Evil within 2 walkthrough chapter 14. Side quest: "The Last Step"

Developer: Tango Gameworks. Publisher: Bethesda Softworks.

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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

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

We come to our senses at the bar. 3 years after the events at the 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 the fusion of consciousnesses by the STEM machine. Kidman reveals that our daughter is alive and is being used as the central mind in new system STEM This system worked great, but a week ago it began to malfunction, and now the organization is asking us to fix the consequences of the problem in order to save their daughter. For the second time we are immersed in a virtual world woven from hundreds of human consciousness and memories.

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

Chapter 2

Police station

We leave the office. The cat Kidman is sitting on the table, next to it is a slide (1/11). Nearby we can see the collected photo on a film projector.

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


Museum

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

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

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

In the far right room we move the rack, behind it is the corridor.


house with stairs

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

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

We rise 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. Soon he will 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 the body is being dragged away. We enter this door, climb over the blockage, on the table we find a photo of another victim - a document (3/40).

On the 2nd floor we pass into the hall with a sculpture of a multi-armed girl. We go down the elevator, climb through the grate. We get into 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 we will be photographed.

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

We crawl to the next room, but here the 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 leaving the house we will find a gun. (At this point, we get a pre-order bonus - additional starting items).

In a 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 reach the next house. On the way we can find 1 herb, to the right of the house. There is a body in the car. We see a woman running into the house. Inside, she will turn into a possessed monster, we kill her, we get 200 gel. There are 4 gunpowders on the second floor. We go outside, on the right of the house there is 1 grass.


There are many enemies ahead, so we act covertly. We can kill one running enemy 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, we kill it, we get 500 gel. We also covertly kill the enemy who breaks inside the house. We enter the building, barricade the door behind us.

Chapter 3

O'Neill's hideout

There are 2 syringes inside the bathroom in a hanging cabinet. We go down to the basement, there we communicate with agent O "Neal. He is a technician and does not know how to fight, but promises to help with communication.

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

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

In the corridor we see the ghost of a nurse and a mirror. We get to the police station, there is a small area with our memories of the "Lighthouse". We sit in a chair, nurse Tatyana will come to us, and we will be able to make improvements for the collected green gel.

Southern part of the city

We go outside. The city is gradually collapsing, the road we came along is gone. Before us is a plot of the open world, you can go anywhere. The enemies here are dangerous, and there is a minimum of ammunition. it is recommended to collect various garbage, constantly return and create cartridges for yourself at the workbench.

On the right, on the far street, a lone enemy walks, we wait for him to bring the body into a pile, we attack him from behind. There are several items around on the crates. Bottles can be thrown in the face of enemies, and then finished off with a knife.


Church

Inside, 3 enemies are waiting for us 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. Behind the building there is one motionless enemy. There is a document (6/40) on the table in the tourist center.


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


Crossroads with a jeep

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

Behind the crossroads there is a military jeep, behind it we find a new weapon - the Guardian crossbow, 2 harpoons, 2 electric bolts. We immediately shoot with an electric bolt into a puddle behind the fence, and lure all the enemies here. Electricity will not kill enemies, but only stun, you need to run up and finish kicking all those caught. There are 3 rounds in the back of the cul-de-sac.


Crimson supermarket

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

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

Eastern part of the city
The Evil Within 2 Walkthrough

322 Cider Avenue

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

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

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

To crack a door, you need to adjust one sound wave to another on an oscilloscope. Nearby, you can shoot an electric bolt at the shield to shorten the way 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 east street there is a large two-story building, you cannot enter 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 at the corpse we will find pouch (pistols).


336 Cider Avenue

On the radio we hear the screams of a woman, we go to the address. Inside we find the document (8/40).

Suddenly, it becomes cold, a woman appears in the house. We get to the hospital with two rooms. Having made our way past the spirit, we take a key card near the couch, in the corridor we unlock the door. Having got rid of the spirit, we will find a slide on the table (2/11). (Slides can be viewed 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 is a request for our examination - a document (9/40).

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

We examine the faucet in the kitchen, back room, bathroom. We get into the corridor of the Mayak hospital, at the end there is a slide (3/11) on the table.

After that, we return to the usual house. Near the TV we can take 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 car of the left train. There is one enemy inside, but if we enter, three more will appear, so we can’t go in without ammunition.

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

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


Transportation of Treadwell

Near the supermarket is a large fenced area with cars. There are 4 enemies walking around. We can throw a bottle to the white van, and when the enemies come up, blow up a red barrel next to it. You can find resources in trucks.

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


Union car repair shop

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

The entrance to the workshop is only on one side. Inside the building we listen to the conversation of the military, he closed the path to the basement - fragments of memories (4/24).

Nearby we examine the electrical panel, in it you need to solve a simple puzzle: find two correct switches by the amount of energy. Solution: 2 and 4 switch.

After that, we can turn on the car lift, open the hatch under it. below we listen to another conversation - memory fragments (5/24).

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

Nearby we find "Request for cleanup" - document (11/40).


Mitchell & Sons

We get to the surface. Through the found underground tunnel, we got into the neighboring warehouse. There are several resources inside. We can unlock the normal exit to the street.

Unusual signal
The Evil Within 2 Walkthrough

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

On the table we find Turner's 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).


Bonus Quest: Unusual Signal

Having collected all 6 fragments of military memories, we will thereby complete an additional task. We return to O "Neill and talk about it. As a reward, we will receive 150 parts to improve weapons.

Northern part of the city
The Evil Within 2 Walkthrough

Garage

Lastly, we go along the northern street, from west to east. The first house is locked, but there is a garage in its backyard, and inside - details for sniper rifle . 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 from all sides, but there is a shield 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 - memory fragments (7/24).

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


Pit stop

We approach the road diner, in front of it we will see the spirit of Lily. We follow her footsteps inside. The door to the service room is locked, but on the left there is a hatch in the wall. In the room we find her doll. Then outside we inspect the dump behind the building, we get a new signal.


Finding a daughter

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

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

The tracks lead to the Treadwell's Shipping warehouse. Inside the fence we find a wooden partition, now we can remove it. An inclined 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 find the document (14/40).

In the second side door we find the second daughter's 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 happens. Outside, new monsters like dogs will attack us.

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

4. Backstage

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

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


"Network": management department

Using the computer, we get into the underground tunnels. Near the layout of the whole city we read the document (15/40).

