neil, go down to the basement. And although he is just a technician who does not know how to fight, he promises to help, namely, to help with communications. During the dialogue, talk about all available topics. Thus, you will receive an additional task: «» . Inside the room, I definitely recommend collecting all available resources. By the way, in the same place there will be a save terminal, a workbench for creating items, and a coffee machine for restoring the main character’s health.

In any case, in the corridor you will see the ghost of a nurse and a mirror. Once at the police station, you can find a short excerpt with Sebastian's memory of the Lighthouse. Sit down in the chair, and a nurse named Tatyana will appear next - this way you can make improvements thanks to the collected green gel.

"Southern part of the city"

The Evil Within2. Completing side quests

It's time to go back outside. From the outside, the first thing you will notice is that the city is gradually beginning to collapse and, for example, the road along which you walked before is no longer there. Now you have a huge section of the open world in front of you, where you can go in any direction. The enemies you encounter here will be extremely dangerous, and ammo is very limited. So I recommend collecting various garbage, constantly returning to the shelter and creating ammunition for yourself at the workbench.

On the right side on the far street there will be a lone enemy wandering: wait until he drags the corpse into a pile, then kill him carefully from behind. There will be several useful items on the boxes around - be sure to take everything. You can throw bottles at your opponents' faces, and then calmly finish them off with a knife, but in this case you need to act quickly and not hesitate.

"Church"

First of all, I recommend getting to the church. Three opponents will be waiting inside the hero at once, so if there are no cartridges, then immediately run back and try to eliminate each one one by one on the street. On the altar inside there will be one syringe and nearby, if you look carefully, you will find another herb. There will be a figurine hidden behind the altar, and if you break it you will get "" (1/32).

"Tourist centre"

After the church, go to the tourist center, where there will be no enemies inside. Inside there will be one herb and four units of gunpowder. Behind the tourist center there will be a stationary enemy. Inside the tourist center there is a fifth one on the table. "" (5/40). There is another one on a bench right in front of the tourist center. "" (2/32). The three-story building will be locked from the outside, but it will be possible to enter through the roof. There will be a new weapon inside - «» . In addition to the weapon, there will be a sixth "" (6/40).

"Crossroads with armored personnel carrier"

After a thorough search of the tourist center, go to the crossroads, where Sebastian will come across three opponents, one of which will be mobile: you can pass by him along the wall on the left side. However, if you kill enemies, then you can pick up 3 cartridges from the corpse of the killed agent.

Following the intersection there will be a military armored personnel carrier, and behind it there will be another new weapon - "Guardian". In addition to weapons, you can also find there: 2 electric bolts and 2 harpoons. I recommend immediately shooting an electric bolt at the puddle that is located behind the fence in order to lure many monsters to you. But keep in mind that electricity will not kill enemies, but will only stun them, so you will have to finish them all off. This way, you will save yourself a lot of problems, and then you can find 3 more cartridges in the dead end behind.

"Crimson's Supermarket"

There are more cartridges on the roof of the supermarket, but to do this you will have to kill one stationary enemy at the top, and to climb onto the roof you need to go around the building on the right side. On the left side near the supermarket there will be two shadows - in this place you will need to use the radio station to hear the military conversations - this is how you will get the first "" (1/24).

"Eastern part of the city"

Completing additional tasks inThe Evil Within 2

"Cider Avenue, No. 322"

Move along the eastern street, where almost all the houses will be locked, although you can still enter some. Houses that are available for search can be identified by audio signals yellow color at the top left of your screen. So when you see such an icon, use the communicator for which the “G” key is responsible. After this, track the signal and get a new mark on your map.

Inside you will see negotiations between the next military men, who will tell the hero that there is an arsenal in this place - this is how you get the second "" (2/24). There will be a syringe in the bathroom (in the cabinet). The building also has a basement, when you go down into it you will come across two computers - use them. In connection with these actions, the main character moves to another part of this virtual world. Along the way you will meet several monsters, but now there will be much more ammo.

Now, in order to break open the doors, you need to substitute one sound wave for another on an oscilloscope. To shorten your way back, I recommend shooting an electric bolt at the shield. In a dead-end room there will be a silver case, and inside - «» . And near the shotgun in the corner there will be a figurine, inside of which the third one is hidden "" (3/32). And as soon as you take all the useful items and things, return back to the main virtual reality.

Continue along Cider Avenue. Then you will come across a rather large two-story building, but you won’t be able to get inside, but at the end of the balcony of this building there will be one syringe and a useful item for a shotgun - «» . In addition, on the way there will also be a cunning trap from a maniac photographer: the main character will be unexpectedly attacked by a zombie in slow motion. In the end, on the platform in front of the two-story house, the corpse will have another useful item, but for pistols - «» .

"Cider Avenue, No. 336"

Near this house, Sebastian will suddenly hear the frightening screams of an unknown woman - move towards the screams. You can pick up the seventh inside "" (7/40). Soon the house becomes terribly cold and several women appear - after which the hero ends up in a hospital with two rooms. Make your way past the spirit and be sure to take the key card near the couch to unlock the doors further down the corridor. When you get rid of the disturbing spirit, you can find a second one on the table "" (2/11). And let me remind you that all the slides found can be reviewed at the police station, after which you can talk about all this with Kidman. For each slide you find you will receive 700 gel.

"Cider Avenue, No. 344"

This house can only be entered from the garage. You won't be able to find anything particularly important inside, except for resources. And one more important point in this house: when you go inside, the doors will slam and after that one enemy will attack the main character.

"Cider Avenue, No. 345"

Go inside a fairly ordinary house. In the back room, find a couch - behind it there will be a request for examination of the main character - "" (8/40). As soon as you take the document, the house will immediately close and it will be impossible to leave - Sebastian begins to be drawn further and further into personal memories. So when he finds himself in the past, turn on the TV and watch the hero’s appointment with a psychologist. In the bedroom on the bed be sure to take the ninth "" (9/40). After that, go to the kitchen and inspect the tap, then go to the back room and finally to the bathroom. At a certain moment, the hero will find himself in the corridor of the Mayak hospital, where at the end the third one will lie "" (3/11). After all these events, return back to the ordinary house and be sure to take one harpoon and one red gel near the TV.

"Western part of the city"

The Evil Within2. All additional tasks

"Trains"

It's time to search and clear the western part of the city. In this part of the city there will be trains on the tracks and there will be two of them in total. In the carriage that is turned, there will be another «» . Near the same carriage there is a white car, and right behind it is a figurine, inside of which lies the fourth "" (4/32).

The first and second train cars on the left can only be entered from the middle, and there will be only one enemy inside. At the southern end of the train there will be regular resources, and at the northern end of the train, on the last seat, the first unique item will be «» . There will be another monster sitting inside the third and fourth cars, so it’s better not to go inside without ammunition. In the fifth car of the left train you can find one red gel (at the dead end of the north car) and a girl's shadow: use the communicator to get the third "" (3/24). The second and third trains on the right have nothing interesting or useful, except for a couple of enemies.

"Treadwell Transportation"

Near the supermarket there is a fairly large fenced area, inside of which there will be several cars. There will also be several enemies wandering around (four in total). You can throw a bottle at a white van, and when the enemies gather near the source of noise, simply blow up an explosive red barrel nearby. IN trucks There will be useful resources. There is a lever near the fence in the northern part - pull it, a passage will open into the building, where more resources will lie. However, another part of this building will be securely locked.

"Auto repair shop"

There is a car repair shop in the northwestern part of the city. Moreover, it is from this place that the largest unknown signal will come. Near the workshop there is a parking lot immediately behind the fence: you will be able to get into the parking lot using boxes. Inside, examine the corpses that lie in the center and thus you will find a new weapon - «» . However, when you take up a weapon, the enemy will attack Sebastian. Be sure to check out the green house, which is located opposite the same auto repair shop: on the porch of the house there will be another figurine, and inside - "" (5/32).

The entrance to the workshop is only open on one side. Inside you can listen to the military man's conversation and it turns out that he blocked the way to the basement - "" (4/24). Inspect the nearby electrical panel. You will have to solve a fairly simple puzzle: you need to find two correct switches based on the amount of energy. The answer is the 2nd and 4th switch. Once the puzzle is solved, you can turn on the car lift (under the car lift you can open the hatch and listen to another conversation - "" (5/24)).

Carefully crawl under the building next door. Soon you will come across a code door, where the corpse of an agent will lie nearby, and he will already have a map of the city’s security system. In addition, the map will contain a table with values. Take a close look at the locked door number - “B-34”. If you look at the table after this, then you will find the correct code - «» (there is also a possibility that the code is generated randomly, so if it does not work, then you will have to look for the code in the table yourself). In any case, behind the door there will be a lot of useful things: 6 cartridges, one first aid kit, 20 parts and one special part. Also nearby, don’t miss the “Request for Cleanup” - this is the tenth "" (10/40).

Additional task: “Unusual signal”

The Evil Within2. Completing additional tasks

When you find the warehouse located directly below the auto repair shop, go back to the tourist center, because this is where the doors leading to the basement have opened. In the basement you will find that the military man was caught and killed by a maniac photographer - this is also part "" (6/24). It's on the table nearby «» and because of it, three additional important points will appear on the map, which will be located in the northern part of Union. And don’t rush to leave immediately after this, because there will be an eleventh one on the table "" (11/40).

The conditions for completing the “Unusual Signal” task are that as soon as you collect 6 fragments of military memories, the task will be completed. All that remains is to return back to O'Neil and tell him everything. As a reward you will receive 150 parts to improve your weapon. So if you followed this walkthrough, you can go back to your character and finish this quest.

