The evil within 2 walkthrough of puzzles. "Network": management department

Sebastian returns to the nightmare again, this time on purpose, he has to return his lost daughter. The guide presents the passage of the game, obtaining all trophies, achievements and the platinum trophy as well. All trophies except the story ones can be skipped. There is a real nightmare of passage at the “Classic” difficulty level, this level of difficulty takes away from the player the opportunity to obtain skills and improve weapons, the amount of supplies in the game, as expected, is very small, but most importantly, the player will be given only 7 saves for 17 chapters of the game and a complete no autosaves. About 120 collectible items, including 32 keys, which are essential on Classic difficulty.

Most of the game Evil Within is represented by an open world, but there are also points of no return, and there is also the possibility of stealth passage, which should not be neglected. The game turned out just fine, although it caused controversial reviews from players regarding the open world and the loss of the horror atmosphere. The first playthrough, depending on the difficulty level, will take around 15-20 hours, after which, if you suddenly decide to take on the classic mode, around 10, as shown by the author’s statistics after completion, but replays in cases of significant failures will take the same amount of time. It is worth noting that if you are not ready for this, you will find headache, best case scenario.

Trophy difficulty level: 8/10.

Offline trophies: 52.

Online Trophies: None.

Platinum time: 40 hours.

Number of completions to platinum: 2.5.

Glitched Trophies: None.

Easy to miss trophies: Almost all trophies are missable, with the exception of story ones.

Difficulty level affects trophies: Classic difficulty level.

Step one.

Walkthrough, choose at what difficulty level to play if you want to calmly go through the story and collect all the items - “Walk”. If you want to prepare for the Classic – “Nightmare”. We don’t miss additional tasks. In chapter 3, chapter 7 and 13. We find all the weapons.

Step two.

New game +. We get all the skills and improve all the weapons. IN new game+ green gel and weapon parts drop a lot more. We also make missed trophies.

Step three.

The classic difficulty level will open after the first playthrough, at any difficulty level. You can start your first playthrough on the “Walk”, collect items and just enjoy the game, but in this case you simply won’t be ready for the classics, so if you want to toughen up, take on “Nightmare”, remember the chapters, difficult places, full secret points supplies and determine for yourself the sequence of 7 saves for the classic. A short-barreled shotgun will become our best companion for completing the classic. Also, by the way, you will need the “Last Chance” add-on set, a pre-order set. There are no places in the game that would not be simplified by a crossbow, or rather electric, smoke and cryobolts, do not under any circumstances abuse them in simple places. The smoky one will help you run through the corridor, the electric one and cryobolts will help with bosses, the crossbow does not work on the last boss, but it is simple. Forget about the pistol, the damage is small before bullying. When you reach chapter 15, you can rejoice; further passage will not cause any difficulties. Don’t forget to collect the keys to the lockers, there are a lot of supplies in them, you can’t do without them, the author collected 25 keys in the area. I also recommend winning back 100,000 points from the shooting gallery and its brothers before the next save and getting 100 gunpowder. Our worst enemies, with the exception of the bosses: an evil hysterical woman with a kitchen knife, can make two hits in a row and of course, you will go to the last save, the author’s choice of reprisal is a stealth strike, ran away, came back, repeated, she needs to be hit twice without being noticed , or two sniper rifle bullets to the head, of course. Quadrupeds - Shotgun, then Pistol while on the ground. Some people recommend running circles around ordinary enemies, in which case they won’t have time to hit you, but this is a big risk. Fire Zealots - two shots from a shotgun at point-blank range, two bursts of 6 bullets from an automatic pistol, or a cryobolt and a knife strike. For a crossbow, use a paused weapon switch. There is no need to skimp on first aid kits; there is a lot of grass in the game.

The author's saves on the classics were as follows: beginning of chapter 3, end of 4, beginning of 7, end of 7, end of 9, end of 13, beginning of 15, this is exactly what a very bad waste of saves looks like. And so, you will have to go through the game from the very beginning to chapter 4, believe me, it’s better to watch video inserts for 15 minutes than around chapter 10 once again to risk.

First save. Chapter 4 (here there is a door in the “network” location, which takes a long time to open, it is considered a difficult place, the author climbed the fire escape to the second floor and simply shot the heads of the “lost” with a shotgun on the rise of the stairs). Chapter 5, guard near the city hall, select the cameras, drive it into a trap and run into the left lane of the city hall, explode the barrel and open the passage, run to the end and run into the door, before approaching the door, place an electric bolt on the ground, because the guard will probably catch up with you and beat you in the back while you break down the door. Obscura, a simple boss, if time has stopped, we shoot and run away. Further up to chapter 7 there is a little stealth.

Second save. Chapter 7, your choice where. However, you will have to at the very beginning, the game very often crashes during the passage of Stefano’s paintings. The additional task is past, rescuing Sykes is also not necessary, but if you decide, it will be difficult. The key to the warehouse of your choice, however, you will probably run into a monster with a circular saw.