Ahead is a door with an oscillogram, we tune one wave to another. After that, all the doors around will gradually open. It is better to hide in one of the doors, because more and more monsters will come out to the center. In the northern dead end room we find pouch (crossbow). In the south on the second floor in the room there is another pouch (crossbow). Then we go to the south door.


"Network": transition tunnels - central

We press the lever, we go down into the drained channel. Ammo can be found 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 can’t shoot. In the corridor we will find a non-working electronic door, we go along the wires.

A large monster roams the corridor, it is impossible to kill him imperceptibly from behind at once, so we pass unnoticed from him. In the back room we set up the electrical panel: turn on 1, 2, 4 switches. We return.

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 a mirror, a shooting range appeared in the hospital compartment: 4 shooting competitions, 1 casual competition - picking up colored targets.

. 16. Purgatory. 17. Exit.
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Mysterious items are one of the varieties of collectibles in the game. The Evil Within 2 . They are kind of Easter eggs for other Bethesda games. Unlike other collected items, they will not be indicated on the map, which greatly complicates their search. After receiving them, you can look at them in Sebastian's office - they will lie on a shelf. If you can find all the Mysterious Objects, you will definitely get the All in The Family achievement.

Mysterious mask

It is a replica of the mechanical mask worn by Corvo in Dishonored. You can find her in the Residential District, access to which will open in the third chapter. She lies in one of the train cars, located in the western part of the map. Look on the seat, located near the corpse in a plaid shirt.

Mystery car

It is a figurine of a huge robot-beast, which Agent Blaskowitz often had to deal with in Wolfenstein: The new order. You can find her in a large warehouse called Tredwell Trucking, which has trucks in the yard. The figurine lies behind one of the red trucks near the warehouse entrance. Open the door and look behind the box.


Mysterious weapon replica

This is a miniature rocket launcher from Quake. You can find her in the eastern part of the Residential District of Union City - she lies on the roof. Jump over the fence, then go up the stairs and follow the boards from the barn to the house.


Mysterious bubblehead

If you have played at least one of the parts of Fallout, then you will surely recognize the famous Vault Boy in this figure. It can be found in "Marrow" during the passage of the sixth chapter. This figurine is located in a warehouse in the southwestern part of the map, right behind the crate.


Mysterious figurine

This toy is a replica of the action figure found in the Doom remake released last year. You can find it when visiting the Business District - it lies in a trash can in the southwestern part of the area. Look in the lane of the main street.


Mysterious Mug

You can find this item in the Business District, in the Sanctuary Hotel during the passage of the eleventh chapter. If you have completed this chapter, then don't worry, as you will be able to get back to this inn in the thirteenth chapter. Check the front desk and you'll find a mysterious mug with a picture of a corporation from Prey on it.


Mysterious Symbol

During the passage of the thirteenth chapter, you will wake up in Sebastian's house. The game will give you the task of searching your dwelling. While upstairs, check all the rooms until you find the mini-library. The symbol, which should be familiar to all players of The Elder Scrolls Online, is located in a wide office right below the clock.

The site walkthrough will take you from the title screen to the end credits of the game. Here you can find collectible locations, boss strategies, puzzle solutions, and more. And if you didn’t find something, you can add the missing information yourself and get bonuses.

Chapter 1

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

After a short cut-scene, you will immediately take control of Sebastian - a young detective and, in fact, main character. Don't hesitate, run to the burning house ahead. The front door will be locked, so you can't get inside the house through it, so you need to find another way to get into the house. From the door, turn right and inspect 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, and 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, which you need to inspect. Once you're in the room, a lengthy cutscene will begin, where more information about what's going on will be revealed to you.

After immersing yourself in a virtual machine called STEM, move forward to the objects that appear. As a result, you will find yourself in front of a table with a walkie-talkie, take it and talk to Kidman. In the office, examine the drawings and photographs of the missing agents, and after a short cut-scene, you will be transported to the second chapter.

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

Chapter 2

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. Next to her lies slide, take it and look at 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 before that, save. To do this, interact with the terminal to the right of the mirror. After watching the cut-scene, go up the stairs and approach the painting that shows the 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 (the last door on the left). His body is recorded in the memory, you can study it in more detail by looking through the camera or entering the cube. But it is not necessary to do this at all.

Go to the room on the left, where the photos were shown. On the table you can pick up photo of Wilm Baker, which refers to documents ( 01/40 ). Go to the next room and inspect the floor, then move the rack and go down the corridor. Here you will hear a phone call (hidden in a niche), the answer to it will not give you anything, so just go up to the second floor. You won’t be able to open the glass door, from it go a little to the left of it, bending down, make your way 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 the murder, which is also in the flashback. Quickly hide behind the sofa so that the maniac does not see you. Go around the sofa and wait for it to leave the room through the door you entered. Examine the dead and exit through next door. Go to the corridor on the right, where the corpse lies. Go through the closed door and jump over the blockage. From a small table in the left corner you can pick up document - photo of another victim (03/40).

Climb 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). Go further 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 be opened only 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 is how you find the door. You will be photographed outside the door. When you wake up, take the photo from the mirror. After that, a multi-headed girl with a saw will attack you.

You just need 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 in the far left corner (if you stand with your back to the door). There you will find a ladder near the wall, climb it into the open ventilation. Crawl straight 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 hide in the house. Automatic regeneration will only replenish your health up to a certain point, in order to replenish more, you need to make or find healing syringes. Open the door in front of you and go to the table where you can pick up your first syringe. So far, you only have one, and there will never be an abundance of them, so try to save all consumable things. Before you leave the house, inspect the living room, there is on the table document - diary in an abandoned house (04/40).

Once outside, you will immediately find a gun and another document - photo of the Castellanos family (05/40). After that, go down the street and inspect the corpse in the car, then follow the woman into the house. Kill her by shooting with a pistol (try to aim at the head), after that you can explore the house. You can get a syringe from the first-aid kit, there is gunpowder on the second floor (needed to create cartridges). After examining the house, exit it and go left. Break the wooden boxes using the knife, they often contain various items. Then keep walking forward down the street until you see two people running away from the monsters. Only one of them will manage to hide in the house. You have to duck and hide behind the car. Wait for the right moment to sneak up on the enemy from behind and stealthily kill him (not everyone can be killed stealthily, and it’s even impossible to sneak up on some monsters unnoticed, so be careful), do the same with the second one. Do not 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 stairs, this will take you to the hideout. After the cutscene, you will meet Liam O'Neil and start a new chapter.

