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| | | | | | | | | | B Y
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| | | | | | | | | | A B S O L U T E S T E V E
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| | | | | | | | | | | | | | | | \ \| |
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\ / 1 0 0 % S P O I L E R - F R E E
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VIDEO-ENHANCED GUIDE AT:

supercheats.com/the-evil-within/walkthrough/
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____ _____ ______ ____ _ _ _____ ______ ____


| __|| _ || __ || __|| | | || _ || __ || \
| | | | | || | | || | | | | || | | || | | || |\ |
| |__ | | | || |__| || |__ | | _ | || | | || |__| || | | |
| __|| | | || __|| __|| || || || | | || __|| | | |
| | | | | || |\ \ | | | || || || | | || |\ \ | | | |
| | | |_| || | \ \ | |__ | || || || |_| || | \ \ | |/ |
|_| |_____||_| \_\|____||_______||_____||_| \_\|____/
�������������������������������������������������������
The Evil Within is a horror game, that much is clear. It probably also qualifies
as a pulp horror game; it has a lot of gore. What makes it interesting as, one
could say, a 'cultural artifact', is that it taps into the classical horror
genre, combining this with a story that focuses on the assimilation of
consciousness and the human psyche. It draws heavy inspiration from movies such
as The Dark City, The Matrix and The Cell.

Whether that makes for a good story we'll leave for the reader to decide. The
gameplay blends in certain aspects of the later Resident Evil titles, but also
some more stealthy facets which are more akin to The Last of Us.

This guide has been fleshed out to guide you to every collectable and includes
tips on several of the harder trophies as well as Nightmare and Akumu mode tips
and even video support. As always, we hope you enjoy the guide, everyone.

Steve and Bk

____ _____ _ _ _____ _______ _ _____ _ _ _____


| \ | _ || \ | || _ ||__ __|| || _ || \ | || __ |
| |\ || | | || \ | || | | | | | | || | | || \ | || | \|
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| | | || | | || |\ \| || _ | | | | || | | || |\ \| ||___ |
| | | || | | || | \ || | | | | | | || | | || | \ | | |
| |/ || |_| || | \ || | | | | | | || |_| || | \ ||\__| |
|____/ |_____||_| \_||_| |_| |_| |_||_____||_| \_||_____|
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If you find this guide helpful, consider


one of the following options to donate:

1. Paypal donation at: faq@shillatime.org


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additional costs for you), found at:

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Thank you very much for your consideration!

_______ _____ _____ _ ____ _____ ____


|__ __|| _ || __ \ | | | __| | _ || __|
| | | | | || | ) )| | | | | | | || |
| | | |_| || |_/ / | | | |__ | | | || |__
| | | _ || _ ( | | | __| | | | || __|
| | | | | || | \ \ | | | | | | | || |
| | | | | || |__) )| |__ | |__ | |_| || |
|_| |_| |_||_____/ |____||____| |_____||_|
____ _____ _ _ _______ ____ _ _ _______ _____
| __|| _ || \ | ||__ __|| __|| \ | ||__ __|| __ |
| | | | | || \ | | | | | | | \ | | | | | | \|
| | | | | || \ | | | | | |__ | \ | | | | | |___
| | | | | || |\ \| | | | | __|| |\ \| | | | |___ |
| | | | | || | \ | | | | | | | \ | | | | |
| |__ | |_| || | \ | | | | |__ | | \ | | | |\__| |
|____||_____||_| \_| |_| |____||_| \_| |_| |_____|
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Use Ctrl+F to find what you're looking for, and copy/paste the brackets [].
I. BASICS [BSC]
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1.1 General Tips ........................ [BSC-1]
1.2 Controls ............................ [BSC-2]

II. WALKTRHOUGH [WLK]


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2.1 An Emergency Call ................... [WLK-1]
2.2 Remnants ............................ [WLK-2]
2.3 Claws of the Horde .................. [WLK-3]
2.4 The Patient ......................... [WLK-4]
2.5 Inner Recesses ...................... [WLK-5]
2.6 Losing Grip On Ourselves ............ [WLK-6]
2.7 The Keeper .......................... [WLK-7]
2.8 A Planted Seed Will Grow ............ [WLK-8]
2.9 The Cruelest Intentions ............. [WLK-9]
2.10 The Craftman's Tool ................. [WLK-10]
2.11 Reunion ............................. [WLK-11]
2.12 The Ride ............................ [WLK-12]
2.13 Casualties .......................... [WLK-13]
2.14 Ulterior Motives .................... [WLK-14]
2.15 An Evil Within ...................... [WLK-15]

III. FURTHER PLAYTHROUGHS [PLAY]


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3.1 New Game+ ........................... [PLAY-1]
3.2 Nightmare / Akumu Tips .............. [PLAY-2]

IV. COLLECTABLES [COL]


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4.1 Personal Documents ................... [COL-1]
4.2 Documents ............................ [COL-2]
4.3 Map Fragments ........................ [COL-3]
4.4 Newspapers ........................... [COL-4]
4.5 Missing Person Posters ............... [COL-5]
4.6 Audio Logs ........................... [COL-6]
4.7 Ordinary Key Locations................ [COL-7]

V. UPGRADES [UPR]
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VI. THE EVIL WITHIN COMICS [COM]


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6.1 Issue #1 ............................ [COM-1]
6.2 Issue #2 ............................ [COM-2]
6.3 Issue #3 ............................ [COM-3]
6.4 Issue #4 ............................ [COM-4]

VII. TROPHIES AND ACHIEVEMENTS [TPH]


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VIII. VERSION HISTORY, CREDITS, COPYRIGHT [VCC]


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_____ _____ _____ _ ____ _____
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| _ ( | _ ||___ || || | |___ |
| | \ \ | | | | | || || | | |
| |__) )| | | ||\__| || || |__ |\__| |
|_____/ |_| |_||_____||_||____||_____|
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GENERAL TIPS [BSC-1]


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o Try to kill enemies with stealth whenever it is possible. A successful stealth
kill will down enemies for good and thus not only saves ammunition but also
matches and possibly some health.

o Use melee attacks as a primarily defensive move; it can stun regular enemies
for a second or so, and sometimes it can stop an incoming attack. Always
collect axes and torches to defeat enemies. Torches can set multiple enemies
on fire at once, as long as they're packed close together.

o When you enter the save hub (via cracked mirrors), note that you will lose any
melee weapon(s) you may have collected from enemies. It's best to use them on
any remaining enemies first, if there are any.

o Use the shotgun as a crowd-control weapon and try to shoot enemies packed
together, as its burst spreads through the area. This usually knocks down
several enemies at once but won't kill them. Rushing over towards the enemies
and setting them on fire can save you a couple of rounds.

