Detonado The Evil Within The Assignment

The Evil Within: The Consequence

FAQ/Walkthrough by Bkstunt_31

More for The Evil Within: The C... (PS3):

^ _____________________________________________________ ^ ^/ \^ .'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'. ^/ \^ // \\ | Please click the link above to recommend this FAQ | // \\ / ¯| |¯ \ | to other users. This is the best way you can show | / ¯| |¯ \ ¯| | | |¯ | your appreciation for my FAQs. Thank you very much! | ¯| | | |¯ | | | | '._______________________________________________________.' | | | | |_|¯|_| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ |_|¯|_| _______________________________________________________________________________ Blitz Knight Stunt Presents: ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ________ \ | |¯¯¯| |¯¯¯| |¯¯¯¯¯¯¯| \__ | | | | | | ___| | | | | | | | | | | | |_| | | |___ | | | | | | | | | | | ___| | | | |¯| | | | | | | | | | | | | | | | | | | ¯¯\ | | | | | | | \ | | ¯¯¯ ¯¯¯ ¯¯¯¯¯¯¯¯ ___ ___ | | |¯¯¯¯¯¯¯| | | | | | | |¯¯¯| D L C C H A P T E R: | ___| | | | | | | | | | | | | | | | | | | T H E C O N S E Q U E N C E | |___ | | | | | | | | | | | | | | | | | | S T R A T E G Y G U I D E | ___| | | | | | | | | | | | \ / | | | | | B Y | | \ / | | | | | ¯¯\ \ / | | | ¯¯\ B K S T U N T | \ \___/ | | | \ ¯¯¯¯¯¯¯¯ | | ¯¯¯¯¯¯¯¯ ___ ___ ___ | | __________ | | | | | | | | | | |¯¯¯| |¯¯¯| |¯¯¯| |¯¯\ |¯¯| | | | | | | | | |__ ___| | | | | | | | \ | | | | | | | | | | | | | | | | | | | \ | | | | | | | | | | | | | |_| | | | | \ | | | | | | | | | | | | | | | | | |\ \ | | | | | | | | | | | | | | | | | | \ \| | | \ / \ / | | | | | | |¯| | | | | | \ | \ / | | | | | | | | | | | | \ | \ / / | | | | | | | | | | | | \ | \___/ \___/ | | | | | | | | | | | | \__| \ / ¯¯¯ ¯¯¯ ¯¯¯ ¯¯¯ ¯¯ \ / 1 0 0 % S P O I L E R - F R E E ` ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ________________________________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _______________________________________________________________________________ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ Platform: PlayStation 4 Version: 1.00 Last Updated: 7/6/2015 Email: FAQs @ bkstunt .com Web Site: http://bkstunt.com/ Facebook Page: http://www.facebook.com/Bkstunt This document is best viewed using a FIXED-WIDTH font, such as Courier New. If the ASCII above/below and the charts used throughout the guide look strange, please change your settings to display text in a FIXED-WIDTH font. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Table of Contents >==O ``-.______________________________________________________________.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ To navigate much easier through this guide, I added the search system, which works just by following these simple steps: - Highlight the "Section Code" of the section which you wish to go and copy it (CTRL+C). - Press CTRL+F to bring up the search sub-menu. - Paste (CTRL+V) the "Section Code" and press ENTER twice to be where you wanted to be. Just like magic! This takes you to where you want to go easily and FAST, which is important since this guide is HUGE. It sure beats scrolling through this text document for 30+ minutes, right? =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~> Section <~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> Section Code <~~~ 1] Introduction........................................................[BK100] 2] Controls............................................................[BK200] 3] Main Walkthrough....................................................[BK300] 3.1] Chapter 3: Illusions . . . . . . . . . . . . . . . . . .[BK303] 3.2] Chapter 4: A Ghost Is Born . . . . . . . . . . . . . . .[BK304] 4] Archive Transcripts.................................................[BK400] 5] Trophies............................................................[BK500] 6] Version History.....................................................[BK600] 7] Credits.............................................................[BK700] _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Introduction >==O ``-.___________________________________________________[BK-100]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Hey everybody, Bkstunt here with a guide for The Evil Within's second DLC Chapter: The Consequence. We continue our control of Julie Kidman from the first DLC chapter. That being said, you should really play the first DLC chapter before playing this! Thankfully I wrote for that, so if you are looking for a guide for that here you go: o http://www.gamefaqs.com/ps4/134496-the-evil-within-the-assignment/faqs/71333 I wrote for the main game with my friend Absolute Steve, so this DLC chapter has a bit of his influence in it along with some of my old formatting. Sort-of a mesh that hopefully works. By the way, if you are looking for a guide for the main game, here you go: o http://www.gamefaqs.com/ps3/711439-the-evil-within/faqs/70314 Anyways, its good to be with you all again! Let's do this! ~ Bkstunt ____________ ¯¯¯¯¯¯¯¯¯¯¯¯ FOLLOW ME! ____________ ¯¯¯¯¯¯¯¯¯¯¯¯ Want to talk about some games!? Maybe throw out some ideas for what YOU want to see me write about next? I made a facebook account for just that reason! You can 'Like' me at: ______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Facebook.com/Bkstunt ______________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ I also have a website you can visit to see what other guides I've written, as well as see upcoming projects. I've also written a TON of reviews that will go up there (You want to play GOOD games, right?!). _____________ ¯¯¯¯¯¯¯¯¯¯¯¯¯ Bkstunt.com _____________ ¯¯¯¯¯¯¯¯¯¯¯¯¯ So between those two sites, come on over and say 'Hi!' sometime. ___________ ¯¯¯¯¯¯¯¯¯¯¯ Donations ___________ ¯¯¯¯¯¯¯¯¯¯¯ First of all, let me say that my primary motivation for writing guides is, and always will be, for the gamer. However, as I've learned by writing just a few guides on new games, it can hit your pocket book! I wish they'd give me these games so I could crank out great guides, but they don't! Ah, maybe one day! Until then, if you've found this guide helpful please consider donating to help me offset my costs. You can donate to my paypal account below: ________ ¯¯¯¯¯¯¯¯ PAYPAL ________ ¯¯¯¯¯¯¯¯ Paypal ID: Gregorio31 @ Gmail . Com Hey, it's WAY better than paying $20 for a guide, right? Even the smallest amount will be appreciated. ________ ¯¯¯¯¯¯¯¯ AMAZON ________ ¯¯¯¯¯¯¯¯ ALTERNATELY, if you shop at Amazon.com (who doesn't?!) you can ALSO help me out by shopping through me! It doesn't cost you a SINGLE CENT either, which is kick-ass. All you do is visit my webpage's donation page below: ____________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Bkstunt.com/donations.html ____________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Once you are there, you can click on the AMAZON link at the top and shop as normal. 4% of what you buy will then be sent to me. Please be sure to send me an email so I can thank you personally as well! Or just send me an email to say "Thanks!" Every one of those I read makes my day! ~ Bk _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Controls >==O ``-.___________________________________________________[BK-200]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _.——————._ PS3 GAME CONTROLS [CON-1] _.——————._ | L2 | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | R2 | /|—´¯¯¯¯¯¯`—|\ /|—´¯¯¯¯¯¯`—|\ //| L1 |\\______________________________//| R1 |\\ ///'—´¯¯¯¯¯¯`—'—\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/—'—´¯¯¯¯¯¯`—'\\\ //' `. S O N Y .´ '\\ /' .——. ' ' .——. '\ / |UP| \ ____ ____ / ( /\ ) \ ( .——. \/ .——. ) [ SL ] [ ST > ( .——. `——´ .——. ) | |LT > < RT| | ¯¯¯¯ ¯¯¯¯ | ( [] ) ( () ) | .( '——' /\ '——' )_ .——. _( `——´ .——. `——´ ). \ |DN| `. ( PS ) .´ ( >< ) / ´ `. '——' .´¯¯`. \ `——´ / .´¯¯`. `——´ .´ ` | `._ . LA . ) ( . RA . _.´ | | ¯—._____.—. ' L3 ' |__________| ' R3 ' .—._____.—¯ | | /\ `.__.´ /¯¯¯¯¯¯¯¯¯¯¯¯\ `.__.´ /\ | | / `._ _,´ `._ _,´ \ | | / ¯¯¯¯ ¯¯¯¯ \ | ' .´ `. ' \ .´ `. / `._ _.´ `._ _.´ ¯¯¯¯¯ .´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`. ¯¯¯¯¯ | UP = UP | /\ = TRIANGLE | | DN = DOWN | [] = SQUARE | | LT = LEFT | () = CIRCLE | | RT = RIGHT | >< = CROSS | | | | | L1 = L1 TRIGGER | R1 = R1 TRIGGER | | L2 = L2 TRIGGER | R2 = R2 TRIGGER | | | | | LA = LEFT ANALOG | RA = RIGHT ANALOG | | L3 = L3 (PRESS) | R3 = R3 (PRESS) | | | | | SL = SELECT | ST = START | | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | PS = PLAYSTATION BUTTON | `.____________________________________________.´ ____ XBOX 360 GAME CONTROLS [CON-2] ____ .´ LT `. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .´ RT `. .—´————————`—._ _.—´————————`—. .´ LB / `—.____________________.—´\ RB `. ´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`—.___ Microsoft ___.—´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯` ´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ` ´ __ .\¯¯/. __ .—. ` ´ .´¯¯`. (BK) . \/ . (ST) ( Y ) ` ´ . LA . ¯¯ ' /\ ' ¯¯ .—. `—´ .—. ` , ' LP ' `/__\´ ( X ) ( B ) . `.__.´ .——. `—´ .—. `—´ ´ |UP| ( A ) ` .——. \/ .——. .´¯¯`. `—´ ´ |LT > < RT| . RA . ` . '——' /\ '——' ' RP ' . | |DN| `.__.´ | | '——' | | | | . ´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯` . | | .´ `. | . .´ `. . .´ `. ` .´ `. ´ `. .´ `. .´ `._ _.´ .´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`. `._ _.´ ¯¯ | UP = UP | Y = Y | ¯¯ | DN = DOWN | X = X | | LT = LEFT | B = B | | RT = RIGHT | A = A | | | | | LB = LEFT BUTTON | RB = RIGHT BUTTON | | LT = LEFT TRIGGER | RT = RIGHT TRIGGER | | | | | LA = LEFT ANALOG | RA = RIGHT ANALOG | | LP = LEFT ANALOG | RP = RIGHT ANALOG | | (PUSH DOWN) | (PUSH DOWN) | | | | | BK = BACK | ST = START | | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | GIANT "X" = XBOX GUIDE | `.____________________________________________.´ .—————————————————————————.———————————————————————————. | COMMAND: | ACTION: | |—————————————————————————|———————————————————————————| | Left Analog Stick | Movement | | Right Analog Stick | Camera Movement | | Left Analog Stick (Push)| Flashlight On/Off | |Right Analog Stick (Push)| Inventory Screen | | | | | Directional Pad (Up) | Item Shortcut | | Directional Pad (Left) | Item Shortcut | | Directional Pad (Right) | Item Shortcut | | Directional Pad (Down) | Item Shortcut | | | | | A / X | Confirm/Interact | | B / O | Cancel/Burn | | X / Square | Reload | | Y / Triangle | Melee | | | | | LB / L1 | Sprint | | LT / L2 | Focus Flashlight | | RB / R1 | Sneak/Hide | | RT / R2 | Shoot/Melee | | | | | Start | Pause Menu | '—————————————————————————'———————————————————————————' * Game Controls can be changed in the Options Menu. _ _ _____ _ _ _ _______ _ _ ______ _____ _ _ ____ _ _ | | | || _ || | | | / /|__ __| | | || __ || _ || | | || __|| | | | | | | || | | || | | | / / | | | | | || | | || | | || | | || | | | | | | | _ | || |_| || | | |/ / | | | |_| || |__| || | | || | | || | _ | |_| | | || || || _ || | | ( | | | _ || __|| | | || | | || || || _ | | || || || | | || | | |\ \ | | | | | || |\ \ | | | || | | || | ||| | | | | || || || | | || |__ | | \ \ | | | | | || | \ \ | |_| || |_| || |_||| | | | |_______||_| |_||____||_| \_\ |_| |_| |_||_| \_\|_____||_____||____||_| |_| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[BK300] The meat of the guide! Follow along to find all of the game's collectible items and survive with ease! _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< CHAPTER THREE: ILLUSIONS >==O ``-.