"Northern part of the city"

The Evil Within2. All the secrets in the game

"Garage"

The last thing you should do is move along the northern street from west to east. The first house you come across will be locked, but in the backyard of this house there will be a garage, and inside «» . So if you previously found a broken rifle on the roof of a three-story building, then now you can make a full-fledged and working weapon.

"Northern Refuge"

The second house you come across will also be locked on all sides, but near the doors to the garage there will be a panel and an electric bolt hanging: shoot the electric bolt at the panel and the doors will open. Inside, the hero will find a dead military man hiding, who was killed by the ghost of a girl - another "" (7/24). There will be another one on the table in the same place. "" (12/40).

"Pit stop"

On the road that leads north you can see a sign in the distance with the following words - “Pit Stop”. There will be a figurine under this sign, and inside - "" (6/32). Get closer to the diner in the middle of the road and you will notice the spirit of Lily (the main character's daughter). Follow her steps inside. Soon you will come across a locked service room, but there will be a hatch in the wall on the left side. Once inside, you will find a girl's doll. Then, from the outside, carefully inspect the dump directly behind the building and thus receive a completely new signal.

"Search for Daughter"

Move to the building, which is located in the center of the northern street, where you will again find traces of the girl. After this, you go to the building, again in the center, but on the western street - there are also traces of your daughter here. Eventually, all these tracks will lead you to a warehouse called Treadwell's Shipping, which you should have already visited. Inside the fence, find a wooden partition - it can now be removed. The stairs will soon lead to a dead end. Walk between the boxes, kill the next monster along the way and then climb higher up the now vertical stairs.

At the top, first of all, take the door on the side "" (13/40). In the second door on the side there will be a second Lily doll: watch the girl’s memories and see how she was caught by a maniac photographer. On the way back, try to catch the maniac's spirit, although your attempts will be in vain. Outside, the main character will be attacked by completely new monsters, most likely reminiscent of some kind of dogs.

Now it’s time to return back to O’Neill: he detected the signal from Sebastian’s daughter, albeit on a different piece of Union. To get to that part of the city, you will need to go through the second layer of this world - through the “Backstage”. In the end, O'Neill also gives the hero «» for this operation.

Chapter - 4: "Behind the Scenes"

WalkthroughThe Evil Within 2

Comrade O'Neil gives the main character the password that is needed for the computer in the northern shelter, so it's time to go there. If you move to a key place along the eastern street, then you will be able to notice how the monsters are chasing another woman. So if you kill all the monsters and save the woman, then you can talk to her inside the house.

"Network": Management Department

Using the computer, you will find yourself in underground tunnels. Near the model of the city lies another "" (14/40). A little further there is a door with an oscillogram: you adjust one wave to another and that’s it. Gradually all the doors around will begin to open, so I recommend hiding in one of them, because more and more monsters will appear in the center. In the room to the north is a dead-end room, and in it «» , so pick up the valuable item and go through the southern doors.

"Network": Tunnels - central passage

So, you pull the lever and go down into the drained canal. There are cartridges in the dead end on the left side. You should climb somewhere else. A little further you will find a gas leak, but if you put on a gas mask, it won’t be scary. Along the way, it will be possible to quietly and unnoticed kill one ordinary enemy, and I highly recommend not shooting. In the corridor further you will come across a non-working electronic door - follow the wires. And if you go from the electronic door to a dead end on the left side, then you will find "" (7/32).

There will be a huge monster wandering in the corridor and you won’t be able to kill it unnoticed the first time, so it’s better to walk past it. Of course, it's unnoticeable. In the back room, you will now need to configure the electrical panel in the following sequence: 1st, 2nd and 4th switches. After that, you can go back to the electronic doors.

Behind the electronic doors lies a new one "" (15/40). Move further until you come across a cliff, where you will see the shadow of another military man: scan him and get new ones "" (8/24). In order to get over this cliff, you need to carefully crawl into the second hatch of the ventilation shaft. In the last room, use the nearby computer.

"Refuge"

And finally, you will find yourself in a completely new shelter. Use the mirror to make a shooting gallery appear in the hospital bay, where you can complete small bonus tests. In total there will be: 4 shooting competitions and 1 casual competition (collecting colored targets). If you manage to collect 2,500 points on a very hard challenge level, then you will receive "" (8/32). If you collect 70,000 points at the casual level of the challenge, then you will receive another "" (9/32).

Chapter - 5: "Waiting"

The Evil Within2. Where can I find all the documents?

"City Hall"

Finally get to the surface and first of all, on the left side in the gazebo you will get "" (9/24). But on the right side, from the corpse of a dead special agent, be sure to take «» . There will be a photo in the center right next to the city hall gate - this is another "" (16/40).

Boss: "Guardian"

The Evil Within2. Passage of all Bosses

In a vast square right in front of the city hall, the main character is attacked by a multi-headed girl with a saw. You could have met her before, but then you just had to run away from her, but now you have to fight her. Besides, now you are fully armed and you can give her a worthy rebuff. I'll mention a couple important points that will help in battle: on the right side there is an explosive barrel that can be blown up next to the Boss; on the left side there is a puddle of fuel, which can also be used in battle (or it is better to use both the barrel and the puddle at the same time). In addition, there are fences on the side, and in them there are separate rooms, inside of which you can hide from the monster, although this will only last a couple of seconds. As a reward for defeating the Boss you will receive 5,000 gel.

The central entrance to the city hall will be closed, but on the left side you can blow up a standing car and thereby open the way to the back entrance to the city hall. Further along the basement, make your way inside the building. Soon Sebastian meets special agent Harrison, and next to him on the table will be "" (17/40).

Move further through the empty rooms, and then at the end go up to the second floor. In the first room there will be a painting of a woman hanging, and next to it there will be a place for filming. On the left side, take a necklace and a rose from the table: hang the necklace on the mannequin, and place the rose in the vase right in front of the camera. After this, the mannequin will need to be turned forward so that everything corresponds to the picture with the woman discussed above. Once you have everything ready, go to the camera, set the camera's focus to the middle position and take a photo. As a result, after all these actions, the scenery in the background will form a corridor, so you can move on.

At the end of the opened corridor there will be an inscription from that same maniac photographer, so that you supposedly appreciate his masterpieces. As you examine the paintings, a picture of Sebastian's daughter will soon appear. Also in this corridor on the table there will be "" (18/40). In any case, move forward along the corridor until you reach the photo development room, where another "" (19/40). In the end, move forward into the hall where all the monsters that you killed will be displayed, there will be a new note near the doors - "" (20/40).

Move on. As soon as you reach the room with the emitter, start its restoration. And at this moment, the photographer himself will finally appear. The photographer slows down the protagonist and introduces himself as Stefan Valentini. Moreover, although he leaves the hero alive, he leaves behind a monster.

Boss: Obscura

Walkthrough of all Bosses inThe Evil Within 2

An obscura is a four-legged body that has a camera instead of a head. Despite the fact that there are 90 seconds left before the emitter restarts, the monster is able to stop time with the help of its flashes. Therefore your the main task in battle - distract it to yourself so that the emitter continues its work of restarting. When you attack Obscura, you need to shoot exactly at the camera on the head, and it is best to use explosive bolts in battle against this Boss. As soon as the allotted time expires, the monster will begin to rapidly die, and the room from the museum will turn into an ordinary city hall room.

"City Hall"

It's time to go down to the first floor of the city hall, because some rooms have opened below that were tightly locked before. First, go through the doors opposite the doors that lead to the basement (where you actually came from). In the corner of this room there will be a figurine on the table, and inside "" (10/32). You can examine other rooms, but there will be nothing useful in them. In any case, go back out onto the street through the central doors of the city hall. On the street, turn your attention to the sky: a giant eye, resembling a lens, has moved to the next island. So it’s time to contact O’Neil, who in turn will tell you how to get to the next section of the city.

Chapter - 6: "On the Hunt"

The Evil Within2. Location of all documents

"Network": Tunnels - western passage

It's time to head back to the shelter to go online, since the tunnel there has been restored. On the left side, examine the rooms and collect resources there, including a new «» . On the right side there is a cable channel, and through it you can reach a dead end on the right side, where, looking up, under the ceiling you can find "" (11/32).

"Network": Production premises

Go down the stairs below. In the corridors below, on the walls there is an unknown, but mobile white gel, and there will be more and more of it. Also along the way you will come across a room with a film projector, inside of which there will be "" (4/11).

In the large hall, a monster will come out of that white gel and it is better to run past it on the right side so as not to waste your energy and ammunition. Immediately after the white monster, when you find yourself in the safe room, behind the drawers on the left side there will be an item - «» , which is a reference to the Fallout games.

"Asylum Hoffman"

Look at the security cameras, and then meet with special agent Yukiko Hoffman. Discuss with her how best to neutralize the maniac photographer. A few important things in this place: one red gel; in the surveillance room "" (21/40); on a free computer "" (22/40).

Chapter - 7: "Thirst for Art"

Location of all documents inThe Evil Within 2

"Stock"

Straight from the shelter, go up to the business district through the post office. At the exit from the post office there will be a corpse of a military man - "" (10/24). The closest building to the post office is a warehouse. However, it will be locked with a key. You can find the key a little later (in an alley in the south of the city). And when you return back here, you can take a new weapon from the case inside - «» . There is also a coffee shop between the post office and the theater, which is also locked, so you won’t be able to go inside yet, but you can climb to the roof, where there will be a locked chest.

"Theater"

If you believe the signal, the photographer is now in the theater, so first of all, inspect the entrance inside. It won't be possible to go inside yet, because the path will be blocked by two paintings. At this location you will need to find the depicted sculptures and then destroy them. On the left side of the paintings there will be a cliff, and behind the fence there will be "" (12/32). From the cliff near the theater you can go to the northern small alley: in addition to two slow but strong enemies, at the end of the alley you can find «» .

