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IVL VIZIN 2 walkthrough. Corvo's mask from Dishonored. E-mail "Union Growth"

The Evil Within 2. Walkthrough

The main character is a young detective Sebastian. Ahead, his house is on fire and therefore it is necessary to save his daughter, Lily, as soon as possible. The front (central) door turns out to be blocked, so go through the window on the right side. Once inside, go up to the 2nd floor. In the children's room, Sebastian finds his daughter. Soon, all this turns out to be a nightmare, and in fact, the man at one time did not manage to save his daughter.

Sebastian comes to his senses already in the bar. 3 years after the events that took place in the Mayak hospital, special agent Kidman comes to him. Over the past years, the protagonist managed to get on the trail of the Mobius organization, which is behind all these experiments to merge consciousness with the STEM machine.

Kidman reveals that Sebastian's daughter is actually alive, but she is being used as the central mind in new system STEM. The system, in turn, worked fine, but just a week ago it began to crash and now Mobius offers the hero to eliminate the consequences of these problems in order to save Lily (daughter). So the hero has to immerse himself again in a gloomy virtual world, which is created from thousands of thousands of human memories and consciousnesses.

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

Chapter - 2: "Something Went Wrong"

The Evil Within 2. Walkthrough

"Police station"

Time to get out of your office. On the table, you will definitely first of all pay your attention to the black cat - this is the Kidman cat. Near the cat will lie the first ♦ "" (1/11). Nearby, look carefully at the film projector: on it you will see collected photos. To save the game, you must use a special communication device that is in the suitcase - this is a police terminal. As for the memories, you still need to use a mirror to move between them, so nothing complicated.


"Museum"

Once in the house of the protagonist with his daughter and wife, you will soon move to the museum. A picture of doors will hang on the far wall - go to it and after that the same door will appear behind. Come inside. Go to the room at number "102", where inside you will find the first agent - William Baker. The body of the special agent froze at the time of the murder right in front of the camera. A little further ahead in the red room will lie the first ♦ "" (1/40). Take the document and now go to the far room on the right to push the rack aside and go into the corridor.

"House with stairs"

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

"Distorted house with stairs"


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

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

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

"The First Abandoned House"

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

"Second Abandoned House"

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

"Shootout"


Move further down the road. Very soon you will find yourself in a city called "Union". At the same moment, shots can already be heard from afar: these are several special agents shooting back from the possessed, and one of them still manages to escape inside a nearby building.

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

Chapter - 3: "Resonance"

WalkthroughThe Evil Within 2

"O'Neill's Refuge"

Inside in the bathroom, in a locker (hinged) there will be two syringes. To talk to Special Agent O'Neill, go down to the basement. And although he is just a technician who does not know how to fight, he promises to help, namely, to help with communication. During the dialogue, talk on all available topics. Thus, you will receive an additional task: «» . Indoors, I definitely recommend collecting all available resources. By the way, in the same place there will be a save terminal, a workbench for creating items, and a coffee machine to restore the health of the main character.

In any case, in the corridor you will see the ghost of a nurse and a mirror. Once in the police station, you can find a small passage with Sebastian's memory of the Lighthouse. Sit in a chair, a nurse named Tatyana will appear next - so it will be possible to make improvements thanks to the collected green gel.

"South of the City"

The Evil Within2. Passage of side tasks

It's time to go back to the street. Outside, the first thing you will notice is that the city is gradually starting to collapse and, for example, the road that you walked on before is no longer there. Now you have a huge area of ​​the open world where you can go in any direction. The enemies that you will meet here will be extremely dangerous, and there is very little ammunition. So I recommend that you start collecting various garbage, constantly returning to the shelter and creating ammunition for yourself at the workbench.

On the right side on the far street, a lone enemy will wander: wait for the moment when he drags the corpse into a pile, then kill him carefully from behind. Around on the boxes there will be several useful items - be sure to take everything. Bottles can be thrown in the face of opponents, and then calmly finish them off with a knife, but in this case you need to act quickly and not hesitate.

"Church"

First of all, I recommend getting to the church. Inside the hero, three opponents will be waiting at once, so if there are no cartridges, then immediately run back and already on the street, one by one, try to eliminate everyone. On the altar inside there will be one syringe and nearby, if you look carefully, you will find another herb. A figurine will be hidden behind the altar, breaking which you will receive "" (1/32).

"Tourist centre"

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

"Crossroads with armored personnel carriers"

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

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

"Crimson Supermarket"

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

"East Side of the City"

Passage of additional tasks inThe Evil Within 2

"Sider Avenue, No. 322"

Move along the east street, where almost all the houses will be locked, although it will still be possible to enter some. Houses that can be searched can be identified by yellow audio signals in the upper left of your screen. So when you see such an icon, use the communicator, for which the "G" key is responsible. After that, track the signal and get a new marker on your map.

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

Now, in order to crack the doors, it is necessary to substitute one sound wave under the other on the oscilloscope. To shorten your way back, I recommend shooting the shield with an electric bolt. In a dead end room there will be a silver case, and inside - «» . And near the shotgun in the corner there will be a figurine, inside of which is hidden the third "" (3/32). And once you take it all useful items and things, go back to the main virtual reality.

Continue on down Sider Avenue. Further you will stumble upon a fairly large two-story building, but you won’t be able to get inside, but at the end of the balcony of this building there will be one syringe and a useful item for a shotgun - «» . In addition, there will also be a cunning trap from a maniac photographer on the way: zombies will unexpectedly attack the main character in slow motion. In the end, on the site in front of the again two-story house, the corpse will have another useful item, but for pistols - «» .

"Sider Avenue, No. 336"

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

"Sider Avenue, No. 344"

This house can only be entered from the side of the garage. You won’t be able to find anything particularly important inside, with the exception of resources. And another important point in this house: when you go inside, the doors will slam shut and after that one enemy will attack the main character.

"Sider Avenue, No. 345"

Enter inside a fairly ordinary house. In the back room, find the couch - behind it there will be a request for examination of the protagonist - "" (8/40). As soon as you take the document, the house will immediately close and it will be impossible to leave - Sebastian begins to be pulled further and further into personal memories. So when he is in the past, turn on the TV and watch the hero's reception from a psychologist on it. In the bedroom on the bed, be sure to take the ninth "" (9/40). After that, go to the kitchen and inspect the faucet, then go to the back room and at the end to the bathroom. At some point, the hero will be in the corridor of the Mayak hospital, where at the end there will be a third "" (3/11). After all these events, return back to ordinary house and near the TV be sure to take: one harpoon and one red gel.

"West side of the city"

The Evil Within2. All additional tasks

"Trains"

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

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

"Treadwell's Transportation"

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

"Auto repair shop"

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

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

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

Additional task: "Unusual signal"

The Evil Within2. Passage of additional tasks

When you find the warehouse located right under the auto repair shop, go back to the visitor center, because that's where the doors leading to the basement opened. In the basement, you will find that the military was caught and killed by a maniac photographer - this is also part "" (6/24). On the table next to «» and because of it, three additional important points will appear on the map, which will be located in the northern part of Union. And do not rush to leave immediately after this, because the eleventh "" (11/40).

The conditions for completing the "Unusual Signal" quest are that as soon as you collect 6 fragments of military memories, the quest will be completed. It remains only to return back to O'Neill and tell about everything. As a reward, you will receive 150 weapon upgrade parts. So if you followed this walkthrough, you can go back to the character and finish this quest.