____________________________________________________[BK303]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Welcome back to The Evil Within! We are thrown right into Chapter Three, waking up in a hospital room. The cats are a nice touch! Inspect the door when you can. As soon as the scene changes STOP and go back into the room. There is a safe on the table here with a code. Check the walls here for the code, which is going to be RANDOM. Grrr... They will look something like this: 8 6 5 So, I can't help you with this safe, but I will say rotating the innermost circles here moves everything, so do the LOWEST number first. It matches the lowest number you saw. THEN work your way upward. This opens the safe and nets us [_LETTER SCRAP 1_]. After that, head outside your door and left, into the foyer. You will meet the nurse here of course. After some dialog, a small scene will occur. After that you CAN talk to Tatiana, but there isn't much dialog. Head back into the hallway with the cells and check out the door on the far left (the reporter's room, as you recall). You get a scene with him and afterward the door will be open. Head inside to get the [_ENTRY #154_] Research Document. After that, go view the other two doors in the hallway. You already know who they belong too, but they are some good scenes. Once you are done there, go to Tatiana and enter the door behind her. Follow the music to the lockers for something to happen, then head back and listen to the man. Interesting stuff... Head outside the METAL door that is the shortcut to the brain gel room in the main game for one more quick scene to your left. You can't enter the gel room, but when you go back to the foyer, the wall across from the desk will react more and leave a "1" mark which you can focus your light on. Do so to get another door. Use it and watch what happens. I love it when they use the TV's to tell story like this. Take the door that appears afterward. Head forward and you'll see a short scene showing off the terminal. After that look around for another "1" on the wall (in a corner) and use it to reveal two doors. Take them to a hallway. You can try the glass doors on the right, but the power is out and of course we need to get it running. Continue on past the bathrooms and junky office and we will get a scene soon. And we dropped out flashlight. Because OF COURSE we did. We do have [_CHEMICAL LIGHTS_] nearby though, so turn around and grab the green glowing thing on the wall nearby, the pay attention to the note below: TROPHY TIP: FUMBLING IN THE DARK ~ This trophy is given to us if we use "no more than" 10 Chemical lights between the time we got them (NOW) and the time we turn on the generator. We can do this with dramatically lower than 10, but I'm going to write the guide while using less than 10, so this trophy SHOULD come naturally to you here. Just keep this in mind as a warning not to use too many! OK, time to make our way in the dark. Lovely. First of all, don't bother throwing a light up here: there is only one path down so follow the edges of this upper walkway area until you find the ladder down. It's away from the door we entered from, so just follow the edges. Now, there should be a vent nearby to your left and right as you touch down below. Turn RIGHT and walk away from the ladder. A machine will be on your right and up ahead is a corpse. You can let it grab you if you want and you can then stomp on it to kill it. Head past it and go RIGHT when you can, to another vent shining on the wall. Crawl into it and peek out the other side. Still with me? Good. There should be a door in front of you past some chain link fence. Head to the right and throw a stick (#1!) into the corner (throw when the throw line extends out from you as there is a corner here). This gives us some much-needed light. Go hide by the machines near the door and wait as there is an enemy here. WAIT until he moves away from the door and then head through it. Now, head straight ahead until you hit a wall, past a couple of enemies (steer around them and note you can hit a wall if you go too far right immediately past the door). Once you hit the wall, follow it to the LEFT until you reach a big passageway in the wall to the left. This triggers a CHECKPOINT so you know you are heading the right way! As you head down the stairs, the light will turn off. LOVELY. Follow the right-hand side down here by the barriers until you hit a small wall, then go to the left a bit and keep following the right wall until it forces you to curve right into another room (you can throw a light down the hallway here if you want; not necessary). The room leads to some stairs, but take the LEFT SIDE in this room. Go down the stairs when you reach them. At the bottom of the stairs, throw a light to the right corner (there are fences in front of us), then move to the corner and take cover. Throw another up ahead, the follow the clear path and enter the cubby on the left and hit the switch here. This turns on the axillary power and nets us our trophy! (-NOTE-) You should get "Fumbling in the Dark" Bronze Trophy at this time. Fun Fact: According to my PS4, only 0.2% of players have this trophy as I write this! Ultra Rare! Most people are playing this on PS3, I am sure. Time to head back now! Go back the way you came, but be sure to grab the AXE on a corpse on your way back. Use it to kill the enemy near the door we passed on our way here. Also, note how very linear our path actually was (it was a TON scarier in the dark!). Keep going the way we came and avoid the second enemy moving through the door by the vent. Sneak past him. We aren't missing anything here, so head up the ladder and go back all the way to the door that needed power. We can of course go through now. Head down the stairs and watch the scene at the end. Interesting. Head to the left now and search the offices for [_MUSIC TRACK 1_] before doing anything else. Head to the bottom of the stairs now and pull away the cart that is nearby to continue on. Use the hand-scanner to get to a new room. Here there are stations with the... brain experiments we saw in the mansion from the main game. Gruesome! Head to the tables in the far end of the room to find the [_ENTRY #120_] Research Document. After you grab this, watch the vision. Soon after that, the room will undergo a radical change... Make your way back the way you came and enter the door on the right that you find. Keep following this gruesome path through the hallway and finally to a room where a light is flickering. After going near the monster, you can focus on the wall and a door will appear. Enter it and get ready to run! Run through the linear hallways until you get to a room with several walls and partitions to hide behind. Now, THIS room we need to find the exit to and scan our hand. Then we must wait awhile until we can go through. The best place to hide is without a doubt the center area, where the small short wall area is that allows us to see the room and move around it stealthily. Once the door opens up make your way over there and head RIGHT. This leads to a shutter we can get through (button mash!), saving ourselves from the weird light creature. "Out of the pan, into the fire...". Our new room isn't very safe and is, in fact, another trap room. We need to evade the creature once again while waiting on the door. The exit is to your right, so go start the timer when you can and then evade the creature (I had great luck doing one slow counter-clockwise loop around the room). Enter the elevator once you can to be "safe" once again. Head through the shower hallway once the elevator stops and through the doors you find. We now find ourselves in a room with the exploding enemies, so be VERY CAREFUL where you throw your chemical lights here! To the left is an exploding monster that is blocking our path. The game WANTS us to go under the shelf to the left, but PFFFT to that! Aggro the monster and run as he gets near you and puffs up. He'll die and you'll be OK. Very easy to do. Now wait a second for the other monsters to lose interest, then sneak past where he was and go under the RIGHT shelves. Go through the door here. Continue on past the large circular room to a room that will really look at you the right way (that was horrible, I know!). In this eyeball-infested room, walk forward and watch the scene. After that, grab the [_FLASHLIGHT_] on the table. Hello again, old friend! BEFORE we go into the next room, head to the left corner and look into the sink! Inside is [_SNAIL MODEL #1_]. Heh. Nab him and then shine your light on the "1" here to open the way forward. Go through the door you find. STOP! Before going down those stairs in front of you, turn LEFT and you will see a safe. There's no combo to this safe though, instead we are going to be matching up blood splatter. Look at the dials and you'll see each of them is bloody and can be matched up to the dried blood. Start with the LOWEST dial first and match up the blood, then the upper left dial. Finally do the upper right dial to gain [_LETTER SCRAP 2_]. Easy. Head down the steps now and at the bottom notice the shapes that disappear on the whiteboard (we'll need them for a puzzle in a bit) and then shine your light on the "1" in the middle of the room for a short scene (and to see what became of Rueben). Hmm. A door appears afterward, with a button lock. This is where the red squares to the right come in handy. Note that they extend beyond the whiteboard to the left and above, making a bigger puzzle. This should get you through, but double-check just in case the game is random: o = BLANK x = LIT SPACE o o o x o x x x x x o x x x x o Go through the door now and pick up the [_ENTRY #209_] Research Document from the cart to the right as you go. Continue on to a terminal, the go to the doors behind it for a scene. Past that is a save point you can use if you wish. From the save point continue on to a ladder (look above you before you start going down). On your way down is another short scene about your partners. He has plans apparently. You'll soon find yourself on solid ground again... at the police station! Head up the stairs here to two big doors. There are a couple of smaller doors off to the side for an interrogation room, but there's nothing over there for us. Head through the big doors and check the desk for [_MUSIC TRACK 2_], then continue on through the next door for another short scene. Go through the door on the right and take a right to the first door in the hallway here. There is a SAFE here we can get into. To find the combo, look at the window with your light. (-NOTE-) This combo IS RANDOM. You will very likely have different numbers than I do! 18 LEFT 11 RIGHT 24 LEFT Put in the combo for [_LETTER SCRAP 3_]. Head back out now and through the nearby door marked "Exit". It is raining pretty hard outside. Continue through the next door for another short scene. After that, head through the nearby door. Sunny this time. Head into the door at the end for ANOTHER scene. Yes, this is the third one in the office. But this time we have goodies to pick up! After the scene is done, head to the right of the desk on the small table for [_RECORDING #31: DEBRIEFING_] file. Our first "Personnel Files" file so far. ALSO, on the other side of the room check inside of the open suitcase for [_SNAIL MODEL #2_]. Tricky! Continue on through the small door and down the hallway to the bigger doors for a scene. We are now outside, in a crumbling world! Note the theater sign in the distance! Take the stairs down on the right and hop over to the building