Third save. Chapter 8, red room in front of Stefano, after you run away from the huge chamber with tentacles, the main thing here is not to rush.

Stefano. Phase 1 is simple, shoot the entire pistol at him and dodge the knives. Phase 2, choose cover behind any wall, when the camera starts hitting the arena, it will first roar. A simple tactic is to throw an electric bolt at your feet, run up and fire a shotgun, if you don’t mind – pay attention to the points where Stefano appears after successive teleportations, you can throw explosive bolts at one such point. The abuse of a crossbow depends on your supplies. If you suddenly decide to just shoot him, it will be difficult, it depends on your attentiveness and reaction, if the save was before Stephaon, you can do it this way. Stefano will often charge into the player and grab him, but after successive grab attacks he will leave us with minimal health. Use a home-made first aid kit; home-made medicine does not require more than the usual amount of herbs.

Fourth save. End of chapter 9, before the puzzle. Next, at the beginning of chapter 10, we have to fight in the house with Torres, a very unpleasant place.

Fifth save. If you are afraid of the flamethrower boss - chapter 11, but the boss is simple, I do not recommend wasting your save on it. Chapter 12 is also not difficult, but it is dark, the author chose to go along the right side in all three locations, in this case you will not encounter more than 5 ordinary “lost” 2 quadrupeds and 1 explosive fiery fatty. Kill everyone you meet, ordinary ones unnoticed in the back, or with a harpoon bolt, four-legged ones with a shotgun, and fiery ones in the head with a sniper rifle, it’s better not to start turning the valve in his presence, he’ll blow you up.

Fifth save, or sixth, depending on what you did before. Beginning of chapter 13. You can skim through this chapter by picking up a couple of keys along the way. A wall of fire, a very unpleasant place. We shoot the first Zealots with a pistol while they are approaching, if they approach, use a shotgun. Making circles around Hoffman. We heal immediately if we miss a hit. If the enemies have accumulated - cryobolt and break them with a knife, if you are afraid of not being in time - a pistol, or a smoky one. If you have any difficulty at all with passing this place at the moments when the device begins to act up, shoot a smoky bolt under yourself. If you spent your sixth save in front of the wall of fire, you will have to go through the entire location and Theodore without saving, if you have two more, save in front of the elevator to Theodore.

Theodore. The boss takes us back to an old nightmare. At this point in the game, you can safely overuse the crossbow, but leave it a bit short. We shoot the first safe-head with everything we have. Collect the next two together, then use cryobolts and explosives at your feet, they don’t need much. Next is Laura. Let's become an electric bolt, run to the valve, use it at your own peril and risk, but in front of the valve, for insurance, shoot yourself with another electric bolt, repeat with the second valve, lure her into the center of the room under the pipes, become an electric bolt in the very center, burn her twice.

Seventh save. Do it at the very beginning of chapter 15. There will only be 3 locations with enemies left here. Regular enemies fall to the ground after a shotgun blast, finish them off with your foot. Mini boss, lure him under the car and 3 barrels that are in the location, shoot accurately, he will also become a cryobolt.

The final boss is the Wife. It's very easy to dodge her, just run as soon as she swings her arm. There should be no problem with ammunition; sooner or later she throws cocoons with spiders, and ammunition drops from them.

Story trophies. Trophies for difficulty.

Rookie / Newbie. Completed the game on Walk difficulty (or higher).

Survivor / Survivor. Completed the game on a difficulty level of at least Survival.

Against All Odds / Despite everything. Completed the game on a difficulty level of Nightmare or higher.

You Asked For It... Again / You asked for it... again. Completed the game in Classic mode.

Welcome to Union / Welcome to Union! You find yourself back in STEM.

Taken/Vision. You had a terrible vision.

The Team Psychologist / Corporate Psychologist. You have found a potential ally on the Internet.

Premature Finale / Truncated finale. You stopped the bloody performance.

Another Ally / Another ally. You survived the ordeal with the help of a new friend.

Crossing to the Other Side / Transition to the other side. You allowed the Harbinger to rest in peace.

Spiritual Awakening / Spiritual awakening. You have made peace with your past and present.

Fire Walk With Me / Step into the fire with me. You have reached the enemy's fortress.

Everything Comes Crumbling Down / Everything is collapsing. You have literally reached the end of the world.

Overcome the Past/ Overcoming the past. Your injury no longer exists.

Unfortunate Consequence / Unpleasant consequences. You did what was necessary to save your daughter.

Collectible trophies. Weapon. Creation of items. Obtaining skills. Weapon upgrades.

Finally Free / Finally free. You have survived all the traumatic incidents and come to terms with your inner demons.

After some collecting items, you have to return to the lighthouse and hide from the ghost of a woman. You will also receive a revolver.

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

Stick it in My Veins / Inner strength. You have fully upgraded all your abilities.

Get it in the new game +.

Making Things a Little Easier / Everything will be a little easier. This is the first time you have used special weapon parts.