"Refueling"

Your next important location should be the gas station. There will be a couple of monsters walking around the gas station. There are a bunch of burnt bodies in the backyard of the gas station - you need to scan around them if you want to get more "" (11/24). And then a new Boss will emerge from the corpses - a multi-headed Guardian. I recommend escaping to the south: in this place you can find and blow up barrels of fuel so as not to waste a large amount of ammunition.

"Train"

In fact, the place is not particularly notable: the train is located on the edge of the eastern cliff and will have two cars. There will be nothing interesting or useful inside, except for two creepy monster dogs.

"Roadside Snack"

You can find it right next to the building «» . However, something else is much more important now - communicators. On the north side of the roadside diner, look for a green building: near this building, right behind a metal sheet, there will be a figurine hidden, and inside "" (13/32).

One way or another, you have to go inside the diner. Inside, first of all, examine the corpse of the owner of this establishment and listen to new "" (12/24). After listening to the memories, as usual, the building will be instantly locked, and the ghost of an unknown girl will appear inside. A corridor will appear at the exit, so run straight there past the ghost.

After this, Sebastian appears in the hospital with couches around. No matter what doors you enter, you will still return to the original room. Now the main thing is to get into the night version of this room to look in the mirror. If you do everything correctly, then the ghost will appear again and at this time you will have to evade it for some time. Only after this you will be able to exit through any doors. If everything works out, the main character will return back to the diner and you can pick up a new one "" (5/11).

Additional task: "Out there"

The Evil Within2. How to find all slides

On the west side of the diner there is a fairly large courtyard just behind the fence - go there through the southern gate. Inside you will notice how a black special agent shoots back from the advancing crowd of possessed people. I recommend helping him in this matter. There will be cartridges scattered around the corners of the yard. In addition, there are barrels with dangerous fuel on the territory, so if you use them correctly, then quickly destroy the crowd of possessed monsters. There will be two waves in total, so you shouldn’t relax after the first attack.

As soon as you manage to fight off the enemies, enter the hideout of special agent Sykes. Sykes is a programmer and he offers to complete the task. The essence of the task is that you need to turn on the server in the “Network” basement. In return, if you complete his instructions, he will unlock absolutely all the locked chests that are on this level (there will be three in total).

Additional task: “Back in touch”

The Evil Within2. How to find all documents

If you go back to the basements, then now the white living gel will no longer be here. Therefore, you can safely activate your computer and the chests will immediately become publicly available. Location of chests on this level: the first chest is located here near the computer, and inside there will be 8 cartridges and 50 parts; the second chest is located on the roof of the coffee shop, and inside there are 10 cartridges and 35 parts; the third chest is located in Sykes’s hideout, and inside there are 75 parts and a new weapon “Pistol with a silencer.”

"The Devil's Private Bar"

When you find yourself at the bar, first of all go to the table where the bartender's diary will be - "" (23/40). The bar will also have the photographer’s first picture, which you will actually end up in next. To enter the hall in which the sculpture stands, you will need a key. For the key, move along a straight corridor, and return back along the side of the room, simultaneously destroying several standard opponents. You can kill them all unnoticed, so no difficulties should arise.

There will be quite a large number of electrical streamers inside the hall. Follow the right side and you will soon find yourself behind the statue. When you find yourself in place, then all that remains is to destroy the statue.

In the alley in the south there will be a corpse of a military man, and from it you can get "" (13/24). In addition, in the pocket of a dead military man there will be «» . The only problem is that as soon as you examine the corpse, another multi-headed Guardian will appear next. For this reason, there is a barrel in this place to quickly destroy the monster.

Hotel "Obitel"

On the south side, in the farthest building, go up to the 2nd floor and you will come across the photographer’s second painting. The first step, as usual, is to find the key. Then you will need to carefully make your way past the Obscura, because in this place it is generally useless to fight with it. Inside the hall, be careful, because there will be a lot of electrical trip wires in this place, so walk along the left side, a little closer to the center.

Chapter - 8: "Premiere"

The Evil Within 2. Walkthrough

After destroying two key paintings, you can go inside the theater. It will be empty all around, so feel free to immediately go up to the 2nd floor. Now in the theater hall, Sebastian meets the photographer Strephan face to face and instantly finds himself in a location with rubble.

Pay attention to the top: a huge eye will be watching all your actions from above, so at this stage you will have to try to move unnoticed from cover to cover. You can get caught and it’s not fatal, but only if it doesn’t last long (a couple of seconds).

Very soon you will find yourself in the development room, where you can collect useful resources and one red gel. Inside the museum, go down to the floor below. In the last room you will have to fight Stefan.

Boss: Stefano Valentini

How to get to Stefano'sThe Evil Within 2?

You should not be happy that the enemy is armed with only a knife, because he will move very quickly, and appear for almost an instant, after which he will disappear again. The most effective weapon in this battle is a shotgun and plenty of ammo for it. Why a shotgun? It's simple - there's a greater chance of hitting the enemy. In addition, the huge eye on top will also not remain idle, so at any convenient opportunity it will hit with its tentacles in three completely different directions, so it is best to stay close to the walls on the sides. In addition, if Stefano tries to take a photo of the main character, try to quickly react and run as far as possible, otherwise he will greatly slow down the hero and he will become too vulnerable. Therefore, after the victory, Sebastian will meet his daughter, Lily. The only problem is that she will get scared and run away to Mira, who has turned into a monster because of that very living white gel.

Chapter - 9: "New Evil"

The Evil Within2. How to find all the fragments of memories?

Castellanos now appears at his home police station in personal account. An interesting point is that an altar has appeared, so go up to it and instantly find yourself in unknown catacombs.

"Catacombs"

In the catacombs, first of all, carefully examine the dead end on the right side and directly in front of you to collect all the useful resources. The main path at this point will lead down. Under the stairs there is a hole, and at the end there is a separate designated room with two monsters. A little further ahead there will be two more holes, in which this time there are already resources.

Get to the room where the prison cells are located and you will see that many of them contain possessed people. A little further there are locked doors and a round-shaped mechanism. Moreover, if you are attentive, then you will understand that this mechanism lacks leverage. So you have to find it in order to move on. So turn around and go into the room on the right side to pull the lever from the nearby mechanism. The only problem is that when you pull the lever from the other mechanism, the chambers with the possessed will open, so you will have to fight your way back. I recommend carefully inspecting all the cameras, if you don’t want to miss the next one "" (14/32).

In any case, when you get to the desired mechanism, insert the lever, pull it and go through the opened gate. Next there will be a corridor with a large number of doors. Now you should go through the nearest doors on the left side to find a bunch of boxes inside, behind which a secret hole is hidden. The hole, in turn, will lead to a locked room next door, where the following items will already be lying: 8 cartridges, 3 shotgun pellets and a corpse, which will rise up in just a couple of seconds. And in the far room on the right there will be a shadow of an unknown woman - these are new "" (14/24).

"Underground Temple"

Go down the stairs even further. After passing the corridor, enter a dark room. It will soon turn out that this is actually a crypt and three fiery opponents will appear near the hero. There will be ammo scattered around, so shooting the creepy creatures won't be difficult. Although the room is so dark that you can hide and try to kill enemies unnoticed from behind, this can only be done when there is no fire on them.

One way or another, go out Big hall, where there is a new puzzle to solve. There will be 4 round-shaped mechanisms on the balcony. The essence of the puzzle is that the circles on the floor must be rotated so that the resulting symbol of the cross is obtained. You should start from right -> left, so that if you catch adjacent fragments, nothing will prevent you from creating the desired symbol. Try to orientate along the cutouts on the floor near the circles. In fact, there is nothing complicated, so when you make the right symbol, the gate will immediately open.

In the next room, Sebastian will meet Father Theodore, the leader of the sectarians and also the second psychopath, who seeks to take control of the core. He immediately invites the main character to cooperate, but he refuses, so he instantly flies out of his part of virtual reality.

Chapter - 10: "Initially Hidden"

The Evil Within2. Location of all memory fragments

"Shed in a woods"

Sebastian comes back to consciousness in a completely new and unfamiliar place. Now he is in an unknown hut, which is beginning to be attacked by hordes of possessed monsters. But you will not be alone - an unfamiliar woman will also shoot with you. You can find some ammunition in the house. There will be a barrel of fuel in the center, but I recommend leaving it for the last wave, because it will be the most difficult. First wave: at the very beginning you will be attacked by no more than 6 possessed people. Second wave: now there will be about a dozen enemies. Third wave: again, a dozen enemies, but this time they will attack from different sides. Fourth wave: at the end, monster dogs will climb inside.

After you fight off the monsters, you can calmly meet the girl, who turns out to be Torres - she works with Kidman, the hero’s wife Marie and Theodore. The point is that all these people had a plan to fight Mobius, but nothing worked out and therefore now Marie and Theodore have turned into monsters, so they will have to get rid of.

"Reserve"

Now you have to go to the next shelter through the wooded area. After passing through the cave, you will see a small camp ahead, which was attacked by fire monsters and one flamethrower. Due to the fact that there will be too many monsters, it is best to eliminate them one by one and silently. And be sure to get to the jeep, because in the back there will be «» .

"Torres' Refuge"

When you find yourself in the shelter, immediately contact Kidman and O'Neil. O'Neill suddenly won't get in touch, so you'll need to check on him and find out what happened. At this point, use the last coffee machine. Inside the case there will be a completely new type of shells - «» . On the far table to the left will be Torres' diary - "" (24/40). After the conversation, Kidman left a new one in Sebastian’s personal account. "" (6/11). There will be one special item lying at the exit of this hideout, so don't miss it.