with the blue tarp. It sinks a bit as you do on, but continue to the catwalks. Here be sneaky as you approach the enemy in the distance (use the left path) and the game tells you to press 'X' behind him to knock him off the roof. Great idea! Do so and he'll fall to his death. Head into the building now and once you turn left, look for [_ENTRY #133_] on the cabinet to the right, right in plain view. Continue on and we'll be in an area with enemies once you drop down. This is beyond easy though. Sneak to the right to the building and an enemy here will be moving around. He stops in front of a broken fence though, so sneak over to him and push him down to his death. Note that you can crawl through the hole here to reach a dead-end with an [_AXE_] if you want. Grab it and continue. Up ahead is another catwalk with another enemy pacing. You can watch him as he also stops in front of a gap in the fence. We can push him off easily as well, or use the axe you got. I'd push him off and save the axe. Once he is dead, hit the switch to continue and climb up the neon "HOTEL" sign for a checkpoint. Head into the hotel and you'll be able to focus on Beacon for a bit. Past that head into the crack on the wall (to a lobby, I'm guessing) and look at the left wall for the [_RECORDING #26: ASSIGNMENT_] file. This is a good one too. Head into the office area now (is this not a Hotel?) and you'll see a VENDING MACHINE. This is a very special machine, but hit it once now to get the [_MUSIC TRACK 3_] item. Now, from there head left and you'll see a SAFE on the shelf near a microwave. This is a puzzle safe! We have to light up all of the buttons to unlock it! Note that we have to do this in a certain amount of moves. Here's how you do it! STEP 1: Hit the lower-right button. STEP 2: Hit the upper-left button. STEP 3: Hit the SECOND button in the SECOND row. STEP 4: Hit the FIRST button in the THIRD row. STEP 5: Hit the THIRD button in the FIRST row. This nets us [_LETTER SCRAP 4_], so take it and read the note below for a fun little Easter Egg! EASTER EGG: DANCE PARTY! ~ This Easter Egg is BIZARRE! Go hit the nearby VENDING MACHINE 14 more times (assuming you hit it once already for the music track, so 15 times in total) and after you have done that do a 180 degree turn and walk to the corner on your right. There should be a "Happy New Year" poster in that corner! Once you get near it, it will fall down and you can go look through the hole that was behind it! DANCE PARTY! It ends automatically after awhile, but as Julie says, "What the hell!?!?" Oh man, that was good. OK, now that we've had our fun continue on through the next crack in the wall to a hallway. We get spooked here a bit but go through the door at the end. This leads to an incomplete sculpture that we will have to put back together to get through. To the right of this sculpture is [_SCULPTURE PIECE 1_]. Grab it and put it on the sculpture. The room to the right is empty, so go through the wall on the left once you are ready. We find ourself in a large room. Go through the door you find and note the lockers here. To the left is a room of desks. Go in and sneak as an enemy is going to bust out of the far door any second. On one of the desks in the very back is [_SCULPTURE PIECE 2_], but we have to sneak towards it. Or, if you sill have the axe, you can kill this enemy relatively easily. There is nothing in the room she came out of, just FYI. If you DO get caught just grab the piece and run back the way you came. Once you slide under the wall, you will be safe. I DO NOT recommend going into the lockers, as the chance is good that the enemy will see you go into them. Just best to grab the loot and get out. Put the piece where it belongs and then use the sculpture on the wall to make an elevator appear. Enter for a short scene. Once you exit you can move down the rooms and stairs to a save spot. Yes, this chapter just KEEPS ON GOING it seems. So long! Continue on to a catwalk and as you go you'll see Sebastian below us. You remember this part of the main game, I'm sure! Especially if you were crazy like me and went through AKUMU mode. Anyway, continue on and duck under the beam. We'll drop down below soon and an enemy on the moving platform will show up and start shooting at us! Take cover and make your way to the left to a room with a [_HANDGUN_] and [_6 HANDGUN BULLETS_]. We finally have a gun and 13 shots to boot! Head back out and hit the flame barrel by him to take him out. A door at the far end of the area will open up and three enemies will come out. Let them come to you and shoot the red barrel when they do to hopefully take them all out. I kicked the first one as he came to group them together better. Mop up whoever you don't get with the barrel. Continue to the room they came out of. There is [_5 HANDGUN BULLET x2_] in here, so you should have enough ammo. Hit the switch here and three more enemies will come at you. You can use the barrel right outside to easily kill the first two, but the third one will likely need to be taken out solo. Head outside once they are dead and THREE MORE enemies will come at you. One comes from across the way and you can kill him by shooting the barrel over there as he passes. Two more are coming from your left. There should be the middle barrel you can shoot still, so use it and mop up whoever is left. We can cross the bridge platform now. If you need it, there is [_5 HANDGUN BULLETS_] to the right on a barrel, but the enemies drop so many bullets you likely don't even need it. Head to the left and down the ramp, going down the stairs you find and out onto a catwalk (note the billboard overhead says "Paranoia" on it). Continue on and soon we'll be in a new area. ,---'\____________________________________________________________________/`---. --- BOSS: THE SHADE --- `---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---' Now that we are armed, we can finally take on this thing. Although to be fair, we MUST kill it to continue. This light woman is actually a push-over compared to the amount of trouble she has put us through. The objective here is to shoot her THREE TIMES in the light (head) which will kill her. Yes, that is it: three handgun shots. Note that there are bullets lying around this area if we need them. The room we are in is full of columns we can hide behind, so do so and get a bead on where the Shade is. Note that we MUST HIT ITS LIGHT, which means we are going to be shooting at it from an angle more often than not. This is due to the fact that if it sees us, its light turns RED and we can't aim or fire at it in this state. So with that said, hunt the thing as it looks for you and do your best to aim while standing behind a column, then peek out and get a shot of at its light when it is looking around. Do this THREE times and the fight is over. It is fairly easy really, as if it sees us we can run and sneak to get away and we merely need to get three shots in to kill it for good. Continue on through the door it made once it is dead (note that you can go stomp on its light head if you wish) and down the hallway to another door with a scene. You will recognize where we are in the main game I am sure. We will view several scenes shortly afterwards and will need to run from the boss after that, so be ready! Once you gain control, you will want to: o Turn RIGHT o Turn LEFT o Stay LEFT o Stay RIGHT o Turn RIGHT o Stay LEFT o Stay RIGHT o Stay LEFT This is all pretty easy, to be honest. Much easier than the first DLC to be sure, as they give you much more time to react here in general. After you dodge the last three obstacles (bug arms), you will get the bus scene, which will officially end Chapter 3! (-NOTE-) You will get the "Things Fall Apart" Bronze Trophy here once you beat Chapter 3. _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< CHAPTER FOUR: A GHOST IS BORN >==O ``-.____________________________________________________[BK304]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Well... the initial cut-scene here is very dis-heartening for sure. Bah, oh well. Move into the hallway behind you and head right. We will come to a picture of... Ruvik? Hmm, you can interact with this picture to make it go away. Seems... too easy. Continue on the path through the wall and once you get to an elevator try to open it up to see what happens! Head past the elevator into the shaft beyond it which drops us off into a room. Look on the right table here for [_ENTRY #31_]. Continue through the door and past the rubble. It is a fairly linear path until you go up some stairs and... things get CRAZY! The paintings out in the hallway are spurting that Ruvik blood stuff and lead into the next room. Head in there to see what is happening. We have to do something, QUICK! TROPHY TIP: THERE WILL NOT BE BLOOD ~ This trophy is somewhat quirky: you CANNOT kill any enemies OR get spotted throughout the hotel! This starts from here and ends after you leave the hotel, which I will note later on in the guide. This is of course ENTIRELY OPTIONAL, and does make it a lot harder so it is up to you whether or not to do it. Basically, use bottles whenever you can in the upcoming portrait section and SNEAK BY all the zombies and exploding creatures. You cannot kill anything OR get spotted. You CAN get the "yellow" warning thing, but no getting spotted at all. If you do, just restart from the last checkpoint to be safe. Personally, I would recommend doing this after beating the game so you both know what is upcoming and are more experienced (and you get to use the axes that way). I say quick, but we aren't timed here. In this first part of the room note the room off to the right. There's nothing in here but lockers on each wall, which make a decent hiding spot if you should need it. More importantly is the table near us and the enemy off to the left. This table has BROKEN DISHES around it that WILL MAKE NOISE and draw the enemy over if we step on them. Watch the enemy to the left as he circles the table on the left. Once he is moving across the far side, sneak over to the left table and take the [_AXE_] in it, then sneak back to the first table. Wait for him to loop around and walk towards the wall again, then sneak behind him and take him out. From there move to the bigger room and grab the bottle you find. There is an enemy to the far left guarding the painting we need to get to. Sneak around by Leslie but DO NOT get TOO close as the blood will hurt you. Sneak around to the side of the room by the painting and watch the enemy loop around the table. Go ahead and follow him around stealthily and when he looks out to the big room throw the bottle out there. He will go investigate and you are free to interact with the painting and save Leslie. After he runs off go after him and down the hallway. There is something special though: as you go keep an eye on your LEFT to see a cubby with a "1" sign on it. Shine your light here to find the "Staff Room" and enter. There is a safe here we can open, but we have to find three colored numbers around the room first. Remember that you need to shine your light on these to make them show up! Red Number: Across from the entrance, on the wall. Northeast of the whiteboard. Yellow Number: Left of the entrance, on a painting. Blue Number: In the "washing machine room" opposite of the safe. On the whiteboard. These numbers are all random, so I can't give you the answer, but once you find them you can put them into the safe for [_LETTER SCRAP 5_]. Nice and easy. Head back out into the hallway and you'll