o Consider disarming as many traps as you possible can early in the game. The
parts you get from them will be useful throughout the rest of the game since
you use them to create bolts for the Agony Crossbow. Since bombs later in the
game will become increasingly difficult to dismantle (with smaller blue bars),
collecting parts from them early on will pay off later. Always dismantle bear
claws and wire traps, unless you can lure enemies towards them.

o Consider upgrading your life only when you're severely hurt. The upgrade will
instantly restore your health bar completely. The same naturally applies for
using Medical Kits.

o Don't bother wasting matches on enemies you've stealth killed. If you've


blasted an enemy's head off (two-headed enemies excepted; those must lose
both heads) they will never come back to live again either. This guide will
furthermore tell you which 'corpses' come alive and which bodies won't.

o As a further rule of thumb; when an enemy drops an item, it's dead and you
won't need to waste a match on it.

o In the first couple of chapters, it's smart to upgrade matches, handgun ammo
and syringes stocks. These updates aren't too pricey and you would otherwise
come across too many items you'd have to leave behind, which is just a plain
waste.

o In the middle portion of the game, upgrades such as weapon damage output
become more important. Being able to carry the maximum amount of bolts is also
very useful, as is upgrading the power of exploding bolts.

o Later in the game you will want to focus on increasing the power of some of
the newer weapons you have collected, such as the Sniper Rifle and the Magnum.
Upgrading your stock beyond a certain point becomes quite pointless, or at
least loses its priority. It's still useful to max out Syringes, but the level
5 upgrades for ammunition don't get priority over upgrades such as increased
health, dashing and increased healing power for syringes. Those upgrades make
especially boss fights a little easier.

GAME CONTROLS [BSC-2]


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| L2 = L2 TRIGGER | R2 = R2 TRIGGER |
| | |
| LA = LEFT ANALOG | RA = RIGHT ANALOG |
| L3 = L3 (PRESS) | R3 = R3 (PRESS) |
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| SL = SELECT | ST = START |
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____ XBOX 360 GAME CONTROLS [CON-2] ____


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| LT = LEFT TRIGGER | RT = RIGHT TRIGGER |
| | |
| LA = LEFT ANALOG | RA = RIGHT ANALOG |
| LP = LEFT ANALOG | RP = RIGHT ANALOG |
| (PUSH DOWN) | (PUSH DOWN) |
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| COMMAND: | ACTION: |
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| Left Analog Stick | Movement |
| Right Analog Stick | Camera Movement |
| Left Analog Stick (Push)| Lantern On/Off |
|Right Analog Stick (Push)| Inventory Screen |
| | |
| Directional Pad (Up) | Item Shortcut |
| Directional Pad (Left) | Item Shortcut |
| Directional Pad (Right) | Item Shortcut |
| Directional Pad (Down) | Item Shortcut |
| | |
| A / X | Confirm/Interact |
| B / O | Cancel/Burn |
| X / Square | Reload |
| Y / Triangle | Melee |
| | |
| LB / L1 | Sprint |
| LT / L2 | Aim |
| RB / R1 | Sneak/Hide |
| RT / R2 | Shoot/Melee |
| | |
| Start | Pause Menu |
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* Game Controls can be changed in the Options Menu.

_ _ _____ _ _ _ _______ _ _ ______ _____ _ _ ____ _ _


| | | || _ || | | | / /|__ __| | | || __ || _ || | | || __|| | | |
| | | || | | || | | | / / | | | | | || | | || | | || | | || | | | | |
| | _ | || |_| || | | |/ / | | | |_| || |__| || | | || | | || | _ | |_| |
| || || || _ || | | ( | | | _ || __|| | | || | | || || || _ |
| || || || | | || | | |\ \ | | | | | || |\ \ | | | || | | || | ||| | | |
| || || || | | || |__ | | \ \ | | | | | || | \ \ | |_| || |_| || |_||| | | |
|_______||_| |_||____||_| \_\ |_| |_| |_||_| \_\|_____||_____||____||_| |_|
��������������������������������������������������������������������������[WLK]
______________________________________________________________________
|����������������������������������������������������������������������|
| AN EMERGENCY CALL [WLK-1] |
|______________________________________________________________________|
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_______________________________________________________________________
VIDEO SUPPORT:
supercheats.com/the-evil-within/walkthrough/chapter-1-an-emergency-call
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NOTE/TIP: This walkthrough is written for the 'Survival' (medium) difficulty.
It is recommended to start on this level, since beating the game
unlocks the difficulty that comes after it.

Watch the opening cutscene and head inside the building. All you have to do is
make your way to the security room to trigger another short scene. Needless to
say, you're in big trouble afterwards.

Take a look around, then swing your way towards the knife stuck in the corpse
hanging before you to release yourself. Enter sneak mode and move toward the
ugly-as-hell executioner. As he moves away, it is actually possible to move
behind him and stab him in the back, HOWEVER, this won't kill him and he'll
have his revenge on you soon enough. So instead of backstabbing him, collect
the keys hanging near the table and backtrack to the first room. There's a door
on the side; head through there. Phew - finally safe, right? [C]

Not quite! As you move on you'll automatically trip the alarm. Run toward the
end of the hallway. Then, in the next room, move through the middle and open
the hatch at the end. When sliding down, avoid the grinders by moving left and
right until you reach the bottom. Climb out of the bloodbath and move through
the door on the other side. [C]

At the intersection, simply move right (the left side only leads to a dead end),
hop into the water and climb the nearby ladder on the other side. Move to the
body inside the wheelchair and pick up the [OLD NOTE FROM SEWER] lying beside
him. There's no need to go through the first door on the right (which you
already passed by); it's a dead end. The gates up ahead are locked tight. Move
through the nearby doorway and up the ladder. Inspect the desk with the monitor
to find the [BOILER ROOM NOTE]. Press the right button next to the door and move
through the hallway. [C]
When the executioner appears, enter the locker in this room. When he's moved on
to the next area, follow him and sneak past the first intersection when he's
looking away. You'll want to stay low so he can't see you. It is also worth
noting in this area that you are leaving a bloodtrail from your wound. The
executioner can see and follow this trail, so it is important that when you do
move, you move with purpose and keep going. Around the corner, about halfway
down the hallway is a doorway to the left; the executioner will stay in the
adjacent room however, so what you want to wait for is for him to move to the
far right of the room (behind the medical curtains) so you can sneak past him
to the next area up ahead. You can grab a [BOTTLE] from the table here, then
sneak to the end of the area, heading through the door at the end. [C]

Another way of getting through this section, in case you are having trouble:
Take that left door (once the executioner has moved away) and stick to the
left. Get the above bottle and then throw it back the way you came. This will
likely draw his attention and let you press onward without much trouble.
Now it's just a matter of quickly moving through halls until you exit the
building safely.