"Northern City"

The Evil Within2. All secrets in the game

"Garage"

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

"Northern Refuge"

The second house that came across will also be locked from all sides, but a shield and an electric bolt will hang near the doors to the garage: shoot with an electric bolt at the shield and the doors will open. Inside the hero will find a dead soldier who has taken refuge, who was killed by the ghost of a girl - another "" (7/24). On the table in the same place there will be another "" (12/40).

"Pit stop"

On the road that leads north, you can see a sign in the distance with the following words - "Pit Stop". Under this sign there will be a figurine, and inside - "" (6/32). Get closer to the diner in the middle of the road and notice the spirit of Lily (the protagonist's daughter). Follow her steps inside. Soon you will come across a locked service room, but on the left side there will be a hatch in the wall. After making your way inside, you will find a doll of a girl. Then, outside, carefully inspect the junkyard right behind the building and thus get a completely new signal.

"Finding a Daughter"

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

Upstairs, first of all, in the doors on the side, take "" (13/40). In the second door on the side there will be a second Lily doll: look at the girl’s memories and see how the maniac photographer caught her. On the way back, try to catch the spirit of the maniac, although the attempts will be in vain. Outside, the main character will be attacked by completely new monsters, resembling, rather, some dogs.

Now it's time to go back to O'Neill: he detected the signal of Sebastian's daughter, albeit on a different Union wreck. To get to that part of the city, it will be necessary to go through the second layer of this world - through the Backstage. Finally, O'Neill also gives the hero «» for this operation.

Chapter - 4: "Behind the Scenes"

WalkthroughThe Evil Within 2

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

"Network": Department of Management

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

"Network": Tunnels - central passage

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

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

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

"Refuge"

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

Chapter - 5: "Waiting"

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

City Hall

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

Boss: Guardian

The Evil Within2. Passage of all Bosses

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

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

Move on along empty rooms, then at the end go up to the second floor. In the first room there will be a picture of a woman, and next to it is a location for filming. On the left side, take a necklace and a rose from the table: hang the necklace on a mannequin, and put the rose in a vase right in front of the camera. After that, the mannequin will need to be turned forward so that everything matches the picture with the woman discussed above. Once everything is ready, go to the camera, put the camera focus in the middle position and take a picture. As a result, after all these actions, the scenery in the background forms a corridor, so it will be possible to go further.

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

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

Boss: Obscura

Passage of all Bosses inThe Evil Within 2

The obscura is a four-legged body with a camera instead of a head. Despite the fact that there are 90 seconds left before the emitter restarts, the monster is able to stop time with its flashes. Therefore, your main task in battle is to distract him so that the emitter continues its work of restarting. When attacking the Obscura, it is necessary to shoot accurately at the camera on the head, and it is best to use explosive bolts in the battle against this Boss. As soon as the allotted time runs out, the monster will begin to die rapidly, and the room from the museum will turn into a regular city hall building.

City Hall

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

Chapter - 6: "On the Hunt"

The Evil Within2. Location of all documents

"Network": Tunnels - western crossing

It's time to go back to the shelter to go to the network, because the tunnel has been restored there. On the left side, inspect the rooms and collect resources there, among which there will be a new «» . On the right side is a cable channel, and through it you can get to a dead end on the right side, where looking up, under the ceiling you can find "" (11/32).

"Network": Industrial premises

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

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

"Hoffman's Refuge"

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

Chapter - 7: "Thirst for Art"

Location of all documents inThe Evil Within 2

"Stock"

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

"Theater"

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

"Gas station"

The next important place for you should be a gas station. A couple of monsters will walk around the gas station. There are a lot of burnt bodies in the backyard of the gas station - you need to scan near them if you want to get more "" (11/24). And then a new Boss will come out of the corpses - a many-headed Guardian. I recommend running south: in this place you can find and blow up fuel barrels so as not to waste a large number of cartridges.

"Train"

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

"Roadside diner"

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

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

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

Bonus mission: "Out there"

The Evil Within2. How to find all slides

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

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

Additional task: "Back in touch"

The Evil Within2. How to find all documents

If you go back to the cellars, then now there will be no white living gel here. Therefore, it will be possible to safely activate the computer and the chests will immediately become public. The location of the chests on this level: the first chest is located here near the computer, and inside there will be 8 ammo and 50 tons of parts; the second chest is located on the roof of the coffee shop, and inside there are 10 cartridges and 35 parts; the third chest is located in Sykes' hideout, and inside there are 75 parts and a new weapon, the Silenced Pistol.

"The Devil's Personal Bar"

When you find yourself in a bar, first of all go to the table where the bartender's diary will lie - "" (23/40). The bar will also have the first picture of the photographer, which you, in fact, will follow. To enter the hall in which the sculpture stands, you will need a key. After the key, move along the straight corridor, and return back along the premises on the side, destroying several standard opponents along the way. You can kill them all quietly, so no difficulties should arise.

Inside the hall there will be a fairly large number of electric stretch marks. Move on the right side and soon be behind the statue. When you are in place, then it remains only to destroy the statue.

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

Hotel "Obitel"

On the south side, in the farthest building, go up to the 2nd floor and you will come across the second picture of the photographer. First of all, as usual, you will need to find the key. Then you will need to carefully get past the Obscura, because in this place it is generally useless to fight it. Inside the hall, be careful because there will be a lot of electric tripwires in this place, so go along the left side, a little closer to the center.

Chapter - 8: "Premier"

The Evil Within 2. Walkthrough

After the destruction of two key paintings, it will be possible to go inside the theater. Inside, it will be empty around, so feel free to immediately go up to the 2nd floor. Already in the hall of the theater, Sebastian will meet with the photographer Strefan face to face and will instantly fall into the location with the wreckage.

Pay attention up: from above, a huge eye will follow all your actions, so at this stage you will have to try to move unnoticed from cover to cover. You can get caught and it is not fatal, but only if it does not last long (for a couple of seconds).

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

Boss: "Stefano Valentini"

How to pass Stefano inThe Evil Within 2?

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

Chapter - 9: "New Evil"

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

Now Castellanos appears in his own police station in his personal account. The curious moment is that an altar has appeared, so go up to it and instantly find yourself in an unknown catacombs.

"Catacombs"

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

Get to the room where the prison cells are located and you will see that the possessed are sitting in many of them. A little further on are locked doors and a round mechanism. Moreover, if you are attentive, then you will understand that this mechanism lacks a lever. So it should be found in order to go further. Therefore, turn around and go into the room on the right side to pull the lever from the nearby mechanism. The only problem is that when you pull the lever from another mechanism, the cells with the possessed will open, so on the way back you will have to break through with a fight. I recommend that you carefully inspect all the cameras, if you do not go to miss the next "" (14/32).

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

"Underground Temple"

Get down further down the stairs. After passing the corridor, enter the dark room. It will soon turn out that this is generally a crypt and three fiery opponents will appear near the hero. Rounds will be scattered around, so it will not be difficult to shoot creepy creatures. Although the room is so dark that you can hide and try to kill enemies unnoticed from behind, but this can only be done when there is no fire on them.

One way or another, go out into the large hall, where you have to solve a new puzzle. There will be 4 round mechanisms on the balcony. The essence of the puzzle is that the circles on the floor must be rotated so that the result is a cross symbol. You should start from right -> left, so that by hooking on adjacent fragments, nothing will prevent you from creating the desired symbol. Try to navigate by the cutouts on the floor near the circles. In fact, there is nothing complicated, therefore, when you compose the desired symbol, the gate will immediately open.