end up heading down into the rubble in a bit. You will come to a hallway after dropping down a couple of times. Here head RIGHT first and pick up the [_MUSIC TRACK 4_] you find. Continue down the hallway and you'll see the cat run to the right. Follow him whether you need to save or not as right of the couch is the [_ENTRY #232_] document. I wonder how many people miss this one due to not needing or wanting to save!? Save if you wish and continue on. We will come to a room FULL of the exploding enemies. This is going to be fun. To the right is a bottle you can pick up. Down below are three exploding foes that, if you wished, you could either make explode using the "get near them and run away" trick or if you wanted throw the bottle into the far right corner and then go down there and PUSH the cart forward. Once you do push the cart, it will make a loud sound, so retreat and let everyone who is alive reset to their normal positions. After that we need to get the keycard from the cold storage room to the right (you can see the blue item color from the upper walkway if you look). Sneak over to the right corner and through the vent. Once you are in the meat room, look for a bottle near the close wall and throw it in the right corner of this room. The item is in the left corner, so get over there quickly and grab the [_HOTEL KEYCARD_], then retreat. Now, make your way past the cart you pushed and down one of the two right lanes. Another exploding enemy is moving around down here, so watch out for him and use the keycard on the card reader. It makes noise, but doesn't aggro the enemy. Get on through to be safe. Now, there is a secret item nearby! Look at the nearby elevators and note that the second one is slightly ajar. You can squeeze through it. Do so and look to the right for [_SNAIL MODEL #3_]. Nice. Head back out now. Continue down the hallway and into a kitchen when you can (after a "look" event). Break the boxes in your way and then read the note below to get a trophy right here and now! TROPHY TIP: A REAL HERO ~ This trophy is missable, but it is hard to do so! After breaking the boxes in the kitchen, note the dumb-waiter in front of you. It will ding in a bit and the light will turn on! Simply go over and hit the button to get this trophy AND save Sebastian's life at the same time! Continue on to a new room where we will have to burn down Ruvik Pictures! This is a fun one. No real plates to worry about here, but there are TWO pictures this time: one to the left and one to the right (which is the one you saw right away). There are also THREE enemies patrolling this area: one enemy by each of the pictures and one in the middle of the area. More importantly: there is a VENT SYSTEM that breaks off twice against the far wall in this first big room and once to the smaller area to the left. This vent area is where you should go if you do happen to get seen at all! From the start, nab the bottle off of the counter and sneak your way to the right a bit. Once you can, throw the bottle in the far right corner and then quickly burn down the picture to your right when the two enemies go off to investigate the noise. Once you have it burned, retreat back the way you came and note the [_AXE_] in the wall in one of the center walls. Nab it if you wish. From here it is best to get into the vent system and then follow it to the left, back by the second painting. Exit when the enemy is walking away and kill him if you want. There is a bottle here too, so you could just distract him. Burn the painting once you do. Note the nearby room which has another [_AXE_] in it and a locker. You can also lock this room if you wanted to trap an enemy inside. With the two pictures burnt, Leslie will get away and get caught by another picture beyond the doors he was by. Great. The enemies are still alive too. The easy way to do this is to use the vents and go to the far end near where Leslie was, and sneak out when it is safe. You can try to burn this picture but watch the scene. After the scenes, DO NOT follow Leslie right away. Instead, go hit the nearby dumb-waiter on the left to uncover a safe. This safe is another light-puzzle game, so let's do this step by step: STEP 1: Hit the FOURTH button in the SECOND row. STEP 2: Hit the THIRD button in the THIRD row. STEP 3: Hit the THIRD button in the FOURTH row. STEP 4: Hit the FIRST button in the FOURTH row. STEP 5: Hit the SECOND button in the THIRD row. STEP 6: Hit the SECOND button in the SECOND row. Once you've done that, [_LETTER SCRAP 6_] should be yours. Continue to the hallway and the exit, going all the way out to the playground from the main game. Watch the scenes here (which are fantastic by the way) and once you regain control head forward for a change of scenery. This includes a save couch on the right-hand side, so use it if you need it. TROPHY TIP: THERE WILL NOT BE BLOOD ~ This part (where we are outside) is where the trophy requirements end by the way. You should get your trophy now. If you don't, I again just recommend starting over with NEW GAME + once you beat the game. Much easier that way. Enter the double doors and watch the scene. We are trapped in here with three regular enemies. Not too tough. There are also three axe's we can take care of them with. There are also a number of vents in the area that we should use if we are ever seen. There are also some bottles scattered Sneak to the right when you can and when the enemy that is near moves right, pauses, and starts to go left make your move by sneaking around to the right and grabbing the [_AXE_] from the table. Use it on him to take him out. One down. Next follow the right wall up and note the second [_AXE_] stuck in the man in the wheelchair. Grab it and wait for this enemy to move to the left as well, then take him out. The last enemy is easy enough as well: move back to the entrance and follow the left wall this time, looking for the axe in the furniture on the way up. Wait for this guy to move right now and make him pay for daring to pace about! Enter the door in the back now and you'll get some dialog from the boss. Once you are ready, smash the center console and end it. This also changes up the look of the surrounding rooms. Head out and down the stairs to the morgue area and shine your light on the "1" on the center table. This causes another entertaining scene. Head back the way you came and take the cargo elevator to the left upwards. This triggers another scene. Continue on to reach a hallway. Head down into it and watch for a cart that has [_ENTRY #188_] sitting on top of it. Continue on to a large metal staircase and go down it but STOP! Go look underneath this staircase for [_SNAIL MODEL #4_]! Tricky, tricky! Continue on to a room with an automatic door in front of you and a work area to the left. Go left and shine your light on the "1" over here for a scene. The boss will stay behind and fill the area with fog... spooky. Find the source of the fog (from the ceiling) and shine your light on it to make bodies appear. Once again, find the source of the fog (from the brick tub area) and shine your light on it. More decaying flesh. One last time, find the new source of the fog and shine your light on it (this time from the actual tub in the room). The room will undergo a serious change. We're back in the Sadist's room! Go behind the counter to the back room and you will see a safe! Now, we need to find the light code! This is tricky too! Head back out to the counter the Sadist works at and to the right (or to the left if you are facing the counter) kick the box. Go down the path it makes and break all the boxes back here. Shine your light on the walls here to find the code. It is random, so I can't tell you what it is, but once you see it you can unlock the safe for [_LETTER SCRAP 7_]. Head into the main area now (Sebastian was here?) and take the all-too familiar path. You'll get some spooks on the way, but soon it will lead to a modern-looking room from the first DLC chapters. Head up the stairs and through the vent system you find. Soon we'll be looking at an enemy that blows open a door with a shotgun... Oh yes... Follow the enemy and grab the [_AXE_] from the cubicle wall on the left. Take him out when you can... or try to in order to see a scene. Doesn't matter, have shotgun! In the middle of the area are a total of [_5 SHOTGUN SHELLS_], so gather them up and blow open the door. Take out the enemies that come after you though, as you are making a lot of noise. With any luck they will also drop shells for you. Pick up the bottle down below by the doors and head up now. Up above is another door that has some exploding enemies by it and even an infected enemy outside all munching on corpses. Go into the room and stand by the shutter, then throw the bottle at the door you entered. Quickly enter the shutter. You will find [_2 SHOTGUN SHELLS_] in the vents here and an exploding enemy moving back and forth past that. Wait for him to head left and quickly go right, then continue. Keep going until you can shine a "1" symbol to open up a completely new area. We are now in the sewers, and this is going to be a bit tricky. As soon as we drop down, we are going to be bum-rushed. As in, ENEMIES DO NOT STOP SPAWNING IN THIS UPCOMING AREA, so be wary! Drop down and three enemies will start to come out of the blood. Run to the right and kill the first as he is getting up, then turn around and go through the hallway. Shoot the exploding enemy that appears, reload and grab the ammo nearby (there is ammo scattered throughout - we aren't counting this time) and then exit. Run to the right and jump into the water - don't fight the two enemies chasing you. As soon as you jump in the water shoot the enemy that rises up. If he drops ammo, reload and pick it up (we are running and gunning, but need ammo) and climb the ladder. Continue forward and kill the enemy that stands up. Reload and ammo grab, then continue and IGNORE the door on the right. An exploding foe will come up next. Shoot him. Press forward and pick up the ammo on the small cart on the right and kill the next exploding for that pops up. Reload before rounding the corner. In this door here is a RUVIK CLONE! Get a shot on his face as he opens the door, then reload quickly. Shoot him again to kill him, but watch your back here for enemies. You may have to dance around them and reload. Go into the room Ruvik was in for [_MUSIC TRACK 5_] and two more shotgun shells. Hold out here if needed, then fight your way out and head RIGHT to continue to the door. Continue on as the room changes. We'll be at the beginning of Chapter 1 soon enough, but it will seem like we are trapped after the dialog. We aren't of course: head to the barred door on the left and shine your light on the barred door to open it up. Weird that there is no "1" symbol, right? Head on through and pick up the [_3 SHOTGUN SHELLS_] on top of the railing and save if needed. More importantly, to the right of the save couch you can find the last Personnel File, [_RECORDING #4: INDOCTRINATION_]. (-NOTE-) With this last Personnel File, the "Becoming an Agent" Bronze Trophy should be yours. Assuming you followed the guide, of course. Head down the escalator and enjoy the dialog. As you exit you will be in the rain. STOP here and head right. You will find a safe tucked away in the near corner that we can open right now. It is another one of those "match up the blood" combinations, so it should be easy for you. Start with the upper left, then the upper right, then the bottom dial to avoid