Chapter - 11: "Reunion"

In the hideout, find Torres' diary (documents 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 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. Directly below it you will find a slide.

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

You will find that Father Theodore has already been here. Immediately turn left, where the burnt corpse is located. Near the door there is a red cabinet with candles - there is a slide on it. 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, but you won't find the girl here. But you will be able to see a fragment of memories (16/24) to find out that Hoffman went to the other end of the laboratory, into the forbidden zone. BE SURE to examine the computer to obtain the Hoffman Notes file (documents 28/40). Go to the restricted area, behind the corridor there will be a corpse of a Mobius soldier with a 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. You will have time to visit there, but now, right through the window, you can interact with the computer to get the “Security Protocols” file (documents 29/40). Walk past the laboratory with the flasks, go forward and see another piece of memory (17/24). You will learn that you can only go through the door if you have a cerebral chip. We should find him!

Face the door that requires the cerebral chip. Go behind the screens on the left, where a corpse lies on a gurney. The STEM Integration Failure report (30/40 papers) will be pinned to the wall. Look around the hall and you will see a door with an electrical panel on the side. It can be opened by shooting an electric bolt here. We'll do this a little later. In the meantime, turn left from the door and you will find stairs leading upstairs. Don't rush to get up! Go 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, find the Crash Investigation report (Documents 31/40).

Now open those same gates 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 obtain the "Pit Surveillance" file (documents 32/40).

Soon the cold will appear again. Try to return the same way, but an unknown 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. Here you can even run to go down the steps. But that is not all. The difficulties start from the bottom. You will have to change the direction of movement over and over again 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 running wherever you look, because if you die, you will wake up where the witch last moved the objects - and this is closer to the exit!

Run forward along the corridor and turn right in the hallway with the wheelchair to find the examination report around the corner on the table (bottom - documents 33/40). Now move to the left side of the hall to find a letter from the police chief on the gurney (documents 34/40). Ultimately, Castellanos will finish off the piece of himself that was left in STEM after The Lighthouse. You will automatically receive a new-old revolver. Also, don’t forget to pick up the slide from the table near the computer.

Now 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 obtain the "Agent Case" file (documents 35/40). Now on the same floor, go to laboratory No. 2. Use the communicator to view a fragment of memory (18/24). Search the body of the Mobius soldier to take the syringe pouch.

Go to laboratory No. 3, which is on the second tier, and 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 remove the cerebral chip from the employee’s head. Take it, go downstairs and go through that very door. In my case, the code was 0128. Try it, maybe yours will be the same.

Get to laboratory number 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 the switches that start the fire extinguishing system. In addition, you can explode nitrogen cylinders. After winning and talking with Yukiko, pick up the faulty flamethrower lying near Liam.

Enter laboratory #4 and use the communicator to view a piece of memory (19/24). Look around and go forward along the corridor, into the room with the device that Liam asked to blow up. A moment later, Torres will appear. But don't rush. Go around the device and destroy the figurine with the key. After this, talk to Torres about all topics, and then order her to blow up 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 a pistol pouch. Next, you will need to move around the location, killing opponents. I recommend killing the enemies first, and then turning 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.

Note. When you see the burning statue, go up to it and take the second page “Submit to Freedom” (documents 36/40) from the altar. Once in the house, leave the bedroom and enter Lily's room. Take the slide lying on the shelves on the left. In the room near the stairs leading down, look for a mysterious symbol. This is another Easter egg. Go downstairs, go to the kitchen and pick up a letter from Mira from the table.

Chapter - 13: "Stronghold"

After talking with Yukiko, take the assault rifle lying 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.

Side quest: "The Final Step"

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 the pouch for the sniper rifle. By the way, this is next to Sykes's hideout.

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 the slide from the stand. Take out the double-barreled shotgun from the box in the left corner.

ATTENTION! If you followed our walkthrough, you've collected ten slides, but there's still one more to go. To get it, return to Sebastian's office and look through each slide, being sure to discuss it with Kidman. As soon as you do this, follow the black cat, which will show the location of the last, eleventh slide.

By the way, at the location in Union there are several enemies with flamethrowers - kill another one, take the part and make another new weapon in your inventory through handicrafts - a 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 find a letter from Sykes on the table (documents 37/40). Go back outside. In the alley with the garbage truck, to the right of the Devil's personal bar, lies the corpse of a soldier with an assault rifle pouch. You can find another pouch for an assault rifle on a corpse lying behind the Abode Hotel. Also, don’t forget to visit the Devil’s personal bar to find a figurine with a key in the corridor where Stefano’s painting was. 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 is Hoffman's diary (documents 38/40). Easter egg. Go behind the reception desk and find the mysterious mug. Think about what game you could see this in?

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: "Burning Altar"

Go forward, collecting various resources, go up the steps and be sure to take the writings of Theodore I from the altar (documents 39/40). Open the door ahead, from here you can go left or right. First, go right, into the room with the mirror, and on the table you will find the last pouch for the assault rifle. Now go left and you will find yourself in a hall with suspended burning cages. Fiery opponents will appear, which you, fortunately, will be able to 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 fire pipes 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 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 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 the writings of Theodore II (documents 40/40) from the table ahead.

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. Once 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 will find a piece of memory (20/24). Watch the cut-scene, at the end of which you will have to remember all the monsters you saw in the first part.

First, run away from the crazy guy with the chainsaw, then watch the video, at the end of which go up to him and cut him in half. Press the E key several times. Next, kill the butcher with a safe for a 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 - it's up to you. After this, watch the cutscene.

Chapter - 15: "The End of This World"

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

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

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

Chapter - 16: "Exit - 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 lengthy cutscene.

.
Episode 14. Hidden motives.
Episode 15. Root of Evil.

  • DLC: Assignment, Consequence, Executioner.
  • general information

    Developer: Tango Gameworks. Publisher: Bethesda Softworks.

    Time to complete 100% completion of the game is 80 hours.

    Where is it cheaper to buy the game?
    The Evil Within. PC price

    Shop Price Link
    Playo.ru 245 rub. playo.ru/goods/the_evil_within/
    SteamBuy.com 275 rub. steambuy.com/steam/the-evil-within/
    SteamPay.com 275 rub. steampay.com/game/the-evil-within
    IgroMagaz.ru 599 rub.
    Gama-Gama.ru 779 rub. gama-gama.ru/detail/the-evil-within/
    Steam 999 rub. store.steampowered.com/app/268050/The_Evil_Within/

    System requirements
    The Evil Within

    Characteristic Minimum Requirements Recommended Requirements
    CPU Intel Core i7 Intel Core i7
    RAM 4 GB RAM 4 GB RAM
    Video card Nvidia GeForce GTX 460
    1 GB VRAM
    DirectX 11
    Nvidia GeForce GTX 670
    4 GB VRAM
    DirectX 11
    50 GB 50 GB
    operating system Windows 64-bit: 7/8.1 Windows 64-bit: 7/8.1

    The Evil Within is one of the brightest representatives of the survival horror genre. Throughout the game you will have a limited amount of ammunition and numerous armies of enemies. In addition, you will be constantly looking for a safe place. A few tips below will help you survive this hellish nightmare.


    1. Save. Throughout the entire passage, we will indicate to you the achievement of each checkpoint and mirror, with which you can save your progress. Never neglect the mirror room unless you want to end up going back a few steps. By the way, if you overcome a difficult section and know that there is a mirror a few meters behind you, be sure to go back and save again. If the mirror room is somewhere near you, then you will hear a piece of melody that gives a clue.


    2. Upgrade Sebastian by collecting green gel. As the game progresses, you will find bottles of green gel, for which you can purchase upgrades in a special room with a surgical chair. Green gel can remain after killing enemies and breaking objects. When the opportunity presents itself, take advantage of it immediately. We recommend that you first purchase sprint (two levels) and increase critical shots from a pistol to 20%.


    3. Get treatment. When you stand still, the main character's health is restored to approximately 30%. You cannot increase regeneration, but you can increase your health. Again, you need to upgrade the main character, or use medical kits that can be found during the game.


    4. Recharge. When the fight ends, be sure to reload all your weapons.


    5. Use melee weapons. As the game progresses, you will find axes and torches. Take them to instantly deal with enemies.


    6. Search and break goddess figurines. Collecting figurines allows you to find the keys. These keys, in turn, can be used to open lockers inside the hospital. In the article you can find out the location of ALL keys.


    7. Collect matches. Matches are one of the most useful resources in The Evil Within. With one match you can instantly kill any enemy, regardless of what level of health he has left. In this case, the enemy must be knocked down.

    What can be unlocked

    There are several collectibles in the game. For example, you can collect 28 map fragments and get a reward for it. Many people are interested in what this reward is. So, after completing the game, if all the fragments of the map have been collected, you can approach it and activate it. As a reward you will receive a powerful sniper rifle and a semi-automatic pistol.

    For completing the game at the maximum level, the main character Sebastian receives brass knuckles, which significantly enhances his melee attacks.

    Total number of collectibles and trophies:

    Map fragments – 28 pieces;

    Missing people posters- 15 pieces;

    Audio diaries – 10 pieces;

    Castellanos' personal file- 15 pieces;

    Newspapers – 21 pieces;

    Notes from the room– 16 pieces.

    Episode 1. Emergency call

    Note: 2.