Now You"re Playing with Power / Now it’s a different matter. You have upgraded one weapon to level 3.

A Little Extra Kick to it / There’s simply nowhere better. You have maximally upgraded one bolt for the Guardian crossbow.

They Never Even Stood A Chance. You have fully upgraded all weapons.

Need to upgrade: Pistol, Crossbow, Sniper Rifle, Automatic Rifle, Magnum. You will receive Magnum after completing the game for the first time on any difficulty level.

You will receive the trophy in the new game +.

DIY / Do it yourself. This is the first time you have created something on your own.

Handyman / Craftsman. You have created at least one item of each type.

All types of cartridges, crossbow bolts, syringe and first aid kit.

Echoes Within STEM / Echoes of events. You have observed all residual memories.

Doing Some Detecting / An investigation is underway. You have collected 20 documents.

Diligent Reader / Diligent reader. You have collected all the documents.

Half the Stash / Half the job is done. You have opened 16 lockers.

Locksmith / Burglar. You have opened all the lockers.

Good to See You Again / It's nice to see you again. You have received the Guardian crossbow.

Chatting With Kidman / Conversations with Kidman. You told Kidman about all the slides.

Projector in Sebastian's hideout.

Powerhouse / Strengths and means. You have received all standard weapons.

You can only get it in the new game +, as soon as you reach the first pistol, chapter 2.

- Crossbow. Chapter 3 On the road from the first shelter, near a military jeep.

- Sniper rifle. Chapter 3 Opposite the first shelter, there is a broken sniper rifle on the roof of the house, parts in the garage, at the other end of the location. There may also be a sniper rifle in Chapter 13 on the roof of the house opposite the shelter.

- A pistol with a laser sight. Chapter 3 Parking, when you pass by there will be a car honking next to the car.

- Short-barreled shotgun. Chapter 3 Additional task Unusual signal. The computer is in the basement under the garage in one of the houses during the mission. Southeast maps.

- A pistol with a silencer. Chapter 7 Complete Sykes' side quest, he will open the box in his hideout, the gun is in the box.

- Long-barreled shotgun. Chapter 7 Alley in the southern part of the map, the key is on the dead operative Mobius. The warehouse is located near the first shelter, the shotgun is in the warehouse.

- Flamethrower. Chapter 11 Boss Liam. It will drop a broken Ogemet. In Chapter 13, cylinders will fall from other flamethrowers, we need two, we take them and assemble the flamethrower.

- Automatic Rifle. Beginning of chapter 13.

- Double-barreled shotgun. Chapter 13 Complete the second additional task of Sykes, the task is not available if you have not completed the first in Chapter 7. Shotgun at the end of the mission.

- Magnum. Awarded for completing the game on any difficulty level.

- Copper brass knuckles. Obtained for completing on Nightmare or Classic difficulty level."

- Revolver. To get the revolver you need to go through four “flashback” animas, during which we return to the Lighthouse. By collecting all the items you won't miss it all. First, in Chapter 3, you should pick up Sebastian's research report, in one of the houses, near which there is an overturned gurney. 1 Flashback - chapter 3, Woman's Journal, in one of the houses, after picking up the object we will find ourselves in the Lighthouse, we have to hide from the ghost of a woman. 2 Flashback - Chapter 7, activate the residual memory in the back room of the cafe. 3 Flashback - Chapter 11. Message on the computer in the Observatory Pit. After completing the third and final flashback in Chapter 11, we get the old trusty revolver.

All in the Family / The whole family is assembled. You have collected all the mysterious items.

Caffeine Addict / Coffee addict. You have used all coffee machines at least once.

Melancholy Memories / Sad memories. You remembered your entire past (chapter 12).

Chapter 12 When you find yourself in the house, inspect it completely, do not take the note on the kitchen table until you receive the trophy.

Slide in Lily's room.

A children's painting and a cabinet with photographs near the stairs on the second floor.

Ouroboros from TES in the room on the second floor.

In the same room are Sebastian's documents and badge.

Photo of Miracles and certificates on the shelf in front of the kitchen.

War trophies. Additional tasks.

Not Running This Time / You can't run away from me. Defeated the Guardian near City Hall.

It’s better to do it on the first playthrough; it’s better to run through this boss on the classic.

Backup Ain't Coming / There will be no help. You have completed the additional task “Unusual Signal”.

Chapter 3 Liam will give you the task.

Sykes Out / From (to) treatment. You have completed the additional task "The Final Step".

In chapter 7 there will be a Mobius operative in the parking lot, save him and complete the first additional task. You will receive this trophy at 13, after completing his second additional task.

Thinning Them Out / Weeding. You have killed 30 enemies.

Clearing a Path / Clearing. You have killed 60 enemies.

Smoke Assassin / Smoke killer. Killed 3 enemies with upgraded smoke bolts.

Upgrading the smoke bolt to allow for silent kills in smoke. The latest improvement makes the smoke poisonous, also considered.

