Walkthrough. The Evil Within. Walkthrough of the game Additional task: “Unusual signal”
.
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 the fence we find a wooden partition, now we can remove it. The slanted staircase leads to a dead end. We go between the boxes, kill the monster, climb the vertical stairs.
Upstairs in the first side door we will find the document (14/40).
In the second side door we find the daughter's second doll. We look at her memory, she was caught by a maniac photographer. On the way back we try to catch the spirit of the maniac, but nothing works. New monsters like dogs will attack us outside.
We return to O'Neil, 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.
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In the world of The Evil Within 2, you will find 122 collectibles (40 files, 32 keys, 8 mystery objects, 11 photo slides, 24 memory fragments and 7 coffee machines). Find them all to unlock the following trophies/achievements:
- - collect all documents
- Locksmith / Burglar- open all lockers
- - collect all the mysterious objects
- - tell Kidman about all the slides
- Echoes Within STEM / Echoes of Events- observe all residual memories
- Caffeine Addict / Coffee addict- use all coffee machines at least once
The guide below lists the item locations in chronological order.
All collectibles are missable! There is no chapter selection in the game. If you advance too far in the story, you won't be able to return. Make sure to collect them in chronological order as shown in this guide.
In the statistics menu you can see how many collectibles of each type you have collected. It only shows the total for the entire game, not by chapter. In addition, you can view documents, snippets of memories and slides in the "Documents" menu. This way you can see which ones you found and understand what you missed.
If you die, then you will need to pick them up again. They are not saved automatically. They are only saved at the next checkpoint or when saving manually.
Collectibles you collect carry over to New Game+. So you can collect what you missed on your next playthrough.
Chapter 1:
*No items in Chapter 1/Prologue.
Chapter 2:
#1 – Slide #1 – 0:05
#2 – Document #1 – 0:36
#3 – Document #2 – 1:00
#4 – Document #3 – 1:24
#5 – Document #4 – 2:00
#6 – Document #5 – 2:33
Chapter 3:
#1 – Coffee machine #1 – 0:05
#2 – Locker Key #1 – 0:56
#3 – Document #6 – 1:18
#4 – Locker Key #2 – 1:45
#5 – Document #7 – 2:13
#6 – Residual Memories #1 – 2:54
#7 – Residual Memories #2 – 3:55
#8 – Locker Key #3 – 4:24
#9 – Locker Key #4 – 7:35
#10 – Residual Memories #3 – 7:54
#11 – Residual Memories #4 – 8:24
#12 – Document #8 – 9:12
#13 – Residual Memories #5 – 9:37
#14 – Locker Key #5 – 10:07
#15 – Mystery Item #1 – 10:30
#16 – Locker Key #6 – 10:59
#17 – Residual Memories #6 – 11:22
#18 – Coffee machine #2 – 11:56
#19 – Document #9 – 12:25
#20 – Locker Key #7 – 12:35
#21 – Locker Key #8 – 12:59
#22 – Document #10 – 13:20
#23 – Document #11 – 13:45
#24 – Slide #2 – 14:23 –> Anima Events #1
#25 – Mystery Item #2 – 15:01
#26 – Document #12 – 15:26 –> Anima Events #2
#27 – Slide #3 – 16:00
#28 – Residual Memories #7 – 16:28
#29 – Document #13 – 17:25
#30 – Mystery Item #3 – 17:47
#31 – Document #14 – 18:24
Chapter 4:
#1 – Locker Key #9 [Shooting Range Mode on Very Hard] – 0:05
#2 – Locker Key #10 [Chain Attack Mode] – 1:37
#3 – Document #15 – 4:01
#4 – Locker Key #11 – 4:57
#5 – Document #16 – 5:40
#6 – Residual Memories #8 – 6:21
#7 – Coffee machine #3 – 6:56
#8 – Locker Key #12 – 7:15
Chapter 5:
#1 – Residual Memories #9 – 0:05
#2 – Document #17 – 0:34
#3 – Document #18 – 1:04
#4 – Document #19 – 1:29
#5 – Document #20 – 1:50
#6 – Document #21 – 2:22
#7 – Document #22 – 2:46
#8 – Locker Key #13 – 3:20
Chapter 6:
#1 – Locker Key #14 – 0:05
#2 – Slide #4 – 0:46
#3 – Mystery Item #4 – 1:21
#4 – Document #23 – 1:45
#5 – Document #24 – 2:14
#6 – Coffee machine #4 – 2:30
#7 – Coffee machine #5 – 2:41
#8 – Residual Memories #10 – 2:56
Chapter 7:
Important: Complete quests" There, outside" And " Back in touch" in this chapter. This is needed for the quest in chapter 13 and getting the slide in chapter 13.
