Repair Design Furniture

Passage of evil within 2. Axes are lethal weapons. Online Trophies: No

  • Passage of episodes :
    Chapter 1
    Chapter 2. Something went wrong.
    Chapter 3. Resonance.
    Chapter 4 Behind the scenes.
    Chapter 5. Waiting.
    Chapter 6. On the hunt.
    Chapter 7. Thirst for Art.
    Chapter 8. Premiere.
    Chapter 9
    Chapter 10
    Chapter 11. Reunion.
    Chapter 12
    Chapter 13. Stronghold.
    Chapter 14
    Chapter 15
    Chapter 16. Purgatory.
    Chapter 17. Exit.
  • 13. Stronghold

    "Network": industrial premises

    Having come to our senses, we learn that Torres has died. Taking her weapon assault rifle. This hideout has 1 red gel. In the middle of Union, Theodore's fortress appeared, to get to it, we go through the previous location.


    business district

    The entire area is overrun with monsters. We kill ordinary ones to get the gel. It is better to bypass two flamethrowers, they take too many rounds. But if we can kill them, for each we get a flamethrower canister. We connect 2 cylinders with a faulty flamethrower, and we get a new weapon - a flamethrower. Also, new secrets appeared on the location.

    In a locked warehouse we will find 2 special parts.

    Find inside the train.

    Near the diner you can find pouch (sniper rifle).

    Near Sykes' hideout there is pouch (shotgun).

    Near the hotel "Obitel" there is pouch (assault rifle).


    Add. task: last step

    We arrive at the Sykes hideout. He's about to leave Union through the experimental facility. On his instructions, we go down into the dungeon to the experimental wing, inside we kill several obsessed, we solve the puzzle with the switches on the shield. In the last room, use the installation, Sykes will disappear, leaving us with a reward - slide (10/11) and double barreled shotgun.

    We return to Sykes' hideout, on the table near the TV we find a paper note - document (37/40).


    We get to the hotel "Obitel" in the south. Hoffman comes after us. Together with her, we are preparing for a campaign through the fire to the stronghold. In the dialogue, we refuse to go in order to first collect a couple of items in the hotel.

    In the hotel on the table is Hoffman's diary - document (38/40).


    Way through the fire

    Hoffman will come with us and he will protect us from the wall of fire with a special device. We protect it from the attacking fiery monsters.

    At a certain moment, the force field of the installation will begin to narrow, we stand still and shoot back from a dozen enemies. A little later there will be another such moment.

    At the end, Hoffman will die, and we will be thrown inside Theodore's church.

    14. Burning altar

    church hall

    There are some resources on the sides of the church, in the center is a document (39/40) on the table.

    There is a fork in the next room. On the right is a dead end with a mirror for saving, we will find it there pouch (assault rifle). On the left is the main path with a long staircase.


    locked hall

    We enter a large hall with bridges, here we are locked up with several fiery enemies, we can kill all of them silently. We examine the hills on the ground, where the golems came from, there may be resources.

    On the left in the corridor we can go down to private room. We burn two ordinary enemies, and when we enter and take all the items, we will be attacked by two fiery enemies. In the corridor, press the lever to open the gate in the main hall.

    When we defeat all the enemies in the hall, we climb the spiral staircase. Upstairs on the table we take 1 red gel.


    Corridors with valves

    On the way we will be hindered gas pipes with the outgoing flame, turn the valves to close them. Some pipes need to be turned off by shooting dampers, usually they are located under the ceiling.

    On the right on the table we find the Scripture of Theodore 2 - document (40/40).

    We pass to the far right corner, we will find pouch (pistols).

    We reach the locked stairs, around you need to press all the levers, turn all the valves. Here we will be attacked by several dog monsters.


    upper hall

    On the stairs we get to the hall with a fiery cross.

    We are not in a hurry to enter the doors, first we go down the vertical ladder to the central pit, we will see how Theodore gave the task to the photographer - memory fragments (20/24).

    We meet again with Theodore. He will again cast the illusion of Lily on us, but this time the guilt will not work. Then he uses our forgotten fears - bosses from the previous part of the game.


    Boss: Sadist. We find ourselves in a narrow corridor, a maniac with a chainsaw is chasing us. Here you just need to dodge in time and attack from behind. After that, we cut the enemy.