Shock Therapy / Shock therapy. You immobilized an enemy standing in the water using an Electric Bolt.

As soon as you get the crossbow. If you missed it, there are a lot of hydrants in Chapter 3, use them and lure the “lost” into it.

Wait For It... / I was waiting for you... You killed an enemy from an ambush.

In the branch there is stealth, the ability to kill from around the corner.

Kick, Shoot, Burn / Lay, shoot, burn. Killed at least 2 enemies simultaneously using spilled fuel.

Push the barrel with your foot so that it falls and fuel spills out, lure the “lost” and set it on fire.

Bootable Offense / Leg work. Trampled 15 fallen enemies to death.

Shoot with an electric bolt, the “lost” ones will fall to the ground.

I Am The Night / Shadow in the night. Killed 10 enemies using stealth kills.

Sometimes Fighting Isn't the Answer / To fight or not to fight - that is the question. You avoided unnecessary bloodshed near City Hall (chapter 5).

Chapter 5 On the left side of the city hall, shoot at the barrel, a passage will open, run to the end.

Death From Above / Death from Heaven. Killed at least 2 enemies simultaneously using a hanging lamp (chapter 9).

Chapter 9 The room with the big door has a lot of enemies and lamps too.

No More Playing With Fire/ Stop playing with fire. You have torn a true believer from his favorite pastime (chapter 11).

Chapter 11 Boss Liam. Destroy the balloon on his back.

That Cinematic Feel... / Like in a movie...(Secret) You agreed to watch video inserts.

After completing the game, the option to enable widescreen mode will open in the settings, turn it on and launch a new game.

The nightmare is over.

Learn to Survive / The ability to survive.

You have survived the nightmare and everything that comes with it.

Developer: Tango Gameworks. Publisher: Bethesda Softworks.

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 new system STEM. 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 “Mayak”. We sit down in a chair, nurse Tatyana will come to us, and we can carry out improvements for the collected green gel.

Southern part of the city

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

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


Church

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


Tourist centre

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


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


Crossroads with a jeep

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

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


Crimson Supermarket

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

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

Eastern part of the city
The Evil Within 2. Walkthrough

322 Cider Avenue

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

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

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

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


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


336 Cider Avenue

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

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


344 Cider Avenue

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


345 Cider Avenue

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

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

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

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

Western part of the city
The Evil Within 2. Walkthrough

Trains

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

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

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

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


Treadwell Transportation

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

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


Union, auto repair shop

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

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

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

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

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

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


Mitchell and Sons Company

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

Unusual signal
The Evil Within 2. Walkthrough

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

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

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


Additional task: Unusual signal

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

Northern part of the city
The Evil Within 2. Walkthrough

Garage

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


Northern refuge

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

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


Pit stop

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


Search for daughter

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

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

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

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

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

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

4. Behind the scenes

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

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


"Network": management department

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

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


"Network": transition tunnels - central

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

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

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

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

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

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


Asylum

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

. 16. Purgatory. 17. Exit.
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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 get under the grate on the left. On a small table near the right wall lies unusual letter (documents 02/40).

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

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

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

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

Follow the hole on the left, which will require you to duck down. Approach the sign on the wall, turn around and approach the camera on the step, then turn around again and see the door. Opening it, you will see a man with a camera. When you come to your senses, go to the mirror to which the photograph is attached. Take it and then meet the monster.

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

Climb the pipe until you see a hole - jump down. Next, run away from the monster again, and when he catches you, press E several times. As a result, you will 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. They drop out various items. 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 main character will automatically take out your 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 dead white- 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. Lies on the edge of the roof unique weapon- This is a reference to one of the Bethesda games. Guess which one!

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

Go outside and follow the second resonance signal, which was detected after the first one during the side quest. Here, enter the house, go to the back room, killing the enemies, and use the communicator to catch a piece of memory (5/24). Go through the door, find a hatch behind the boxes and go down. There is a computer here - use it while holding E to get into the "Network" arsenal.

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

When you have activated both resonance points for the quest, another one will appear, pointing to the tourist center. For now, you can go and upgrade your weapons and Castellanos. Go inside the visitor center and go to the far door - it should open automatically. Go downstairs and launch the communicator to activate fragment of memory 6/24). Watch it to the end, then pick it up from the table in the right corner Turner Communicator Journal (Documents - 11/40).

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

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

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

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

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

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

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

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

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

Go outside, go around the diner and find the window that leads from the back utility room. Inspect 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 front door this room and from right side from 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 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 from the far table right hand take it away bartender's diary (documents 25/40). You need to go to the left on the map from the diner to find an area closed by a fence, from where shots and cries for help can be heard. Go inside the area by opening the gate and approach the dark-skinned soldier on the overturned truck to begin the side quest “Out There.”

Additional quest “Out there”

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

Before completing it, go outside and go right, through the gate that led you to the territory. Follow the street to the right, turn the corner and in the alley you should see blue boxes, behind which there is a wandering white witch. 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 to 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 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-aimed headshot.