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

Chapter - 10: "Originally Hidden"

The Evil Within2. Location of all memory fragments

"Shed in a woods"

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

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

"Reserve"

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

"Hideout Torres"

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

Chapter - 11: "Reunion"

In the hideout, find Torres' diary (documents 27/40) lying on the table. By the way, from the information in the diary, you can understand what exactly prompted Torres to take part in the operation to rescue Lily. Inside the 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 below it you will find a slide.

Use the computer to return to the "Network". Search the room, pick up the capacitor, which is useful for creating shells for the flamethrower. Come out and see big gate. Interact with the electrical panel on the side and switch all the toggle switches, because in total they give 10 burning lamps.

You will find that Father Theodore has already been here. Immediately turn left, where the burnt corpse is located. There is a red pedestal with candles near the door - there is a slide on it. 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 Hoffman's hideout, but you won't find the girl here. But you can see a fragment of memories (16/24) to find out that Hoffman went to the other end of the laboratory, to the restricted area. DO examine the computer to obtain the Hoffman Notes file (documents 28/40). Go to the restricted area, behind the corridor there will be a corpse of a Mobius soldier with a pouch for a shotgun.

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. You will have time to visit there, but already now, right through the window, you can interact with the computer to get the “Security Protocols” file (documents 29/40). Pass the laboratory with flasks, go forward and you will see another fragment of memories (17/24). You will learn that you can only go through the door if you have a cerebral chip. We should find him!

Stand facing the door, which requires a cerebral chip. Go behind the screens on the left, where a corpse lies on a gurney. The STEM Integration Failed Report (Docs 30/40) will be pinned to the wall. Look around in the hall and see the door, on the side of which there is an electrical panel. It can be opened by shooting an electric bolt here. We'll do that a little later. In the meantime, turn left from the door and find a ladder leading up. Don't rush to get up! Go to the left of the stairs to find a small door leading to the morgue. Enter there and turn into the far room on the left. On the gurney, find the Failure Investigation report (documents 31/40).

Now open the same 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 the "Pit Observation" file (documents 32/40).

Soon the cold will reappear. Try to return the same way, but an incomprehensible 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. Here you can even run to go down the stairs. But that is not all. Difficulties start at the bottom. You will have to change direction over and over again in order to get out of the trap and not fall into the eyes of the witch. If you are not particularly worried about death, then I would advise you to run wherever your eyes look, because in case of death you will wake up where the witch last moved the objects - and this is closer to the exit!

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

Now 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 the "Agent Case" file (documents 35/40). Now on the same floor, go to the laboratory number 2. Use the communicator to view a fragment of memories (18/24). Search the Mobius soldier's body for a syringe pouch.

Go to the laboratory number 3, which is on the second tier, and 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 the cerebral chip out of the employee's head. Take it, go downstairs and go through that very door. In my case, the code was 0128. Try it, maybe you will have the same one.

Get to the laboratory number 4, where you will meet Yukiko and Liam. The latter will have to be destroyed - a few accurate headshots from a sniper rifle will help you with this. Do not forget to periodically use the knife switches that start the fire extinguishing system. In addition, you can blow up nitrogen tanks. After defeating and talking with Yukiko, pick up the malfunctioning flamethrower lying near Liam.

Enter Lab #4 and use the communicator to view a memory fragment (19/24). Look around and go forward along the corridor to the room with the device that Liam asked to blow up. A moment later, Torres will appear. But don't rush. Go around the device and destroy the figurine with the key. After that, talk to Torres on all topics, and then order her to blow up the device.

Chapter - 12: "Bottomless Abyss"

You will find yourself in an unknown place where Theodore dragged you. Go to the light source, turn right and go to another one to pick up a pistol pouch. Next, you will need to move around the location, killing opponents. I recommend killing the enemies first, and then turn the lever at the gate. The next location is teeming with monsters - you need to get to the stairs leading down. Go down and watch a lengthy cut-scene.

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

Chapter - 13: "Stronghold"

After talking with Yukiko, take the assault rifle lying near the dead Esmeralda. By the way, you will find out why Torres decided to help you save Lily. Go to the computer nearby, Sykes will contact you and an additional quest will begin.

Side Quest: "The Last Step"

Go outside and you will see an enemy with a flamethrower. It is IMPORTANT for you to kill him, because upon death he will drop one of the two missing 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 the sniper rifle pouch. By the way, it's next to Sykes' hideout.

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 find yourself 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 the slide from the stand. Pull out the double-barreled shotgun from the box in the left corner.

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

By the way, 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 your inventory - a 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 a letter from Sikes on the table (documents 37/40). Return to the street. In the alley with a garbage truck, to the right of the Devil's personal bar, there is a corpse of a soldier with an assault rifle pouch. You can find another assault rifle pouch on a corpse lying behind the Abode Hotel. Also don't forget to visit personal bar Devil, so that in the corridor where Stefano's picture was, to find a 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 opposite the fireplace is Hoffman's diary (documents 38/40). Easter egg. Go behind the reception desk and find the mysterious mug. Think in what game you could see this?

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: "The Burning Altar"

Go forward, collecting various resources, climb the stairs and be sure to take Theodore I's scripture from the altar (documents 39/40). Open the door ahead, from here you can go left or right. First go to the right, into the room with the mirror, and find the last assault rifle pouch on the table. Now go to the left and you will find yourself in a hall with hanging burning cells. Fiery opponents will appear, which you, fortunately, can shoot down.

Next, you need to pay attention to the two available passages. In any case, they are connected to each other. First, go to where the 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 then 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 Theodor II's scripture (documents 40/40) from the table in front.

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 will find a fragment of memories (20/24). Watch the cut-scene, after which you will have to remember all the monsters that you saw in the first part.

To get started, run away from the psycho with the chainsaw, then watch the video, at the end of which go up to him and cut him in half. Press the E key several times. Next, kill the butcher with a safe for a head three times. After three deaths, a cut-scene will start, and another reptile will crawl out of the safe. You can simply shoot her, or lure her into the fire - it's up to you. After that, watch the cut-scene.

Chapter - 15 : "The End of This World"

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

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

Here the battle with Mira will begin, which will turn into a real monster. In fact, everything is quite simple (theoretically). First you must shoot at the abdomen where the luminous organ is visible. After it explodes, destroy one of Mira's arms. This hand will grab Sebastian, but it will be enough for you to shoot several times at its glowing part with a pistol. After that, destroy the second hand, and then - inflict several accurate headshots. During this time, it will be possible to replenish supplies by destroying frozen opponents and killing spiders.

Chapter - 16 : "Exit - 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 last chapter of the game is a lengthy cutscene.

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 face 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 one 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 the help of parts. High Quality 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 necessary table by letter, and then select a 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 pass 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 air 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, having collected all the valuable items there, and then we go forward, where there is a spacious hall with a still delayed 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 an open door on the side. 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. We find boxes in the alley of blue color 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. The terrible woman will reappear. 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, cubes will begin to appear in the arena orange color. 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.

Climbing up one of their ladders yellow color 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 a page with interesting information from the altar (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!