______________________________________________________________________
|����������������������������������������������������������������������|
| REMNANTS [WLK-2] |
|______________________________________________________________________|
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______________________________________________________________
VIDEO SUPPORT:
supercheats.com/the-evil-within/walkthrough/chapter-2-remnants
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When you wake up, collect the newspaper [BODIES FOUND] and the [GREEN GEL
BOTTLE] from the table. Follow the nurse and 'sign in' (save). You can inspect
the bulletin board to find the [MISSING PERSONS POSTER - SEBASTIAN]. Posters
will always appear here, so be sure to check the board frequently, every time
you visit the save hub. Move to the next room. Before sitting down, inspect the
floor behind the seat to find the [MAP FRAGMENT 1]. Sit down and apply the Green
Gel to start the next chapter.

SPECIAL NOTE: There is a special collectable here if you are playing this
chapter on New Game +. It is [MISSING PERSON POSTERS - ???]
If you are back here after beating the game and followed the
guide picking up every collectable, this should be your last
one. Congrats.

Collect the [SYRINGE] from the nearby flipped-over cabinet and you'll be able
to access the inventory from this point onward. There's also [200 GREEN GEL]
next to the medical bed/cart, and another [300 GREEN GEL] behind the ambulance's
left side. If you start with your back facing the ambulance, move to the left
side of the area and search behind a large tree (the one with the wide trunk
up the slight hill) to find a [MATCH]. If you follow the blood trail you'll come
across an animal carcass with a wooden box next to it, which contains [300 GREEN
GEL]. Move to the end of the forest area and grab the [LANTERN] to trigger a
short cutscene. [C]

Approach the man to automatically collect the [HANDGUN] with [6 ROUNDS], which
you may then empty on your first regular enemy, which turns around in a rather
tacky/'classic' fashion; original Resident Evil fans will definitely recognize
it. Don't waste your match on burning the corpse, however. Inside the tent are
wooden boxes, which may or may not have a some items (you may get lucky like
Steve or unlucky like BK). There's also [200 GREEN GEL] lying around in the
corner of the tent.

Enter the cave on the left side of the area and collect the [200 GREEN GEL] at
the end of the left intersection. Move to the right, meet Leslie again and
disable the trap for some [TRAP PARTS]. You can use those to craft bolts for
the Agony Crossbow later in the game. Move through the cave and approach the
cart a little further down the field to find [300 GREEN GEL] and a wooden box
on it. Don't bother burning down the nearby corpse.

In the cabin on the far left side of the field you can find [300 GREEN GEL] and
the [JOURNAL OF SEBASTIAN CASTELLANOS - NOVEMBER 2004]. Inspect the mirror to
go back to the savegame/upgrade hub. While you're there, inspect the newspaper
stand in the lobby to collect the [SERIAL KILLER ON THE LOOSE] item. On the
other side of the room, check the bulletin board for the [MISSING PERSON
POSTERS - LESLIE]. You can save your game, of course, or head inside the chamber
with the device that Castellanos seemed to despise just moments ago. He's quite
sensitive to addiction as he comfortably gets seated right away!

You can upgrade three domains of skills: Abilities, Stock and Weapons. Right now
there aren't that many great skills you can improve, so you might want to wait
and stock up on more Green Gel. Life upgrades, as well as inventory stock
upgrades and damage upgrades gain priority over other skills at this point.

TIP: It's highly recommended to upgrade the amount of handgun ammo and matches
you can carry, since you'll soon exceed the maximum carrying capacity
already. The same applies to syringes.

Use the nearby mirror to head back to 'reality'.

Make your way through the field and hide behind a small wall to the left. An
enemy is banging on a door that Leslie went through just now. Do NOT approach
him right away while he's still banging the door and refer to the note below
(and the subsequent trophy tips) if you are interested in them.

NOTE: There is also a unique trophy opportunity that starts HERE, so if you
are interested in that be sure to read the trophy tip paragraph below
(near the end of this section). It involves sneaking through the next
section of gameplay and can be ruined if you kill this enemy in front
of you.

There is also a trophy tip below that is best (or easily) done in this
chapter that involves killing enemies... and that goes against the above
trophy tip. Both of these things are easily done after the game is beat,
but you can easily pick between the two of them if you wish right now
as well. Just read both trophy tips down below for awareness...

Wait for him to turn around and when he starts moving to the right, sneak
towards him by curving to the left first to make absolutely sure he can't see
you, then sneak towards him as fast as you can to stab him in the back.
Hopefully he drops an item (a Syringe would be nice) but don't bother burning
the corpse.

Move through the cabin and make your way through the area up ahead until you
reach a campfire. There's a little (Maria) statue standing on the nearby wall;
smash it to find a [ORDINARY KEY]. Once you enter through the gate by smashing
it open, there's no turning back. [C]
After the cutscene, hide behind the stack of hay (but don't burn it). Wait for
the first enemy to start moving away from you and sneak up to perform a stealth
kill. Hide behind the nearby steps and locate the second enemy near the fire.
Wait for him to move behind the nearby building and start following him once he
does to perform another stealth kill. Now, check by the fire outside to find
the [LAKESIDE TOWN NOTE], then enter the building to find [5 MATCHES] inside.
You can find a [SYRINGE] on the bed in the adjacent room. There's also a locker
here in which you can hide if there are enemies on your tail. Exit the house
via the other side and dismantle the trap for [TRAP PARTS].

Move to the end of the pier to have a look at the watchtower; nothing much to
see besides it though. There are a total of four more enemies up ahead. The
first is standing guard in the middle of the road, so you'll want to take a
stealthy detour. One efficient way to do this is to move to the left side of
the road, hide behind the cart and move further to the left side of the area.
As you proceed, take note of the house up ahead. A second enemy will come
through the doorway sooner or later. We'll take care of this second enemy first.

Move a little further to the left side of the area so that you can enter the
house from the left side. You'll find a [BOTTLE] at the entrance, but you can
leave it for now. In the first room you can find a [SYRINGE] Move through the
house but be careful, because the enemy we spotted just now is moving close to
the doorway/exit to the far right. Approach the doorway, wait for him to move
away from you (preferably to the right side), then sneak up on it to perform a
perfect stealth kill. It will drop a [TORCH] and hopefully some random items.
The torch is a powerful (melee) weapon which will instantly set one enemy on
fire, but it can only be used once in this fashion. (You can also swing it at
blocks of hay to burn them down, which won't use up your torch.)

Now's an excellent time to backtrack a little down the main trail and stealth
kill the first enemy we saw; a piece of cake coming from this direction. No
need to use your torch on him as a stealth kill is easy. Better yet, the nearby
cabin contains [1 HANDGUN AMMO], [3 MATCHES] and hopefully some random items in
the nearby boxes.

TIP: If you can't carry any more handgun ammo, be sure to first reload your gun.
That way you might be able to carry a few more additional rounds.

There are now two directions you can go in; first of all, the direction we were
already headed in, namely where you killed the other enemy. Alternatively you
can head down the path initially to your right.