#1 – Locker Key #15 – 0:05
#2 – Residual Memories #11 – 0:30
#3 – Locker Key #16 – 0:51
#4 – Locker Key #17 – 1:08
#5 – Residual Memories #12 – 1:37 –> Anima Events #3
#6 – Slide #5 – 2:07
#7 – Document #25 – 2:30
#8 – Locker Key #18 – 2:49
#9 – Mystery Item #5 – 3:12
#10 – Residual Memories #13 – 3:38
#11 – Coffee machine #6 – 3:53
#12 – Locker Key #19 – 4:20
Completing the additional task - 4:55
Chapter 8:
#1 – Residual Memories #14 – 0:05
#2 – Locker Key #20 – 0:49
Chapter 9:
#1 – Locker Key #21- 0:05
#2 – Document #26 – 0:53
#3 – Residual Memories #15 – 1:23
#4 – Locker Key #22 – 2:24
Chapter 10:
#1 – Locker Key #23 – 0:05
Chapter 11:
#1 – Coffee machine #7 (Caffeine Addict Trophy Unlocked) – 0:05
#2 – Document #27 – 0:35
#3 – Slide #6 – 0:44
#4 – Slide #7 – 1:10
#5 – Residual Memories #16 – 1:43
#6 – Document #28 – 2:06
#7 – Document #29 – 2:18
#8 – Residual Memories #17 – 2:37
#9 – Locker Key #24 – 3:05
#10 – Document #30 – 3:26
#11 – Document #31 – 3:38
#12 – Document #32 – 4:09 –> Anima Events #4 (trophy “unlocks”) Finally Free / Finally free”)
#13 – Document #33 (requires File #11 from Chapter 3) – 4:46
#14 – Document #34 (requires File #12 from Chapter 7) – 5:13
#15 – Slide #8 – 5:36
#16 – Residual Memories #18 – 6:16
#17 – Document #35 – 6:52
#18 – Residual Memories #19 – 7:28
#19 – Locker Key #25 – 8:01
Chapter 12:
#1 – Document #36 – 0:05
#2 – Slide #9 – 0:52
#3 – Mystery Item #6 – 1:30
Chapter 13:
#1 – Locker Key #26 – 0:05
#2 – Locker Key #27 – 0:33
#3 – Locker Key #28 – 1:03
#4 – Locker Key #29 – 1:33
#5 – Slide #10 (Additional task “ Last step”) – 1:56
#6 – Document #37 – (Additional task “ Last step”) – 3:30
#7 – Slide #11 (Remaining slides required – unlocks “trophy” Chatting With Kidman / Conversations with Kidman”) – 3:47
#8 – Locker Key #30 – 6:00
#9 – Document #38 – 6:22
#10 – Mystery Item #7 – 7:32
Chapter 14:
#1 – Document #39 – 0:05
#2 – Locker Key #31 – 0:25
#3 – Document #40 (trophy “unlocks”) Diligent Reader / Diligent Reader”) – 0:49
#4 – Locker key #32 + opening lockers (unlocks trophy “ Locksmith/ Burglar”) – 1:32
#5 – Residual Memories #20 – 2:37
Chapter 15:
No collectibles in Chapter 15!
Chapter 16:
#1 – Residual Memories #21 – 0:15
#2 – Residual Memories #22 – 0:45
#3 – Residual Memories #23 – 1:14
#4 – Residual Memories #24 (trophy unlocks “ EchoesWithinSTEM/ Echoes of events”) – 1:37
Chapter 17:
Mystery Item #8 (trophy unlocks “ All in the Family / The whole family is assembled”) – 0:05
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 phone call below (the phone is hidden in a niche), but you will not hear anything except ominous laughter.
Go up to the second floor and try to open the door with glass inserts - you will see a poor woman who cannot be helped. Crouch down while holding LEFT CTRL and sneak 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 escape from the enemy in a safe house. Here you will learn about the automatic health regeneration function. Health will be restored only if you do not take damage, but only up to a certain risk on the scale.
Open the door, go to the table in front and 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 several wooden boxes by pressing LMB to attack with a knife. Various items drop from them. Follow the road until you see two members of the STEM group running away from the monsters. One of them manages to escape and 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 and go through the white door in the narrow hallway to enter 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 containing 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 examine the 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 the 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 the front door of 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 find another one in the room with bookcases 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 take it from the far table on the right hand 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. 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.
3 years after the release of the first The Evil Within, its direct sequel was finally 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. On the left side it will be locked with a combination lock, but 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: We go to private territory where a transport organization is located. We deal with all the monsters, examine several trucks and discover a mysterious mechanism inside the red car, which refers us 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. We go back to the 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 site's walkthrough of the game will take you from the title screen to the game's end credits. Here you can find collectible item locations, strategies against bosses, puzzle solutions, and much more. And if you didn’t find something, you can fill in the missing information yourself and receive bonuses.
Chapter 1. Into the Fire
In the first chapter you will get acquainted with the controls and the beginning of the plot of the new part of the horror game.
After a short cut-scene, you will immediately take control of Sebastian - a young detective and, in fact, the main character. Don't hesitate, run to the burning house ahead. The front door will be locked and there will be no way to get inside the house, so you need to find another way to get into the house. From the door, turn to the right and examine the glass sliding panel - the main character will automatically break it, and you will find yourself in the building.
There is nothing to do on the ground floor, go through the kitchen and turn left, then open the door and go up the stairs. On the second floor, look for a door decorated with butterflies and the inscription "Lily" - this is the children's room that you need to explore. As soon as you find yourself in the room, a long cut-scene will begin where more information about what is happening will be revealed to you.
Once immersed in a virtual machine called STEM, move forward towards the objects that appear. You'll end up in front of a table with a walkie-talkie, pick it up and talk to Kidman. In the office, examine the drawings and photographs of the missing agents, and after a short cut-scene you will be transported to the second chapter.
Cabinet- your safe zone, where you can be transported through special points that you will find as you progress. Here you can look at some documents and talk with your partner, as well as take a break before starting a new chapter or going on a mission.
Chapter 2. Something went wrong
From the board in the office you will learn about the five missing members of the Mobius group. After studying the information, leave the office and go to the black cat that is sitting on the table. Lies next to her slide, take it and watch it on the projector.
After that, pick up the green gel, where it is, the black cat will indicate. Now you can leave this place using the mirror, but save before doing so. To do this, interact with the terminal to the right of the mirror. After watching the cutscene, go up the steps and approach the painting that shows a door. After examining it, turn around - a door should appear in front of you. After going through the door, go straight down the corridor to the room with Baker (last door on the left). His body is recorded in a memory, you can examine it in more detail by looking through the camera or entering the cube. But this is not at all necessary.
Go to the room on the left where the photographs were developed. On the table you can pick up photograph by William Baker, which refers to documents ( 01/40 ). Go to the next room and examine the floor, then move the rack and go along the corridor. Here you will hear a telephone ringing (hidden in a niche), answering it will not give you anything, so just go up to the second floor. You won’t be able to open the glass door; go a little to the left of it, bend down and get under the bars. In this room you can find another document - unusual letter (02/40).
Then go up to the third floor, go straight and go through the door. Here you will see a murder, which is also in a flashback. Quickly hide behind the sofa so that the maniac doesn’t see you. Walk around the sofa and wait for him to leave the room through the door you entered through. Examine the dead man and exit through the next door. Go to the corridor on the right, where the corpse lies. Go through the closed door and jump over the rubble. You can pick up from a small table in the left corner document - photo of another victim (03/40).