Chapter 3

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

Inspect the shelter, here with the help of a coffee machine you can replenish your health, in the boxes you can find cartridges and medicines, on the workbench you can make various items and improve weapons. After that, move to 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 found green gel. Some upgrades will require red gel or high quality parts that can be found as you progress through the game.

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

pouch- the first level pouch can be found if you go along 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 pavement with the first pouch, which will increase the number of carried cartridges.

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

Unusual signal

Move to the green marker, and then take out the communicator in the right place and get close to the dark silhouettes of the spirits. When you are close to them, a prompt will appear to press a certain key, by doing this you will receive memory fragment (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 distant train and go inside. Go through the cars, sorting out opponents, at the end you will find the corpse of a girl, where there is another resonance point (it will appear on your map when approaching). Come and take out the communicator, so you get memory fragment (2/24). And nearby you can pick up your first red gel, which lies near the corpse of a girl.

Exit the train cars and follow the green resonance trail that will take 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 far room and activate the memory on the communicator, so you get memory fragment (3/24).

After that, turn on the electricity using the shield you saw in the flashback. To do this, click on the second and fourth toggle switches from left to right. Try to be quiet, as a strong enemy roams next to you (a white dead man), he is dangerous in that he cannot be secretly killed, and he is generally stronger than the rest. Pick up the nearest car, duck down and go down through the hatch into the basement. Walk a little forward and to the left, where there will be a corpse. Activate the communicator, thanks to this you will find another memory fragment (4/24). Crouch down and make your way through the completed tunnel. You will find yourself in a corridor where there are doors on the left and right. The door on the left is closed to the code terminal, but there is a corpse lying in front, after searching which, you will receive map. It will help you find 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 cleaning out the arsenal, go to the room opposite, collect useful items, kill enemies and lift the load on the loader. So you can move the cart and free the exit to the outside.

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 pick up a resonant signal. Pick up the communicator and follow the trail that will lead you inside the house nearby. In this house, go to the back room and take it from the table document - diary of a woman (08/40). Here you will be attacked by the ghost of a woman. Avoiding the ghost, inspect the house. Here you will find a door with a combination lock, which requires a card. Find another door nearby, go through it and turn into the door on the right. Through this chamber, make your way to the next one, using the hole in the wall, and from the cabinet with the photo, get 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 is a huge two-story estate right across the road, but you don't need it. You need a house that is on the left. When approaching this house, the communicator will work, use it to find the source of resonance. Enter the house, go through the white door in the narrow corridor to get into the garage. In the garage, from the wheelchair to the left of the car, take document - examination request (9/40). When the nightmare begins, pick up in the bedroom document - survey report (10/40), which was looked at by the ghost of the doctor. Continue moving through the nightmare until you find yourself in the Lighthouse Asylum. Pick up there slide, lying on a wheelchair, and then go inside and inspect the person in the chair. After getting out of the nightmare, take the bolt from the chest of the dead man.

Shotgun pouch- on the side of the two-story pillbox, climb the yellow ladder and go along the balcony. Hitting the trap, get rid of the enemy running at you. At the end of the balcony there will be a corpse and a crate with a shotgun pouch inside.


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

When you have examined both Resonant Points on the quest, a new one will appear, which will point to the tourist center. Before you go further, it is better to move to the shelter, replenish supplies there and recover.

In the tourist center, go to the far door, which will automatically open. Climb down and activate the communicator to activate another one. memory fragment (6/24). After looking at it, take it off the table document - Turner's communicator log (11/40). Picking up this journal will update your map with dead Mobius employees, from which you can pick up various supplies or ammunition. If you try to get out, you will be photographed again. Run forward, deal with opponents and get out to freedom. Go back to Liam at the hideout and tell him what you saw. This is how you get the quest reward" Unusual signal" and complete it.

Parts for a sniper rifle- Go to another hideout on the map where the marker on the map is pointing. Passing the auto repair shop (it 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 lie. Now you will be able to repair the found rifle through the workbench or inventory.

At the gate of the new shelter, shoot an electric bolt at the shield to raise the garage door. Kill the enemy inside, then use the communicator to locate memory fragment (7/24).

Enter the hideout through the door on the left and on one of the tables (next to the crate) take document - report 00122: recruitment (12/40). Go to the Pit Stop diner, it is indicated by a marker on the map. On the way to the bench, don't miss figurine with a key(landmark - a field with enemies and next to the pointer). wanders around new enemy, as soon as he sees you, he will start making 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 decode the signal, approaching Lily's ghost. Go inside, go to the far door and try to open it. There is a hole nearby, move the cabinet and climb through it inside. Take it on the floor Lily doll.

Go around the diner and find the window that leads from the far back room. Here, examine the dumpster to find traces of a ghost. Having received a mark on the map, go towards it. As soon as you move away from the diner, you will be attacked. After defeating the enemies, continue to go to the marker. After reaching 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 than the auto repair shop).

After examining the places, Sebastian will conclude that Lily ran to the warehouses. Go to the territory and inspect the door, in order to open it you need to supply electricity. Find the wire that leads to just the right shield, go around the containers and break the chain. Behind it, deal with the enemies and use the shield. By switching 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 to the top. 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 cut-scene, head back outside and head back to O'Neal while fighting your way through the enemies. From him you will receive a gas mask and a password from 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

After receiving a gas mask from Liam, get a new goal - you need to get to the northern shelter (you were there) and use the computer to enter the "Network". From now on, you can use the shooting gallery in the hospital (for a simple training or testing new skills), to do this, use the white door in the office. Once in the shelter, talk to Kidman. After take document - report 00122 (14/40), located near the entrance to the shelter. Now you can use your computer to navigate to the "Network". Go forward along the corridor, go into the room on the right and use the computer on the table (near the corpse) to get document - e-mail "Union Growth" (15/40).

Crossbow pouch "Guardian"- get out on the balcony and go down. Here all the doors are locked, but opposite there is a yellow staircase - climb 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 set up two waves. By completing this simple task, you will disable the locking system. And now enemies will start appearing from three locked doors. You have no choice but to shoot them.

Having dealt with the enemies, you can inspect the premises and collect resources, after that go through the door with the monitor. Once at the tunnels, lower the switch, which will merge the water, then go down the stairs. Cross over to the other side and climb higher, there is another switch that will lower the bridge. Keep moving forward, when Sebastian puts on his gas mask, you will switch to first person view. A large number of enemies will be waiting for you ahead, but you can only use a knife or an ax as a weapon, so try to move carefully and not climb on the rampage. When you get to the white door with the electronic lock, pay attention to the wires - you need to walk on them. Once at the fork, turn left into a dark tunnel. Turn on the flashlight to find figurine with a key, which stands on the 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 bulbs by lowering the toggle switches in the correct order - 1, 2, and 4.