The path to the right is optional and leads to a house with some goodies.
There's an enemy up ahead, so hide behind the wall. On the left side of the wall
you can find a bottle which you can use to distract it. Alternatively you can
try to sneak up on it without using the bottle; it drops a [TORCH].

Enter the building through the door and smash the wooden boxes in the corners
to hopefully find some items. Check the couch here for [MAP FRAGMENT 2]. There's
another wooden box near the corpse that should be broke. Don't bother using a
match on this corpse; it's only there to have you waste your matches. The wooden
barrels in the other corner may also contain items. The adjacent hallway is
rigged with a trap, good for [1 PARTS]. Smash the wooden planks barricading the
small room to the immediate right. This enemy will come alive, so either destroy
it with your torch or kill it in a different fashion. Search the room itself now
for [200 GREEN GEL] and a [ORDINARY KEY]. The other room contains [5 HANDGUN
AMMO] and [500 GREEN GEL]. Again, don't bother wasting a match on this corpse.
It doesn't leave anything behind and it's only placed here so that you might be
tempted to waste a match on it.
You can now return to the area's main intersection.

It's advisable to stick to the left side of the area until you reach a second
(pretty much destroyed) house. There's an open window on the very left side of
it, and inside is an enemy. You should get the trick by now. Wait a couple of
seconds to see how it moves around. When it turns its back on you, hop into the
first room and hide behind the small wall separating the two doorways. It will
move through the doorway furthest away from you, and when it does, carefully
circle around it through the first doorway so you can sneak up on it and waste
it. The big prize here is the [700 GREEN GEL] in the main room. Fantastic!

This leaves us with one last enemy to deal with, at least within close vicinity.
First dismantle the trap in this burnt-down house for [TRAP PARTS]. The last
enemy is walking down the path just up ahead. It's not a bad idea to use the
torch that we still have, but an alternative way is to collect a bottle (for
example the one near the entrance of the first house we passed) and throw it
a few meters in front of it so it'll go investigate for a moment. Be sure to
already be close enough to sneak up on it and stealth kill it. In any case,
either way of destroying it works.

We can now collect [3 TRAP PARTS] from the three nearby bear claws, as well as
dismantle two additional traps; one in the first house, the second behind the
second house. The cabinet in the first house (close to the trap) contains
[300 GREEN GEL]. If you hadn't already done so, you can also dismantle the two
bear traps on the initial far left side of the area for [2 TRAP PARTS].

Head further down the trail to spot two 'corpses'. You should still have one
torch (there were two enemies who dropped them). If you stand close to the
corpses, use the melee prompt to kick one of them. They'll get up, so burn them
both with one swipe. With any luck they'll drop some good green gel for you.
Open the gate with the crank. Once you enter through the gate, naturally it
magically closes behind you. [C]

TROPHY TIP: A LA CORVO

~ This trophy STARTS at the section of the game where you are introduced to
the tutorial on how to sneak-kill . The description of the trophy reads "Have
they lost their minds? Better get past them without a fight.". That "don't
fight" part starts at the sneak-kill section, which is what may make this
trophy NOT POP for those who didn't know (somehow shooting the hell out of old
Connely is OK though...).

So, let's get this trophy. Punch the enemy away from Leslie's shack and head
on through. The enemy won't be able to keep up, no worries. You'll see the
scene where the people turn into monsters. After that, what I like to do is
just jog down to the gate, with a trail of enemies following me. TRY to use
the gate handle and you'll wake up the two enemies lying on the ground. Now,
run past them and hang a right. Duck under the trap wire that is by the stone
wall and continue, past the fire to the wagon. You will lose the enemies here
but I like to hide behind the nearby wall of hay until they all give up
looking for me.

This resets enemy patrol paths. Once they are done looking for you, sneak to
the wagon and then to the stone wall. There's an enemy watching the main path
between the walls and another inside the last house, but none of them should
see you. At the stone wall you'll see the awakened enemies will be doing some
short patrol paths. Namely, one is right by the wall walking left and right.
Now, you can actually wait for him to head right and then SNEAK PAST HIM, and
sneak straight for the gate, sneaking past that tree just barely to the right.
Don't slow down or doubt yourself. At the gate you can straight up just raise
it with the wheel and head through. The trophy should pop once you get through
the gate itself.

This is all best done while not worrying about items or collectables, but if
you had to you could grab the document by the first house easily enough and
still pull this off. I wouldn't bother with anything else though. On the plus
side, you aren't wasting ANY items here.

As a fun fact, as of this writing the % of trophy holders (for PS4 at least,
which is what Bkstunt is playing on) is 1.2%! Crazy low! As another fun fact,
the name on this trophy, "Corvo" very likely refers to the main protagonist
from "Dishonored", Corvo Attano. Very good game if you love stealth, BK highly
recommends it.

TROPHY TIP: DROP IT LIKE IT'S HOT

~ This trophy is easily done here, in chapter two. It involves burning THREE
living enemies to death with one match drop at the same time. Now, it is
also very easy to get later on in the game (namely by using a shock bolt on
three enemies and then burning them), but let's go over the SUPER EASY way
to get it in this chapter.

Near the end of the gate in the village area, as you likely know, there
are two corpses playing dead. They don't rise up until you try to open
the gate, but can be burned. The key to getting this trophy super-easy is
to lure an enemy over to the corpses and stand behind them. As the enemy
walks onto the corpses, drop your match. BOOM, three roasted enemies. The
trophy should pop with a successful burning. Easy, right?

You'll want to digress from the main path by heading to the far left. You'll
come across a cabin that contains a [SYRINGE] and the [MAP FRAGMENT 3]. You
can optionally return to the main path and stealthily follow it until you come
across a horde of enemies. There's a cabin nearby that contains [200 GREEN GEL].
Do not take on the horde but backtrack to the beginning of the area again and
move to the left side again. From here, push onward until you reach a bridge.
Quickly run past the horde, to the end of the bridge to finish the chapter.

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| CLAWS OF THE HORDE [WLK-3] |
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VIDEO SUPPORT:
supercheats.com/the-evil-within/walkthrough/chapter-3-claws-of-the-horde
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TIP: Before moving, aim at one of the crows and shoot it. They will drop
random items for you.

There's a [SYRINGE] lying on the table next to a lantern. Smash the boxes to
collect potential goodies, then head down the trail and smash the wooden barrel
near the stairs for another random item (hopefully). Up the stairs nearby will
likely be another crow despite the fact that you killed his buddy. If your hobby
is burning corpses, you're in luck, as you'll find [3 MATCHES] and a stack of
bodies. Burn them, then head upstairs to reach the next area.

Enter the house on the left and destroy the crate(s) for some random items. The
backroom contains a bomb, so be careful. You can either throw a bottle at the
bomb or try to dismantle it.