Go up to the second floor and go through the glass door, which will now be open (behind it you could see a woman who could not be helped). Continue through the balcony until you find a creepy exhibit. Here, interact with the sign, and then go to the elevator on the left (it will only open after examining the sign with the inscription "Rebirth").
After going down, go through the hole on the left. Behind him, go to the sign in the form of an eye on the wall, turn around, go to the camera and turn around again. This will reveal the door. You will be photographed outside the door. When you wake up, take the photo from the mirror. After this, a multi-headed girl with a saw will attack you.
You will just have to run away from her. Run along the corridor, running around the boxes, and when the door closes, you need to quickly find a way out. It is located in the far left corner (if you stand with your back to the door). There you will find a ladder near the wall; climb up it into the open ventilation. Crawl straight ahead until you see a hole. After jumping down, you again need to run away from the monster, but this time you will not be able to hide from it. When you are grabbed, escape from the clutches by pressing the indicated buttons. If you did everything right, you will have a knife and you will hide in the house. Automatic regeneration will only restore your health up to a certain point; to restore more, you need to make or find healing syringes. Open the door in front of you and go to the table, there you can pick up your first syringe. For now you only have one, and there will never be an abundance of them, so try to save all consumable items. Before leaving the house, look around the living room, there is a document - diary in an abandoned house (04/40).
Once on the street, you will immediately find a pistol and another document - photo of the Castellanos family (05/40). After that, go down the street and examine the corpse in the car, then follow the woman into the house. Kill her by shooting her with a pistol (try to aim for the head), after which you can explore the house. You can get a syringe from the first aid kit; on the second floor there is gunpowder (necessary for creating cartridges). After examining the house, exit it and go left. Break wooden boxes using a knife; they often contain various items. Then continue forward along the street until you see two people running away from monsters. Only one of them will be able to hide in the house. You must bend down and hide behind the car. Wait for the right moment to sneak up on the enemy from behind and kill him covertly (not everyone can be killed covertly, and some monsters are even impossible to sneak up on unnoticed, so be careful), do the same with the second one. Don't forget to collect green gel from corpses (drops out after killing monsters). After examining the area, go to the house where the man ran away. Inside, turn left and go down the steps, which will take you to the shelter. After the cutscene, you will meet Liam O'Neill and begin a new chapter.
Chapter 3. Resonance
After talking with Liam, you will receive the additional task "Unusual Signal". It will also mark your location crossbow, which is located in the armored personnel carrier.
Inspect the shelter, here you can use the coffee machine to replenish your health, you can find ammunition and medicine in the drawers, and you can make various items and improve weapons at the workbench. After this, move towards the exit from the shelter; nurse Tatyana will stand in your way. Follow her to Castellanos' office. Sit in a wheelchair, with its help you will be transported to the hospital. Here you can buy upgrades using the green gel you find. Some upgrades will require red gel or high quality parts, which can be found as you progress through the game.
After familiarizing yourself with the mechanics of the skills, go outside. At this moment, the main character will take out a communicator. With its help, you can find plot objectives; to do this, turn it until a hint appears on the screen about pressing a certain key. When you find the desired target, cross the road and enter the white church. Kill the enemies and go behind the altar with the corpse, on the floor you will find figurine with a key.
Pouch- the first level pouch can be found if you follow the road to the right of the church and turn left along it (but do not go straight). After some time, a corpse lies on the asphalt with the first pouch, which will increase the number of carried cartridges.
Go outside and face the tourist center, so you will see an alley on the left - that's where you go. There is a ladder there that will take you to the roof of another building. Go up the steps, then up the fire escape. At the top, kill the enemy and search two corpses, on one of them you can find document - "Communicator Log: Parts" (7/40). Here on the edge of the roof you can pick up faulty sniper rifle. Opposite the building with Liam, to the left of the church, is the visitor center (a building with large doors). Standing next to him on the bench figurine with a key. In the building, go to the edge of the counter and take document - "Welcome to Union" booklet (6/40). The door to the basement is locked (remember this place).
Unusual signal
Move to the green marker, and then in the right place, take out the communicator and get close to the dark silhouettes of the spirits. When you are near them, a prompt will appear asking you to press a certain key, by doing this you will receive fragment of memory (1/24).
Next, you will need to visit two more places with resonance. But before that, check the train cars on the left side. Go to the far train and go inside. Go through the carriages, dismantling the opponents, at the end you will find the corpse of a girl, where there is another resonance point (it will appear on your map as you approach). Come and take out the communicator, so you will receive fragment of memory (2/24). And nearby you can pick up your first red gel, which lies near the girl’s corpse.
Get out of the cars and follow the green resonance trail, which will lead you inside the auto repair shop. Take figurine with a key, it is located on the porch of the house, which is located opposite the open entrance to the workshop.
Pistol with laser pointer- After taking the figurine, go around the workshop on the left side to find a door in the mesh fence. Shoot the chain and enter the closed area. Climb over the fence and approach the corpse near the car. Kill the enemy and take the gun.
After entering the auto repair shop, go to the back room and activate the memory on your communicator, so you will receive fragment of memory (3/24).
After that, turn on the electricity using the panel that you saw in the memory. To do this, click on the second and fourth toggle switches from left to right. Try to behave quietly, as a strong enemy (a white dead man) is wandering around next to you; he is dangerous because he cannot be killed covertly, and he is generally more powerful than the rest. Lift the nearest car, bend down and go down through the hatch into the basement. Go a little forward and to the left, where there will be a corpse. Activate the communicator, thanks to this you will find another fragment of memory (4/24). Bend down and make your way through the tunnel you have made. You will find yourself in a corridor with doors on the left and right. The door on the left is closed to a code terminal, but there is a corpse lying ahead, after searching which you will receive map. She will help you choose the right code, to do this, look at the locked door (remember the letter and numbers), then interact with the code terminal (a map with a table and numerical values will appear on the right) and find the desired column by letter. The following combinations are possible: 7696 And 9676 . After clearing the arsenal, go to the room opposite, collect useful items, kill enemies and lift the load on the forklift. This way you can move the cart and clear the way out.