Go through the opened door and go up the stairs. Climbing upstairs, Sebastian will remove the gas mask, and you will return to normal camera mode. Use the computer on the table to the left. There you will receive document - "Expansion and Data" email (16/40).
After that, run down the corridor. Behind the white door, approach the corpse and use the communicator to open memory fragment (8/24). Come back to front door room, here on the right side of it there is a vent - make your way through it. In the room, use the computer to move the location with the city hall. After resting in the shelter, get out, where a new chapter will already begin.

Chapter 5

Go to the green marker, near the gazebo, use the communicator in order to get memory fragment (9/24). Once near the passage to the city hall, it will be blocked by barbed wire. Examine the corpse, nailed to the soldier's head document - photo by Sebastian Castellanos (17/40). After climbing over the wire, you will find yourself in the courtyard. And here, from the corpses, a Guardian will appear with several heads of girls, 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 touch it, then the slow-motion photography mode is activated. To get started, simply run away from the boss, explore the battle arena to find these traps, and learn 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 fail to activate them, or you use them unsuccessfully, just wait for a heavy blow from the Guardian, run back and take a couple of shots. There is also a partition with two doors, where you can hide for a while while the boss breaks 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 plot information and give you Harrison's communicator. After the conversation, go through the door ahead and keep moving forward into Big hall with the scene of the murder. There is 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. Here, on the wall on the left, there is a painting that serves as a clue to the puzzle. Here, under the picture in a vase, take the red roses. Take the necklace on the cabinet and hang it on the mannequin, then turn it towards the camera. Insert roses into a white vase, then use the camera. Focus the image and take a picture. After taking a picture, the picture will be transformed into a real corridor.

Passing the corridor, do not miss the document - article in Crimson Post (18/40), it will lie on the coffee table near the picture with the inscription "Rate 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 from the side. Approaching another picture, the maniac will start talking to you, after the conversation the door will open behind you. Take the document in the back room - photograph of the dead Mobius employee (19/40) which lies on the table. Go down the stairs and approach the chair with the mannequin head. When you find yourself in a room with a lot of frozen people, go to the door and take it from the table to the left of it document - note (20/40).

Boss: Obscura

In the room, activate the emitter and watch the cut-scene. A boss will appear - Obscura - you can't kill her, but you can briefly stun her. Periodically, she photographs the emitter, which will lead to its temporary shutdown. Your task: just 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 balcony of the second floor, turn left to get into the room. Here on the table lies document - report 00213: Union social management (21/40). After that, return to the hall with the murder, a new passage will appear there. Behind him will figurine with a key. Go right, go through several rooms and in the room with bookcases on the table, look for another one. document - report 00977: structural violations (22/40). Once you've finished inspecting the rooms, exit the city hall and talk to your partners, after which the next chapter will begin.

Chapter 6

Pouch for syringes- after leaving the mayor's office, 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.
Go along the corridor on the side, kill the opponents, and then go down. Move to the room with the monitors. Here the main character will stop to view the memory. When you're done watching, take the slide that's on the table.

Run along the corridors avoiding the dangerous monster. But in the end, you still have to shoot him with a pistol. Once in front of a door with a red symbol indicating a shelter, do not rush to enter. First, open the door nearby with a combination lock and a screen. Inside the room on the table lies document - report 00532: Core branch (23/40). In the room with the "Networks" computer, you will watch another cut-scene. After talking to Hoffman, use the nearby computer to save document - e-mail "Candidates for the role of the Core" (24/40). Use the computer to go to the location with the theater.

When outdoors, use your communicator to find memory fragment (10/24). Go left and try to open the warehouse, but this requires a key. Go to the gas station and examine the burning corpses. Here you can activate the communicator and find memory fragment (11/24). After that, a monster will appear that looks like a Guardian. Proceed as usual, but this time without the possibility of slowing down. It will take a lot more shots to kill him than the previous time. Find a corpse on a chair in the back room, use the communicator next to it to see memory fragment (12/24). After that, try to exit the cafe. After hearing the music, approach the jukebox from which it comes. Suddenly, a woman from nightmares will appear. Go forward and see how the woman gets out of the mirror. Quickly escape through the door, keep running until you get out of the nightmare (interact with the mirror to select the correct door). After that, in the hand of the murdered man, who is sitting on a chair, will appear slide. Take it and go outside.

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

Walk across the street from the diner and as you walk down the street you will find the devil's personal bar. Inside from the table (on the right side) take document - bartender's diary (25/40). After that, examine the map, you need to go to the left of the diner to find the area closed by the fence (shots and cries for help are heard from there). After opening the gate, run to the soldier on the overturned truck if you want to activate the additional task "Out There".

Shotgun pouch- Before you start the optional mission "Out there", go outside and go to the right, through the gate that led you here. Go down the street, and then turn the corner, there will be blue boxes in the alley, behind which the white witch wanders. Kill her and jump over the boxes, you can take the 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 the garbage truck is standing. Kill the enemies, turn into the alley on the right and use the communicator near the girl's corpse. So you can find memory fragment (13/24). Search her to take her key, which will open the warehouse (it was at the very beginning of the location).

Long Shotgun- Returning to the warehouse, kill the monster and gather supplies in the warehouse. In one of the boxes you will pick up a new shotgun.

When the frightening woman appears, try to open the door, but you will fail. Hide from her in the corner and wait for reality to carry you.

Silenced pistol- can be found by completing the additional task "Connected Again". After moving to the "Network", go to the marker. By turning on the server, you will unlock the boxes that were previously locked. Return to Sikes in Union and report that the deed is done. Open the container in this hideout, there will be a new gun.

Having gone to the place of passage to the theater, you will see that the path is blocked by two paintings. If you have already carefully studied the location, you may have noticed these paintings - one in the Devil's personal bar, and the other in the Abode Hotel. The required markers will appear on the map, and the communicator will point to resonance points, and this chapter will end.

Chapter 7

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 thrown into another reality. Here the door 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 opponents.

Having approached the grate, open it with the key, bend down and move to the right, bypassing the stretch marks, until you see an accessible passage to the left to the mannequin. As you get closer, interact with the mannequin from the back. The first work is destroyed, go to the Abode Hotel.