    Something happened at the Mayak city psychiatric hospital; all the police cars, including ours, arrived there. A group of three detectives enters the building. There are many corpses inside. We follow Joseph into the far left room. The surviving doctor cannot explain anything, but calls the name Ruvik. We watch the CCTV cameras, before our eyes a stranger in a raincoat instantly kills several policemen, and then turns up behind us and stabs us.

    We come to consciousness. We are suspended upside down on a rope, with a maniac walking nearby. When the monster moves further away, we begin to swing (space), pull out knife from a nearby suspended body, and cut our ropes.

    1.1. Maniac
    The Evil Within. Walkthrough

    It will not be possible to kill an enemy with a knife, so for now we act unnoticed, switch to stealth mode (Ctrl). Ahead, a maniac is chopping meat on a cutting table; a little to the left of him, keys hang on a hook. We wait for the maniac to move on, sneak up and take him off the hook a bunch of keys. We move back to the previous room, open the locked door on the left with the keys.

    We walk along the corridor, overlooking the previous room. At the next door we will come to an inconspicuous tripwire. The alarm will go off and the butcher will run after us. We run through two more corridors, but a maniac with a chainsaw will catch up with us and hit us in the leg, cutting the tendon. Then we run limping. The enemy bans us in the room with saws, we get out of it by going down the hatch.

    We slide along the inclined pipe, dodging obstacles on the way. At the end we will fall into a large vat of blood, we get out of it. You find yourself in the sewer.

    1.2. Sewerage

    We go to the right, jump into the water, go up the stairs. There is nothing in the side doors on the right, we go straight all the time, climb back into the building.

    1.3. Shelter
    Evil Vizin. Walkthrough

    We go out into the room with lockers, then into the next room. From behind, through the glass, we see a butcher appear. The door ahead is closed, so for now we hide in the closet to the right of it (Ctrl). We wait in the closet until the enemy breaks through the door forward. After some time we leave and sneak behind.

    1.4. Distracting the Enemy

    The butcher is in a large illuminated room, there is a dark corridor on the side, but you can’t go anywhere along it. Here you need to deceive the enemy.

    1. When he goes forward, we sneak into the room, go to the dark left corner, and find a bottle behind the boxes.

    2. From this place we throw the bottle into the previous corridor from where we entered.

    3. The enemy will run towards the sound of breaking glass. At this moment we must run forward - to the kitchen. We don’t linger anywhere else, we run around the table, enter the door on the right, in the corridor we enter the door on the left.

    1.5. Evacuation
    Walkthrough of The Evil Within 2015

    We walk through the room with wheelchairs. The Butcher will burst into the room and chase us. We run to the end, jump into the opened elevator car.

    We find ourselves on the main floor and return to the hospital lobby. Seismic tremors will begin. We quickly run to double doors, we get out into the street. We get into the departing ambulance. The driver, the girl, the doctor and one patient escaped. The driver will take us out of a dangerous place, and at this time an earthquake will destroy the entire city. At the end the car will fall off the cliff.

    Episode 2. Survivors

    Number of trophies and collectibles at the location:

    Map fragment: 3.

    Poster: 1 (+1 in New Game+ mode).

    Newspaper: 2.

    Note: 1.

    Castellanos' personal file: 1.


    We ended up in a single room in the hospital. The nurse will let us out into the corridor. We go to the reception desk and sign the documents to make a save. We go into the opened corridor.

    We sit on a chair, we are chained to it. Here we can spend the collected green gel to purchase improvements for the main character Sebastian. At first, we only buy access to future improvements for 100 gel. After this, the dream about the hospital will end.

    2.1. Crash site

    We regain consciousness and get out of the crashed ambulance. Nearby on the couch we find 200 gel, in the medical cabinet 1 syringe. We look at the collected items in the inventory (V key), use the syringe to restore health. You can only increase your health up to the red mark. There are another 300 gels hidden to the right of the machine.

    We go forward along the path with bloody footprints. Ahead is the corpse of a cow and a crow on it. There is a wooden box on the right, we break it with a melee strike (F key), inside there is 300 gel. From this place you can see the light ahead, we run there and pick up a lantern on the cliff. From below we see a tent and a man, we go down to them.

    2.2. Gun
    The Evil Within. Walkthrough of the game on PC

    We approach the tent and see how the person inside eats a corpse. In the things at the entrance we find revolver. The man looks around, it's our infected driver Connelly. First, we push away the running monster, and then aim 3 shots at the head.

    2.3. Gaming Features

    We examine the tent, to the right of the boxes there is 200 gel, there is nothing in the boxes themselves. To the left of the tent we enter the cave, turn on the flashlight (Q key). Inside there is a dead end on the left, there is 200 gel in it. On the right we will see Leslie, a patient rescued from a mental hospital. There is a tripwire in front of him, we need to disarm this trap, we get trap details.

    Through the cave we go out onto the field. You can climb over the fence on the left, but there is nothing there. On the road on the right there is a cart containing 300 gel and an empty box. Further to the right lies a body and 2 matches near. We use the first match to burn the body (key C). This way you can get rid of enemies who constantly resurrect after death.

    At the turn we see a small barn with a bloody symbol of the Mayak hospital on the door. We go inside, we see the ghost of a nurse enter the mirror and disappear.


    Hospital

    We approach the mirror, hold down the space bar, and find ourselves in the hospital. With the help of mirrors, we can quickly return to a kind of base, where we can save, buy upgrades, and unlock lockers. You can improve your characteristics, your weapons and maximum reserve. First of all, it is better to spend money on increasing the supply of wearable items: matches, cartridges.

    To leave the hospital, we stand in the corridor between the hall and the improvement room, look in the washbasin mirror, and press the spacebar.


    We leave the barn and follow the path down. From a distance we see Leslie running away from the maniac and running inside the next house. A maniac knocks on locked doors. We sneak up from behind and make a stealth kill (Ctrl + spacebar). If we burn this enemy, we will get for him 1 syringe. We knock down the doors and climb through the window. Leslie runs further and further, we follow him to the gate.

    2.4. Two enemies
    Walkthrough of the game "The Evil Within"

    Right before our eyes, two local residents, under the influence of radiation from the lighthouse, turn into monsters. We stand behind the hay bales, waiting for the monsters to disperse to different corners. We can throw the bottle ahead on the road. We silently kill the first enemy from behind. The second enemy will walk back and forth to the right of the house. We hide behind the side fence on the left, when the enemy goes behind the house, we follow and silently kill.

    In the house itself on the chest of drawers lies 5 matches, on the bed - 1 syringe. In front of the house between the fences we clear the trap, we get trap details. On the left side of the road we can go to the edge of the pier, from there we will see the Mayak hospital on the opposite side of the lake.

    2.5. Village

    Next are several dilapidated houses and enemies walking around fires with torches. There is 1 enemy at the fork near the nearest house, we can get up from behind and kill him unnoticed. In the house at the fork there is 3 matches, 1 bullet and a random bonus in boxes.

    On the right there is a dead end with a stone house, in front of it is 1 enemy. We enter the house, break the boxes, each of them contains a little gel. In the corridor stretching, in the back room there are 200 gels and 5 rounds.


    We return to the main path. Around the 2nd house on the left path there are 5 traps, they can be neutralized in the same way as stretch marks. There are 2 enemies walking nearby. Inside the house in a large room stretching, there is 300 gel inside the cabinet, in the small side room there is 1 syringe.

    On the left path in the far building and on the road there are 2 more enemies. In and behind the building 2 stretchers, there is 700 gel inside the room.

    At the end of the left path is a locked gate with a valve. First, we burn 2 corpses on the road. We begin to turn the valve, the gate will begin to gradually rise. During this, two corpses will come to life, if we did not burn them before. We pass through the gate.

    2.6. Bridge
    The Evil Within. All the secrets

    Ahead on the road we will see a large fire, monsters sit around it and eat corpses. It will not be possible to kill them silently here; they will immediately notice us. We run past them on the right and run onto the stone bridge. The gate ahead will be closed, you will have to jump from the bridge into the water.

    Episode 3. In the claws of monsters

    Number of trophies and collectibles at the location:

    Map fragment: 1.

    Poster: 1.

    Newspaper: 1.

    Audio diary: 1.

    Castellanos' personal file: 1.


    We come ashore under the bridge. Lies on the table 1 syringe. If we return to the pier with the boat, we will find 200 gel there. We go up the stairs and take 3 matches, we burn corpses on the way.

    3.1. Entrance to the village
    Evil Within Walkthrough

    We go to the village, all the passages under the balcony will be closed with thorns. You can only enter the next two buildings. In the left building we find some gel, 2 stretchers And axe, sticking out of the wall, which can be used as a weapon.

    In the right building on the side there is a hut in it 1 syringe and 300 gel. There are several mines installed in the house itself; they react to noise. You can silently crawl up to them and neutralize them: you need to stop the arrow in the blue zone, and if you stop it in the red zone, the grenade will explode. We find it by the fireplace 2 matches, in the nightstand there are 500 gels. In the right house we enter the bathroom with a bloody sign, there is a mirror to move around.


    Hospital

    This time the nurse will take us to the back room behind the counter. On the right is the detective's office, here on the wall a map is assembled from the found fragments. On the left is a storage room with many cells, they can be opened with found keys, and there are random bonuses inside.


    We return through the mirror. From both side buildings on the second floor you can get to the central balcony. There we will meet the surviving doctor Marcelo Jimenez. Together with him we examine the second half of the village, there are many enemies there. He offers to distract everyone with himself, and at this time we should open the gate ahead. On the balcony we turn the valve to open the way to the second half.

    3.2. Second half of the village

    The doctor has distracted most of the enemies, we can move forward. In the center there is a cart, under its wheel there is 300 gel.