Chapter 1

As such, there is practically no introductory cut-scene. You are immediately thrown into the gameplay. At the beginning of the game, you will see a burning house in front of you. Run forward using the standard keys W, S, A, D. Try to open the door - the interaction key is E. Go to the right and inspect the glass sliding door - Sebastian should automatically break it.

Inside the house, move through the kitchen and to the left. Open the door on the left and go up the stairs. Look into the children's room - the door to it is plastered with different color pictures. Watch a long cut-scene - apparently, this is the introductory video.

After diving into STEM, move forward to the various objects that appear. In the end, go to the table and pick up a walkie-talkie. So you will contact Kidman and see the office - the main safe area in which you can communicate with your partner. After some explanation, the second chapter will begin.

Chapter 2

Approach the information board on the right and examine it by reading the details of each of the five missing members of the Mobius group:

  • Group leader William Baker.
  • Miles Harrison, Combat Interactions.
  • Liam O'Neill technical support.
  • Julian Sykes, STEM programmer.
  • Yukiko Hoffman, psychoanalysis.

Next, study a few more photos and on the board and leave the office. A black cat sits on the table to the right. Approach her and take the one lying next to her. slide. You can view these slides and discuss what you see with Kidman. So do it - interact with the projector near the black cat (where you found the slide).

Getting up from a chair, pick up a jar green gel pointed to by the same cat. Go to the end of the room and interact with the terminal to the right of the mirror. Such terminals allow you to save game progress. Use the mirror to leave this place.

After the cut-scene, go forward through the door, climb the steps and approach the painting of the door hanging on the wall. Turn around - the same door should appear in front of you. After opening it, go down the corridor. You can turn on the flashlight - press the V key. Enter the last door on the left and you will see a room with Baker, who received a bullet in the forehead. This memory keeps repeating. You can enter the cube and study Baker, but you don't really need to. You can also look through the camera.

Go to the room on the left, where, apparently, photographs were developed. On the table lies photograph by William Baker (documents 01/40). There are shelving in the next room - take a look at the scratched floor near one of them. Sebastian will come to the conclusion that he was moved - interact with the rack. Go forward along the corridor, answer the phone below (the phone is hidden in a niche), but you won’t hear anything other than an ominous laugh.

Go up to the second floor and try to open the door with glass inserts - you will see a poor woman who cannot be helped. Crouch down by holding the left CTRL, and make your way under the grate on the left. On a small table against the right wall lies unusual letter (documents 02/40).

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

Hold Spacebar to hide behind the couch and move to the left side. When approaching the corner, press the A key again to go around it. Depending on the direction of bypassing the shelter, you will see the arrows "left", "right", "forward". Press the appropriate keys A, - and W.

When the maniac leaves through the door you came from, then use the next one, after examining the dead. You will again find yourself at the same stairs as before, but this time everything looks much gloomier. Go to the corridor on the right, where the corpse is lying and his legs are visible. Suddenly, someone will drag the body inside. Open the closed door, jump over the fallen table and the painting in front, using the keyboard shortcut W and E, and then take it from the small table in the far left corner photo of another victim (documents 03/40).

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

Follow through the hole on the left, for which you will need to bend down. Approach the sign on the wall, turn around and approach the camera on the footboard, then turn around again and see the door. Opening it, you will see a man with a camera. After recovering, go to the mirror to which the photo is attached. Take it, and then meet with the monster.

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

Climb up the pipe until you see a hole - jump down. Next, run away from the monster again, and when he catches you, then press E several times. As a result, you will open up from the enemy in safe house. Here you will learn about the function of automatic health regeneration. Health will only be restored if you do not take damage, but only up to a certain risk on the scale.

Open the door, go to the table in front and get your first syringe. To use it, you need to hold down the mouse wheel and click on the E key. But this is only relevant now, since you have one item. Also, to assign any "consumables" to hotkeys, hold down the mouse wheel, select an item on A and D, and then click on the key from "1" to "0" to set a hotkey for this item.

Before going out, look into the next room, the living room, and take it from the table diary in an abandoned house (documents 04/40).

Now get out of the house. At this point, two important automatic events will occur - Sebastian will discover gun(he received the knife after he stuck it in a huge monster) and examines the burnt photo of the Castellanos family (documents 05/40).

Go down the street, inspect the corpse in the car, after which Sebastian will automatically follow the woman into the house. Finish her off with a pistol shot - hold RMB to aim and shoot straight at her head. Go to the forge, where the deceased guy is sitting, and from the wall on the right from the first-aid kit, get a syringe with medicine. Go up to the second floor and find a jar gunpowder. Like the grass that you can find on the street, gunpowder is used to craft items (ammo).

Exit the house and go left. Break some wooden crates by pressing LMB to attack with a knife. They drop out various items. Follow the road until you see two members of the STEM group running away from the monsters. One of them manages to escape and hides inside the house. Crouch down and hide behind the car.

When the monster leaves, then follow the left through the bushes, collecting grass. Sneak up behind the enemy and kill him by pressing the F key. Do the same with the enemy knocking on the door. Along the way, you can pick up bottles, select one in your inventory and throw it to the side to distract the enemies. A green gel also flows out of each enemy killed - don't forget to collect it.

Go inside the house, follow the left and go down the stairs to get into another shelter. Watch the cut-scene in which you will meet Liam O'Neal.

Chapter 3

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

Let's take a look at this place. The coffee machine allows you to replenish your health, and for free. Just grab a cup of coffee when you're in a safe place. Ammo and medical supplies can be found in supply boxes - these boxes replenish over time, so return to the shelter whenever possible.

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

Leave the shelter and in the corridor you will see a nurse Tatyana, familiar from the first part. Follow her into the mirror to move to Castellanos' office. Sit in a wheelchair that will take you to the hospital. Here you can buy upgrades using green gel.

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

Go outside and the main character will automatically take out his communicator. Rotate it until a hint about pressing the R key appears on the screen. This way you will detect the target you need in the story. Use the G key to hide or reach the communicator.

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

If you go along the road to the right of the church and turn left along it (where it goes, because the path leads directly to the park), then after 50 meters right on the pavement you can find a corpse with the first pouch, increasing the amount of handgun ammo you can carry from 20 to 26.

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

Go outside and stand facing the entrance to the visitor center. In the alley on the left there is a ladder leading to the roof of another building - climb there first on the steps, and then on the fire escape. Upstairs, deal with the enemy and search the two corpses of soldiers - on one of them you will find Communicator Journal: Parts (Docs 7/40).

Here, at the edge of the roof, a faulty sniper rifle is lying around. Take her.

Additional task "Unusual signal"

It's time to tackle the passage of this quest, but in parallel with this, we will describe the location of some necessary things. Move along the green marker, and then take out the communicator in the right place and get close to the dark silhouettes of spirits. When you are near them, a prompt will appear that you need to hold down the R key. Do so - you will receive a fragment of memories (2/24).

The quest will not be completed at this point - you will need to check two more places with resonance. But first, pay attention to the train cars, standing to the left of this place. Go to the distant train and enter inside it. Follow through the cars, killing opponents, and at the end you will find the corpse of a girl, where there is another resonance point (it will appear on your map when approaching). Come, take out your communicator and view memory fragment (2/24). Also, your first one is lying around the girl’s corpse. red gel.

Exit and walk along the green resonant "spot", which will lead you inside the auto repair shop. On the porch of the house opposite the open entrance to the workshop, find the figurine with the key. Do not rush to enter the auto repair shop.