DISARMING BOMBS: This is a little bit tricky and takes some experience to
perfect the art. An arrow will move in a circle that is mainly colored red, with
a small portion colored blue. The idea is to stop the arrow from moving exactly
at the right time so it stops in the blue/safe zone. As a rule of thumb, it's
generally better to press stop *slightly before* the arrow hits the blue zone.
If you can't get the hang of it, don't worry for now. Bombs can be avoided by
crouching/sneaking past them. Otherwise you can [2 PARTS] from them. It is
advisable to practice disarming bombs early on, since bombs later in the game
become increasingly hard to dismantle.

Smash the crates, then hop through the window and smash another crate in the
name of items. There's also [300 GREEN GEL] on the table here. If you move
through the alley, you'll trigger a trap at the end, although you shouldn't
be hurt by it; it just prevents you from going that way right now.

Inspect the cabin on the far right side for a [SYRINGE] and [300 GREEN GEL].
Move to the house up ahead and enter via the door. Leave the large room to the
right alone for now - it contains two bombs - and instead head through the red
door on the left. You'll find a [JOURNAL ENTRY - DECEMBER 2004] and the [MAP
FRAGMENT 4] inside this room, and you can enter the (save) hub via the mirror.

Look at the newspaper stand to collect the [SERIAL KILLINGS CONTINUE] issue.
Also be sure to check the bulletin board on the opposite wall for the [MISSING
PERSON POSTER - OSCAR]. Ah, Oscar. The nurse will show you a new area inside
the hub where you can use ordinary keys to open up lockers, in which you'll
find items such as Green Gel and Ammo. Take note of the room next to the locker
room as well. There is a map on the wall here. You can interact with it and
Sebastian will automatically put any map fragments you have into place.

Upgrade your skills; it's again advisable to focus on increasing your inventory
stock. Especially ammo, syringes and matches will be useful to have around. Save
and exit when you're done.

You can now choose to either grab one of the bottles and hurl them at the bombs
in the next room, or you can choose to dismantle them. This room also contains
[2 MATCHES] on the cabinet to the left, and [500 GREEN GEL] inside the cabinet
under the stairs.

Head upstairs, smash any boxes you come across and exit through the door at the
far end of the room to meet doctor Marcelo Jimenez. He'll ask you to take a
look at what lies ahead, after which you'll need to use the nearby crank to open
the gate.

Quietly open the nearby door and enemies will soon appear. Quickly enter the
second room and hide underneath the bed or behind the wall. If only one enemy
appears in the hall, you can do the following (because then you should also hear
a trap go off nearby, meaning one of the others is already dead): When you get
the chance, stealthily dispatch the first enemy in the hall as she passes by.
Note that if the second enemy appears as well, you'll have to take it out as
well.

You can find [2 MATCHES] in the cabinet of this (second) room, and the rack in
the hall contains [300 GREEN GEL]. Stay quiet and sneak on. If you curve to the
right you can find [1 MATCH]. Head downstairs and grab the [AXE] sticking out
the wall, but don't move around the corner just yet; in fact, stay away from the
corner for now, as there's another enemy in this room. When he moves away,
quietly sneak behind him for a stealth kill.

Move through the window in the next room and head right. You should be able to
spot another enemy in the distance. Quietly sneak after him; he'll turn right
at some point, which is a good place to down him. There are two bear claws next
to this building (which is the same building that contains the save hub/mirror).
Dismantle them for [2 PARTS] and look to the right at the end of this small
path to find [300 GREEN GEL] and a box you can smash, but be warned, since the
corpse will come alive. If you still have the axe, now's a good time to use it.

You can enter the building, and if you sneak upstairs right away you can easily
stealth kill the enemy upstairs, granting you a torch. This is optional though.
Keep in mind that you seem to lose your torch/melee weapon when you enter the
save hub. In any case, head back downstairs, go outside and approach the cart
in the middle of the area to find a [TORCH] and [300 GREEN GEL] underneath it.
Don't continue any further, since there's a sniper up ahead. Yes, apparently
they exist in this realm too.

Instead, head up the stairs of the building to the left of this cart. You can
find [2 MATCHES] on the table as you enter. There's a [SYRINGE] on the small
round table to the right, and the small cupboard contains [3 HANDGUN AMMO].
There's a bomb on the other side, so either sneak past or dismantle it. Smash
the boxes next to the steps and the barrel against the wall nearby for (again,
hopefully) more items. Go up the long ladder to find several goodies: [1000
GREEN GEL], [2 MATCHES], [2 PARTS] and a [ORDINARY KEY] (smash the statue).

Move up the small steps, dismantle the bear trap for [1 PART] and kick the
ladder down outside, but don't head down. Instead, stay in the shack and move
down the small steps on the other side. There are three boxes next to these
small steps in which you can probably find a random item. Inspect the far end
of the walkway to find [3 MATCHES] and even more breakable items.

Head down the ladder to find an [AXE] near the lantern (if you want it). You can
hear your old friend the executioner chained away in the back of the shack as
well. Note the two pigs here. Yes, if you feel like it you can indeed take
them out (you monster... depriving those spike-people their morning bacon...).

Either disarm or avoid the bomb on the right side of the shack and head
outside. Disarm the bear trap for [1 PART] and open the nearby chest. Open it
only partially to avoid triggering a trap inside. It contains a [GRENADE],
an [EXPLOSIVE BOLT] (for a yet to be gotten crossbow) and [4 SHOTGUN SHELLS]
(for - you've guessed it). The disarmed trap contains, of course, [2 PARTS].
There are also boxes and a barrel to be smashed nearby for some random items.

If you move to the other side of the alley, two enemies will come alive. Should
you still have the torch, well, good for you! That takes care of the first nice
gentleman. The second can easily be dealt with by running back inside the shack,
fetching the axe near the ladder, and handing it to Eugene, the second nice
fellow to follow you inside. Alternatively, you might have to resort to your
gun. [C]

Move around the corner and ignore the stairs for now. Sneak up to the trap and
dismantle it, then sneak up on the enemy while watching out for a bear trap
guarding his rear. Perform a stealth kill on the [AXE]-wielding monster here,
but don't push onward; the same old sniper is still guarding the area. Do take
note of the small statue standing on the wall to your right. You can shoot it
now for an [ORDINARY KEY] if you wish or we can save the bullet and chuck a
bottle at it easily later.

In any case, head back and go upstairs. Check your immediate right, climb up the
roof and collect the [2 PARTS] here. Continue down the alley and collect the
[500 GREEN GEL] and leave the [BOTTLE] for now (since you should have the axe).

Enter the building, but prepare to fight several enemies. One of them will come
down the stairs; flip the switch when he's just down the stairs to spike him.
It's quite possible that soon enough, two more enemies will come running through
the door nearby the switch; use your axe on the first, and collect the torch
from the first enemy you killed, then run to the switch on the stairs. You can
use it in the same fashion to kill the third enemy, and a fourth will come
downstairs around this time. Since you still have your torch ready, it shouldn't
be much of a problem.