    Boss: Guardian. We get into the basement to the safehead. We run in circles, collect cartridges, attack him from afar. He will appear again and again, and at the end two Guardians will attack at once. But in the end the safe will fall apart.

    Boss: Laura. A multi-armed girl appears. Up close, she kills with one hit, so we constantly run from her. We do not spend cartridges, it needs to be driven into a fiery trap. We choose the moment while she is not around, alternately turn the two valves. After that, we lure her to the center, stun her with an electric or cryo-bolt, quickly press the lever. The girl is on fire.

    To get the achievement, Laura must be killed with her flamethrower. It takes away little health, so first we fire 5 shots from the magnum on normal difficulty, after that we finish it off with a flamethrower.

    Having defeated all the bosses, we return to Theodore. It will not be possible to kill him, Mira will appear and do it for us.

    15. End of this world

    building debris

    We defeated all enemies, but now a new danger has appeared - our wife Mira. Her white gel filled the entire world of Union, shattering it into smaller pieces. We follow Mira along the wreckage of buildings. When we go down, we look into the side room, there 1 special item.


    Battle on the road

    We go out on the road, we fight with the white obsessed. They are much stronger than ordinary enemies, but they are easily killed by this technique: we shoot them in the legs, and when they fall, we trample them.

    1 fight. Several enemies.

    2 fight. Dozens of common enemies.

    3 fight. The boss will appear - a large double monster with a pillar. We shoot him at the red dot in the center, blow up the barrels near him. For the victory we get 10,000 gel.

    We catch up with Mira, together with her we fall into her reality.

    16. Purgatory

    Memories of Mira

    We appear in the white desert. At the top of the hill we see our house, in which Mira hid Lily's daughter, we gradually climb there. Along the way, we look at a few memories, tracking them with a communicator.

    Kidman, Mira, Torres and Theodore concoct their plan - fragments of memories (21/24).

    Mira plans to become a core instead of her daughter so she can be released- fragments of memories (22/24).

    Mira saved her daughter, but Theodore claimed his rights to her, began to attack, and destruction began in Union - memory fragments (23/24).

    On the way to the house there is a fragment of our police office, we save in it. Nearby we find 1 red gel.

    Mira hid her daughter in her reality and took some of her power to protect her - fragments of memories (24/24).


    Boss: Mira

    Right in front of the house we meet Mira, she turns into a huge white gel monster. The shotgun is useless here because of the long distances, it is better to have a supply of ammo for the pistol and sniper rifle.

    1 phase. First, we shoot her in the stomach, soon the armor will collapse, under it there will be a vulnerable heart. At this time, the boss attacks with his hands, you need to follow their movement and step aside. When we deal a lot of damage, blood will spurt out of it, which will turn into red spiders. Trampling spiders to replenish your ammo.

    2 phase. Vulnerable points will appear behind her shoulders. We are waiting for a blow with our hand, we dodge, we shoot at the yellow growth. After taking enough damage, the arm will fall off and grab us. We shoot at the yellow growth on the arm itself.

    3 phase. We repeat the same with the second hand.

    4 phase. We shoot the monster in the face. She will attack with tentacles instead of arms at this time.

    When defeated, the boss will melt into a white liquid. We enter the resulting lake, take out our wife, she is again conscious and cured of possession.

    17. Exit

    Sebastian gets to his house.

    At this point, Kidman real world begins to carry out his part of the plan. In the control room, we shoot back from the Mobius agents. The administrator manages to hide, he continues to communicate with us, standing on top.

    Developer: Tango Gameworks. Publisher: Bethesda Softworks.

    Where is the cheapest place to buy the game?
    The Evil Within 2. Price on PC

    Score Price Link
    Playo.ru 1485 rub. playo.ru/goods/the-evil-within-2-pc/
    SteamBuy.com 1495 rub. steambuy.com/steam/the-evil-within-2/
    SteamPay.com 1499 rub. steampay.com/game/the-evil-within-2
    Gama-Gama.ru 1559 rub. gama-gama.ru/detail/the-evil-within-2---pre-order/
    IgroMagaz.ru 1699 rub.
    Steam 1999 rub. store.steampowered.com/app/601430/The_Evil_Within_2/