Go around it on the left to find a door in a mesh fence. Shoot the chain and go to the closed area. Jump over the fence, look around and approach the guy's corpse near the car with the alarm turned on. Take the gun with the laser pointer - you will have to kill the enemy, and then pick up the gun.

Enter the auto repair shop and go to the far room. Activate the memory on the communicator to get a memory fragment (3/24), which is also required for the side quest.

Activate the electricity with the shield you saw in the flashback. To do this, click on the second and fourth toggle switches from left to right (the sequence is not important). Be careful, because in the next room there is a "white walker" (that's what I call the white dead - they are much stronger than usual). Be careful, such enemies cannot be killed with a hidden method. 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, which will allow you to find another fragment of memories (4/24).

Crouch down and climb the tunnel you've made. 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 it, you will receive a unique card. No, this card will not automatically open the door, but will help you find the code. Look at the locked door and remember the letter and two numbers after it. For me, for example, they were B-34s.

Interact with the code terminal - the same card with a table and numerical values ​​should appear to the right of it. Find the desired column by letter (for example, I was interested in the second column from left to right with numbers), and then select the sequence of numbers opposite the desired numbers. At the intersection of B and "3" I had the number 76, and at the intersection of B and "4" - 96. As a result, the code combination is 7696. Enter it and take the contents of the arsenal. The box will contain an explosive crossbow bolt. You must find the crossbow itself by the APC marker, which became available after talking with Liam.

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

Go outside and opposite the auto repair shop, to the right of the house, on the porch of which the statuette was found, you will see a garage. Go behind it (you can also go inside to collect loot), after which you will catch a resonant signal. Pick up the communicator and you will see that the signal leads inside the house nearby. Enter this house, follow to the far room and take the woman's diary from the table (documents 08/40). Suddenly the picture will change, it will become cold - go back and some ghost of a woman will attack you.

Avoiding the ghost, look around. There is a door with a combination lock, but you need a map. 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 remove the key card from the cabinet with the photo. Go back, run to the door and open it with a card. Soon you will return to reality (if I may say so). On the same table will appear new item- slide.

Leave the house and notice that across the road is a huge two-story estate. But you are not interested in it, but in the house that is on the left. When approaching this house, the communicator will work. Take it out and pinpoint the source of the 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 the request for an examination (9/40).

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

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

As for the two-story mansion, there is a yellow staircase on the side - go upstairs, go along the balcony. In any case, you will touch the cord that activates the slowdown - kill the monster running at you. At the end of the balcony there will be a corpse and a crate with a shotgun pouch inside.

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

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

When you've activated both resonance points for the quest, another one will appear, pointing to the tourist center. For now, you can go and upgrade your weapons and Castellanos. Go inside the tourist center and go to the far door - it should open automatically. Climb down and launch the communicator to activate memory fragment 6/24). View it to the end, then take it from the table in the right corner Turner's communicator journal (documents - 11/40).

After you pick up this magazine, all the dead Mobius employees will be marked on the map, from which you can find certain ammunition. Try to get out, but the same stranger will take a picture of you. Walk forward, kill opponents and get out to freedom.

Go to Liam in the hideout and tell him about what you saw in order to receive a reward and complete a side quest. If you move from the corner where the armored personnel carrier stands, up the map, then you will pass by a trucking company on the right and a car repair shop on the left (we have already been here).

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

Further north there will be another intersection. Diagonally ahead on the right is a marker pointing to another hideout in the location. You are interested in the house ahead. You can’t get inside, but behind it there is a garage, inside of which lie sniper rifle parts. Once you pick them up (and the rifle we wrote about earlier), you can repair the weapons at the workbench or even through your inventory.

Go to the doors of the new shelter, shoot an electric bolt at the shield to raise the garage door. Kill the monster inside and then use the communicator to see memory fragment (7/24).

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

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

You will have to fight several opponents, including one new one. This monster, if it notices you, will immediately start screaming, attracting the attention of all allies around it. I would recommend killing him from a distance with a sniper 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 - all in vain. There is a hole nearby, but you have to move the cabinet. Get inside, look around and pick up from the floor Lily doll.

Go outside, go around the diner and find the window that leads from the back room. Examine the dumpster for Lily's footprints. This will give you a new marker on the map. Go in his direction, but before you have time to move away from the diner, new enemies will appear. Beware of their swoop attacks. Get to the marker, activate the communicator and follow in the footsteps of your daughter. Periodically, you need to interact with objects lying on the ground - they will be highlighted. Repeat the same steps near the shipping company, which is a little further than the auto repair shop.

Sebastian will come to the conclusion that Lily ran to the warehouses. Go to the territory and inspect the door - you need to turn on electricity. Pay attention to the wire that leads just to the right shield. Go around the containers, break the chain and kill the monsters. Here, use the shield - switch the switch to supply energy. Open the warehouse by pulling the switch near its gate. Step inside and explore wooden board, blocking the way further (the door is closed).

Interact with her to make Castellanos break the board. Go to the left wall, just in case, knock down the chain so that you can use the doors. Climb up and go to the far room to collect loot. Go back down and go along the left wall. Crouch to get under the shelves, kill the enemy and climb the yellow stairs to the top.

Enter the first room on the left, where there is a workbench. On the shelves on the left is report 00654: core separation (documents 13/40). Look into the next room and pick up the lying doll of the World. Watch the cut-scene, get out and kill all the enemies that appear. Now you need to return to O'Neil, but if you cleared the location, then a surprise will await you - enemies will reappear on it! Returning to Liam, chat with him and get a gas mask.

In the second hideout, to the north, not far from the Pit Stop, you might have noticed the same computer that led you to the arsenal of the Network. But it was impossible to access it then, but now is the time - you will find out the password from Liam and get a gas mask. The latter will be needed to move through the tunnel leading to exit B2 and the transition point to the location with the city hall.

Chapter 4

After you receive a gas mask from Liam, you will learn about a new goal - you need to get to the northern shelter, which you have already visited, and use the computer to enter the "Network". This computer is password protected, but Liam will name it for you. You can chat with Liam for more information.

Also from now on, a shooting range in the hospital is available to you. To do this, use the mirror to move to Sebastian's office, and then pay attention to the white door that appears. Go through it and shoot at the shooting range. After that, you will be offered two tests - the first allows you to simply shoot at targets, scoring points, as long as you like. No reward. But chain shooting, the second mode, will allow you to get a certain reward. Here you have to shoot at different targets that are adjacent to each other, which will cause several to explode. Shoot the hourglass to increase the time. Do not shoot at squares with "crosses". So you will not only reduce the points scored, but also reduce the remaining time. The reward is given depending on the points scored. You cannot receive the same reward twice. Thus, if you scored 100,000 points the first time, then it makes no sense to participate in the shooting range.

Follow the marker to the northern hideout, go inside and talk to Kidman. At the entrance to the shelter must be report 00122 (documents 14/40). Next, use the computer to navigate to the "Network" management department. Exit the room and go forward along the corridor. You can hit the vending machine on the left twice to get the gel. Go into the room on the right and use the computer on the table next to the corpse. So you get e-mail "Union Growth" (documents 15/40).

Go out to the balcony and go downstairs, because here all the doors are locked. Opposite there is a yellow staircase - climb it, open the door and in the room on the corpse of the soldier "Mobius" find crossbow pouch "Guardian". Go back, go downstairs and go to the door with the screen. Use the communicator, then set up two waves, just like the Rana did in the Chapter 3 side quest. The locking system will begin to turn off - monsters will begin to appear from the three locked doors behind (two from the bottom and one at the top). Shoot them all - there is no other way.