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

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

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

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

Chapter 10. Originally hidden

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

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

Chapter 11. Reunion

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

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

You will find that Father Theodore has already been here. Immediately turn left, where the burnt corpse is located. Near the door there is a red stand with candles - on it lies slide.

Enter the room on the right, where the corpse of a Mobius soldier with a syringe lies. There is a cart here that can be pulled aside to access a supply crate. Go to Hoffman's hideout, but you won't find the girl here. But you can see fragment of memories (16/24) to find out that Hoffman had gone to the other end of the laboratory, into the restricted area. BE SURE to study the computer to get file "Hoffman Records" (documents 28/40). Go to the restricted area, behind the corridor there will be a corpse of a Mobius soldier with shotgun pouch.

Take the elevator down. There are security turnstiles and two dead guards ahead. On the left, through the window, you can see a computer and a room with a mirror. You will have time to visit there, but already now, right through the window, you can interact with the computer to get file "Security Protocols" (documents 29/40). Pass by the laboratory with the flasks, go forward and see another one fragment of memories (17/24). You will learn that you can only go through the door if you have a cerebral chip. We should find him!

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

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

Soon the cold will appear again. Try to return the same way, but an unknown woman will attack you. Avoid her by hiding behind pillars and a couch. First try to go to the right, but the woman will throw over a whole pillar, blocking your path. Go left. Here you can even run to go down the steps. But that is not all. The difficulties start from the bottom. You will have to change the direction of movement over and over again in order to get out of the trap and not get caught by the witch. If you are not particularly worried about death, then I would advise running wherever you look, because if you die, you will wake up where the witch last moved the objects - and this is closer to the exit!

Run forward along the corridor and in the hall with the wheelchair, turn right to find it on the table around the corner. survey report (bottom - documents 33/40). Now move to left side hall to find on the gurney 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 pouch for assault rifle . 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 the other doorway, follow the corridor to the right (there will be a cylinder with liquid nitrogen) 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 that, move right to tall building to view 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 final chapter games are a long cut scene.

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 items which 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 goal, 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 with 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

After receiving the gas mask from Liam, you will receive 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. Ahead will be waiting for you a large number of enemies, but you can only use a knife or an ax as weapons, so try to move carefully and not get into trouble. When you reach the white door with the electronic lock, pay attention to the wires - you need to follow them. Once at the fork, turn left into a dark tunnel. Turn on the flashlight to discover figurine with a key, which stands on a barrel.

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

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

Chapter 5. Waiting

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

Boss: Guardian

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

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

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

Boss: Obscura

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

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

Chapter 6. On the hunt

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

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

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

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

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

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

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

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

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

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

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

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

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 him weak spots can be seen immediately. 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!

Complete walkthrough of The Evil Within 2.

Part 1

The plot begins with a sort of prologue to the main plot of The Evil Within 2. We need to follow to the house (the front door will be locked), after which we turn right and interact with the glass door. The character will then perform the action himself, after which we will find ourselves inside.

Follow the stairs, go around the fallen beam and go to the kitchen. There you will find a workaround upstairs - to Lily's room. What follows is a cutscene in which the hero returns to STEM. Follow forward to the lighthouse, instead of which you will see a table and a communicator. Then you will be directed to Sebastian’s office, which will serve as a sort of base in the future. Talk to the NPC, study the files of missing people associated with Mobius.

Part 2

Leave the office and look at the black cat. There will be a slide next to it - pick it up and go to the far part of the room. Approach the cracked mirror, watch the cutscene and go through the double doors once it's complete. Follow the end of the corridor, run into the locked door and go through another opening into the room and the next corridor.

We go forward, turn left and find Baker behind the door. Interact with him and the camera, then go through the door. We take Baker’s photograph on the table and go through the open curtains into the next room. We move the cabinet in the far part of the room, go through the resulting hole and interact with the phone. Don't worry, nothing else will happen except an ominous voice.

We go up to the second floor, turn left and follow the locked gate. We crawl under them and pick up the letter. We return back to the stairs, go up to the third floor and go through the open door into the room. We follow further and watch how an unknown person kills a man. Here you need to act secretly: bend down, move behind the sofas and leave the room so that the killer does not notice you. Move forward past the photographs hanging in the air.

Before going up to the fourth floor, go to room 103 and pick up the following photo on the table. Then you can follow higher to the room with open door, where you will meet the killer again. Follow him, go up two flights of stairs and “enjoy” meeting the creature. Go to the elevator on the left to move on.

After exiting the elevator, find a hole in the fence - you find yourself in a room with corpses hanging in bags. Go to the back of the room to see a red eye on the wall. We turn around and follow the camera. We turn around again and see how a new door has appeared in place of the eye. After a flash from the killer's camera, we again find ourselves in front of the red eye. We turn around and see a mirror in place of the camera. We take the photo, notice the ghost and look at the mirror. It needs to be broken, as a monster and a chainsaw flashes in it. Run through the resulting passage where the mirror used to be to the metal gate, crawl under it and go through the door at the end of the corridor.