messing anything up. You will gain [_LETTER SCRAP 8_] here. We can now put together the letter in the ARCHIVES menu. Go ahead and do so now. It is beyond easy, so I won't bore you with HOW, as they all fit together very nicely. Start with Scrap 1 in the upper left and you'll have no problem at all. This completes the letter. (-NOTE-) With the letter complete, the "This is Just the Beginning" Bronze Trophy will be yours. Continue now onward, into the doors in the distance. Once you are inside, head into the room on the right to find the very last document in the game on the table, [_ENTRY #264_]. This should be revealing and will also net us another trophy! (-NOTE-) With this last file, the "It's All Your Fault" Silver Trophy will be yours! Assuming you followed the guide, of course. Congrats! Head down the hallway now, picking up the [_2 SHOTGUN SHELLS_] if you can. At the end is an elevator. Call it and get ready to hold out. Enemies will break out of the doors to the left and come at us one at a time. Take them out and pick up any ammo you can. We will face 3-5 in total, depending on if they get held up by the environment. You may also have to shoot two at once, so be ready for that. Once the elevator comes get on and ride it upwards, but note that we need at least ONE SHOTGUN SHELL before you get on that elevator, for trophy purposes. Once the ride stops, head forwards and watch the short scene. You can then go see yourself in the tub if you wish for some dialog. After that, let's get a trophy: TROPHY TIP: STICK TO THE SCRIPT ~ Head to the center and aim your shotgun at the brain. Shoot it to get a fun little trophy. Remind you of any other game? This little credit wheel will stop short after a bit and we'll be placed back into the game again. STICK TO THE SCRIPT! That was fun. Continue on to the doors Leslie went through and you'll get a very lengthy cut-scene. This leads to the game's last section which is a boss fight of sorts, so... ,---'\____________________________________________________________________/`---. --- BOSS: THE ADMINISTRATOR --- `---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---' This is a multi-part fight that is spread out a bit, so stick with me here and we'll get through this fairly easily. It's not a very impressive boss after all... PHASE 1: First up is the "First Phase" of the boss fight. We are surrounded by shady copies of the Administrator. DO NOT just shoot wildly at them though: what we want to do is run by them and see if they strike at us. When they DO strike at us, their face turns red. This is the REAL enemy, and once we dodge him we want to shoot him in the face. If you run out of ammo, you can shine your light on the ground, on the "1" symbols for refills here. Once you shoot him in the face about four times, it is on to the "Second Phase" of the fight. PHASE 2: The Administrator stops attacking directly and spawns copies of... us?!? Well damn! These things are very freaky and will come at us weirdly, one trying to grab us and one trying to hit us with an axe. Run around the arena, dodging their attacks and shooting them. They move in a very jagged manner, so be wary. If you run out of ammo, you can shine your light on the "1" symbols on the walls for more. Just beware of the doll things sneaking up on you. Blow them both away to reach the "Intermission" phase of the fight. "INTERMISSION" We are left alone with the Administrator in the distance. Now it is time to get the game's LAST COLLECTIBLE! Head to the right column and search for the [_SNAIL MODEL #5_]. Very nice. We can also shine the light on the other "1" columns here for ammo refills, which you should do. Fill up your ammo here and head forward to the third and last phase. PHASE 3: DO NOT sprint right away and save your stamina. Once the arena changes, hide behind the first column and wait for the Administrator to make the ground wave towards us. This hurts slightly of course, if you get hit. Once it passes, immediately get up and run PAST the next column and hide behind the third. Wait for the ground to raise up again. Get up fast and run once again past the next column and hide behind the fifth one. Once a third ground-wave passes, run at the Administrator and you're in the fight proper. Here he spawns two giant hands. We need to shoot whichever hand raises up and starts to shine. Immediately reload and get ready for the hands to do it again. Once you shoot one, it will thrash around for a bit, but does hardly any damage. Also, if you need ammo, you can shine the light on either side of the small area you are on for ammo. Keep shooting the hands as they raise up and show a mark. After you blow them both away, the Administrator will kneel down a bit. Time to aim for his face. Do so and get off a shot to have the world change. We are on a couch. In the initial office area. With a pistol. Lovely. Walk forward and do what needs to be done. If nothing else, we have survived the darkness. Enjoy the cut-scenes that come afterward, you've earned them! (-NOTE-) For finishing Chapter 4, you get the "Where Do We Go From Here?" Silver Trophy. Congrats! (-NOTE-) For finishing the game, you unlock NEW GAME + and KURAYAMI modes. (-NOTE-) I hope you've found this guide helpful. Be sure to give the guide a recommend using the link up at the very top if you've enjoyed it. Also, be sure to swing by my Facebook page (Facebook.com/Bkstunt) and say Hi, or shoot me an email! _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< ARCHIVE TRANSCRIPTS >==O ``-.____________________________________________________[BK400]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As usual, I like to record a game's transcripts, so I wrote them all down and put them here. Fun to read. (-NOTE-) This section is full of spoilers, so I'd recommend beating the game first before going and reading these. PERSONNEL FILES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ o Recording #31: Debriefing AGENT: You've been on assignment for a week. How has it been? KIDMAN: Observe and report, just like you ordered. It's surreal to be on the other side after all I've been through. AGENT: Any signs of anything? KIDMAN: Nothing yet. I'm not about to be caught snooping around the classified room while I'm still on probation, so I can't get what they have on us. AGENT: Just earn their trust. That's all you can do now. It'll take a while, but in the end they will let you in. KIDMAN: I didn't know all these police officers were characters, though. Guess the tough hardboiled detective stereotype is still going strong. AGENT: Our reports on Oda are that he doesn't let things slide, so be extra careful around him. KIDMAN: Will do, though I can't imagine us getting along well. AGENT: And Detective Castellanos. Anything you have to share on him? KIDMAN: Seems drunk half the time, but at least he's considerate. Is he really the one people are concerned about? He seems almost harmless. AGENT: He is known to get emotional. Just make sure to give him his space. Respect him as your superior. o Recording #26: Assignment AGENT: Well, here's where you'll be living. The view's pretty spectacular, huh? KIDMAN: Holy shit, this is different than I'm used to. If you saw where I grew up. AGENT: The past is over; you are with us now. Here are the keys. It's yours. You'll have to take care of your own food, clothing, and incidentals, but your bank account has more than enough to take care of that. KIDMAN: So, that's it? What am I supposed to do? AGENT: Whatever you desire. But your assignment at the Krimson City Police Department is precedent to everything. You are a police officer and you must live as such and act as such. KIDMAN: I don't normally say this, but thank you. AGENT: You shouldn't be thanking us. These aren't gifts we provide. You have a very specific assignment at KCPD and all of this is in exchange for that. KIDMAN: OK, you're right. Sorry. AGENT: Don't apologize. Just show us you can do your job. o Recording #3: Indoctrination AGENT: Please, roll up your sleeve. KIDMAN: Whoa, now. That's a big syringe. Don't think you're putting that fucking thing in me. AGENT: Ms. Kidman, you agreed to this. Don't forget that. Nothing we are doing is malicious; it's only proper protocol. KIDMAN: You know what's proper protocol? Telling the person getting the fucking shot where the hell she is and what's the fucking <cry of pain> Dammit! That hurt! KIDMAN: Hey guys, what the fuck? Is anyone there? You give me a shot then just let this weird video play on repeat? Some great fucking medical science you've got going on in here! KIDMAN: About damn time. All right, can I go now? AGENT: Not right now, Ms. Kidman. How are you feeling? Any headaches? Nosebleeds, perhaps? KIDMAN: What? No. But I do feel a little floaty, almost like I'm underwater. AGENT: That's consistent with the effects of the compound. We just have one last part of this test to partake in. Then you will be free to go. KIDMAN: Sure. Go for it, I guess. AGENT: Good. I will now ask you a series of questions. You will answer them while watching the images in front of you. You will not look away from the screen. Do you understand? KIDMAN: Yes. AGENT: Question Number 1: have you ever felt abandoned by the ones you trusted? RESEARCH DOCUMENTS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ o Entry #154 Despite our powerful benefactors, with this much collateral damage, it's only a matter of time before people start to take notice. KCPD has been dropping by. A female officer, I don't remember her name... Regardless, the police are not something I should be involved with. Mobius says they will take care of it and make an effort to ensure KCPD leave us alone. Then there is the reporter from the Krimson Post, Ivan... something-or-other... He has become a personal annoyance. He barely qualifies as a tabloid journalist, writing cover stories about tales of church sacrifices and other nonsense, but now he's being persistent about the missing patients claim. I'll be damned if he is the man who brings Beacon down... It seems that Ruben could be useful for other forms of problem solving. Perhaps I can interest this reporter in an "exclusive interview." o Entry #120 His demeanor has turned far too aggressive and his techniques even more perverse. Da Vinci would dissect corpses to further his anatomical studies, but what Ruben has done goes beyond... Demanding his subjects be "aware" as he dissects them to truly see how the mind reacts. He's more of a butcher than an artist. But we must remain scientists above all. I had taught him from a young age that the end shall justify the means, but I could not have predicted things to be this extreme. Mobius has learned of his involvement, due to my carelessness. I've asked they bring him on board to assist in development. Perhaps offering him better facilities and support will refocus him and stave off his gruesome proclivities... o Entry #209 I saw what they have done to him, and I am appalled. To think the young boy I mentored is now this... a mass of grey matter in a glorified test tube. Could they have been planning this all along? And what have I become in all of this? They've managed to keep his mind alive by simulating an artificial body. His consciousness is being confined to a mental straight jacket, a gear in their infernal machine. They have even stricken his name and humanity, referring to him by an anagram, "RUVIK." A crude joke, as if spitting on his grave. I almost felt the urge to smash the case and end it right there... but my anger was quickly