Examine the opened rooms, and then go through the door with the monitor. Get to the tunnels, lower the switch to drain the water, and then move down the stairs. Cross over to the other side and climb up. You can use another switch to lower the bridge. But generally go through two doors. Before the last, Sebastian will put on a gas mask. You will be playing in first person.

There are few enemies here, but you can only use an ax or a knife. Be careful! Get to the white door with an electronic lock. You will need to follow the wires. Follow the first fork and turn left into a dark tunnel. Use a flashlight to see figurine with a key standing on a barrel.

Break and take the key, then move along the wires to the far room. There will be an electrical panel with four toggle switches. Each toggle switch adds a certain number of light bulbs. It is necessary to make sure that their total number is not less and not more than ten. I had the first, second and fourth toggle switches. Go back to the previously locked door, open it and go up the stairs. Sebastian will take off his gas mask.

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

You can use the coffee machine, the save terminal and the mirror, near which there should be a red gel. Climb up, get the communicator and pinpoint the resonance point. A green marker of a neighboring building should appear on the map. After getting outside, go forward towards the city hall to see that same stranger. This is how the next chapter will begin.

Chapter 5

Go to the gazebo on the left side, which is marked with a green marker, and use the communicator to view memory fragment (9/24). Get to the passage to City Hall, which is blocked barbed wire, and examine the corpse. Nailed to a soldier's head photograph by Sebastian Castellanos (documents 17/40). Go forward and you will find yourself in the courtyard. Suddenly, a Guardian with several heads of girls will appear from the corpses, wielding a circular saw.

You will have to kill the enemy. There are three points with a stretched wire on the location - if you hit it, the slow motion mode is activated. Lure the boss there, turn around and shoot him as he slowly moves towards you. You can also just force the boss to swing and hit - run back and shoot two or three times with a pistol or something more powerful. Of course, ideally here you need to use a pumped shotgun or explosive bolts. After the victory, collect the dropped gel (5000 units), as well as the rest of the loot. Then enter the city hall building.

Approach the wounded soldier, he will tell you about the emitter and give you Harrison's communicator. Go through the door ahead. You can go left and right to collect supplies, or you can go straight ahead to a large slow kill room. Go through the door on the left, turn left and at the very end find the stairs leading up. Climb to the second floor and go through the curtain. Look around - there is a picture hanging on the wall on the left, which is a clue. Under the picture in a vase are red roses. Take them away.

Look to the right and in the left corner on the cabinet, find the part of the mannequin with the necklace. Take the necklace, hang it on the mannequin in the blue dress, and then turn it towards the camera. Also insert the roses into the white vase on the side of the mannequin, then use the camera. Focus the image using W and S, and then take a picture by pressing E. Exit the zoom to Q and, if done correctly, the picture behind the mannequin will turn into a real corridor.

As you walk down the hallway forward to a framed painting that says "Check the Masterpiece," look out for the last coffee table on the left. On it lies Crimson Post article (documents 18/40). Now examine the paintings hanging on the side walls, and then turn around and see that a new one has appeared on the wall. Examine the painting depicting Lily, run to the end of the corridor, turn around and see that the door has opened on the side. Go through it, go to the picture of the door and listen to the maniac's words.

After that, you should turn around and see an open door. On the table in the back room, find photograph of a dead Mobius employee (documents 19/40). Try to get to the photographer and then go down the stairs and approach the chair with the mannequin head. After that, 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 note (documents 20/40).

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

Exit through the same door, go through the opening ahead. When you are on the balcony of the second floor, then turn into the door on the left to get into the room. On the table lies report 00213: Union social management (documents 21/40). Get down downward, iditol into the hall, where there was a slow motion murder of one of the members of "Mobius". A new passage will open ahead, and immediately behind it you will see a pedestal with figurine with key. Go right, go through several rooms and into a room with bookcases find another one on the table Report 00977: Structural Violations (Docs 22/40). Exit the city hall and talk to your partners, after which the next chapter will begin.

Chapter 6

After leaving the city hall courtyard, go left and look for the tubes of the Mobius soldier to take from him pouch for syringes. Go back to the computer, which will take you to the "Network". Leave the room and see how the gate opens. Go forward by opening the two doors on the left side (one of them is on a combination lock using amplitude and frequency). Behind the far door on the left side is a corpse on which you will find pistol pouch.

Go along the corridor on the side, kill the enemies and get down to the very bottom. You will find yourself in corridors filled with some kind of eggs. Make your way to the room with the monitors. Sebastian will automatically stop to view the memory. After that, don't forget to take slide lying on the edge of the table.

Move on, avoid the monster, running away from him along the corridors. At the end, you will have to shoot him with a pistol. After that, if you go back, you will find that the monster is gone. When you are in front of the door with the red symbol indicating the shelter, then do not rush - open the door nearby with a combination lock and a screen on which you need to combine two waves. Inside the room on the table lies report 00532: Core branch (documents 23/40). Enter the room with the "Networks" computer and watch the cut-scene.

After talking with Hoffman, be sure to interact with a nearby computer to save e-mail "Candidates for the role of the Core" (documents 24/40). Navigate through the computer to the theater area.

Leave the office and immediately use the communicator to detect memory fragment (10/24). Go outside, go left and try to open the warehouse (separate building). Key required. Go to the gas station and inspect the burning bodies. Here you can apply the communicator and view memory fragment (11/24). After that, the same monster of several bodies will appear - kill it, acting as usual, but this time without the possibility of slowing down. It will be necessary to plant much more shells than the previous time!

Now go to the diner a little further, closer to the train, and find a corpse on a chair in the back room. Use a communicator that will let you see memory fragment (12/24). After that, try to exit the cafe, but hear the music. It comes from the jukebox in the far corner. Approach him, as the same woman from nightmares will suddenly attack. Go forward and see how the woman gets out of the mirror. Escape through any door. Surely you will return there, or maybe in a similar room.

Exit through any door to return to the first one. So, you have to choose the right routes, but for this you have to look in the mirror. Go to the mirror and see which of the four doors is glowing. If in the mirror this is the nearest door to the opening on the left, then turn around and go through the nearest door to the opening (where you came from), but on the right. The same applies to the case if the door is not next to the opening, but through one - just change sides from left to right and right to left.

Do the same in the second room with a mirror, but this time everything will be complicated by a witch moving around the location. When choose right door, then you can go forward and eventually return to the same diner. After all these nightmares, in the hand of the murdered man sitting on a chair, will appear slide. Do not forget to pick it up, because for viewing everyone in Castellanos' office, a black cat will bring a gift (green gel).

After leaving through the main entrance of the diner, turn the corner to the left to find a dead body on the porch with sniper rifle pouch. Walk across the street from the diner and down the street, look for the devil's personal bar. Enter inside and from the far table on right hand pick up bartender's diary (documents 25/40). You need to go to the left of the diner on the map to find an area closed by a fence, from where gunshots and cries for help can be heard. Go inside the territory, open the gate, approach the dark-skinned soldier on the overturned truck to start the side quest “Out There”.

Additional quest "Out there"

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

Before you complete it, go outside and go to the right, through the gate that led you to the territory. Follow the street to the right, turn the corner and in the alley you should see blue boxes behind which the white witch wanders. After killing her, jump over the boxes and pick up from the corpse of the Mobius soldier shotgun pouch.