Then we climb the stairs and enter the ventilation shaft. We move forward to the next monster, wait for it to stop. First turn left, then right and forward into a dark room. We follow to the light source, the monster will appear again. We run as hard as we can and go through a short cutscene with QTE mechanics.
Before you leave the house, pick up the diary in the bedroom. We find ourselves in an abandoned building and get a knife at our disposal. We go through the door to the kitchen, take the syringe from the table (restores a certain part of the hero’s HP) and use it, following the prompts. We go to the bedroom, take the diary and leave the house. At the end, the hero will receive another item - a pistol.

We go left, go down the road and watch the girl disappear into the house. She will be infected - you need to kill the girl and leave the house. We go further along the road, watch another cut-scene and meet a large crowd of enemies. Don't kill them, follow the car to the left and, bending down, make your way into the courtyard of the house. After killing two new enemies, follow to O'Neil's hideout.

We go down the stairs, open the door and meet the character. He will help you set up a special device that will allow you to determine resonances. Resonances are important plot elements that will need to be discovered to progress through the scenario.

Part 3

This chapter will allow you to go through not only story missions, but also complete side quests.
Chat with O'Neill on all topics and drink coffee if you suddenly need to restore your HP. Using the found gunpowder, you can make cartridges at the workbench.

For the first side quest, Sebastian needs to follow the markers and tune the device to the desired frequency. There are also several documents and two slides that can be found in this part of the Union.
Follow the nurse to the mirror. The hero will find himself in the office, after which complete the upgrades according to the prompts using the green gel.

Leave the shelter and follow left to the armored personnel carrier. Here you can find a crossbow, which is useful for silently eliminating enemies. Follow Lily's voice to the cafe, go to the bar, move the refrigerator aside and find a girl's doll in the new room. Explore the dumpster to find the next resonance and fight two new monsters. Shoot in the heads and dodge in time - at this stage of the game these creatures can cause significant damage.

After the battle is over, we go to the communicator. There you will again meet Lily's silhouette, tune in to her and follow her. We find a trail of blood, after which we see the girl running away, and the next resonance marker appears on the map.

We follow in the girl’s footsteps, examine the area with the truck and see Lily moving towards the warehouse. We go there, but carefully - there are many opponents in the parking lot next to the building. We move secretly past them until we find a power relay hidden in the courtyard. We break the castle, kill two opponents and activate the switch. We go back a little and move the lever, which opens the way inside.

To discover Easter eggs from Wolfenstein: The New Colossus, before entering the warehouse, go to the truck and find a new item in it.

We go inside until we meet enemies. We kill them, go up the stairs and open the door on the left. Inside we find a document and a workbench for creating cartridges. We pick up the Lily doll, lying in the blood, move towards the exit and meet the killer again. We follow him into a long corridor, find a killed operative and move further to the exit.

After the cutscene completes, Sebastian will be attacked by new enemies. The easiest way to kill them is with explosive bolts. We go to the shelter, get a gas mask from Liam and go to the next chapter of the plot.

Part 4

We will need to move to another part of Yunin, where the city hall is located. Use your computer to access the Internet. The computer itself is located in the Vault; go through the gate to two elevators. After shooting the control panel with an electric bolt, you can go through the left door into room BE-C03. This door will help you get back through a shorter route.

Go through the large door and stealth kill the enemy eating the corpse. Go further, find the enemy on the floor and kill him before he attacks you. You will see a door on the left, open it using the panel - here you need to get to the moment when the green wave coincides with the red one.

After activating the alarm, enemies will crawl towards you from the opened doors. You won't be able to run away, so you need to fight them. After the battle, we move to the next room and see a locked door. We break the castle in close combat and penetrate into the tunnels, where in the upper left corner of the podium you will see a lever. By activating the device, Sebastian will drain all the water and open the path further.

Move to the stairs, look behind them and search the corpse of the Mobius soldier. We move up and put on a gas mask. Follow further, avoiding enemies - here you cannot use any weapon except a knife. At the end of the path you will find a door. We move to the right, we see an acidic enemy and under no circumstances let him grab you! The squeak must be destroyed secretly, inflicting several fatal blows with a knife. We go further to the panel with the switches, move the first, second and fourth to the “down” position. We return to the door that we opened, study the computer and go through the next door at the end of the hall. After detecting the next resonance, we go back, open the air duct and go to another part of the room. Here you will find a way out of the Internet and an opportunity to get into the mayor's office. The mirror, coffee pot and workbench will allow you to make ammo, drink coffee and return to the nurse for upgrades. Climbing up the stairs, you will see the city hall building and move on to the next story part.