Opposite the auto repair shop, to the right of the house (where you found the figurine), you will find a garage - go there. Right behind it you will catch a resonant signal. Pick up the communicator and follow the trail that will lead you inside a house nearby. In this house, go to the back room and take it from the table document - woman's diary (08/40). Here you will be attacked by a ghost of a woman. While avoiding the ghost, look around the house. Here you will find a door with a combination lock that requires a card. Find another door nearby, go through it and take the door on the right. Make your way through this chamber to the next one, using the hole in the wall, and take it out of the cabinet with the photo map. Now you can go back. Run to the door and open it with the card. After moving to another world, a new item will appear on the same table - slide.
Now you can go outside. There's a huge two-story estate right across the road, but you don't need it. You need the house that is on the left. When approaching this house, the communicator will work; use it to find the source of the resonance. Enter the house and go through the white door in the narrow hallway to enter the garage. In the garage, take it from the gurney to the left of the car document - request for examination (9/40). When the nightmare begins, take it from the bedroom document - survey report (10/40), which the ghost of a doctor was looking at. Continue moving through the nightmare until you find yourself at the Lighthouse Asylum. Pick it up there slide lying on a wheelchair, and then go inside and examine the person in the chair. After getting out of the nightmare, take the bolt from the dead man's chest.
Shotgun pouch- on the side of the two-story pillbox, climb the yellow ladder and walk along the balcony. Having hit the trap, get rid of the enemy running towards you. At the end of the balcony there will be a corpse and a box containing a shotgun pouch inside.
Move through the rooms, killing enemies until you reach a dead end. There are two doors here - the left one can be opened if you shoot an electric bolt at the shield on the side (you don’t have that yet) - the door itself will open you with a rather pointless cut, so it’s better not to waste the bolt. Open the door on the right; to do this, combine two waves so that they match in amplitude and frequency. Inside you can find weapon - shotgun. Gather supplies and then return to Union. Run along the second resonance signal, which you discovered after the first one along the additional one (look at the map). In the house, go to the back room, killing the enemies, and use the communicator to find fragment of memory (5/24). Further through the door, behind the boxes, find a hatch and go down. There is a computer here, use it to get into the “Network” arsenal.
When you have examined both resonance points according to the task, a new one will appear, which will point to the tourist center. Before moving on, it is better to move to a shelter, replenish supplies there and recover.
At the Visitor Center, go to the far door, which will automatically open. Go down and activate the communicator to activate another fragment of memory (6/24). After looking at it, take it from the table document - Turner Communicator Magazine (11/40). By picking up this magazine, your map will be updated, and dead employees of the Mobius Corporation will be marked on it, from which you can pick up various supplies or ammunition. If you try to leave, you will be photographed again. Run forward, deal with your opponents and get out to freedom. Return to Liam at the hideout and tell him what you saw. This way you will receive a reward for the quest" Unusual signal" and complete it.
Parts for sniper rifle- Go to another shelter on the map, where the marker on the map points. Passing the auto repair shop (will be on your left), approaching the marker you will find a house that will be locked. But behind it there is a garage where parts for a sniper rifle are located. Now you can repair the found rifle through the workbench or inventory.
At the gate of the new shelter, shoot an electric bolt into the panel to raise the garage door. Kill the enemy inside, then use your communicator to reveal fragment of memories (7/24).
Enter the shelter through the door on the left and on one of the tables (next to the box) take document - report 00122: recruitment (12/40). Go to the Pit Stop Diner, the marker on the map points to it. Don't miss the bench on your way figurine with a key(landmark - field with enemies and next to the pointer). A new enemy is wandering nearby; as soon as he sees you, he will begin to make noise and attract the attention of other monsters; it is better to kill him from a long distance (use a rifle). Near the diner, turn on the communicator and decipher the signal, getting closer to Lily's ghost. Go inside, go to the far door and try to open it. There is a hole nearby, move the cabinet and crawl through it inside. Take it on the floor Lily doll.
Go around the diner and find the window that leads from the back utility room. Here, examine the trash container to find traces of the ghost. Having received a mark on the map, go in its direction. As soon as you move away from the diner, you will be attacked. After defeating the enemies, continue towards the marker. Having reached the marked place, use the communicator and follow in the footsteps of your daughter. Periodically you need to interact with objects that are on the ground (they will be highlighted). Repeat the same steps near the shipping company (a little further from the auto repair shop).
After examining the places, Sebastian will conclude that Lily ran to the warehouses. Go into the territory and inspect the door; to open it you need to supply electricity. Find the wire that leads exactly to the desired panel, go around the containers and break the chain. Behind it, deal with the enemies and use the shield. By flipping the switch, you turn on the electricity. Now go through the door that was previously locked. Break the board and go along the left wall, make your way under the shelves, kill the monster and go up the yellow stairs. In the first room on the shelf lies document - report 00654: core separation (13/40). In the next room, pick up the second doll from the floor. After watching the cutscene, go back outside and return to O'Neil, fighting your way through the enemies. From him you will receive a gas mask and a password for the computer in the northern shelter, which are necessary to move through the tunnel leading to exit B2 and the transition point to the location with the city hall.
Chapter 4. Behind the Scenes
Having received a gas mask from Liam, you will receive a new goal - you need to get to the northern shelter (you were there) and use the computer to enter the “Network”. From now on, you can use the shooting range in the hospital (for simple training or testing new skills), to do this, use the white door in the office. Once at the shelter, talk to Kidman. Afterwards take document - report 00122 (14/40), is located near the entrance to the shelter. Now you can use your computer to navigate to the “Network”. Walk forward along the corridor, go into the room on the right and use the computer on the table (near the corpse) to get document - Union Growth email (15/40).
Crossbow pouch “Guardian”- get out onto the balcony and go down. All the doors here are locked, but opposite there is a yellow staircase - go up it and open the door. In the room on the corpse you can find a crossbow pouch.