    System requirements
    The Evil Within

    Characteristic Minimum Requirements Recommended Requirements
    CPU Intel Core i5-2400
    AMD FX-8320
    Intel Core i7-4770
    AMD Ryzen 5 1600X
    RAM 8 GB RAM 16 GB RAM
    video card Nvidia GTX 660 2GB
    AMD HD 7970 3GB
    DirectX 11
    Nvidia GTX 1060 6GB
    AMD RX 480 8GB
    DirectX 11
    40 GB 40 GB
    Operating system Windows 64-bit: 7 / 8 / 10 Windows 64-bit: 7 / 8 / 10

    Chapter 1

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

    We come to our senses at the bar. 3 years after the events at the Mayak hospital, Agent Kidman comes to us. During this time, Sebastian managed to get on the trail of the Mobius organization, which started all these experiments on the fusion of consciousnesses by the STEM machine. Kidman reveals that our daughter is alive and is being used as the central mind in the new STEM system. This system worked great, but a week ago it began to malfunction, and now the organization is asking us to fix the consequences of the problem in order to save their daughter. For the second time, we are immersed in a virtual world woven from hundreds of human consciousnesses and memories.

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

    Chapter 2

    Police station

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

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


    Museum

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

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

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

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


    house with stairs

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

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

    We rise to the 3rd floor, there is a room with red curtains. In the next room we see how a maniac photographer kills a man with a knife, and photographs this moment. The body also freezes in a dying state. We hide from the maniac behind the sofas on the left side. Soon he will leave the room.


    Distorted house with stairs

    Through the corridor with paintings we again return to the house with stairs, but now it has changed.

    On the 1st floor in the corridor on the right we see how the body is being dragged away. We enter this door, climb over the blockage, on the table we find a photo of another victim - a document (3/40).

    On the 2nd floor we pass into the hall with a sculpture of a multi-armed girl. We go down the elevator, climb through the grate. We get into a room with hanging corpses. On one wall there is a painted eye, on the other wall there is a camera. We approach the camera, and a door will appear in place of the eye. We enter it, and we will be photographed.

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

    We crawl to the next room, but here the monster will chase us, and the photographer will throw a knife. Having fallen into the hands of a monster, we fight and run away from it. As a result, we have a knife.


    Abandoned house

    We find ourselves in a house on the edge of the city. We examine all the rooms, in the center on the table we find 1 syringe. When leaving the house we will find a gun. (At this point, we get a pre-order bonus - additional starting items).

    In a new place we enter the locked left room, there is a document (4/40).

    When leaving the house, Sebastian will look at the photo - document (5/40).


    2nd house

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


    There are many enemies ahead, so we act covertly. We can kill one running enemy from behind. Then we make our way along the left side, hiding behind the cars. You can find 2 herbs in the bushes. We can find some resources in the machines. We get to the monster eating the corpse, we kill it, we get 500 gel. We also covertly kill the enemy who breaks inside the house. We enter the building, barricade the door behind us.

    Chapter 3

    O'Neill's hideout

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

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

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

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

    Southern part of the city

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

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


    Church

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


    Tourist centre

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


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


    Crossroads with a jeep

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

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


    Crimson supermarket

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

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

    Eastern part of the city
    The Evil Within 2 Walkthrough

    322 Cider Avenue

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

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

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

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


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


    336 Cider Avenue

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

    Suddenly, it becomes cold, a woman appears in the house. We get to the hospital with two rooms. Having made our way past the spirit, we take a key card near the couch, in the corridor we unlock the door. Having got rid of the spirit, we will find a slide on the table (2/11). (Slides can be viewed at the police station and talk about it with Kidman. So for each slide we will receive 700 gel).


    344 Cider Avenue

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


    345 Cider Avenue

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

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

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

    After that, we return to the usual house. Near the TV we can take 1 red gel and 1 harpoon.

    Western part of the city
    The Evil Within 2 Walkthrough

    Trains

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

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

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

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


    Transportation of Treadwell

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

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


    Union car repair shop

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

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

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

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

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

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


    Mitchell & Sons

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

    Unusual signal
    The Evil Within 2 Walkthrough

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

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

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


    Bonus Quest: Unusual Signal

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

    Northern part of the city
    The Evil Within 2 Walkthrough

    Garage

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


    northern refuge

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

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


    Pit stop

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


    Finding a daughter

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

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

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

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

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

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

    4. Backstage

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

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


    "Network": management department

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

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


    "Network": transition tunnels - central

    We press the lever, we go down into the drained channel. Ammo can be found in the dead end on the left. Let's go somewhere else.