Part 5

We search Agent Mobius and fight after the cut-scene with the next enemy. You can destroy it by luring it into traps located in the location. You can also lure him to a truck near which fuel is spilled. You can figure out what to do with it yourself :)

When the battle is over, go to the mayor's office and talk to the wounded operative. He will give you the communicator, which you will need to restore the field emitter.

After the conversation, we go to the post office, go behind the registration desk and see another agent. We move further along the city hall until we see stairs leading higher. In the first room, turn the mannequin to face the camera, hang the necklace lying next to it around its neck, and place roses in the vase. After this, take a photo and proceed through the resulting passage.

We move forward, inspecting the area on the right. We take the newspaper from the table and go to the end of the corridor. Study the photos and listen to Stefano's comments, and when you're done, you'll see a door open. Listen to the monologue, go through the next door and pick up the photo of operative Mobius. We return to the already familiar corridor, which has changed. Approach the killer who is trying to take your photo. Turn around and follow the light to the stairs leading down. Open the door, collect the items and leave the room.

The new room will be in darkness, and frozen enemies will appear around you. Bypassing them, go outside to the room with the mannequin. Next you will find a room with an emitter, interact with it and fight the boss. Here you just need to dodge the flashes and activate the device in a timely manner. To immobilize the enemy, use bolts with an electrical effect.

After the battle is over, we examine the offices on the second floor of the city hall. Leave the building, watch the cutscene and move on to the next chapter.

Part 6

Through input D5 we return back to the Network. You will hear Lily's voice, to which the path is blocked by a locked door. Solve the puzzle, visit the room and return back. Go through the fence to find yourself in a long corridor. At the end you will meet two opponents, after killing them we go down to the corridor with white slime. There will be doors ahead that close when you approach. Find the right one, meet a big monster, go around him and move on.

Run away from the slug, solve the puzzle and go through the opened door. Move further to the shelter, examine the computer and leave the building through passage D5. From the outside you will immediately see the resonance and go towards the theater. Talk to Stefano to move on to the next part.

Part 7

Follow the markers until you meet an operative. He is fighting with enemies, you need to help him and activate the next task. Once you have dealt with all the enemies, proceed to the shelter, where Sykes will offer you another side quest.

Follow the communicator to the bar, find the diary on the table to the right of the entrance. Go to the back room to the painting. Go back, find the locked door and the key to it. Go through it, kill the enemies and return to the gate. Unlock them and go into the room filled with traps. Crouching, move to the right until the gap, inside which destroy Stefano's work and return to the bar.

Get to the Abode Hotel, go up to the second floor and examine the painting. It will consume you, so you will have to look for the key again. Go down the stairs, go around the Obscura on the left and take the item from the table. Go back, open the door. If Obscura notices you, use electric bolts. Go around the wire and destroy Stefano's second item - after this the path to the large theater will be cleared.

Part 8

Once in the theater, go through the large door into the lobby, after which you will see a cutscene and a conversation between Sebastian and Stefano. After its completion, hide behind the covers from the big eye, penetrating into the adjacent room with a mirror. After replenishing your supplies, go down the stairs and begin the battle with the boss.

Stefano will try to get closer to you. When he appears nearby, shoot him with powerful weapons, stun the enemy and move away. Continue this way throughout the battle, avoiding damage. After you reduce the enemy's HP to half, a familiar monster will appear. You need to attack him from cover, without getting noticed.

Part 9

After the battle with Stefano, Sebastian will wake up in the office and find an altar with candles. Explore the room for useful finds and go through the door behind the altar. Continue forward, turn right and enter the room. Go through the door to the mausoleum and further to the room with the cells. Go around the corner to the next door and interact with the handle. Here you can fight with enemies freed from cages or simply bypass them.

After killing the lone enemy, next to whom you will find a crossbow pouch, go through the line of enemies into the open gate next to the coffin. Proceed to the gate and the mechanism into which you need to insert the handle. Open the gate and move on, entering a new room with cells. In each of them you can find valuable loot, so don’t miss the opportunity!

After breaking the boxes, go through the resulting opening and search the Mobius operative. Return the same way you came, killing the infected along the way. Near the corpse on the bed you will find a passage in the wall in which a memory fragment is hidden. Move along the corridor to the stairs, go down them and, without stopping, move on. During the cutscene, move towards the house and fight the burning enemies that appear along the way. On the wall in the house you will see an emblem that will open a path in the wall. Use the mirror to replenish supplies and upgrade, then go up to the room and search the four wheels. Your task is to rotate them so that the emblem takes the correct shape. As soon as you do it, a door will open in front, after going through it you will see a cut-scene and proceed to the next chapter.

Part 10

The chapter begins with helping a girl who was attacked. This way you will meet Tores, who will express her readiness to support you. She is the agent of Mobius that you need to follow.

Walk past fallen trees to the cave. Follow the girl until an enemy with a flamethrower appears. Continue past the burning enemies to the shelter. Open the hatch in the ground, go down and watch the dialogue with Thores.