Climb to the second tier and interact with the painting. Here you again need to open the grate, for which you will need 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 from the back of the corridors. After that, run to the grate and pick it up.

Open the door, duck and make your way past the next stretch marks, sneak up on the mannequin and cut it. Now the path to the theater is free, return to it and go inside the building.

Chapter 8

Inside the theater, go up to the upper tier. Before you go to the theater hall, where there are chairs for the audience, find Stefano's creation, which is located on the second tier, use the communicator and find a fragment of memories (14/24). After watching the cut-scene, run after Stefano.

Boss: Stefano

After everything breaks into several pieces, make your way forward, avoiding the detection of a huge eye. When he starts to move to the right, follow him, occasionally running into cover. Then, after waiting for the eye to start moving back, walk past and run on. So you need to repeat several times until you pass the location.

After going down the stairs, go down the corridor and open the door. After the cut-scene, the battle with Stefano will begin. The fight with him will not be too difficult, as it might seem. To begin with, "get used" to his behavior (attacks, movement) - it will take about 5 minutes, the main thing is not to rush. In battle, electric bolts that stun him will be very effective. If they are not there, a simple pistol and a shotgun can do a great job with him (the necessary ammo will be scattered around the location).

Throughout the fight, Stefeno will try to take a picture of you (this will greatly slow you down), as soon as you see the camera in the hands of the boss, run away from the line of sight. In the first phase, the boss makes four teleports, and then tries to run to Sebastian with a knife. After dodging the attack, take a couple of shots from a pistol or shotgun and run away. So until he goes into the second phase. Here he will teleport more often and do it randomly. 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 at you, shoot him to make him fall off his feet. After defeating the boss, watch the cut-scene and the chapter will end there.

Chapter 9

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

Go down to the basement, where there is a locked grate ahead and a mechanism with a missing handle. The basement is filled with detention cells, which are locked by default. I recommend that you first inspect each cell and shoot 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 whole 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 up.

Go to the cameras in the right wing and near the last, a little further, remove the handle from some device. All cameras will open. Collect loot from the killed enemies and go to another mechanism to which you need to attach the 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 is a pouch for the Guardian crossbow.

Now lift the grate using the handle. There are several cells in this corridor. You need the second camera on the right. Enter there and kill the lying Mobius soldier. To the left of it there is a passage in the wall. Crouch and crawl there to use the communicator in another chamber and find a memory fragment (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 at the door is a living zombie, so kill it with a headshot beforehand.

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

Climb the yellow stairs and you will see four gates. Turn the leftmost valve to adjust the plate closest to the grate. To do this is as easy as shelling pears - with the narrow part turn 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 is combined with the two extreme outputs.

Next, rotate the center piece so that the wider channel matches the top one (at least towards the grille). Then turn the left valve to flip the far plate (closest to the grate) so that the narrow part is facing towards the grate. Finally, turn the rightmost valve so that the channels on the right plate line up with those on the right side.



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

Chapter 10

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

After the conversation, just follow your companion, helping her deal with opponents. Encountering a new enemy with a flamethrower, he will quickly hide, but will leave behind several fire zombies.

Hide behind cover and shoot them (try to shoot straight to the head), if you run out of ammo, you can attack stealthily from cover or leave all the enemies to your partner (but this will be very long). 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 the allies, a new chapter will begin.

Chapter 11

Find in the shelter document - Diary Torres (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 crate located in the hideout, you will find the first cryobolt. Pay attention to the fact that in the conversation Kidman will talk about some gift left in the office of Castellanos. There is a mirror in the next room - move to the office and go to the detective's office, where the information board is hanging. Right underneath you will find slide.

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

Enter the room on the right, where the corpse of a Mobius soldier with a syringe is lying around. There is a cart here that can be pushed back to access a supply crate. Go to the Hoffman hideout, here you can see memory fragment (16/24), so you will know that the girl went to the other end of the laboratory, to the restricted area. Study the computer to get document - Hoffman Records file (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. Ahead are security turnstiles and two dead guards. On the left, through the window, you can see a computer and a room with a mirror. Use a computer to get document -file "Security Protocols" (29/40). Go past the laboratory with flasks, go ahead and see another one memory fragment (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, which requires a cerebral chip. Go behind the screen on the left, where a corpse lies on a gurney. Will be attached to the wall document -STEM integration failure report (30/40). Turn left from the door and find a ladder leading up. 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 wheelchair you will find document -failure investigation report (31/40). After that, open the gate by shooting an electric bolt at the shield. Run forward through the tunnel and enter the room on the right. Interact with the computer to get document - Pit Watch file (32/40).

When you try to return the same way, a woman will attack you. Avoid her by hiding behind the pillars and the couch. At first, try to go to the right, but the woman will throw a whole pillar, blocking your path. Go left. Run to make it down the stairs. At the bottom, you will have to change direction in order to get out of the trap and not get into the eyes of a strange woman.

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

Go back and go up the stairs. After killing the enemies, go to the laboratory number 3. Go to the back room, where an unknown man lies on the operating table. Interact with the computer in the far left corner to get document -file "Agent case" (35/40). Now on the same floor, go to the laboratory number 2. Use the communicator to view memory fragment (18/24). Search the Mobius soldier's body to get pouch for syringes. In laboratory number 3, which is on the second tier, go into the room where a man lies on the operating table. Examine the hanging signs - there will be various code combinations. Try to enter each of them on the terminal located at the feet of the dead man. Sooner or later, the code will work, and the device will pull out of the head of the employee cerebral chip. Take it and open the locked door.

Boss: Flamethrower

When you reach Lab #4, you will meet Yukiko and Liam. The latter is the boss and your friend, who will have to be killed. If you have the sniper rifle skill (as well as the necessary skills), a few headshots will suffice. Otherwise, you will have to hide behind the columns for a long time and wait for convenient moments to fire a pistol or a shotgun. Bolts are only effective when used on certain objects, such as a nitrogen tank or an electrical panel. The first will inflict significant damage to the flamethrower, and the second will stun for a short time. Also use the knife switches to activate the fire extinguishing system. After defeating him, talk to Yukiko and pick up faulty flamethrower lying near Liam.

Use the communicator to view memory fragment (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 figurine with a key. Now talk to Torres and order her to blow up the device.

Chapter 12

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 after that turn the lever at the gate.