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

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

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

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

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


    asylum

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

    . 16. Purgatory. 17. Exit.
    Achievement "Honorary reader site"
    Liked the article? In gratitude, you can put a like through any social network. For you it is one click, for us it is another step up in the rating of gaming sites.
    Achievement "Honorary Sponsor Site"
    For those who are especially generous, there is an opportunity to transfer money to the account of the site. In this case, you can influence the choice of a new topic for an article or passage.
    money.yandex.ru/to/410011922382680

    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 narrow corridors, but also in huge urban 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 - main character will break it right away.

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


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

    Chapter 2 - Something Went Wrong

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

    Chapter Three - Resonance

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

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

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

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

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

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


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

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

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


    Side Mission: "Unusual Signal"

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

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

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

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


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

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

    Then we click on the access panel - a card with a sign and numbers will appear to the right of it. We find 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 everything 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 go through the door white color 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: Let's go 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 at 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 into the shield, using an electric bolt, and thereby raise the gate of the building. We kill the monster lurking inside and activate the communicator to view a new memory.

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

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

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

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

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

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

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

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

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

    Chapter four - Behind the scenes

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

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

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

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

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

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

    We break the figurine, and then we continue to follow the wire to the last room. Here we will find a shield and 4 toggle switches. Each of them can add a specific number of lamps. It is necessary to turn them on so that the total number of bulbs does not exceed 10 pieces. We activate the 1st, 2nd and 4th toggle switches. We go back to closed door, open it and go up 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 from the side open door. We pass into it, we approach the new image and listen to the maniac.

    Then we turn around and notice 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 email(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 you take 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 subjects. We take them all and move on.

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

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

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

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

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

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

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

    Chapter Ten - Originally Hidden

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

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

    Chapter Eleven - Reunion

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

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

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

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

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

    We stand facing the door, which requires a chip. Turn left and go through the screens. V new room 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 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. 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 have carefully read our walkthrough Evil Within 2, 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 it). 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!

    They didn't give up on him. You will meet several bosses in the game, and the battle with each of them does not promise to be easy. You will have to kill every monster, otherwise you will not be able to complete the main story of the game. Not all bosses can be completed using the standard kill approach. Sometimes you have to use environment, apply another tactic, try different variants, nose large quantity trial and error, any player will sooner or later be able to defeat the hated opponent. Our The Evil Within 2 boss tips will help you deal with any of them faster.

    Saw Monster (Buzzsaw Stalker)

    You will meet this boss in the fifth chapter. Before the battle, prepare well by taking three syringes with you. But if you do it right, you only need one of them. When the monster starts running at you, turn around and quickly run away. Use cover to prevent his attacks from hurting your Sebastian.

    • In the corner you will find a barrel. Kick it into the oil puddle and blow it up when the boss is close.
    • Note the leaking fuel tank on the left. The puddle of oil will be updated periodically. You can use it multiple times.
    • Take the boss to the trap in the back left corner to slow him down. Once you manage to do this, shoot the "main" face of the creature with a sniper rifle or shotgun.

    Keep your distance and shoot with your sniper rifle. Don't forget to use the environment and traps. In the truck, you can find explosive bolts, ammo, and more.

    Obscura

    With Obscura, as with the previous boss, you will meet in the fifth chapter. The Obscura is a hideous, living tripod that can freeze time after you activate the emitters on the second floor of the City Hall. The fight with him will not be standard - you don't need to kill the Obscurus, you just need to keep him busy for 80 seconds.

    • Use high walls and covers to hide from the flash. If you run out of stamina, hide and wait.
    • Don't waste your ammo on the monster.
    • Wait until the timer stops and the boss starts approaching the emitter. At this moment, shoot at the camera lens.

    Around the arena, you can find extra ammo. Try to use shock crossbow bolts, which will instantly stun the Obscura with one shot. You only need to hold out for 80 seconds. After that, the battle will end.

    Stefano

    You will meet Stefano only in the eighth chapter. On the battle arena you will find a lot of cover and a few ammo points. Start the fight with at least two syringes. Grab the stamina perks you'll need in combat.