    To the left of the gate on the balcony there is an enemy with a gun, we shoot at him from afar. We go up to this balcony, enter the building, on the chair on the right we find a new weapon - Crossbow "Agony" and harpoons for it. In the inventory, we can use trap parts to create explosive bolts for a crossbow.

    We kill a couple more enemies who run up. There are two levers in this building that turn on a trap with arrows, we can use them. On the ground floor in dark room There is another weapon in the case - shotgun.


    The neighboring building on the left is a three-story barn; for now we don’t go into it but go around it. In the passage between the buildings there is tripwires and mines, and behind the building in the corner there is a chest. There is a trap hidden in the chest, so we open it slowly and not all the way, and then clear it. Inside 4 buckshot cartridges And 2 trap parts.

    On the 1st floor of the barn there is a pen for pigs, behind the wall there is a maniac bound in chains. On the 2nd floor there are two internal balconies, here in boxes and on tables you can find 1 syringe, 3 cartridges. Installed near the stairs to the attic mine, we can detonate it from afar or neutralize it.


    There is a water tower to the right of the entrance. On the side of it there is a barn, inside 1 syringe. If you climb the tower itself, at the top we will find 1000 gel, 2 parts traps, flash bolt.


    Stone house on the right. On the ground floor there is 1 enemy walking by the fireplace, it is easy to eliminate him silently, we take 300 gel from the table. On the 2nd floor there is 1 enemy in the room and 1 on the balcony. Here we take it from the chest of drawers 1 syringe, from the nightstand 2 buckshot cartridges, we take it from the enemy from the balcony grenade. We enter the far room, take first aid kit(increases maximum health), listen. We will see the doctor who hid in the attic.

    3.3. Boss: Sadist

    Having examined all the buildings in the village, we finally approach the gate. To the left of them we examine the chain that blocks the opening of the doors. We need to find something to cut it. After this, we return to the barn, approach the chained maniac, he will break free and attack us with a chainsaw.

    You can hide from a maniac in a safe place. We go into the passage between the two left buildings, climb onto a small roof, the maniac will not get through here. Standing on the roof, we shoot the maniac in the head with a shotgun or a crossbow with explosive arrows.

    When the Sadist boss is defeated, all other enemies in the village will disappear along with him, and Rufik in a white cloak will appear for a moment. We take it from the killed boss chainsaw and 5000 gel. We return to the place where the maniac was chained, there lies in the chest 6 rounds And 2 buckshot cartridges. We go out through the open gate, the doctor will catch up with us.

    .+ Add a comment

    .
    Chapter 12. Bottomless abyss.
    Chapter 13. Stronghold.
    Chapter 14. The Burning Altar.
    Chapter 15. The end of this world.
    Chapter 16. Purgatory.
    Chapter 17. Exit.

    general information

    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 in the fence we find 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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    Chapter 1. Into the Fire

    There is practically no introductory cutscene as such. 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 keys W, S, A, D. Try to open the door - interaction key E. Go to the right and examine the glass sliding door- Sebastian should automatically break it.

    Inside the house, move through the kitchen and to the left. Open the door on the left and go up the stairs. Look into the children's room - the door is covered with different colored pictures. Watch the long 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 way you will contact Kidman and see the office - the main safe zone in which you can communicate with your partner. After some explanation, the second chapter will begin.

    Chapter 2. Something went wrong

    Go to the information board on the right and examine it, reading details about each of the five missing members of the Mobius group:

    • Group commander William Baker.
    • Miles Harrison, combat interactions.
    • Liam O'Neill, technical support.
    • Julian Sykes, STEM programmer.
    • Yukiko Hoffman, psychoanalysis.

    Next, study a few more photographs on the board and leave the office. There is a black cat sitting on the table to the right. Approach her and pick up the one lying nearby. slide. You can view these slides and discuss what you see with Kidman. Do just that - interact with the projector near the black cat (where you found the slide).

    Rising from your chair, pick up the jar green gel, which the same cat will point to. 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 cutscene, go forward through the door, go up the steps and approach the picture of the door hanging on the wall. Turn around - the same door should appear in front of you. Having opened it, go along the corridor. You can turn on the flashlight - press the V key. 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, photographs were developed. Lies on the table photograph of William Baker (documents 01/40). There are shelves in the next room - 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, answer the question below phone call(the phone is hidden in a niche), but you won’t hear anything except sinister 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. Crouch down while holding LEFT CTRL and get under the grate on the left. On a small table near the right wall lies unusual letter (documents 02/40).

    Go up to the third floor, go through the room with the 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 Spacebar to hide behind the sofa and move to the left. When you approach a corner, press the A key again to go around it. Depending on the direction you are going around the shelter, you will see arrows “left”, “right”, “forward”. Press the corresponding A, - and W keys.

    When the maniac leaves through the door from which you came, then use the next one, having first examined the dead man. You will again find yourself at the same stairs as before, but this time things look much darker. Go to the corridor on the right, where the corpse is lying and its legs are visible. Suddenly someone drags the body inside. Open the closed door, jump over the fallen table and the painting ahead using the W and E key combination, and then take it from the small table in the far left corner photo of another victim (documents 03/40).

    Go up to the second floor and go through the door where you saw the woman earlier. Walk forward along the balcony until you see a huge energy thing with several corpses in front of you. You can study it by interacting with the Rebirth sign. Enter the elevator on the left, which should open after exploring, and press the button to go down to the very bottom.

    Follow the hole on the left, which will require you to duck down. Approach the sign on the wall, turn around and approach the camera on the step, 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 photograph is attached. Take it and then meet the monster.

    Go around the boxes, and then run away from the monster along the corridor. Hold 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 ladder near the wall with an open air duct above it. Interact with the ladder to climb inside the pipe.

    Climb the pipe until you see a hole - jump down. Next, run away from the monster again, and when he catches you, press E several times. As a result, you will be revealed from the enemy in safe home. 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 pick up 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 the 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, the living room, and take it 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 gun(he received the knife after stabbing it into a huge monster) and examine 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 by shooting from a pistol - hold down RMB to aim and shoot straight in the head. Go to the forge where the deceased guy is sitting, and from the wall on the right from the first aid kit, take a syringe with medicine. Go up to the second floor and find the jar gunpowder. Like the grass you might find on the street, gunpowder is used to craft items (ammo).

    Exit the house and go left. Break a few wooden boxes, 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 hides inside the house. Crouch down and hide behind the car.

    When the monster leaves, follow to the left through the bushes, collecting grass. Sneak up behind the enemy 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 from your inventory and throw it to the side to distract the attention of enemies. Each killed enemy also leaks green gel - don't forget to collect it.

    Go inside the house, go left and go down the steps to get to the next shelter. Watch the cut-scene during which you will meet Liam O'Neill.

    Chapter 3. Resonance

    Talk to Liam and take the additional task “Unusual Signal”. We will describe it below. Liam will also mark on your map with a white marker the place where the armored personnel carrier is located. There you will find the Guardian crossbow.

    Let's take a look around this place. The coffee machine allows you to replenish your health, completely free of charge. Just have a cup of coffee when you are in a safe place. You can find ammo and medicine in supply boxes - these boxes are replenished over time, so return to the shelter whenever possible.

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

    Leave the shelter and in the corridor you will see nurse Tatyana, whom you know from the first part. Follow her into the mirror to be transported to Castellanos' office. Sit on the wheelchair, which will transport you to the hospital. Here you can buy upgrades using green gel.

    Note: What's new to Castellanos and weapon upgrades is that you can't collect green gel and buy everything you want (even sequentially). Some stronger improvements and upgrades are separated from the main branch by “locks”. To unlock the locks, you will need either high quality parts or red gel - for weapon upgrades or purchasing Castellanos upgrades, respectively.

    Go outside and the main character will automatically take out his communicator. Rotate it until a prompt appears on the screen to press the R key. This way you will spot the target you need in the story. To hide or take out your communicator, use the G key.

    Cross the road and enter the white church. After dealing with the reborn priest and other enemies, go behind the altar with the corpse and find a figurine with a key on the floor.

    If you follow the road to the right of the church and turn left along it (where it goes, since 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 carried pistol cartridges from 20 to 26.

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

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

    Here, at the edge of the roof, lies a faulty sniper rifle. Take her away.

    Additional task “Unusual signal”

    The time has come to start completing this quest, but at the same time we will describe the location of some necessary things. Follow 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 that you need to hold down the R key. Do so - you will receive a fragment of memories (2/24).

    The quest will not be completed at this point - you will need to check two more places with resonance. But first, pay attention to the train cars standing to the left of this place. Go to the far train and go inside it. Follow through the carriages, killing opponents, and 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, take out your communicator and look fragment of memory (2/24). Also, your first one is lying near the girl’s corpse. red gel.

    Get out and follow the green resonance “spot”, which will lead you inside the auto repair shop. On the porch of the house, located opposite the open entrance to the workshop, find a figurine with a key. Don't rush into the auto repair shop.

    Go around to the left to find a door in the chain-link fence. Shoot the chain and go into the closed area. Jump over the fence, look around and approach 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 then pick up the pistol.

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

    Activate the electricity using the shield you saw in the memory. 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” (that’s what I call the white dead - they are much stronger than usual). Be careful, such enemies cannot be killed using a hidden method. 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, which will allow you to discover another piece of memory (4/24).

    Bend down and climb up 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, searching which you will receive a unique card. No, this card will not automatically open the door, but it will help you find the code. Look at the locked door and remember 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 ​​should appear to the right of it. Find the desired column by letter (for example, I was interested in the second column from left to right with numbers), 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” I had 96. As a result, the code combination was 7696. Enter it and take the contents of the arsenal. The box will contain an explosive crossbow bolt. You must find the crossbow itself using the armored personnel carrier marker, which became available after talking with Liam.