After taking the pouch, return to the locked doors and approach the door with the screen. Here activate the communicator, you need to configure two waves. By completing this simple task, you will disable the locking system. And now enemies will begin to appear from the three locked doors. You have no choice but to shoot them.
Having dealt with the enemies, you can inspect the premises and collect resources, then go through the door with the monitor. Once at the tunnels, lower the switch that will drain the water, then go down the stairs. Get over to the other side and climb higher, there is another switch that will lower the bridge. Continue forward and when Sebastian puts on the gas mask, you will switch to first person view. A large number of enemies will be waiting for you ahead, but you can only use a knife or an ax as weapons, so try to move carefully and not get into trouble. When you reach the white door with the electronic lock, pay attention to the wires - you need to follow them. Once at the fork, turn left into a dark tunnel. Turn on the flashlight to discover figurine with a key, which stands on a barrel.
Break it and take the key, then return to the fork and move further along the wires. The wires will lead you to an electrical panel with four toggle switches. To activate it, you need to light all the lights, lowering the toggle switches in the desired order - 1, 2, and 4.
Go through the opened door and go up the stairs. Once upstairs, Sebastian will remove the gas mask, and you will return to normal camera mode. Use the computer that is on the table on the left. There you will receive document - email "Extension and Data" (16/40).
After that, run along the corridor. Behind the white door, approach the corpse and use the communicator to open fragment of memory (8/24). Return to the front door of the room, there is a ventilation hole on the right side of it - make your way through it. Use the computer in the room to move to the location with the mayor's office. After resting in the shelter, get out, where a new chapter will begin.
Chapter 5. Waiting
Go to the green marker, use the communicator near the gazebo to get fragment of memories (9/24). Once near the passage to City Hall, he will be blocked by barbed wire. Examine the corpse, nailed to the soldier's head document - photo by Sebastian Castellanos (17/40). After crossing the wire, you will find yourself in the yard. And here a Guardian with several heads of girls will appear from the corpses, who uses a circular saw as his main weapon.
Boss: Guardian
This is the boss you need to defeat in order to progress. There are three places in the yard with a stretched wire - a trap, if you hit it, the slow-motion photography mode will be activated. To start, just run from the boss, explore the battle arena to find these traps and study the habits of the Guardian. You need to lure the boss into these traps and shoot him while the slow mode is running. If you can't activate them, or you use them poorly, just wait for a heavy blow from the Guardian, run back and fire a couple of shots. There is also a partition with two doors, where you can hide for a while while the boss breaks down the doors. After defeating the monster, collect the dropped gel (5000 units), and then enter the city hall building.
Talk to the wounded soldier, he will tell you the plot information and give you Harrison's communicator. After the conversation, go through the door ahead and continue forward into the large hall with the murder scene. There's not much to do here, go through the door on the left, turn left and go up the stairs. On the second floor, go behind the curtain and look around. There is a painting hanging on the wall to the left here that serves as a clue for the puzzle. Here, under the painting in the vase, take the red roses. Take the necklace on the stand and hang it on the mannequin, then turn it towards the camera. Place the roses in the white vase, then use the camera. Focus the image and take the photo. After taking a photo, the picture will be transformed into a real corridor.
While passing the corridor, do not miss the document - article in the Crimson Post (18/40), it will lie on the coffee table near the painting with the inscription “Appreciate the masterpiece.” After examining all the paintings, turn around and see that a new one has appeared on the wall. Examine it, and then run to the end of the corridor, here a door will open on the side. Approaching another picture, a maniac will start talking to you, after the conversation the door will open behind you. In the back room, take the document - photo of a dead Mobius employee (19/40) which lies on the table. Go down the stairs and approach the chair with the head of a mannequin. When you find yourself in a room with many frozen people, go to the door and take it from the table to the left of it document - note (20/40).
Boss: Obscura
Indoors, activate the emitter and watch the cut-scene. A boss will appear - Obscura - you cannot kill her, but you can stun her for a short time. Periodically, she photographs the emitter, which will lead to its temporary shutdown. Your task: simply survive until the end of the countdown. If the Obscura has stopped time, then find it and fire a few shots until the countdown starts again. When the time runs out, the monster will disappear.
Exit through the door and go forward, when you find yourself on the second floor balcony, turn left to enter the room. Here on the table lies document - report 00213: Union social management (21/40). After this, return to the murder room, a new passage will appear there. He will be behind him figurine with a key. Go right, go through several rooms and find another one in the room with bookcases on the table document - report 00977: structural damage (22/40). After finishing examining the rooms, leave the city hall and talk with your partners, after which the next chapter will begin.
Chapter 6. On the hunt
Syringe pouch- after leaving the city hall, go left and find the corpse of a soldier, you will take a pouch from him.
Return to the computer, which will take you to the “Network”. Here, exit the room and go forward, opening the two doors on the left side (one of them will be locked with a combination lock using a frequency).
Pistol pouch- behind the far door on the left side there will be a corpse on which you will find a pouch.
Follow the corridor on the side, kill the enemies, and then go downstairs. Move to the room with monitors. Here the main character will stop to view a memory. When you finish viewing, take the slide that is on the table.
Run along the corridors, avoiding the dangerous monster. But in the end you still have to shoot him with a pistol. When you find yourself in front of a door with a red symbol indicating a shelter, do not rush to enter. First, open the door nearby with the combination lock and screen. Inside the room on the table lies document - Report 00532: Core Branch (23/40). In the room with the Network computer you will watch another cut-scene. After talking with Hoffman, use the computer nearby to save document - “Core Candidates” email (24/40). Using the computer, go to the location with the theater.
On the street, use your communicator to detect fragment of memories (10/24). Go left and try to open the warehouse, but you need a key to do this. Go to the gas station and examine the burning corpses. Here you can activate the communicator and find fragment of memories (11/24). After this, a monster will appear that looks like a Guardian. Proceed as usual, but this time without the possibility of slowing down. Killing him will require many more shots than the previous time. Find a corpse on a chair in the far room, use the communicator next to it to see fragment of memories (12/24). After this, try to leave the cafe. When you hear music, go to the jukebox where it comes from. Suddenly the woman from your nightmares will appear. Walk forward and see a woman climb out of the mirror. Quickly escape through the door, keep running until you escape the nightmare (interact with the mirror to select the correct door). After this, in the hand of the murdered man who is sitting on a chair, a slide. Take it and go outside.