replaced by scientific curiosity. Ruben's legacy will live on; I will spearhead the next Step. I will create something of my own out of this tragedy. o Entry #133 Buben's experimentation has demanded more and more subjects and, sad to say, they're suffering as much as - if not more than - his previous patients. Fortunately, Beacon and this city offer no shortage of expendable subjects. I should feel guiltier than I do, but my Hippocratic Oath was abandoned long ago. The scientific and medical potential of the work is too great to be denied. Mobius has also offered me a respectable amount of... compensation. Promoting me to director at Beacon is not something to be taken lightly. First, however, they want me to have a reputation, publishing studies in various journals. Repurposing some of Ruben's research towards patient evaluation seems viable. I doubt he will even notice. o Entry #31 After surviving the fire incident and subsequent abuse from his parents, it's a miracle Ruben can function at all. His work comes from a place that isn't motivated by fear or money or social standing... his motives are more... pure. I would say that he is obsessed with the chance to re-live and re-mold reality so he can be with her again. His scarring is heavy, both physically and emotionally, but he longs for his lost sister. His love for her borders almost on an incestuous level, but as long as it provides motivation, so be it. o Entry #232 I revisited the Victoriano Estate yesterday: it's a vestige, a mere husk of what was bound to be such a home of promise. Mobius reaped nearly everything of value when we took on the research ourselves, but Ruben's notes indicate he was involved in something else. There were plans for another STEM prototype... data about using receptors to transmit the brain function wirelessly to unaware users. It's borderline parapsychology, but these schematics, and the scientific backup provided, seem sound... What was he planning to do with such a thing? There's only one way to find out for certain, but I must continue these experiments in private, away from their prying eyes. I will not let them know... lest they take this from me as well. o Entry #188 They grow impatient with our progress and demand briefings on the development process. At first stressing the results, but now they work off of a timeline based on their needs - typical bureaucrats. I've been pushing Ruben, but he's retreated further, doing his research at home and refusing to come to the lab unless it's directly working on our STEM prototype. I am feeling uneasy and no doubt Mobius is looking on us with question. o Entry #264 They're coming for me. I don't know how, but they know everything. They even know about Leslie. There's no use hiding this anymore. I'll enter the system and my return will be proof that all of this was worth it. I can of course convince them that it wasn't for me, it was for their goals! There are just the final tweaks left. Once I finish, I will put Leslie in the STEM with myself and activate it. The wireless signal should ring out in the near distance. I can't speak for those unfortunate to be around, but like I always said, the ends will justify the means. Finally mobius will see that I am one of their chosen ones. Ruben is but a ghost. I am their savior. Their plan is nothing without me. LETTER SCRAPS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ (-NOTE-) This letter only comes together once you put all of the letter scraps together! This machine, this system... I was reborn inside and I will be reborn again. For every person STEM touches, a seed of myself will be within them. Piece by piece I will corrupt you, consume you. I envision a world where a mere glance of the eye will allow me to spread on to the next. Just as you said, I am a ghost, but now I have a vessel in all of you. The man from Mobius... he entered here lusting for some sort of power long ago. As for you... Kid... even if you happen to escape, I will leave my mark on you as I did to him. _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Trophy Information >==O ``-.___________________________________________________[BK-500]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ In this section I'll list all the trophies in the game along with my best description on how to obtain them. I'm sure that you Xbox 360 players out there have the same exact "achievements", so this should help you out too. (-NOTE-) Trophies are here in the order they appear in the PS trophy list. .——————————————————————————. .————————————. __| Fumbling in the Dark |_______________________________| Bronze |__ ¯¯¯'————————————.—————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Turn on the generator using no more than 10 chemical lights. | (Ch. 3) ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | Follow the guide and you'll get this one easily. They give | us a TON of lights here, but in the guide we use, what... 3 | or so? We have this, easy. ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .—————————————————. .————————————. __| A Real Hero |________________________________________| Bronze |__ ¯¯¯'————————————.————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Save Sebastian's life in the hotel. (Ch. 4) ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | This is an easy optional trophy to get. Very missable, but | if you follow the guide you won't miss it whatsoever. Very | easy to do as well. ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .—————————————————————————————. .————————————. __| There Will Not Be Blood |____________________________| Bronze |__ ¯¯¯'————————————.————————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Get through the hotel without being spotted or killing any | enemies. (Ch. 4) ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | This one is rougher to get. I would recommend doing it on | New Game + to be honest, but it is do-able in the main game | easily enough (with some restarts, if you get spotted). You | really need to abuse the bottles here to make this easy on | yourself. Also be sure to restart from checkpoint if you do | get spotted. ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .—————————————————————————. .————————————. __| Stick to the Script |________________________________| Bronze |__ ¯¯¯'————————————.————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Defeat Ruvik before the final showdown in The Consequence. | (Ch. 4) ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | A clever trophy. Once you reach the STEM terminal with the | brain in sight near the end of the game (after the long | elevator ride), just shoot it with your shotgun and you | will get this trophy. ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .———————————————————————. .————————————. __| Things Fall Apart |__________________________________| Bronze |__ ¯¯¯'————————————.——————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Clear Chapter 3, "Illusions." ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | Just play through the game and you'll get this one. You can't | miss it! ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .———————————————————————————————. .————————————. __| Where Do We Go From Here? |__________________________| Silver |__ ¯¯¯'————————————.——————————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Clear Chapter 4, "A Ghost is Born." ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | Just play through the game and you'll get this one. You can't | miss it! ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .—————————————————————————. .————————————. __| It's All Your Fault |________________________________| Silver |__ ¯¯¯'————————————.————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Collect all Research Documents in The Consequence. ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | Use the guide to get these collectibles as you play. If | you are missing one, you'll need to replay that chapter to | find it. Use your archive list to see what you are missing, | then CTRL + F to find it in the guide. ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .———————————————————————. .————————————. __| Becoming an Agent |__________________________________| Bronze |__ ¯¯¯'————————————.——————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Collect all Personnel Files in The Consequence. ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | Use the guide to get these collectibles as you play. If | you are missing one, you'll need to replay that chapter to | find it. Use your archive list to see what you are missing, | then CTRL + F to find it in the guide. ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .————————————————————————————————. .————————————. __| This is Just the Beginning |_________________________| Bronze |__ ¯¯¯'————————————.———————————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Complete the hidden letter in The Consequence. ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | Use the guide to get these collectibles as you play. If | you are missing one, you'll need to replay that chapter to | find it. Use your archive list to see what you are missing, | then CTRL + F to find it in the guide. ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .————————————————————. .————————————. __| None More Dark |_____________________________________| Silver |__ ¯¯¯'————————————.———————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Clear The Consequence in KURAYAMI Mode. ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | This requires you beating the game to unlock KURAYAMI mode, | then playing a New Game with this mode selected. BK hasn't | done this yet, so um.... good luck! Hahaha! ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Version History >==O ``-.___________________________________________________[BK-600]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Version 1.00: July 3rd, 2015 - July 6th, 2015 --------------------------------------------- Got this DLC done. It definitely helps that I did this guide WAY after the DLC came out, as all the collectibles and even that dancing easter egg were already known. Heh. Many thanks to the people down below for that stuff. Have no idea if I'll do the third DLC or not, since it is combat-based, but eh, we'll see I guess. Very glad I got all story-related things done in The Evil Within. _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Credits >==O ``-.___________________________________________________[BK-700]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ o My awesome family for all the love and support (and time to do all of the guides I do!) o All my peeps over at the FAQ Contributor board. Bunch of good people there who make some of the best guides this site has. You guys and gals know who you are! o GamerZOMBIE for his playthrough on YouTube. It helped remind me of stuff so I didn't have to reload quite as much as I did. o Gair Gaming on YouTube for help with the collectibles. This awesome person helped with the first DLC guide too! Man am I slow! Still, props! o HarryNinetyFour for trophy help (Fumbling in the Dark). o My frequent partner in crime Absolute Steve. I did the main "The Evil Within" game with him and am using some of the ASCii we used for that guide in this one. Can't wait until our next venture together, partner! _______________________________________________________________________________ YOU ARE NOT Document © Bkstunt_31 2015 REQUIRED TO TRUST The Evil Within © 2014 Tango Gameworks US. ONLY OBEY... E N D O F D O C U M E N T