    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. By the way, in one of the rooms you will have to find the best parts that open inaccessible branches when upgrading weapons.

    Go outside and opposite the auto repair shop, to the right of the house on the porch of which the figurine was found, you will see a garage. Go behind it (you can go inside to collect loot), after which you will catch a resonant signal. Pick up the communicator and see that the signal leads inside a house nearby. Enter this house, follow to the far room and take the woman’s diary from the table (documents 08/40). Suddenly the picture will change, it will become 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 take the door on the right. Make your way through this chamber to the next one, using the hole in the wall, and take the key card from the cabinet with the photo. Go back, run to the door and open it with the card. Soon you will return to reality (so to speak). A new item will appear on the same table - a slide.

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

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

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

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

    Go outside and follow the second resonance signal, which was detected after the first one during the side quest. Here, enter the house, go to the back room, killing the enemies, and use the communicator to catch a piece of memory (5/24). Go through the door, find a hatch behind the boxes and go down. 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 reach a dead end. There are two doors here - the left one can be opened by shooting an electric bolt into the shield on the side. Since there is no such bolt yet (and in general this door simply leads back along a shorter route, so opening it is pointless), then open the right door. To do this, combine the two waves so that they match 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 visitor center and go to the far door - it should open automatically. Go downstairs and launch the communicator to activate fragment of memory 6/24). Watch it to the end, then pick it up from the table in the right corner Turner Communicator Journal (Documents - 11/40).

    After you pick up this magazine, all the dead Mobius employees will be marked on the map, from whom you can find certain ammunition. Try to go out, but the same stranger will take your photo. Go forward, kill the enemies and get free.

    Go to Liam's hideout and tell him what you saw to receive your reward and complete the side quest. If you move from the corner where the armored personnel carrier is located, up the map, you will pass a cargo transportation company on the right and a car repair shop on the left (we have already been here).

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

    Further north there will be another intersection. Diagonally ahead on the right is a marker pointing to another shelter in the location. You are interested in the house ahead. It is impossible to get inside, but behind it there is a garage, inside of which lie sniper rifle parts. Having picked them up (and the rifle that was written about earlier), you can repair the weapon at the workbench or even through the inventory.

    Go to the doors of the new shelter, shoot an electric bolt into the panel to raise the garage door. Kill the monster inside, then use your communicator to see fragment of memories (7/24).

    Go into the shelter through the door on the left and on one of the tables, next to the supply chest, find report 00122: recruitment (documents 12/40). Inside the weapon box is smoke bolt, an innovation for the Guardian crossbow.

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

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

    Near the diner, turn on the communicator and decipher the signal, getting closer to 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 cabinet. Get inside, look around and pick it up from the floor Lily doll.

    Go outside, go around the diner and find the window that leads from the back utility room. Examine the trash container 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 in the footsteps of your daughter. Periodically 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 come to the conclusion that Lily ran to the warehouses. Go into the territory and inspect the door - you need to turn on the electricity. Pay attention to the wire that leads exactly to the desired panel. Go around the containers, break the chain and kill the monsters. Here, use the shield - switch the switch to supply energy. Open the warehouse by pulling the switch near its gate. Go inside and explore wooden board blocking the path further (the door is closed).

    Interact with it 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. Go upstairs and go to the back room to collect loot. Go back down and follow the left wall. Crouch down to get under the shelves, kill the enemy and go up the yellow stairs.

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

    In the second shelter, which is in the north, not far from the Pit Stop, you could notice the same computer that led you to the Network arsenal. But it was impossible to gain access to it then, but now is the time - you will find out the password from Liam and receive 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 receive the 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 give it to you. Feel free to chat with Liam to find out a little more information.

    Also from now on, you have access to a shooting gallery in the hospital. 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 this, you will be offered two tests - the first allows you to simply shoot at targets, gaining points, for 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 cause several to explode. Shoot the hourglass to increase time. Don't shoot at squares with crosses. This way you will not only reduce the points scored, but also reduce the remaining time. The reward is given depending on the points scored. You cannot receive the same reward twice. Thus, if you scored 100,000 points the first time, then it makes no sense to participate in the shooting range.

    Follow the marker to the northern shelter, go inside and talk to Kidman. At the entrance to the shelter there should be report 00122 (documents 14/40). Next, use your computer to go to the “Network” management department. Leave the room and go forward along the corridor. You can hit the vending machine on the left twice to get the gel. Go into the room on the right and use the computer on the table, near the corpse. This is how you get "Union Growth" email (documents 15/40).

    Go out onto the balcony and go downstairs, because all the doors here are locked. Opposite there is a yellow staircase - go up it, open the door and in the room on the corpse of the Mobius soldier find crossbow pouch “Guardian”. Go back out, go downstairs and approach the door with the screen. Use the communicator, then set up two waves, as you did earlier when completing the side quest of the third chapter. The locking system will begin to turn off - monsters will begin to appear from three locked doors behind (two below and one above). Shoot them all - there is no other way out.

    Inspect the opened rooms, and then go through the door with the monitor. Reach the tunnels, pull down the switch to drain the water, and then follow the stairs down. Run across to the other side and go up. You can use another switch to lower the bridge. But generally 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 electronic lock. You will need to follow the wires. Follow to the first fork and turn left into a dark tunnel. Use a flashlight to look figurine with a key standing on a barrel.

    Break and take the key, then follow the wires to the far room. There will be an electrical panel with four toggle switches. Each toggle switch adds a certain number of light bulbs. It is necessary to ensure that their total number is no less and no more than ten. For me these were the first, second and fourth toggle switches. Go back to the previously locked door, open it and go up the stairs. Sebastian will take off his gas mask.

    Go upstairs and examine the computer on the table to the left. In it you will find email "Extension and Data" (Documents 16/40). Get out and run forward along the corridor. you can climb the steps on the right to find supplies. Go through the white door ahead, approach the corpse and use the communicator to view fragment of memories (8/24). Return to front door this room and on the right side of it, find the entrance to the ventilation tunnel. Move forward along the air ducts until you find yourself on the other side of the cliff. Enter the room and use the computer to travel from the “Network” to the part of Juno where the city hall is located.

    You can use the coffee machine, the save terminal and the mirror, near which there should be a red gel. Go upstairs, take out the communicator and detect the resonance point. A green mark of the adjacent building should appear on the map. Once outside, go forward towards the city hall to see that same stranger. This is how the next chapter begins.

    Chapter 5. Waiting

    Go 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 the soldier's head photograph by Sebastian Castellanos (documents 17/40). Go forward and you will find yourself in the courtyard. Suddenly, a Guardian with several heads of girls will appear from the corpses, wielding a circular saw.

    You will have to kill the enemy. There are three points on the location with a stretched wire - if you touch it, the slow-motion photography mode is activated. Lure the boss there, turn around and shoot at him while he slowly moves towards you. You can also simply 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 gel (5000 units), as well as the rest of the loot. Then enter the City Hall building.

    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 slow-motion killing. Go through the door on the left, turn left and at the very end you will find a staircase leading up. Go up to the second floor and go behind the curtain. Look around - there is a picture hanging on the wall on the left, 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 cabinet, 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 the roses into the white vase on the side of the mannequin, then use the camera. Focus the image using W and S, and then take a photo by pressing E. Exit the zoom on Q and, if done correctly, the picture behind the mannequin will turn into a real corridor.

    As you walk down the corridor forward to the framed picture with the inscription “Appreciate a Masterpiece,” pay attention to the last coffee table on the left. lies on it article in the Crimson Post (documents 18/40). Now look at 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 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 this, you should turn around and see an open door. Find on the table in the back room photograph of a dead Mobius employee (documents 19/40). Try to get to the photographer, and then go down the stairs and approach the stool with the head of a mannequin. After this, 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 note (documents 20/40).

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

    Exit through the same door, go through the opening ahead. When you are on the second floor balcony, take the door on the left to enter the room. Lies on the table report 00213: Union social management (documents 21/40). Go downstairs, go to the hall where the murder of one of the Mobius members was filmed in slow motion. A new passage will open ahead, and immediately behind it you will see a cabinet with figurine with a key. Go right, go through several rooms and into a room with bookcases find another one on the table report 00977: structural damage (documents 22/40). Leave the city hall and talk with your partners, after which the next chapter will begin.

    Chapter 6. On the hunt

    After leaving the City Hall courtyard, go left and find the Mobius soldier's pipes to take from him syringe pouch. Return back to the computer, which will take you to the “Network”. Leave the room and see the gate open. Go forward, 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 there is a corpse on which you will find pistol pouch.

    Follow the corridor on 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 review the memory. After that, don't forget to pick up slide lying on the edge of the table.

    Move on, avoid the monster, running away from it along the corridors. In the end you will have to shoot him with a pistol. After this, if you go back, you will find that the monster has disappeared. When you are in front of a door with a red symbol indicating a shelter, 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 Branch (Documents 23/40). Enter the room with the Network computer and watch the cutscene.

    After talking with Hoffman, be sure to interact with the computer nearby to save email “Core Candidates” (24/40 documents). Travel through the computer to the area with the theater.

    Leave the office and immediately use the communicator to detect 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 use the communicator and view fragment of memories (11/24). After this, the same monster from several bodies will appear - kill it, acting as usual, but this time without the possibility of slowing down. It will be necessary to insert many more shells than last 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 allows you to see fragment of memories (12/24). After this, try to leave the cafe, but you will hear music. It's coming from the jukebox in the far corner. Approach him, and the same woman from your nightmares will suddenly attack. Walk forward and see a woman climb 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 one. So, you have to choose the right routes, but to do this you have to look in the mirror. Go to the mirror and see which of the four doors is glowing. If in the mirror it is the door closest to the opening on the left, then turn around and go through the door closest to the opening (where you came from), but on the right. The same applies to the case if the door is not next to the opening, but across one - just change sides from left to right and from right to left.