The next location is full of monsters - you need to get to the stairs leading down. Go down and watch a lengthy 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 parts of the flamethrower. Also go towards the theater, but turn left of it. Go down to the rift and go up to the parking lot on the left. You can use a communicator to make it easier to pinpoint the resonance point. Go to the corpse of a dead Mobius soldier, search his body and take sniper rifle pouch.

Go into it, talk to the man who will point to the computer. Interact with him to move to the experimental sublevel. Kill the enemies in the corridor, and then move through the air duct to the next room. Kill opponents, get to the electrical panel and do everything you normally 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 cut-scene and the disappearance of Sykes, go to the room with the capsule (bathroom) and take it from the stand slide(To get the last slide, return to the office after talking to Kidman, the black cat will point to the slide). Take it out of the drawer in the left corner double barreled shotgun.

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

Also in the pod lab, you can read the STEM emergency exit report. Thus, it remains to be seen if Sykes managed to get out.

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

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

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

Chapter 14

Run forward without missing the scattered resources, climb the stairs and be sure to take it from the altar document - the writing of Theodore I (39/40). Open the door ahead. Check the passage on the right first. In a room with a mirror, on the table, look for final assault rifle pouch. After that, go left, so you will find yourself in a hall with hanging burning cells. Fiery opponents will appear, which you just need to 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 opponents behind bars and pull the lever. After a while, the grate will rise. Search the room, and then go back upstairs, because the second grate should also rise.

Go to another doorway, follow the corridor to the right (there will be a liquid nitrogen tank in the corridor) and find the same lever in the room against the wall (not so easy to notice). Pull on it. You will see how the gates you need open. Follow through them and up the stairs. Turn the valve to turn off the fire, and then go a little higher up the stairs. Enter the room on the left and take it from the table in front document - the writing of Theodore II (40/40).

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

After the cut-scene, you need to run away from the psycho with the chainsaw, after the cut-scene you will be able to kill him. After this opponent, you will need to fight the safehead. After killing them three times, you will start another cut-scene, when it ends, another creature will attack you - you can kill it pretty quickly. To do this, lure her into the fire, or you can always shoot her. This will end the chapter.

Chapter 15

When you return to Union, you will see what Mira did to him. Now the city is fragmented even more, 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 down below.

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

Chapter 16

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

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

Boss: Mira


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

Chapter 17 The final

This chapter is much easier. You need to get to the house and go up to the second floor, to Lily's children's room.


In parallel, you will have to manage Kidman, who must destroy several Mobius soldiers. Otherwise, the final chapter of the game is a lengthy cutscene.

On this passage on the site is completed!

Wandering the streets of Union is not safe even during the day, not to mention night walks, so it is always worth knowing where the nearest shelters are located, where you can take a breath, restore health and drink a cup of hot coffee in order to put your nerves in order.

Shelters are a kind of checkpoints where you can relax a bit, as well as stock up on ammunition and equipment. These rooms can be used as the main points for exploring new locations, that is, it is from here that you should make your forays into uncharted territories, and then return to them again to replenish supplies and restore lives. Each hideout can provide you with the following options and benefits:

  • Coffee machine - a cup of coffee can restore your life bar to the maximum. However, you will have to wait a bit before you can use it again (it should take about 15-20 minutes).
  • Save terminal - save at any convenient moment.
  • Mirror - allows you to return to Sebastian's office or visit the nurse Tatiana (Tatiana) to buy upgrades or a simple conversation with a nice girl.
  • Supply Crates - You can only find them here when playing on easy difficulty. They contain weapon parts, ammunition and other useful things.

In some hideouts, you can also find collectibles in the form of files and residual memories, however, they do not always appear when you first visit these buildings. Sometimes they appear here only after completing a certain story mission or completing a specific task. Below is a list and location of all hideouts in The Evil Within 2.

Residential area

O'Neill's hideout

You are unlikely to pass him by, as he is part of the main plot. Chat with O'Neil to get some hints about finding useful items, including the crossbow. Then stock up on ammo and weapon parts lying in the shelter. This place will become your second home during the passage of the third chapter.

northern refuge

You will need to run an electric bolt into the fuse box to open the garage door and enter the new hideout. You will immediately be attacked by a Moebius operative, so be prepared for battle. You can also find a residual memory here and talk to Kidman. In addition, there is an entrance leading to the "Network". This hideout will basically be a convenient point for you to create saves.

city ​​hall

Hoffman's hideout

It can be found at the bottom of the location. Here you will be able to find a slide, two residual memories and two files. Some of the items appear immediately, while others appear after a certain period of time.

Business district

Mail Plus

This shelter is located in the north of the area in the upper right corner of the location. Try to find a bag with high-quality weapon parts here, as they are not very common. You can also find a residual memory here and some harpoon bolts.

Sykes hideout

It is located almost in the middle of the area. After completing the secondary mission "Connected Again" you can find a pistol with a silencer here, which will lie inside the orange Mobius container.

Reserve

Refuge Torres

It is located in the outback of the reserve - you are unlikely to miss it. It has a terminal connected to the "Network". You can also find Freeze Bolts and Torres' Diary here.

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

Chapter one - Into the fire

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

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


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

Chapter 2 - Something Went Wrong

We approach the board with information hanging on the right side and inspect it. We read information about all the missing members of the Mobius group. It's about about the following characters:

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

Then we study several photos on the board, and then we leave the room. On the table we notice a black cat. We approach it and raise a slide near it. We'll be able to view these images and then discuss them with Kidman. We use the projector located next to the cat to look at the slide.

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

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

We head to the left room, where we were developing the photo. On the table we find a picture of William Baker (one of the documents). In the next room we find racks - we examine the floor near them and come to the conclusion that one of the racks was constantly moved. We click on the rack, open a secret passage and head into the corridor. Having reached its end, we answer the call (the phone is in a well-hidden niche) and listen to an ominous laugh. Are the hamstrings already shaking? We still have…

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

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

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

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

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

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

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

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

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

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

We wait until the monster goes home, and then we go to the left through the bushes, picking up grass from the ground. We sneak up on the enemy and imperceptibly attack him in the back. We do the same with the monster that knocks on the door. Green gel will flow from each monster after death - do not forget to pick it up.

We pass into the house, turn left, go down and find another shelter. We look through the cut-scene in which we will be able to talk with Liam O'Neal.

Chapter Three - Resonance

We talk with Liam and get from him side mission called "Unusual signal", which we can perform a little later. In addition, Liam will indicate on our map the point where the armored personnel carrier is located. Near it you will be able to find the Guardian crossbow.