View in:

Chapter 1: An Oath begins with detective Juli Kidman slowly crawling from a wreck into a wooded area. Initially she notices a figure in the distance, but following an explosion and a second glance, this person is no longer there.

At this point, you take control of the character. Make your way through the woods, doing your best to follow the path. You’re going the right way if there’s a birdhouse on Juli’s left.

Eventually you’ll notice a flaming lamp swinging back and forth in front of a creepy looking tree. Yes, you need to head inside. Walk a few steps to trigger a cut scene. We won’t spoil the fun. 

When Juli regains consciousness inside the cave, follow the path and duck/vault when necessary. Creepiness ensues. Do not adjust your television. 

When you reach the opening with the wooden planks, give them a good kick to smash these boards to pieces and continue exploring. There’s a small slit in the cave that appears to lead outside, but don’t worry because Juli can get through it when you press the A or X button, depending on the system of choice. 

Exit the cave and watch the cut scene that offers some backstory about another character named Leslie Withers, who seems to be inside Beacon Mental Hospital. Watch the cut scene and then save your game. You should be roughly seven or eight minutes into Chapter 1 at this point. 

After saving, you regain control of Juli Kidman inside Mobius headquarters. There’s a desk directly in front of you, but you need to turn around and exit this room. 

Pan the camera to examine the facility and then head right. Make note of the door with the green light next to it and go inside. There’s so much greenery in here! 

Walk down the hallway. When you reach the giant plant enclosed in glass, immediately go left and travel down another hallway. You’ll approach a locked door with a handprint scanner. Press A or X when prompted and Juli will place her hand on the scanner to open the door.

With the door now open, walk forward and follow the man up the escalator. When you reach the top, continue following the man down the long hallway and into a giant laboratory. He instructs Juli to sit down and she obliges. Although you can skip the cut scene, the cinematic sets up the story. 

Juli passes out and then wakes up still inside the lab, and this place does not look pretty. When she gets up, a mysterious figure quickly vanishes off screen. Go left towards the noise. There’s a door, and when you’re in range a light suddenly goes out. 

There’s a flashlight wedged in the door. Press A or X to remove the flashlight and the door is now open. Thankfully the flashlight works and is now in your possession. Click the left analog stick to turn it on and off, then hold the left trigger to focus the beam. 

Go through the door and make note of the bloodstains on the floor. Push open the next door and slowly make your way into the storage area. Wander around until you see stairs. Go up these stairs and press A or X to open the door with the big lock. 

Now you’re in a cleaner-looking hallway. Walk a couple of steps and then hold A or X to look into one of the rooms at the terrified man. Unfortunately you can’t get into this room through the door. 

Directly opposite the door is a grate, and you can open it by rapidly tapping A or X. When it’s open, crawl into the air duct and use the flashlight to see. The game prompts you to press A or X at times to peak through some grates. 

At the end of the duct is the entrance into the room with the man, or what’s left of him. Go in there and have a look around. Now exit the room and turn left. Double doors that were previously locked are now open. 

When you enter this room you’ll see a body on the ground and a collectible item. Surprise! This guy’s still alive and grabs onto Juli’s leg. Quickly tilt the left analog stick back and forth to stomp on his head. Now you can safely pick up Entry #231.

There’s a divider close by. Press B or Circle to crouch, prompting the game to teach you how to lure enemies, which you can do by pressing X or Square. Doing this instructs Juli to speak, thus drawing monsters in her direction. This is merely instructional. You don’t need to lure anything yet. 

When you pop out of hiding the game will inform you how to use cover, using the left stick to move and peak around corners.

Make a right and use the dividers to creep along, moving between cover points until you see a creature. Lure the monster, make note of its movements and travel in the opposite direction crouched the whole time. Make it to the door and quickly tap A or X to open it.

Once inside this new room, The Evil Within teaches you about Health Recover. When Juli takes damage, stand still to recover health, or hide in cover to regain it even quicker. 

Look to the right and approach the grimy machine with the numerical keys. The combination is 9-2-4-5. When the panel opens, remove Letter Scrap 1

You’re able to hide inside lockers, but don’t bother doing this now. Instead, approach the dumpster blocking the door from the right and use the left stick when prompted to push it aside. 

Open the door, crouch behind the divider and pick up the bottle on the floor. You’re able to aim with the left trigger and then throw the bottle with the right trigger to distract enemies.

A monster approaches from the left, and you should throw the bottle (while crouched) straight ahead into the open doorway. When the creature goes inside the room, quickly make a left from where the enemy appeared, then tap the A button to open the grate on the right wall. Time to explore another air duct.

Exit the duct (a monster will run past) and go right to a locked door. Approach the keypad on the left, press the button when prompted and Juli will input the code. Still locked! 

Turn around and go back to the grate. On the opposite wall is a door that Juli can open. Go into the room, turn around and press the button to close and lock the door.  Now go to the cubicle and pick up the phone receiver. The phone dials another phone in the next room, which alerts the monster. 

When the monster goes inside this other room, exit the one Juli is in, run down the hallway and hit the lock on the door to trap the enemy inside. Turn around and go down the hallway, then press A or X to lift the grate. 

Take the air duct into another room and pick up the blood-covered Office Keycard (Facility Key Card 102-A) from the table. Now immediately slip inside a locker before the monster breaks into the room. Enjoy the grisly cut scene! 