Pouch for a sniper rifle- After exiting through the main entrance of the diner, walk a little forward and turn left, around the corner of the cafe. Search the corpse on the porch, you will find a pouch on it.
Walk across the street from the diner and as you walk down the street you'll find the devil's personal bar. Take it inside from the table (on the right side) document - bartender's diary (25/40). After this, examine the map, you need to go to the left of the diner to find an area closed by a fence (from there you can hear shots and cries for help). After opening the gate, run towards the soldier on the overturned truck if you want to activate the additional task “Out There”.
Shotgun pouch- Before you start the optional task “Out There,” go outside and go right, through the gate that led you here. Walk along the street and then turn the corner, in the alley there will be blue boxes with a white witch wandering behind them. Kill her and jump over the boxes; you can take a pouch from the corpse of the Mobius soldier.
Follow the marker that is marked on your map, which is at the bottom of the location. You need a street where a garbage truck is parked. Kill the enemies, turn into the alley on the right and use the communicator near the girl's corpse. So you can find fragment of memories (13/24). Search her to pick her up key, which will open a warehouse (was at the very beginning of the location).
Long-barreled shotgun- Returning to the warehouse, kill the monster and collect supplies from the warehouse. In one of the boxes you will pick up a new shotgun.
When the scary woman appears, try to open the door, but you won't be able to. Hide from her in the corner and wait for reality to take you over.
Silenced pistol- can be found by completing the additional task “Back in touch”. After moving to the “Network”, go to the marker. By turning on the server, you will unlock boxes that were previously locked. Return to Sykes in Union and report that the job is done. Open the container in this shelter, there will be a new pistol.
Going to the entrance to the theater, you will see that the path is blocked by two paintings. If you have already carefully studied the location, you might have noticed these paintings - one in the Devil’s personal bar, and the other in the Abode Hotel. The necessary markers will appear on the map, and the communicator will point to the resonance points, so this chapter will end.
Chapter 7. Thirst for art
First of all, go to the Devil's personal bar. Go to the back room and interact with the painting in the hallway that has a bag on its head. You will be transported to another reality. The door here is locked, your task is to find the key. Turn around and run to the end of the corridor. Take the key from the severed hand, and then go back, avoiding traps and enemies.
Approaching the grate, open it with the key, bend down and move to the right, passing the tripwires, until you see an accessible passage to the left to the mannequin. As you approach, interact with the mannequin from the back. The first work has been destroyed, go to the Abode Hotel.
Climb to the second tier and interact with the painting. Here you need to open the grate again, which will require you to find another key. Go to the far left room, avoiding the Obscura. Take the key and open the grate, but first distract the monster while you are at the far end of the corridors. After that, run to the grate and lift it.
Open the door, crouch down and make your way past the next trip wires, sneak up to the mannequin and cut it. Now the path to the theater is clear, return to it and go inside the building.
Chapter 8. Premiere
Inside the theater, go up to the top tier. Before going into the theater hall, where there are chairs for spectators, find Stefano’s creation, which is located on the second tier, use the communicator and find a piece of memory (14/24). After watching the cutscene, run after Stefano.
Boss: Stefano
After everything collapses into several pieces, make your way forward, avoiding detection of the huge eye. When he starts moving to the right, follow him, periodically running for cover. Then, after waiting for the eye to start moving back, pass by and run further. This must be repeated several times until you pass the location.
After going down the stairs, go along the corridor and open the door. After the cutscene, the battle with Stefano will begin. The fight with him will not be too difficult as it might seem. First, “get used” to his behavior (attacks, movement) - it will take about 5 minutes, the main thing is not to rush. Electric bolts that stun him will be very effective in battle. If they are not there, a simple pistol and shotgun will do the job just fine (the necessary ammo will be scattered around the location).
Throughout the entire battle, Stepheno will try to take a picture of you (this will greatly slow you down), as soon as you see the camera in the boss’s hands, immediately run away from the line of sight. In the first phase, the boss teleports four times and then tries to run towards Sebastian with a knife. After dodging the attack, fire a couple of shots from a pistol or shotgun and run away. This continues until it enters the second phase. Here he will teleport more often and do it chaotically. Plus, a huge eye will appear on the location, which attacks with tentacles. In this phase, choose a convenient far corner for yourself and shoot from this place. Also, red cubes will be added to his arsenal, which will explode - it is better to avoid them. And when Stefano runs furiously towards you, shoot him to knock him down. After defeating the boss, watch the cutscene and the chapter will end there.
Chapter 9. New Evil
Follow forward to the ritual altar, which will take you to a completely different place. Go through the door, go down the steps and find yourself in a room with four torture chairs. Collect loot and move on. When you go down the steps, take them to the right to find a small loophole leading to a secret supply room. Once you've collected everything, go back and continue on your way.
Go down to the basement, where there is a locked grate ahead and a mechanism with a missing handle. The basement is filled with detention cells, which are locked by default. I recommend first inspecting each camera and shooting all the monsters with a pistol (one accurate shot to the head). This is done for the reason that after you take the desired lever, all the cameras will open. All lying opponents with intact heads are alive, so it’s better to kill them right away. In one of the chambers on the left wing, if you look at the locked door leading further, there is a figurine with a key. Don't forget to pick it up after everything here opens.
Go to the cameras in the right wing and near the last one, a little further, remove the handle from some device. All cameras will open. Collect loot from killed enemies and go to another mechanism to which you need to attach a handle. But don't rush. To the right of it there is a grate leading to a separate room. There is a table on which lies a document - the first page of “Submit to Freedom” (26/40). There is also a table and a bench - on the bench there is a pouch for the Guardian crossbow.