    • The boss can teleport and dodge shots. Don't waste your ammo. Wait for his attack and only after a short period of time start shooting at him.
    • Take an ax with you. He deals a lot of damage to Stefano.
    • During the first phase of the battle, he will try to close the distance and attack in close combat. When he gets close to you, dodge and fire one shot with your pistol or shotgun. If the boss used a teleport and then stands in one place, after a while he will throw a knife at you. You will have the opportunity to attack him while Stefano charges his camera.
    • In the second phase, the monster will have a giant camera eye. Tentacles will not be able to destroy high covers, so hide behind them.
    • The monster will have two new attacks. He will charge the camera, after which he will throw grenades. Avoid damage from freeze grenades.
    • When Stefano uses the teleporter, he will attempt to land a strong blow with his limbs. At this point, you just need to quickly dodge the attack.
    • During the second phase, the normal knife attack gets a second combo hit. Move back and wait for the animation to stop, then shoot him once.

    Stay on your feet and rotate the camera around you. The boss will try to attack from the shadows and teleport throughout the arena. Stay close to cover to dodge. Shoot him with a pistol during the tentacle attacks, and use the shotgun when Stefano attacks you with a knife.

    Inverted O "Neal (Lost O" Neal)

    O'Neal will be something new when you get to the labs in the "Network". He is armed with a flamethrower, with which he can create fire barriers that block the path. Fire destroys covers and is very dangerous for your character.

    • Unlike other bosses, O "Neil is rather slow and can be easily run away from. As soon as the boss loses sight of you, sneak back and deliver a powerful blow.
    • In the battle zone, you can find several boxes of pistol and shotgun ammo. Even if you didn't pick them up during the battle, pick them up after the battle is over.
    • Impact bolts stun O "Neal. When you managed to stun him, shoot straight at the head. It is best to use a pistol or a sniper rifle.
    • O'Neil will take off his mask when the fight is half over.
    • You can get rid of the fire with the help of yellow switches. Also, use the cryogen tanks when O'Neill approaches you. One shot will freeze him. Then shoot in the head.

    To kill the boss, you need to keep moving. Attack from stealth mode and don't forget to use the water system. Take your time and you will win.

    Father Theodore

    Instead of fighting Father Theodore, the priest will make the past hunt Sebastian. After a quick fight with a Sadist armed with a chainsaw, you will find yourself in the arena first with the Guardian, and then with Laura.

    • The Guardian is a very tough opponent. He will constantly try to smash Sebastian's head with a hammer. You can't hide from him, so you just have to fight him.
    • In the passages you will find ammo boxes that will help you in combat.
    • Run away from him and then shoot him in the chest. Remember that he does not take damage from headshots.

    You just need to put more bullets into the Guardian. This is not difficult, but when he dies, you will have to fight two Guardians at the same time. Try to gather them together and shoot them with explosive bolts.

    • After they are killed, Laura will return. She can teleport. If she manages to grab Sebastian, he will die instantly. It takes fire to kill her.
    • There are two ways to kill Laura: lure her into a fire trap and burn her, or use a repaired flamethrower.
    • If you have a repaired flamethrower, be sure to use it. It will stop when it burns. Just keep burning it and eventually it will die.
    • If you don't have a flamethrower or don't have enough fuel, you will have to use the traps in the room.
    • Stun Laura with shock or freeze bolts, turn one of the two valves in the arena.
    • When both valves are activated, a fire trap will be activated in the center of the battle zone. Lure Laura there, stun her with shock bolts and use the yellow lever.

    When all the bosses are killed, you can finish off Father Theodore.

    Reborn World (Possessed Myra)

    The boss will meet you during the 16th chapter. This is a giant monster that appears in Sebastian's house. She lost herself in the STEM system and will do anything to stop the protagonist. To deal with it, you need to shoot at the glowing weak spots that appear in three stages: the waist, then the shoulder blades, and finally the lower jaw.

    • You can't get too close to her, so you'll need a long-range weapon. A regular pistol, a full-sized shotgun, and an assault rifle are all great choices.
    • The crossbow is also good, but the constant movement of the boss will prevent you from hitting him.
    • During the fight, Mira will hit the ground and summon disgusting spiders. You can stomp on spiders to get ammo and gunpowder.

    The monster will hit the ground with his hands. Try not to get too close. Keep running left or right to avoid getting hit. Destroying one arm will cause the boss to summon a tentacle that slams the ground or slides left/right.

    • It's best to attack Mira's shoulders after she hits the ground. After a series of hits, the boss will pause, giving you time to attack.

    You will need a lot of ammo to defeat her. Increase Sebastian's stamina and health as much as possible. The pistol is the best weapon for boss fights.