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

Returning to the warehouse, be prepared to fight the same monster made up of other people's body parts. Kill the monster, run to the warehouse and collect everything that is there. Take a new one out of the box. long barreled shotgun. That very dumb aunt will appear - hide from her in the corner, but first you will need to try to open the door. As your aunt approaches, you will wake up and return to the reality of STEM.

Additional quest "Reconnected"

Here you need to return to the "Network" again and move along the marker. Enter the room and interact with the computer to turn on the server. See the box on the side of it? Now he and others like him will be open, and you can use the ammunition located inside. Head back to Sykes in Union and report back on your mission. Open a container located in the same hideout to get a new one in addition to supplies silenced pistol.

Go to the place of passage to the theater, but you will see that the path is blocked by two paintings. If you have already explored the location, you should have seen these paintings - one in the Devil's personal bar, and the other in the Abode Hotel. One way or another, the necessary markers will appear on the map, and the communicator will point to resonance points. A new chapter will begin.

Chapter 7

First, head to the Devil's personal bar. Go to the back room and interact with the painting in the hallway with the bag over your head. You will be transported to another reality. The door is locked, you need to find it. Turn around and run to the end of the corridor, listening to the creator's words along the way. Take the key from the severed hand, and then go back, bypassing the obstacles on the left and right and killing opponents. Approaching the grate, open it with a small key. Stretch marks will appear. Crouch and move to the right, bypassing the wires, until you see an available passage to the left, to the mannequin. As you get closer, interact with the mannequin from the back. The first piece has been destroyed!

Go to the Abode Hotel, go up to the second tier and interact with the painting. Here you again need to open the grate, for which you need to find a small key. Go to the far left room, avoiding the Obscura - a monster with a camera instead of a head. Take the key. Now you need to distract the monster and neutralize it, being in the far part of the corridors. After that, run to the grate and pick it up. I recommend shooting the Obscura with an electric bolt, and then immediately raise the grate. Open the door, duck and make your way past the next stretch marks, sneak up on the mannequin and cut it. The way to the theater is free! Return to the theater and go inside the building.

Chapter 8

Enter the theater and go to the upper tier. Do not rush to go to the theater hall, where there are chairs for the audience. Find the creation of Stefano, which is on the second tier, use the communicator and find memory fragment (14/24). Watch a long cut-scene and then chase Stefano.

Suddenly, the area will collapse into several pieces, and you will need to make your way forward, avoiding the gaze of a huge eye. When the eye goes to the right, then follow it, hiding in shelters. After that, wait until the eye goes back, and follow on. So repeat at several points, then leave the location. Go down the stairs, go down the corridor and open the door to see another cut-scene. Here the battle with Stefano will begin.

How to beat Stefano?

After chasing Stefano all over Union, you will finally be able to fight him. This is a relatively easy fight. You just need to get used to his basic moves and attacks, after which you can defeat him without too much trouble. In this fight, it is advisable to use electric bolts to temporarily stun the boss. If there is nothing else, then use a pistol and a shotgun. Additional ammunition is scattered around the arena - keep this in mind.

At the first stage of the battle, Stefano will move in phase jumps (teleportation), and do this four times in a row, changing positions. Don't bother trying to hit the boss at these times - it's a waste of ammo. And even after the final teleportation, shoot at him no more than once with a shotgun or twice with a pistol. As soon as he teleports for the last time, he will try to run up to you and attack with a knife. Dodge first, then shoot once. Sometimes he will throw his knife in your direction, but this attack is easy to dodge, after which it will even be possible to shoot at the boss.

Stefano will also try to lure you into his camera trap - time dilation. Whenever you see him raise his camera, run out of his line of sight until you hear the shutter go off. Turn around and again make an accurate shot. After several accurate hits, the second stage of the battle will begin.

At this stage, Stefano will teleport even more times, and do it chaotically. A huge eye-lens will appear behind. Pick one side of the room you want to sit on and stay there. I chose the right side (as far as Sebastian's eye is concerned), because that's where I found it easiest to dodge the huge tentacles. Essentially, tactics remain virtually unchanged. Wait for Stefano's teleportation to complete and then take a shot. From time to time he will scream loudly and try to catch up with you, moving in a straight line. Here you do not need to run away, but turn around and shoot at the boss, trying to knock down his bulk. If he catches you, he will inflict devastating knife blows that take away a large supply of HP. However, you can still dodge them by dashing left or right. After dodging, you can also shoot at the enemy.

Stefano will try to take pictures of you sometimes. You will see orange cubes in the arena. They will explode on contact, so just stay away from them and they will eventually disappear. This is the whole fight with Stefano. Just stay on the move and dodge your opponent's knife and melee throws. Soon it will be destroyed!

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

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 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 private room. There is a table on which lies the first page of "Submit to Freedom" (documents 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 are interested in the second camera on the right. Enter there and kill the lying Mobius soldier, because he is alive. To the left of it there is a passage in the wall. Crouch and crawl there to use the communicator in another chamber and find a memory fragment (15/24).

A similar story with the second camera on the left. It is open by default - go there, destroy the boxes and you will see a passage leading to an adjacent room with a corpse and pistol cartridges. The corpse by the door is actually 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 up either of the two 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. Below is a screenshot that shows the final image.

Now go downstairs and go forward to meet Father Theodore. Watch the cut-scene.

Chapter 10

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

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

Chapter 11

Find in the shelter diary Torres (documents 27/40) lying on the table. By the way, from the information in the diary, you can understand what exactly prompted Torres to take part in the operation to rescue Lily. Inside the 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 is useful for creating shells for the flamethrower. Come out and see a large gate. Interact with the electrical panel on the side and switch all the toggle switches, because in total they give 10 burning lamps.

You will find that Father Theodore has already been here. Immediately 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 Hoffman's hideout, but you won't find the girl here. But you can see memory fragment (16/24) to find out that Hoffman went to the other end of the laboratory, to the restricted area. MUST study the computer to get Hoffman Notes file (documents 28/40). Go to the restricted area, behind the corridor there will be a corpse of a Mobius soldier with shotgun pouch.

Take the elevator down. 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. You will have time to visit there, but right now, right through the window, you can interact with the computer to get file "Security protocols" (documents 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. We should find him!

Stand facing the door, which requires a cerebral chip. Go behind the screens on the left, where a corpse lies on a gurney. Will be attached to the wall STEM Integration Failure Report (Docs 30/40). Look around in the hall and see the door, on the side of which there is an electrical panel. It can be opened by shooting an electric bolt here. We'll do that a little later. In the meantime, turn left from the door and find a ladder leading up. Don't rush to get up! 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. Find on the wheelchair failure investigation report (documents 31/40).

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

Soon the cold will reappear. Try to return the same way, but an incomprehensible 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. Here you can even run to go down the stairs. But that is not all. Difficulties start at the bottom. You will have to change direction over and over again in order to get out of the trap and not fall into the eyes of the witch. If you are not particularly worried about death, then I would advise you to run wherever your eyes look, because in case of death you will wake up where the witch last moved the objects - and this is closer to the exit!

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

Now 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 Agent Incident file (documents 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.

Go to the laboratory number 3, which is on the second tier, and 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 the cerebral chip out of the employee's head. Take it, go downstairs and go through that very door. In my case, the code was 0128. Try it, maybe you will have the same one.