Now lift the grill using the handle. There are several cells in this corridor. You need the second camera on the right. Enter there and kill the prone Mobius soldier. To the left of it there is a passage in the wall. Crouch down and crawl there to use the communicator in another chamber and find a piece of memory (15/24).
Do the same with the second camera on the left. Only it will be initially open - go there, destroy the boxes and you will see a passage leading to the next room, with a corpse and pistol cartridges. The corpse by the door is a living zombie, so kill it in advance with a well-placed headshot.
After a series of various visions and nightmares, you will find yourself in a room with burning zombies. Kill them, and then go to the wall with the burning sign. Soon a passage will appear here, and you can use the mirror to buy upgrades for Sebastian, as well as open the lockers. Go into a huge hall with metal plates and channels on them. The path forward is blocked by a grate - you need to open it.
Go up the yellow stairs and you will see four valves. Turn the leftmost valve to adjust the plate closest to the grille. This can be done as easily as possible - turn the narrow part of the plate towards the grill. But in general, it is best to first adjust the second lever from left to right so that the left plate, with its channels, aligns with the outer two outputs.
Next, rotate the center section so that the wider channel lines up with the top one (at least pointing toward the grille). Then turn the left valve to flip the far plate (closest to the grille) so that the narrow part is directed towards the grille. Finally, turn the rightmost valve so that the channels on the right plate line up with the channels on the right edge.
Now go down and go forward, after the cutscene a new chapter will begin.
Chapter 10. Originally hidden
Here you will meet a new companion, whose name is Esmeralda Torres, after having killed all the monsters, work your way through the crowd of zombies together, and when you enter the room, you can calmly talk with her and find out the information of interest.
After the conversation, simply follow your companion, helping her deal with her opponents. When meeting a new enemy with a flamethrower, he will quickly disappear, but will leave behind several fiery zombies.
Hide behind cover and shoot them (try to shoot straight in the head), if you run out of ammo, you can sneak attack from cover or leave all the enemies to your partner (but this will take a very long time). Having made your way through the hordes of enemies, you will find yourself at a tree with a red flag, there will be a new shelter nearby, go down there. After talking with your allies, a new chapter will begin.
Chapter 11. Reunion
Find in the shelter document - Torres' diary (27/40) lying on the table. From the diary you can find out what exactly prompted Torres to take part in the operation to rescue Lily. Inside the box located in the shelter, you will find the first cryobolt. Pay attention to what Kidman will say in the conversation about some gift left in Castellanos' office. There is a mirror in the next room - move into the office and go exactly to the detective’s office, where the information board hangs. Right below it you will find slide.
Use your computer to return to the Network. Search the room, take it away capacitor, which will be useful to you later. Go out and at the gate, use the electrical panel on the side, switch all the toggle switches to open it. Turn left where the burnt corpse is. Near the door there is a red stand with candles - on it lies slide.
Enter the room on the right, where the corpse of a Mobius soldier with a syringe lies. There is a cart here that can be pulled aside to access a supply crate. Go to Hoffman's hideout, here you can see fragment of memories (16/24), so you will find out that the girl went to the other end of the laboratory, into the restricted area. Explore the computer to get document - file "Hoffman Records" (28/40). Go to the restricted area, behind the corridor there will be a corpse of a Mobius soldier with shotgun pouch. Take the elevator down. There are security turnstiles and two dead guards ahead. On the left, through the window, you can see a computer and a room with a mirror. Use your computer to get document -file “Security Protocols” (29/40). Pass by the laboratory with the flasks, go forward and see another one fragment of memories (17/24). You will learn that you can only go through the door if you have a cerebral chip. Now your task is to find him. To do this, stand facing the door that requires a cerebral chip. Go behind the screen on the left, where there is a corpse on a gurney. Will be attached to the wall document -report "Failure of Integration in STEM" (30/40). Turn left from the door and you will find stairs leading upstairs. First, go to the left of the stairs to find a small door leading to the morgue. Enter there and turn into the far room on the left. On the gurney you will find document -Crash Investigation report (31/40). After that, open the gate by shooting an electric bolt at the shield. Run forward along the tunnel and enter the room on the right. Interact with the computer to get document - file "Observation of the pit" (32/40).
When you try to return the same way, a woman will attack you. Avoid her by hiding behind pillars and a couch. First try to go to the right, but the woman will throw over a whole pillar, blocking your path. Go left. Run to get down the steps in time. Below you will have to change the direction of movement in order to get out of the trap and not fall into the eyes of a strange woman.
Run forward along the corridor and in the hall with the wheelchair, turn right to find it on the table around the corner. document -examination report (33/40). Now move to the left side of the hall to find a document -letter from the chief of police (34/40). In the end, Castellanos will finish off the piece of himself left in STEM after the Beacon, so you will have revolver. Also take it from the table near the computer slide.
Go back and go up the steps. After killing the enemies, go to laboratory No. 3. Go to the far room, where an unknown man lies on the operating table. Interact with the computer in the far left corner to get document -file “The Case of the Agent” (35/40). Now on the same floor, go to laboratory No. 2. Use your communicator to view fragment of memories (18/24). Search the Mobius soldier's body to collect syringe pouch. In laboratory No. 3, which is on the second tier, go into the room where a person is lying on the operating table. Examine the hanging signs - there will be various code combinations. Try entering each of them at the terminal located at the feet of the dead man. Sooner or later the code will work and the device will be pulled out of the employee’s head cerebral chip. Take it and open the locked door.
Boss: Flamethrower
When you reach Laboratory No. 4, you will meet Yukiko and Liam. The latter is the boss and your acquaintance, who will have to be killed. If you have the skill to shoot a sniper rifle (as well as the necessary skills), a few headshots will be enough for you. Otherwise, you will have to hide behind the columns for a long time and wait for the right moments to shoot with a pistol or shotgun. Bolts are only effective if used on specific objects, such as a nitrogen tank or electrical panel. The first will cause significant damage to the flamethrower, and the second will stun for a short time. Also use switches to activate the fire extinguishing system. After defeating him, talk to Yukiko and pick up faulty flamethrower, lying next to Liam.