We look at the shelter. With the help of a coffee machine, we will be able to fully replenish our life scale, and we will not have to pay for it. The supply boxes contain medicines and ammunition - over time they will fill up, so we advise you to visit them when there is no ammo for weapons.

With the help of a workbench, we will be able to craft various things, such as ammo and first aid kits, and modify weapons. In the first case, you will need grass, gunpowder, and so on, and in the second - spare parts for weapons (a few are in this shelter). We should have enough parts to improve the pistol.

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

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

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


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

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

We get out of the building, stand in front of him and look to the left. We find a ladder in the alley that leads to the roof of another house. Climb up the stairs first, and then use the fire escape. We kill the monster upstairs, and then we search a couple of corpses of operatives - we can find a magazine about the communicator from one of them (one of the documents). On the edge of the roof, by the way, lies a faulty sniper rifle.


Side Mission: "Unusual Signal"

Now it’s worth taking on a secondary task, but at the same time we will find a few useful little things. We follow the green marker, and then we take the communicator in our hands and approach the dark silhouettes. Standing next to use the device and get a piece of memories.

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

We leave the car and go after the resonant "spot". As a result, we find ourselves near the auto repair shop. Opposite the entrance to the auto center we see a house, on the porch of which there is a statue with a key.

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


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

We squat again and go through the tunnel. We get into the corridor, in which there are doors on both sides. On the left side it will be closed with a combination lock, but nearby you can find a body, after a search of which we find a special card. No, it will not automatically open the door, but it will help us find the right combination. We look at the closed door and remember the inscription on it: B-34.

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

We pass into the room opposite and pick up all the useful little things. Then we deal with opponents and lift the load on the loader. We shift the cart and open the passage leading outside. In one of the rooms we will be able to find the best parts for weapons, with which you can unlock some upgrades.

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

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

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

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

Easter Egg: On the right side of the mansion we mentioned earlier, there is another house. On its roof, a dead man roams with a Molotov cocktail. We rise to the barn, located side by side, and on the boards we pass to the roof of this house. There we find a mysterious weapon, which is a reference to Quake.


If we talk about a two-story estate, then on one of its sides we are looking for a yellow ladder. Climb up it and go through the balcony. We touch the cord that activates the slowdown and kill the monster. On the balcony we find a dead body and a box in which we find a pouch for a shotgun, which increases the number of cartridges carried with us for this weapon.

We go outside and run towards the second signal, which we managed to fix after finding the first one during the passage of the secondary task. We enter the building, we pass into the last room, we kill all the opponents and with the help of the device we catch another piece of memories. We go through the door, behind the boxes we find a hatch leading to the basement. Here is a PC - click on it and get into the "Network" arsenal.

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


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

As soon as we take this magazine, signs will immediately appear on the map showing exactly where all the bodies of the Mobius operatives lie. They will have a few useful items. We are trying to get out, but a strange stranger will take a picture of us. We pass forward, deal with all the enemies and get out.

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

Easter egg: We pass to the private territory where the transport organization is located. We deal with all the monsters, inspect several trucks and find a mysterious mechanism inside the red car, referring us to Wolfenstein: The New Order.

We continue to go north and come across a new intersection. A little ahead on the right side, we can find another shelter, but for now we are interested in a building standing even further. It will not be possible to enter it, however, there is a garage in the back, where we can find spare parts for a sniper rifle, with which we can repair the weapons we found earlier using a workbench.

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

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

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

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

Next to the diner, we activate the communicator and decode the signal by going to Lily's ghost. We go inside, head to the far door and try to unlock it - nothing will come of it. Nearby we find a hole, but first we move the bedside table. We go inside, look around and take the Lily doll from the floor.

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

The main character will think that his daughter went to the warehouses. We go to them and inspect the door - it is necessary to supply electricity. We pay attention to the wire leading straight to the electrical panel. We go around the boxes, break the chain and destroy all the monsters. Next, click on the switch to restore the supply of electricity. We open the warehouse by clicking on the switch next to the gate. We pass into the room and examine the plank that blocks our way.

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

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

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

Chapter four - Behind the scenes

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

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

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

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

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

There will not be very many opponents here, but we can only fight with a knife or an ax, so it’s worth acting carefully. We get to the white door, closed with an electronic lock. We follow the wires, we reach the first fork and turn left into a gloomy tunnel. We activate the lantern and find the statue with the key, which stands on the barrel.

We break the figurine, and then we continue to follow the wire to the last room. Here we will find a shield and 4 toggle switches. Each of them can add a specific number of lamps. It is necessary to turn them on so that the total number of bulbs does not exceed 10 pieces. We activate the 1st, 2nd and 4th toggle switches. We return back to the closed door, open it and climb the stairs. The camera will return to its usual position.

We rise even higher, examine the PC, which is on the table on the left side, and find a new letter (one of the documents). We leave and run along the corridor. Climb the stairs to the right to find supplies. We pass through the white door, approach the dead body and use the communicator to view the memories. We return to the door of this room and to the right of it we find a vent. We move forward along it until we find ourselves on the other side of the cliff. We enter a new room and again interact with the computer to exit the "Network". As a result, we find ourselves in the part of the city where the City Hall is located.

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

Chapter Five - Waiting

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

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

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

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

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

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

We pass into the room where the emitter is located, turn it on and watch a cut-scene in which we get to know Stefano. Then a terrible monster called Obscura will appear. Dealing with him will not work, but we can stun him for a while. Sometimes the monster will take pictures of the emitter, which will cause it to be knocked out. You must try not to die while the countdown is on. If the monster stopped the passage of time, then we will need to track it down and shoot at it a couple of times until the countdown starts again. When the timer expires, the monster will immediately disappear.

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

Chapter six - On the hunt

We leave the neighborhood of the city hall, turn left and find the dead body of the Mobius operative. We take away the pouch for syringes from the corpse. Again we go to the computer system and move to the "Network". We get out of the room and see how the gates opened. We pass forward, open the doors on the left side (for one of them you will need to connect the frequency and amplitude). Behind the last door on the left lies another dead body, after a search of which we can find a pistol pouch.

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

We continue to move forward, do not catch the eye of the monster, running away from him along the corridors. Then we shoot at him from a cannon. If we go back, we will see that the monster has gone somewhere. Once in front of the door, which depicts a red symbol (indicates a shelter), we are in no hurry to enter it. First, let's open the door locked with a combination lock (you need to combine the amplitude and frequency). Inside we will find report 00532 (one of the documents). Then we go into the room with a PC and view a new cut-scene.