Get to the laboratory number 4, where you will meet Yukiko and Liam. The latter will have to be destroyed - a few accurate headshots from a sniper rifle will help you with this. Do not forget to periodically use the knife switches that start the fire extinguishing system. In addition, you can blow up nitrogen tanks. After defeating and talking to Yukiko, pick up faulty flamethrower lying near Liam.

Enter Lab #4 and use the communicator to view memory fragment (19/24). Look around and go forward along the corridor to the room with the device that Liam asked to blow up. A moment later, Torres will appear. But don't rush. Bypass the device and destroy figurine with a key. After that, talk to Torres on all topics, and then 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. I recommend killing the enemies first, and then 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.

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

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

Get downstairs, go to the kitchen and pick up from the table letter from mira.

Chapter 13

After talking with Yukiko, take assault rifle lying near the dead Esmeralda. By the way, you will find out why Torres decided to help you save Lily. Go to the computer nearby, Sykes will contact you and an additional quest will begin.

Side quest "The Last Step"

Go outside and you will see an enemy with a flamethrower. It is IMPORTANT for you to kill him, because upon death he will drop one of the two missing 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. By the way, it's next to Sykes' hideout.

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 find yourself 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. Take it out of the drawer in the left corner double barreled shotgun.

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

By the way, 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 your 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 letter from Sykes (documents 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. You can find another one 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 Hoffman's diary (documents 38/40).

easter egg. Go to the reception desk and find mysterious mug. Think in what game you could see this?

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

Go forward, collecting various resources, climb the stairs and be sure to pick up from the altar writings of Theodore I (documents 39/40). Open the door ahead, from here you can go left or right. First, go to the right, into the room with the mirror, and on the table, look for the last assault rifle pouch. Now go to the left and you will find yourself in a hall with hanging burning cells. Fiery opponents will appear, which you, fortunately, can shoot down.

Next, you need to pay attention to the two available passages. In any case, they are connected to each other. First, go to where the 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 then 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 writings of Theodore II (documents 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 lies 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 will find memory fragment (20/24).

Watch the cut-scene, after which you will have to remember all the monsters that you saw in the first part.

To get started, run away from the psycho with the chainsaw, then watch the video, at the end of which go up to him and cut him in half. Press the E key several times. Next, kill the butcher with a safe for a head three times. After three deaths, a cut-scene will start, and another reptile will crawl out of the safe. You can simply shoot her, or lure her into the fire - it's up to you. After that, watch the cut-scene.

Chapter 15

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

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.

Here the battle with Mira will begin, which will turn into a real monster. In fact, everything is quite simple (theoretically). First you must shoot at the abdomen where the luminous organ is visible. After it explodes, destroy one of Mira's arms. This hand will grab Sebastian, but it will be enough for you to shoot several times at its glowing part with a pistol. After that, destroy the second hand, and then - inflict several accurate headshots. During this time, it will be possible to replenish supplies by destroying frozen opponents and killing spiders.

Chapter 16

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.

Complete walkthrough of The Evil Within 2.

Part 1

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

Follow the stairs, go around the fallen beam and go to the kitchen. There you will find a workaround upstairs - to Lily's room. This is followed by a cut-scene in which the hero returns to STEM. Follow forward to the lighthouse, instead of which you will see a table and a communicator. Then you will be directed to Sebastian's office, which will serve as such a base in the future. Talk to the NPC, study the dossier of the disappeared people associated with Mobius.

Part 2

Leave the office and examine the black cat. A slide will lie next to it - pick it up and go to the back of the room. Approach the cracked mirror, watch the cutscene and go through the double doors after it's completed. Follow at the end of the corridor, rest against the locked door and go through another opening into the room and the next corridor.

We go forward, turn left and find Baker behind the door. Interact with him and the camera, and then go through the door. On the table we take Baker's picture, we pass through the open curtains into the next room. We move the closet in the far part of the room, we pass through the hole formed and interact with the phone. Don't worry, apart from an ominous voice, nothing else will happen.

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

Before you go up to the fourth floor, go to room 103 and pick up the next photo on the table. Then you can follow up to a room with an open door, where you will meet the killer again. Follow him, go up two flights of stairs and "enjoy" meeting with the creature. Go to the elevator on the left to go further.

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

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

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

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

Part 3

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

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

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

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

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

To find the Wolfenstein: The New Colossus easter egg, before entering the warehouse, go to the truck and find a new item in it.

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

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

Part 4

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

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

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

Move to the stairs, look behind it and search the corpse of a Mobius soldier. We move up and put on a gas mask. Follow further around the enemies - here you can not use any weapon except a knife. At the end of the path you will find a door. We move to the right, we see the acid enemy and in no case let him grab you! Piskun must be destroyed covertly, inflicting several fatal blows with a knife. We go further to the shield with switches, move the first, second and fourth to the “down” position. We return to the door that was opened, study the computer and go through the next door at the end of the hall. After detecting the next resonance, we go back, open the duct and go to another part of the room. Here you will find a way out of the Network and the opportunity to penetrate the city hall. The mirror, coffee pot and workbench will allow you to make ammo, drink coffee and return to the nurse for upgrades. Climbing up the stairs, you will see the city hall building and move on to the next story part.

Part 5

We search Agent Mebius and fight after the cut-scene with the next opponent. You can destroy him by luring him into traps located at the location. You can also lure him to a truck near which fuel is spilled. Guess what to do with it :)

When the fight is over, go to the city hall and talk to the wounded operative. He will give you the communicator you need to restore the field emitter.

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

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

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

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

Part 6

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

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

Part 7

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

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

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

Part 8

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

Stefano will try to get closer to you. When he appears nearby, shoot him with a powerful weapon, stun the enemy and move away. So act throughout the battle, fleeing from damage. After lowering the enemy's HP to half, a familiar monster will appear. You need to attack him from cover, without catching your eyes.

Part 9

After the fight with Stefano, Sebastian wakes up in the study and finds an altar with candles. Examine the room for useful finds and go through the door behind the altar. Keep moving forward, turn right and enter the room. Go through the door to the mausoleum and further - to the room with cells. Go around the corner to the next door, interact with the handle. Here you can fight with the enemies released from the cells or simply bypass them.

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

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

Part 10

The chapter begins with helping a girl who has been attacked. This way you will get to know Thores, who will express her willingness to support you. She is a Moebius agent that you need to follow.

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

Part 11

Move to the Web after you find Thores' diary. Push the fuses down to open the door. Find the altar with the slide and head to Yukiko's hideout via D5. In the place of the girl, you will find a resonance that will tell you where Hoffman went.

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

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

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

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

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

Part 12

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

Part 13

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

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

Part 14

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

We go up the spiral staircase to the third floor, shoot the switch on the pipes and turn the valve. When the flame subsided, we search the room and find scripture and other items. We move to the second fiery wall and again we do the same manipulations. Keep moving, eliminating the infected, and go through the periodically disappearing wall of fire.

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

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

Part 15

Union has fallen into ruins. Talk to Mira, who is blocking the way to Lily. Destroy the barrier that Mira will erect and kill the enemies that appear. It also acts further, since the enemy will erect several more barriers.

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

Part 16

Head towards the house, finding the resonance along the way. Watch the cutscene between several characters and view the next flashback. Go to the ruined building, where you will find Sebastian's office and the next piece of memories. Here you can replenish supplies and health, go outside and go to Mira.

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

Part 17

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