Exit the locker and leave the room through the open door. Go left, then when you approach the room with the trapped monster inside, turn right. Now you can use the Office Keycard to open the locked door. Make sure you turn on the flashlight because it’s dark in here! 

As you travel down this new path two double doors will open on their own. Go inside the room and use the handprint scanner on the next door. Uh-oh! Authorization invalid! 

Turn around and hop on the active computer terminal. The lights go out and you should instantly duck into cover behind the desk. Stay behind cover (DO NOT MOVE) while the monster walks around. 

See how it used its light to reveal a hidden door? You can do the same thing with Juli’s flashlight by pressing the left trigger to focus the beam. 

Exit cover and walk towards the wall with the three red stars, the one the monster exited through. Focus the beam to see the hidden door. Push the door open and approach the cage. 

Now you’re back in the hallway with all the plants. Proceed forward around the plant inside the glass, towards the door with the green light. Go inside and make note of Leslie’s location on the lower level. Go left and through the next door with the green light, into what seems like a waiting area. Sit on the couch to save your game and then walk up the stairs into the dark hallway. 

Proceed forward and pry apart the doors. You’ll see a set of stars leading down, but there’s an enemy at the bottom. Go down the stairs anyway in a crouched position and pick up the bottle on the floor. The monster seems to have disappeared, or has it? 

Open the double doors (remain crouched) and hide behind the first piece of cover. There are two enemies in this room! Move to the next cover point on the left and then throw the bottle to the far left corner to distract them both. Now run over to the cubicle on the far right and grab the Research Room Keycard (Facility Keycard 102-A). 

Go around the same cubicle to the right and angle the camera. Both monsters should be in the left corner of the room. Wait for the best opportunity and approach the next-door, then use the keycard to open it. Keep in mind there’s a good chance both monsters will see Juli and give chase. 

There’s a door at the end of the hallway but don’t bother opening it because this door is a dead end. Instead, open the grate and go inside the air duct; the monsters will not follow. 

Take a moment to regain lost health and now head towards the long staircase. Go down these stairs and make note of the three black stars on the wall. There are two sculptures to the left and right. The one on the left contains all three red stars, while the one on the right is simply a red bar. You need to stand in front of this bar, use the camera to line it up with the black stars on the wall (so the bar is to the right of the stars) and focus the flashlight beam. Do this to reveal a hidden door. 

Go through the door into a medical room. Do some exploring and you’ll see the same red stars on a wall. Focus the flashlight beam and a desk will appear.  Pick up Entry #16 and listen (or not) to the recording. Afterwards a cut scene will play, but you still have control over Juli. 

Walk into the open doorway and go down the stairs to the lab. You’ll see an open doorway, and you’ll want to go inside. There’s a filing cabinet with that same red star symbol. Once again, focus the flashlight beam on this and an old video projector will appear. This continues the cut scene that furthers the story.

When the cut scene ends, turn around and exit this room, back into the one Juli came from. Follow the ghostly figures through the double doors and go through the curtains on the left. Walk up to the chalkboard and focus the flashlight beam on those red stars to reveal a diagram. 

From there, proceed forward until you find another chalkboard with red stars on it, and use the flashlight to discover yet another diagram. 

At the end of this room is a locked door. Turn around and follow the static noise to another chalkboard. By now, you know what to do, and the cut scene continues. 

When the cut scene ends, walk towards that locked door and wait until you hear banging sounds. Then quickly duck behind cover until the monster walks past. When the coast is clear, exit cover and head through the now open door. Go inside and make note of the doors that keep opening and shutting, but don’t worry about that. You want to open the door immediately to the left. 

Once inside, walk down the escalator to the lower Administration level and eavesdrop on the conversation. There’s a door with a handprint scanner but you don’t have access. Instead, go through the entryway to Biometrics. This will lead you to a leather couch to save your progress. 

Once you finish doing that, open the elevator, step inside and press the button to launch another cut scene. 

When the elevator doors open, Juli mentions that finding Leslie and bringing him back is top priority. Sounds like a plan! 

Walk into the waiting area and approach the computer terminal straight ahead. Access it to receive a printout that Juli pockets. From there, go into the next room and interact with the terminal, watching as Juli inserts the printout into a reader of some sort. A machine buzzes to life and its camera takes her picture. This allows the computer system to construct a facial profile, granting access to the next area. 

Walk into this section and a corpse will latch onto Juli’s leg. Tilt the left stick back and forth and she’ll stomp its head to pieces. 

Following that encounter, walk down the steps and through pneumatic doors with two connected rooms. In the second room is another computer terminal, and once activated the machine will begin scanning Juli’s arm. 

As soon as the computer begins to do its thing, two monsters will burst through grates on different walls. At first this appears to be a life or death situation, but the first creature walks right by Juli into the next room to join its buddy. 

Make note of the large boils on their backs. When Juli gets close these turn red and the monster explodes. Obviously you don’t want to be anywhere near the blast radius, and can trick the monster into detonating and quickly run away. 

While Juli’s arm was trapped, you saw where the second monster appeared. Crouch and go into the duct to pick up the music track, which you can listen to using the Soundtrack Player from The Assignment Title Menu.

Leave this air duct and then go into the duct the first creature appeared from. There’s a monster in here, and you’ll need to wait until it travels down another path to proceed. You’ll exit into what seems like a cage, but there’s an opening to drop down. 

When you drop down, head towards the ladder and use it to access the lower floor, with more of those enemies to deal with. Go left and crouch to pass beneath the floor above. Although there are monsters in the way, they won’t attack if you slowly walk past while crouched. You don’t need to lure them. 

Explore a bit and you’ll see another ladder. Climb this ladder and approach the shelf, where a puzzle awaits. It’s a box comprised of 16 squares, some of which are lit. You need to light all of them up, and some quick trial and error is all it takes to achieve this. The door will then swing open and you’re free to take Letter Scrap 3

Look to the left and take the bottle off the shelf. Go down the ladder and crouch to go under the flooring. As you did before, carefully walk past the monsters and look for the one snacking on a corpse near a yellow and black-marked entryway. Throw the bottle away from this location to draw the enemy’s attention, then walk over and stop beneath this area until you can stand up in a small room with a large switch. Flip the switch and the bars will move until you’re able to slip into the next area that also contains a switch. Flip it and quickly duck through the opening to proceed; these walls continuously move back and forth. 

There’s a monster to the right. Stay to the left and pass through the opening on the left when you have the chance. There are two of the same enemies ahead and they move in very deliberate patterns. Study their movements. When the first monster passes Juli, go left and duck into the “safe” area. Directly ahead is another moving wall with an opening to pass through. Get the timing just right and make a break for it. 

There’s another bottle here, so pick it up. There’s also a dumpster on the right with a monster on the opposite side. Push the dumpster and the monster explodes, splattering Juli with gore. 

Exit this small area back the way you came (with the two monsters traveling in those predictable patterns). Use the bottle to distract Juli’s enemies and go to the moving wall with the dumpster you just pushed on the other side. Get the timing down and enter this area to find another bottle. 

Get on top of the dumpster and climb the ladder. Now go through the pneumatic doors to the right and activate the machine, which completes Juli’s Neural profile. 

Leave this room and activate the hand scanner. This causes a platform to lower. Walk across this platform and into the waiting area; familiar territory at this point. Open the elevator and a monster pops out.  Regardless of whether it grabs Juli or not, find a way to get into the elevator. The doors will close automatically. 

When the elevator reopens, have a seat on the leather couch and save.

Now that you’re back in control of Juli, walk up the stairs towards Administration. When you reach the top of the stairs go towards the hand scanner on the left and use it to open the doors. 

You’re in the Administration lobby. Walk up stairs, cross over and then go down a flight of stairs into a big open area. A glass elevator will suddenly activate and you’ll see two people inside. 

When the elevator reaches the top floor, move to the right and down the stairs. You’ll hear something bad happen, but you’re able to reach the bottom unscathed. You’ll also be able to pick up Entry #229

When you’re done listening to it, walk through the doors into the next area, making note of the bodies on the floor. One will definitely grab onto Julie, so be ready for that.

With the monster disposed of, round the corner and pry open the next set of doors to enter a computer room. Walk directly ahead and use the hand scanner to call for the elevator. 

When said elevator reaches the ground floor, the power goes out and a monster (the one who used its light to reveal the door) makes a surprise entrance.  You need to wait until the system restores power, and use the mainframes as cover to avoid the creature. Get caught and it’s a one-hit kill, so be careful.  In addition, something goes haywire with these computers and electricity cuts off a pathway, forcing you around the perimeter. All told, this sequence takes roughly a minute and a half. 

With power finally restored, make a beeline for the elevator. The creature will attempt to break through the glass, but fail.

Step out of the elevator and go left towards the door with the green light. Walk through this door and into the hallway; you’ll hear voices and see two detectives (Sebastian and Joseph) running around. Follow them and watch the ensuing cut scene that finishes the chapter. 

Now it’s time to start The Evil Within: The Assignment Chapter 2: Crossing Paths.

If you need help beating the game, read Prima’s free The Evil Within Guide and Walkthrough.

Video Source

0 thoughts on “Detonado The Evil Within The Assignment

Leave a Reply

Your email address will not be published. Required fields are marked *