Part 11

Navigate to the Network after you find Thores' diary. Pull the fuses down to open the door. Find the altar with the slide and go to Yukiko's hideout via D5. In the girl's place, you will find a resonance that will tell you where Hoffman went.

Leave the shelter, following the elevator. In front of him, search the corpse to take the shotgun pouch. After taking the elevator, move towards the laboratories through a bright corridor and a room with tanks. You will find a door that requires a code. Open the fuse box, open the gate and crawl under the door.

Before leaving the area, go to the office, pick up the file, after which a ghost will appear. Sneak past him using cover, go down the stairs and move to the right. Move the carriage and go through the center of the room. On the left there will be a gap between the pillars that you need to go through. Move along the wall, go around the rack for corpses and follow the exit. Throughout the entire journey, Anima must not detect you, otherwise Sebastian will die immediately.

Return to the Network, pick up the file and go along the corridor back to the room on the right. Take the report on the table and head into the hall, where you will see a corpse behind the screens. Return to the gate, go up the stairs and find laboratory 2. There you will find a new resonance, then go to the third laboratory for the dead body of Agent Mobius. Interact with the keyboard (correct code 0128) to pick up the cerebral chip.

Return to the door through which Hoffman entered. There will be a large number of enemies nearby, so move carefully. Approaching the passage, wait for the door to open, then go further to laboratory 4. Fight the flamethrower using freezing bolts. There will be devices in the location that will help put out the fire.

After the battle, take the flamethrower and go to the laboratory. After viewing the fragment of memories, move to the next room with the emitter. The hero will be able to order Thores to destroy the emitter, after which we will move on to the next plot part.

Part 12

You will find yourself in the ruins of a house, where you need to get a communicator and track the resonance. You will see an arched doorway and enemies nearby. Kill them from a distance, then turn the handle and open the door. Follow Lily's voice and pick up an item on the table next to the fire. Examine the found doll and follow a series of “glitches” to the tombstone. Follow the voice further, killing the infected along the way, until you find a staircase. Go down and watch the cut-scene.

Part 13

After you wake up, pick up your rifle and go to the shelter. There, collect all the items and go to the hotel. Powerful opponents will now roam the streets, so try to avoid meeting them as much as possible. By the way, if you want to repair the flamethrower you received earlier, then to do this you will need to destroy other flamethrowers and collect tanks from them.

As soon as you find yourself at the hotel, the hero will contact Hoffman, who will bring the emitter here. But before that, take her diary, which lies on the table next to the fireplace. Follow the girl and kill the burning enemies that jump out at you. Follow the girl until you find yourself in Theodore's fortress.

Part 14

Here we need to constantly move up, where Theodore is waiting for us. In the first room, collect the items and follow to the back door leading to the next room. First, turn right to get supplies, and then come back and turn left. Go up to the second floor and follow to the end of the corridor. There you will have a battle with the infected, after which we pull the lever on the right side and open the gate of the main hall.

We go up the spiral staircase to the third floor, shoot at the switch on the pipes and turn the valve. When the flames have subsided, we search the room and find writing and other objects. We move to the second fiery wall and again perform the same manipulations. Continue moving, eliminating the infected, and go through the periodically disappearing wall of fire.

We go until we see a lever. Pull it, setting the gate in motion, fight the opponents and move towards the elevator. We run away from the enemy with a chainsaw to the QTE scene, deal with him and fight again, this time with the Guardian. During the battle, a second and then a third boss will appear. Fight with everyone (there are no special rules, shoot at them with any weapon) and just keep your distance so that your comrades with safes on their heads and the spider don’t get close. To kill the spider, activate the valves and fire in the room, or act according to the standard if you have enough ammunition at your disposal.

After the battle is over, watch the cut-scene with Theodore and leave this location.

Part 15

Union was reduced to ruins. Talk to Mira, who is blocking the path to Lily. Destroy the barrier that Mira will erect and kill the enemies that appear. Then it works the same way, since the enemy will erect several more barriers.

After the second barrier, Mira will create a monster that you can destroy with explosive bolts. Having finished the battle, we communicate with the girl again and move on to another chapter.

Part 16

Head towards the house, finding resonance along the way. Watch a cutscene between several characters and watch the following flashback. Go to the destroyed building, in which you will find Sebastian's office and the next segment of memories. Here you can replenish supplies and health, go outside and go to Mira.

After a short cut-scene, the girl will turn into a monster - the final boss of The Evil Within 2. You need to shoot at the luminous point, simultaneously replenishing your ammo supply from smaller enemies. Gradually destroy new vulnerable points, shoot projectiles flying at you and dodge the tail that has grown from Mira’s body.

Part 17

After the battle with Mira is over, go inside the house and start controlling Kidman. The girl will kill Mobius operatives while clearing the premises. When the enemies are finished, control will return to Sebastian. In Lily's room you will find a girl and see Kidman. After this, kill the operatives, watch the cut-scene and move towards the light. At the end you will see the final video and the end of The Evil Within 2.

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