Once they are dead, check the small cabinet near the window you came in at
for [500 GREEN GEL], then head upstairs to find [3 MATCHES] on a cabinet, two
[HARPOON BOLTS] near the open doorway and the [AGONY CROSSBOW] at the far end of
the walkway. Go back downstairs (or stealth kill the sniper on the balcony now).

Head to the adjacent hall to the right and then check the silver case to find
the [SHOTGUN]. Dismantle the trap for [1 PART] and smash the box in the next
room for a random item. Smash out the window and sneak up the wooden stairs to
your right. At the end of this walkway is the sniper, so sneak up on him and
take him out. Now you finally have the Sniper Rif... Actually, no! You don't get
shit. However, if you still have a bottle (backtrack to collect one otherwise),
you can hurl it at the small statue from this vantage point. There is also a
statue hanging to the left on the wire between the two buildings that you can
shoot for an [ORDINARY KEY]. that Move back down and search the wall and ground
for your keys!

When you move back to the cart outside in the middle of the square, several more
enemies spawn. Stay away for now and you'll notice that one enters the shack,
one goes upstairs (same old shack), and the last moves up and down behind the
carriage. First take care of the one that moved inside the shack (whenever he
moves away from you and the other enemy near the cart is also moving away) with
a stealth kill. You can take out the one near the cart relatively easily
with another stealth kill. The third one upstairs doesn't even need to be
killed.

SKILL UPGRADE TIPS:


-------------------
Now's a good time to go back to the save hub and upgrade your skills, mainly
your stock capacity. Some suggestions: Grenade capacity +2, Shotgun Shells +1-2,
Agony Bolts +1. And if you still have points left after that (use the two
Ordinary Keys you've found to open new safes), consider upgrading your Handgun
Ammo capacity to level 4. Head back to the 'real' world after saving.

The last building you need to visit now is the one on the far right. Silently
open the double doors and sneak through the hallway. Wait for the enemy in the
next room to move away from you, but be careful, he'll move to the (left) side
for an instant, taking a close look at the fire, although he'll just move on
like normal after that; take it down there. The table contains [300 GREEN GEL].
The switch triggers another spike trap (for in the hall). Go down the first few
steps and collect the [HARPOON BOLT] from the wall.

TIP: You can create bolts from the inventory by going to the Agony Bow. Creating
a bolt costs three parts, but it's advisable not to max out your stock
right away, since you never know when you come across some additional bolts
in the game. Consider Parts to be a big stock of bolts.

Head upstairs. There's an enemy standing by the window in the room with the open
doorway, but be careful you're not seen by the patrolling enemy on the walkway
outside, who passes this window every now and then. After taking out the enemy
in this room, wait for the one outside to move away and perform a second stealth
kill. You can now go back inside to collect a few items. The cabinet near the
stairs, with the burning candle, contains [2 SHOTGUN SHELLS]. The rack in the
nearby room (where you killed the enemy near the window) contains another [3
SHOTGUN SHELLS]. The cabinet near the window contains a [SYRINGE].

Enter the last room and collect [500 GREEN GEL] near the small cabinet, and the
[MEDICAL KIT] on the bed. Medkits are powerful healing instruments but they will
blur the screen for about half a minute. They also increase your health
permanently, so they're the ideal item to use when you're low on health and no
enemies are around. Also be sure to listen to the tape recorder which contains
[EXPERIMENT NO. 4].

Head back down and go outside. We have one last thing we should do before
moving on to end-game (or, well... end-chapter). Outside of this double-door
house is a watch tower with a ladder underneath it. Move to the ladder and a
enemy will fall from above, breaking some boards nearby. He often drops gel,
so be sure to see if he does. Now, head up the ladder and keep your eye on
the left to see a statue as you ascend. At the top is a [FLASH BOLT}, [2 PARTS]
and finally [1000 GREEN GEL]. Head back down now and aim for the statue with
your handgun and shoot it to drop down another [ORDINARY KEY]. With all of
that collected and a dangerous boss coming up, it is a wise idea to save at
this point in the game.

After saving, move to the main gate and inspect the big iron chain. Looks like
you literally need a chainsaw, so who else to visit but our favorite executioner
in town? That's right, enter the shack and he'll break loose.

,---'\____________________________________________________________________/`---.
--- BOSS: THE SADIST ---
`---./��������������������������������������������������������������������\,---'

Our first real "Boss Fight" is upon us. Note that we often call him "The
Executioner", because that just sounds better than "Sadist", so stick with us
here.

He is FAST, so be sure never to run out of breath, that is, never use up your
full stamina bar or you're toast. Well-thrown grenades are effective, as are
full shotgun blasts to his body. Be sure to move back away from him while
repeatedly shooting him with your shotgun and you should be able to do him in
after a short while. One big thing to note about this fight is that, like
many big video game enemies (particularly in the Resident Evil series... irony
aside...), the Executioner is not too great at pivoting around. You can use
this to your advantage by running short half-circles. Another big thing to
note is that you CAN shoot without aiming. A fairly close shotgun blast from
the hip is very effective here. Pair that with the pivot tip and you may just
find the Executioner much easier.

We can also CHEESE THIS FIGHT quite a bit by using the environment to our
advantage. In the house where you meet up again with Dr. Jiminez, note that
there is a switch past the doors that destroys anything by the stairs, and
in the room another switch that destroys anything in the hallway.
You can actually lure The Sadist into this house and run through the hallway
and out the windows (or vice versa) and use the levers to hurt him. These
traps won't out-right kill him, but it is VERY POSSIBLE to kill him with
these traps in time. This also means you don't waste ANY AMMO at all in this
fight. Very tempting, no?

NOTE: It is worth noting that if you are attacked from the front (why aren't
you running?), Sebastian will try to defend himself and you will have
to mash the X button to try and stop a chainsaw to the neck... This
sequence feels awfully reminiscent of something... Almost like a time
we controlled a wavy-haired Government Agent while dealing with a pack
of virus-infested villagers...

He leaves the [CHAINSAW] and [5000 GREEN GEL] behind once you "kill" him.
Visit the area in the shack where he was chained and loot the chest there for
[6 HANDGUN AMMO] and [2 SHOTGUN SHELLS]. If you've lost a good portion of your
health, now is a good time to use the medkit to compensate it, vice a syringe.

NOTE: If this is a new game +, you can access a special crow-hunting cut-scene.
See the special tip note below (the note is right below the trophy tip).

TROPHY TIP: KNIFE BEATS CHAINSAW

~ This is a well-thought out trophy. Do you have the guts to melee this boss?
This trophy is best done on Casual, of course, just in case you have the
option of choosing or are reading this and cleaning up trophies. On a casual
or New Game + setting this is very easy to do: hit the Sadist with two of
your explosive bolts, then a flash bolt so you can melee him. That alone
should do it.