    Do the same in the second room with the mirror, but this time everything will be complicated by the witch moving around the location. When you choose the right door, you can go forward and eventually return to that same diner. After all these nightmares, the murdered man sitting on the chair will have a slide. Don't 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 diner's main entrance, turn the corner to the left to find a dead body on the porch with pouch for a sniper rifle. Walk across the street from the diner and down the street to find the devil's personal bar. Go inside and from the far table right hand take it away bartender's diary (documents 25/40). You need to go to the left on the map from the diner to find an area closed by a fence, from where shots and cries for help can be heard. Go inside the area by opening the gate and approach the dark-skinned soldier on the overturned truck to begin the side quest “Out There.”

    Additional quest “Out there”

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

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

    Follow the marker indicated on the 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 will see another fragment of memories (13/24). Search her to pick up the key to the same warehouse at the beginning of the location.

    Returning to the warehouse, be prepared 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. Take a new one out of the box long-barreled shotgun. That same creepy woman 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 the STEM reality.

    Additional quest “Back in touch”

    Here you need to return to the “Network” again and move along the marker. Enter the room and interact with the computer to turn on the server. See the box on the side of him? Now he and others like him will be open, and you will be able to use the ammunition located inside. Go back to Sykes in Union and report on the completion of the task. Open a container located in the same shelter to get a new one in addition to supplies pistol with silencer.

    Go to the entrance to the theater, but you will see that the path is blocked by two paintings. If you have already explored the location, you should have seen these paintings - 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 resonance points. A new chapter will begin.

    Chapter 7. Thirst for art

    First, go to the Devil's personal bar. Go to the back room and interact with the painting in the hallway with the bag on your head. You will be transported to another reality. The door is locked with a key, 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, avoiding obstacles on the left and right and killing opponents. When you approach the grate, open it with the small key. Stretch marks will appear. Bend down and move to the right, avoiding 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, go up to the second tier and interact with the painting. Here you need to open the grate again, which will require you 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 far part of the corridors. After that, run to the grate and lift it. I recommend shooting an electric bolt at the Obscura, then immediately raising the grate. Open the door, crouch down and make your way past the next trip wires, 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 spectators. Find Stefano's creation on the second tier, use the communicator and find fragment of memories (14/24). Watch a long cutscene and then chase Stefano.

    Suddenly the area will collapse 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, follow it, hiding in the shelters. After this, wait until the eye goes back and continue. Repeat this at several points, then leave the location. Go down the stairs, follow 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 throughout Union, you will finally be able to fight him. This is a relatively easy battle. You just need to get used to his basic moves and attacks, after which you can defeat him without any problems. 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 - take this into account.

    At the first stage of the battle, Stefano will move in phase jumps (teleportation), and do this four times in a row, changing positions. Don't bother trying to hit the boss at such moments - it's a waste of ammo. And even after the final teleportation, shoot 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 up to you and attack you 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 away from his line of sight until you hear the shutter go off. Turn around and again make an accurate shot. After several accurate hits, the second stage of the battle will begin.

    At this stage, Stefano will teleport even more times, and do so chaotically. A huge eye-lens will appear behind. Pick one side of the room you want to sit on and stay there. I chose the right side (as seen from Sebastian's eye) because that seemed to be the easiest place to avoid the huge tentacles. Essentially, the tactics remain virtually unchanged. Wait for Stefano to complete his teleportation and then fire the shot. From time to time he will scream loudly and try to catch up with you, moving in a straight line. Here you don’t need to run away, but turn around and shoot at the boss, trying to knock down his heap. If he catches you, he will deal devastating blows with a knife, 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 film you. You will see orange cubes in the arena. They will explode upon contact, so just stay away from them and they will eventually disappear. This is what the fight with Stefano is all about. Just stay on the move and dodge the enemy's knife and melee throws. Soon it will be destroyed!

    Watch the cutscene with Lily and Mira, at the end of which a huge monster will appear.

    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, turn right behind them to find a small loophole leading to a secret room with supplies. 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 here with the first page of "Submit to Freedom" (documents 26/40) lying on it. 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 are interested in the second camera on the right. Enter there and kill the lying Mobius soldier, because he is alive. 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).

    It's a similar story with the second camera on the left. It is open by default - go there, destroy the crates and you will see a passage leading to the next room with a corpse and pistol cartridges. The corpse by the door is actually a living zombie, so kill it early 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 either of the two 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. Below is a screenshot that points to the final image.

    Now go downstairs and go forward to meet Father Theodore. Watch the cutscene.

    Chapter 10. Originally hidden

    Meet Esmeralda Torres, but first destroy all the mutants. First they will come from the front, then from behind, then from all sides, and in the end several crawling creatures will appear. When everyone is destroyed, Esmeralda will go into 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 several ordinary fire opponents will remain in his place. Here I would recommend shooting everyone with accurate shots from a sniper rifle (to the head), but if there are no shells, then you will have to use what is available. One way or another, you will have to get past almost all the opponents in order to approach the tree with the red flag and go down to the shelter. Chat with Torres and Kidman, after which a new chapter will begin.

    Chapter 11. Reunion

    Find in the shelter Torres' diary (documents 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 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 is useful for creating flamethrower shells. Go out and you will see a large gate. Interact with the electrical panel on the side and switch all the toggle switches, as they add up to 10 lit lights.

    You will find that Father Theodore has already been here. Immediately turn left, where the burnt corpse is located. 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, but you won't find the girl here. But you can see fragment of memories (16/24) to find out that Hoffman had gone to the other end of the laboratory, into the restricted area. BE SURE to study the computer to get file "Hoffman Records" (documents 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. You will have time to visit there, but already now, right through the window, you can interact with the computer to get file "Security Protocols" (documents 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. We should find him!

    Face the door that requires the cerebral chip. Go behind the screens on the left, where a corpse lies on a gurney. Will be attached to the wall STEM Integration Failure report (30/40 papers). Look around the hall and you will see a door with an electrical panel on the side. It can be opened by shooting an electric bolt here. We'll do this a little later. In the meantime, turn left from the door and you will find stairs leading upstairs. Don't rush to get up! Go left of the stairs to find a small door leading to the morgue. Enter there and turn into the far room on the left. Find on the gurney Crash Investigation report (Documents 31/40).

    Now open those same gates 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 file "Observation of the pit" (documents 32/40).

    Soon the cold will appear again. Try to return the same way, but an unknown 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. Here you can even run to go down the steps. But that is not all. The difficulties start from the bottom. You will have to change the direction of movement over and over again 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 running wherever you look, because if you die, you will wake up where the witch last moved the objects - and this is closer to the exit!

    Run forward along the corridor and in the hall with the wheelchair, turn right to find it on the table around the corner. survey report (bottom - documents 33/40). Now move to the left side of the hall to find a letter from the chief of police (documents 34/40). Ultimately, Castellanos will finish off the piece of himself that was left in STEM after The Lighthouse. You will automatically receive a new-old revolver. Also don’t forget to pick up from the table near the computer slide.

    Now 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 file "Case with the agent" (documents 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.

    Go to laboratory No. 3, which is on the second tier, and 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 remove the cerebral chip from the employee’s head. Take it, go downstairs and go through that very door. In my case, the code was 0128. Try it, maybe yours will be the same.

    Get to laboratory number 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 the switches that start the fire extinguishing system. In addition, you can explode nitrogen cylinders. After winning and talking with Yukiko, pick up faulty flamethrower, lying next to Liam.

    Enter Lab 4 and use your 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. A moment later, Torres will appear. But don't rush. Bypass the device and destroy it figurine with a key. After this, talk to Torres about all topics, and then order her to blow up 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. I recommend killing the enemies first, and then turning 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.

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

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

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

    Chapter 13. Stronghold

    After talking with Yukiko, pick up assault rifle, lying 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.

    Side quest "The Last Step"

    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. By the way, this is next to Sykes's hideout.

    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. Take it out of the box in the left corner double barrel shotgun.

    ATTENTION! If you followed our walkthrough, you've collected ten slides, but there's still one more to go. To get it, return to Sebastian's office and look through each slide, being sure to discuss it with Kidman. Once you do this, follow the black cat, which will show the location of the last, eleventh slide.

    By the way, at the location in Union there are several enemies with flamethrowers - kill another one, take the part and make another new weapon in your inventory through handicrafts - 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 letter from Sykes (documents 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. You can find another one on a 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 Hoffman's diary (documents 38/40).

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

    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

    Go forward, collecting various resources, go up the steps and be sure to pick up from the altar writings of Theodore I (documents 39/40). Open the door ahead, from here you can go left or right. First, go right, into the room with the mirror, and find the last one on the table assault rifle pouch. Now go left and you will find yourself in a hall with suspended burning cages. Fiery opponents will appear, which you, fortunately, will be able to 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 fire pipes 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 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 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 writings of Theodore II (documents 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 lies the second to last 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 and use the stairs at the back of the room to go down into the pool of blood. Here you will find fragment of memories (20/24).

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

    First, run away from the crazy guy with the chainsaw, then watch the video, at the end of which go up to him and cut him in half. Press the E key several times. Next, kill the butcher with a safe for a 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 - it's up to you. After this, watch the cutscene.

    Chapter 15. The end of this world

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

    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.

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

    Chapter 16. Exit

    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 lengthy cutscene.