After a conversation with Hoffman, we interact with a computer system located nearby to save an electronic message (one of the documents). With the help of the computer we get to the location with the theater.

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

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

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

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

Side mission: "Out there"

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

Before taking on its implementation, we go outside, head to the right and go through the gate leading to the location where we found Sykes earlier. We go along the street, keeping to the right side, and turn the corner. In the alley we find blue boxes, behind which the witch walks. We kill her, jump over the containers and find the body of the Mobius operative. We search it and select the pouch for the shotgun.

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

We go to the warehouse and fight with the monster, which consists of several bodies. We kill him and go to the warehouse. We pick up everything that is not bolted to the floor. In the suitcase, by the way, is a long-barreled shotgun. will arise again scary woman. First we try to unlock the door, and then we hide from the enemy in the corner. When the monster approaches us, we will return to STEM.

Side mission: "Reconnected"

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

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

Chapter Seven - Thirst for Art

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

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

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

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

Chapter Eight - Premiere

We enter the theater and head to the upper level. We do not immediately go to the hall in which there are chairs, but first we look for Stefano's work, which is upstairs. We use the communicator and find a new fragment of memories. We watch a long cut-scene, and then we begin to pursue the villain.

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

How to kill Stefano?

Finally, we were given the opportunity to deal with one of the main villains of the game. The fight will be pretty easy. You just need to memorize all the main blows of the boss and use electric bolts to temporarily stun him. In the absence of such ammunition, we use a pistol and a shotgun. At the location, by the way, we can find a lot of ammunition.

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

The boss will also try to slow us down with a camera. If we see that he takes out his camera, then we immediately run away from the zone of his visibility and do not approach him until we hear the shutter go off. Then we turn around and shoot at the enemy again. Having made several accurate shots, we are waiting for the beginning of the second phase of the battle.

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

Sometimes the enemy will try to take a picture of us with a camera to slow us down. In addition, orange-colored cubes will begin to appear on the arena. If you touch them, there will be an explosion. That's all. In the end, we will defeat this dangerous enemy.

We watch a cut-scene in which Mira and Lily will participate, and then we watch the appearance of a giant monster.

Chapter 9 - New Evil

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

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

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

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

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

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

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

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

Chapter Ten - Originally Hidden

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

Next, we will need to follow our newfound partner and help in all her endeavors. In a couple of minutes we will meet the enemy with a flamethrower. He will quickly get away, but at the same time he will leave behind a lot of fire monsters. We deal with them with a sniper rifle (one accurate shot will be enough to kill one enemy). then we approach the tree on which the red flag flaunts and go down. We speak with Kidman and Torres, and then we are waiting for the beginning of the next chapter.

Chapter Eleven - Reunion

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

We use the computer to return to the "Network". We search the room and pick up the capacitor needed to craft the shells used by the flamethrower. We leave and find the gate ahead. We click on the electrical panel on the side and activate all the toggle switches, since only in this case we can get exactly 10 luminous bulbs.

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

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

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

We stand facing the door, which requires a chip. Turn left and go through the screens. In the new room we find a new report (one of the documents). We examine the hall and find a door next to which hangs an electrical panel. We shoot at it from a crossbow, using an electric bolt to open the door. However, we do not go into it, but turn left and find a ladder that leads up. Again, we are not in a hurry to use it, but instead we find a small door on the left, leading straight to the morgue. We go inside and head to the last room on the left. On the gurney we find another report (one of the documents).

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

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

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

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

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

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

Chapter Twelfth - The Abyss

We find ourselves in an unfamiliar area where we were dragged by Theodore. We head towards the light, turn right and approach the second source. We find a pouch for a pistol near him. Then we move forward, cracking down on all enemies. First of all, we deal with all the opponents, and then we turn the handle near the gate. The new location will be replete with monsters of different tailoring - we will need to reach the ladder that leads down. We go there and view the cut-scene.

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

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

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

Chapter Thirteen - Stronghold

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

Side Mission: "The Last Step"

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

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

Note: If you carefully read our The Evil Within 2 walkthrough, you currently have exactly 10 slides. It remains to find the last one. Go to Sebastian's office and study all the slides, remembering to discuss them with Kidman. Then follow the cat and take the last slide.

We add that in Union we can meet several monsters with flamethrowers - we deal with the second of them and create a flamethrower for ourselves using the crafting system in our inventory. In the laboratory, we should also study the document on the emergency exit from STEAM. Therefore, it is still unclear whether Sykes was able to get out.

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

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

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

Chapter Fourteen - The Burning Altar

We continue to move forward, picking up various supplies. We go up the stairs and find the writing of Theodore I on the altar (one of the documents). We open the door in front and find ourselves at the fork. First of all, we go to the right side and find a room with a mirror. Here we select the assault rifle pouch lying on the table. Further we go to the left and we get into the hall with the suspended cages engulfed in flames. There will be fiery enemies that you can easily shoot down.

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

We go into the second opening, follow the corridor to the right side and in the room next to the wall we find another lever (it will not be easy to find). We pull for it and see how the necessary gates open. We pass through them and go up the stairs. We turn the valve and thereby turn off the fire. Let's move forward a bit. We enter the room on the left side and pick up the second scripture (one of the documents).

We continue to climb up and shoot the small handle to turn off the fire tubes. This mechanic was used in the original. We go along the wall to the right and find the door. While approaching it, opponents will attack us. We kill them, go inside and find a pouch for a shotgun.

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

We start watching a cut-scene, after which we will have to fight all the monsters from the first part.

First of all, we deal with a psycho wielding a chainsaw, then we watch the video, and then we approach him and cut the poor fellow in half. Then we kill the butcher three times, wearing a safe instead of his head. A cut-scene will start, which will show how another creature is selected from the safe. We can either shoot her or try to lure her into the flames. Watch the video at the end.

Chapter Fifteen - The End of the World

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

Walking through the snow-covered location, we stop next to the pillar and use the communicator to listen to a new piece of memories. We turn right and find another piece next to another pillar. We continue to go to the right and reach a tall building, where we can view the third memory. We rise towards the structure, look at a new piece and go upstairs. Then we watch the cut-scene.

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

Chapter Sixteen - Exit

It's still easier here. We will need to reach the house, go to the top floor and go into Lily's room. Along with this, it will be necessary to take control of Kidman and deal with several Mobius operatives. Then we watch a long cut-scene. Congratulations, you have completed the game!


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