On Survival it will take a little more punch, but is very manageable. Start
off with the explosive bolts or grenades as he is coming out and then go to
your running shotgun blasts. Keep a couple of flash bolts in reserve and once
you get his health down (2-3 explosives, 2-3 shotgun blasts), try for the
flash bolt and melee him. That should do the trick. Do it again if you have
to. If you do end up killing him without melee, you should have your save file
that you can reload and try again on, which is very handy.

As a fun fact, as of the time of this writing the % of trophy owners on the
PS4 who have this is 2.2%. Ultra rare. It's not something you'd thing of doing
without a trophy for a little incentive I suppose...

SPECIAL NOTE: SEBASTION THE CROW-HUNTER

~ On a NEW GAME + you can get a special scene and mini-game before ending
the chapter. After you kill the Sadist, loot the place to your hearts content
and then go save. Now, to start this special game head to the barn and climb
to the top. The very top, up the ladder, where you found all the items. Here
you will find a crow outside of the window. Shooting this crow starts the
mini-game. Try it out. You will get a short scene showing various crows around
the map and then you'll be free. The objective of course is to hunt them down
and kill them, but we are also being timed. You have 2 MINUTES to complete
this if you want the reward.
The crows are found (in best killing order):

1. At the top of the watch tower (use your sniper rifle here).

2. By the front gate (facing the gate) on top of the wagon to the left.

3. By the front gate (facing away from the gate) on the roof to the left.

4. Inside the watch tower. Climb it, shoot the crow, and drop down.

5. Near the back gate. Head back there and look on top of the right pole.
This crow is at the very top.

After you kill all five of them (six, if you include the initial crow),
you will be rewarded with [50,000 GREEN GEL] by the gate leading to the exit.
If you are on casual of course, this amount is doubled. Maxing your character
out should be even easier now...

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| THE PATIENT [WLK-4] |
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VIDEO SUPPORT:
supercheats.com/the-evil-within/walkthrough/chapter-4-the-patient
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Destroy the nearby boxes for a chance at several random items. There are a
couple of directions you can take from here; we'll start by exploring the left
side of the area. Move down the street and head up the stairs on the left side.
the doctor will tell you he hears something. Move back down and hide behind the
small hay carriage nearby. A big fat zombie will enter the scene. Wait for it to
come down and it'll just move back and forth at this point. A stealth kill is
possible and not very hard either. The cabin that it came out of (upstairs)
contains the [MAP FRAGMENT 5], [3 HANDGUN AMMO] and a *rigged* chest which in
turn holds a [FLASH BOLT] and a [GRENADE].

Head back to the square and go to the right; move up the steps of the house on
the right and smash the barrels for any random items, then go inside. The
small cabinet contains [3 MATCHES], and you can move to a hidden room from the
corner with the bookshelves. The drawers contain [3 HANDGUN AMMO], there's
[300 GREEN GEL] on the round table, and a [SYRINGE] behind the small painting.
The [VILLAGER'S NOTE] is lying on the bed.

Head back outside and head left a bit down the path and then right through the
stone wall to the cabin with the red door. Although it is tempting to collect
an [AXE] from the table in front of it, you'll want to wait with that until
after you've entered the save hub (you lose it otherwise). Collect the [JOURNAL
ENTRY - FEBRUARY 2005] from the door, then head inside and break the boxes.
After that, use the mirror inside to enter the hub, in which you'll first have
to follow the nurse to the main lobby. Out here be sure to collect the new
newspaper [MISSING PATIENT FOUND] and the [MISSING PERSON POSTER - VALERIO]
from the bulletin board. Now, enter the hall with the mirror (where your cell
is) and check out your cell for [MAP FRAGMENT 6]. Head to the end of the hall
to the nurse now. She'll walk past you. Follow her until the door on the left
opens, then enter it. Be sure to check above the sink here for [MAP FRAGMENT 7],
then continue to walk down the cell... After this you can do as you please.
Open whatever safes you wish and then upgrade any skills you like.

Back in the 'real' world, move to the field in the back with the fire up ahead,
and kill the enemy close in the middle. The cabin contains [2 HARPOON BOLTS].
There is also a door across from the cabin (near the entrance to this back area)
that has a bunch of bodies hanging up, but with [300 GREEN GEL] on the ground.

Now enter the house on the (initial) left and move down the hall to your left.
A cutscene will play and you get to meet Valerio. Afterwards, Valerio gets to
meet your shotgun and a quickly thrown match (this should do him in; otherwise,
repeat with another shotgun blast). Be sure to inspect the table behind the
corpse for a clue as to where to find another [ORDINARY KEY], namely inside the
body. Cut it open to collect it.

TROPHY TIP: HOME IS WHERE THE HOSPICE IS

~ This trophy should pop as long as you make sure to meet Valerio. It is
possible to get through this chapter without meeting him at all, actually,
although the key alone is worth it. Even so, As of this writing only 39.9%
of PS4 players have this trophy.

You can find [2 MATCHES] in the adjacent kitchen and [100 GREEN GEL] on the
small shelves in the circular chamber next to it. Head back to the hall and
enter the room on this same floor to find [100 GREEN GEL]. The cabinet near the
stairs contains a [SYRINGE].

Head upstairs and inspect the room to your left for [4 HANDGUN AMMO], a
[FLASH BOLT] (near the windows), and [300 GREEN GEL] in the rack. Now enter the
closed door on the far right. This room contains [2 SHOTGUN SHELLS], but soon
enough one ([AXE]-wielding) enemy will come rushing through the door that you
just took. You can either hide or take it on with guns. The next room contains
[300 GREEN GEL] on the desk. Lastly, the bench in the hall around the corner
has [2 MATCHES] lying on it. Now that you've explored the entire area, go back
outside.

There's only one place to go, which is the large house on the other side of the
area, initially on the right side. Move through the front door and inspect the
small drawers in the corner for [3 HANDGUN AMMO]. The next room houses
[2 MATCHES] on the table next to the burning candle. Head all the way downstairs
and go through the first hall on your left to collect [1 SHOTGUN SHELL] from
the silver case, as well as [2 MATCHES] and a [HARPOON BOLT].

Move through the door at the end of the hall and search the room for [3 HANDGUN
AMMO]. Leslie is hidden away in the back of the room. Once you've found him, a
new type of INVISIBLE enemy will enter the room. You can hear it move around,
but it only becomes visible when it grabs you. Should that happen, quickly
wiggle the left stick left/right to break free and use your axe on it. If you
don't have an axe, stick to the shotgun instead. It's worth 1000 Green Gel when
you kill it. Fetch the Doc and Leslie afterwards, and collect [100 GREEN GEL]
from the desk they were hiding at. The cabinet here contains another [300 GREEN
GEL]. When you walk down the hall, a scene plays, after which you'll have to
walk through another hall.