Use your communicator to view fragment of memories (19/24). Next, go forward along the corridor, into the room with the device that Liam asked to blow up. Bypass the device and destroy it figurine with a key. Now talk to Torres and order her to detonate the device.
Chapter 12. Bottomless Abyss
You will find yourself in an unknown place where Theodore dragged you. Go to the light source, turn right and go to another one to pick up pistol pouch. Next, you will need to move around the location, killing opponents. First, kill the enemies, and then turn the lever at the gate.
The next location is replete with monsters - you need to get to the stairs leading down. Go down and watch a long cut scene. When you see a burning statue, go up to it and take it from the altar document
Go outside and you will see an enemy with a flamethrower. It is IMPORTANT for you to kill him, because upon death he will drop one of the two missing flamethrower parts. Also go towards the theater, but turn to the left of it. Go down to the rift and go up to the parking lot on the left. You can use a communicator to make it easier to detect the resonance point. Go to the corpse of the dead Mobius soldier, search his body and take it pouch for sniper rifle.
Go into it, talk to the man who will point to the computer. Interact with it to move to the experimental sublevel. Kill the enemies in the corridor, and then move through the air duct into the next room. Kill the enemies, get to the electrical panel and do everything you usually do. In my case, it was necessary to lower the first, second and fourth toggle switches. Go to the door to the laboratory, and when you are inside, Sebastian will automatically contact Sykes. After the cutscene and Sykes disappearance, go to the room with the capsule (bathtub) and take it from the stand slide(To get the last slide, go back to the office, talk to Kidman, the black cat will point to the slide). Take it out of the box in the left corner double barrel shotgun.
There are several enemies with flamethrowers at the location in Union - kill another one, take the part and make another new weapon through handicraft in your inventory - flamethrower.
Also in the laboratory with the capsule you can read a report about the emergency exit from STEM. Thus, it remains to be seen whether Sykes managed to escape.
After completing this side quest, go to Sykes' hideout and look on the table for document - letter from Sykes (37/40).
Go back outside. In the alley with the garbage truck, which is to the right of the Devil's personal bar, lies the corpse of a soldier with assault rifle pouch. Another assault rifle pouch you can find it on the corpse lying behind the Abode Hotel. Also, don’t forget to visit the Devil’s personal bar to find in the corridor where Stefano’s painting was figurine with a key. Go inside the Abode Hotel, after which Sebastian will contact Hoffman. After your conversation with Hoffman, take your time and look around. On the table opposite the fireplace lies document - Hoffman's diary (38/40).
When you're ready, tell Hoffman about it. Follow the girl, periodically killing opponents. Pay attention to containers that fall under the protective sphere and replenish your ammunition in time. You can take some ammunition from Hoffman herself from her belt. Eventually you will overcome the wall of fire.
Chapter 14. The Burning Altar
Run forward, not missing scattered resources, go up the steps and be sure to pick up from the altar document - writing of Theodore I (39/40). Open the door ahead. First check the passage on the right. In the room with the mirror, on the table you will find last pouch for assault rifle. After that, go left, so you will find yourself in a hall with suspended burning cells. Fiery opponents will appear, which you can simply shoot. Next, run into the passage where pipes with fire are visible. Approach the grid, behind which the fire is visible, and go down the steps to the right of it. Shoot the opponents behind bars and pull the lever. After a while the grate will rise. Search the room, and then return upstairs, because the second grate should also rise.
Go through another doorway, follow the corridor to the right (there will be a liquid nitrogen tank in the corridor) and in the room near the wall find the same lever (it’s not so easy to notice). Pull it. You will see the gate you need open. Follow them and up the steps. Turn the valve to turn off the fire, and then go a little higher up the steps. Enter the room on the left and take it from the table ahead document - writing of Theodore II (40/40).
Climb up and shoot the small lever at the top to turn off the fire pipes. You should remember this mechanic from the first part of the game. Move along the right wall to find a door. When you get close to it and try to open it, enemies will attack you - kill them. Behind the door on the table is the penultimate shotgun pouch. Next, make your way through several fiery barriers, kill the monsters and take the elevator to Theodore. 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 can find fragment of memories (20/24).
After the cutscene you need to run away from the psycho with a chainsaw, after the video you can kill him. After this enemy, you will need to fight the safe-head. After killing them three times, you will begin another cut-scene, when it ends, another creature will attack you - you can kill it quite quickly. To do this, lure her into the fire, or you can always shoot her. This concludes the chapter.
Chapter 15. The end of this world
Returning to Union, you will see what Mira did to him. Now the city is even more fragmented, there are more enemies, and they have become even stronger. Follow Mira through the ruins of the city. Don't miss the special detail that can be found in the room when you go below.
Next you will need to fight the possessed when you go out onto the road. They are stronger than previous enemies, but they can be knocked down and finished off. In total, you need to survive such battles three times, each time there will be more enemies, so do not waste ammo. Having caught up with the world, you will go to another location and begin a new chapter.
Chapter 16. Purgatory
Go through the door to see what happened to the world. Run after Mira, killing ordinary monsters.
Walk forward through the snowy area and use the communicator near the pillar to listen fragment of memories (21/24). Go right and listen to another one near another pillar fragment of memories (22/24). After this, move right towards the tall building to view the next fragment of memories (23/24). Go up towards the house, look at another one fragment of memories (24/24) and follow up, where a cut-scene will start.
Boss: Mira
Here you will begin the battle with the boss - Mira. First of all, carefully examine the boss; all of his weak points can be seen at once. After that, take your strongest weapon and shoot in the center of the stomach, after the explosion, shoot in the arm. After destroying it, shoot off the second arm, and then shoot in the head. You can replenish ammunition by killing spiders and destroying frozen opponents.
Chapter 17. Exit. The final
In this chapter everything is much simpler. You need to get to the house and go up to the second floor, to Lily’s children’s room.
At the same time, you will have to control Kidman, who must destroy several Mobius soldiers. Otherwise, the last chapter of the game is a lengthy cutscene.
This completes the walkthrough on the site!