You'll end up in a bloody area. Before you approach the single door behind you,
there are several things you might want to do, if only to orient yourself in
this new environment.
o The switch nearby (in the blood bath) drains the pool, revealing a [GRENADE].
o You an climb up the crates of bodies to find [2 HARPOON BOLTS].
o If you walk up the angled walkway, collect [2 HANDGUN AMMO] and break the
crate in the corner.
o A nearby switch will dump out a body on the pile, but pulling it again will
dump out a statue (a third pull will be another body). Break the statue for
another [ORDINARY KEY].
o Take note of the oil stain on the floor; it can be set on fire (but you don't
have to do this right now).
o The room behind the green door contains a bomb. Just take notice, unless you
want to dismantle it right away.
o Climbing the ladder in the room leads to a switch, which drops two flammable
barrels in the same room. These can, obviously, be shot.
o There's also a [SHOCK BOLT] in this room, next to the blue barrels near the
stairs. Don't trigger the nearby bomb.
o If you move through the door, be careful; there's a boobytrap right behind it,
which you should dismantle. The switch here shoots arrows from the ceiling,
landing on the catwalk from the door to where you stand (but they won't hit
you if you're standing in front of the switch).
o At the end of this catwalk is a crate and [2 HANDGUN AMMO].
o You can jump onto the container adjacent to this catwalk, but be careful;
there's a bomb attached to the nearby pillar. Take note of it and sneak past,
or alternatively, dismantle it. There's also a crate nearby.
o Stay away from the door as far as you can and move to the other side of the
walkway to find [3 PARTS].
o There's another boobytrap attached to the nearby (destroyed) catwalk. It's
best to dismantle it right away.

Now that you've explored the area a bit, it's time to decorate! Yes, this is
your new home, didn't you know? But before we get to that, we must first inspect
the door we've been aching to touch, so do exactly that. It's house warming
time! Roughly ten enemies appear, so run around like a chicken who's lost its
head trying to keep them at a distance. You can use the explosive barrels in
the other room, the oil spot on the other walkway, and so on to thin the crowd.
Of course, the shotgun combined with matches works well too, and burning bodies
can set other enemies on fire as a bonus. Shooting bombs with the revolver as
enemies pass by can also be very effective.

When you've defeated all enemies, move through the door and make your way to the
end of the long hall. In this room you can find [4 HANDGUN AMMO] to your
immediate left. A long haired, multi-armed creature appears as soon as you
approach the corpse. What you will want to do at this point is: RUN! Although,
if you are brave, you can lead it in a circle around this big room in order to
grab the [1000 GREEN GEL] on the shelf to the right, but again... RUN!

Run back through the hall and try to open the door. It's locked! And the
creature keeps getting closer! Then it opens, so quickly move to the next room
and hit the shutter. Collect the [GREEN GEL] in here, descend the ladder and
make another run for it, but be aware of the boobytraps, which you will want to
crawl underneath. Enter the elevator and get to the end of the next hall as fast
as you can, once more. [C]

The nearby silver case contains a [SHOTGUN SHELL]. Head down the stairs, grab
the [3 HANDGUN AMMO] and keep going down until you meet.. Ruvik. Don't bother
shooting him, instead run upstairs and wait for him to get you...

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| INNER RECESSES [WLK-5] |
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Turn around and inspect the corner to find [MAP FRAGMENT 8]. Head through the
nearby (red) door to and collect an [EXPLOSIVE BOLT] from the silver case, as
well as the [JOURNAL ENTRY - MARCH 2005] closeby. Enter the save hub.

This time the newspaper is on the counter instead: [INVESTGATION STALLS]. You
also have at least more ordinary key to spend. As fas as skill updates go, the
first Shotgun reload time decrease is quite vast, at a good cost. Other shotgun
upgrades can be considered too.

Head through the hall and enter the first room to your right to find [2 HANDGUN
AMMO]. Further down the hall, enter the room on the left and collect [300 GREEN
GEL x2] inside, as well as [5 MATCHES]. Equip your shotgun and head further down
the hall. There's an invisible enemy waiting for you, who will turn around and
cloak itself when you move further down the hall. Fortunately, there's a pool
of water here, as well as several movable objects. When the creature gets closer
you will see the objects move, or at least see its footsteps in the water. Use
these cues to aim your shotgun at the creature and hopefully hit it. Shoot it a
second (or third time) and burn the body with a match. Don't forget to collect
the 1000 Green Gel it leaves behind.

The room on the right contains [300 GREEN GEL], the other room is empty. Move
through the flooded restroom and grab the [1000 GREEN GEL] in the far left
corner. Drop down in the next room and look around for a rat with a statue on
its back; shoot it to collect an [ORDINARY KEY]. The round table contains
[3 HANDGUN AMMO] and [300 GREEN GEL]. The metal closet on the side contains
[5 MATCHES]; smash its window first. Move through the next room. [C] The door
straight ahead is locked, so you'll need to find the key(card). Great.

Briefly enter the room to your right to lure another invisible enemy. There's
not much water around in this area, so you might want to backtrack to the other
room where there's at least some movable objects so you have at least some idea
where the creature is. Align yourself roughly a few meters behind a movable
object and equip the crossbow (explosive rounds, preferably). When the creature
bumps into a movable object, shoot the round into the ground; you have a better
chance of hitting it with the blast. Retreat to the room you came from (which
has a lot of movable objects) and repeat two-three times to defeat it. You can
also shoot the explosive bolt near the movable object and lure the creature
towards it (again by aligning yourself behind it at a safe distance).

It's wise to enter the menu and craft two or three new explosive bolts after
this. Move to the far end of the room with the beds and briefly wait at the
double doors there, but don't open them yet. Back away a couple of meters, shoot
an explosive round at the floor right before the door and wait for another
invisible enemy to come banging on the door at first, until it breaks through
and walks into the explosive bolt. It's probably not dead right away, so retreat
and repeat the same method in the other room. When you've defeated it, head back
to these double doors. Before entering to the next room, check out the small red
cabinet to the right for a [SHOTGUN SHELL].

Move through the next room and go through the door to enter an office. You can
find [2 SHOTGUN SHELLS] and [300 GREEN GEL] on the table to your right, and
another [300 GREEN GEL] and a [SYRINGE] on the desk. The [HOSPITAL KEYCARD] is
lying next to the corpse. Head back to the previous room, but beware as the next
door opens; it's another invisible enemy. Fortunately there's a pool of water in
the middle of the room, so stand at a safe distance and wait for the creature to
step in it and walk towards you; blast a few rounds in it at that point.

Backtrack to the keycard door and unlock it. The two metal closets in front of
you contain [300 GREEN GEL x2]. The small red closet at the end of the hall
contains [3 HANDGUN AMMO]. Head down the stairs and enjoy the bathroom wall
tiles' aesthetics while you're here anyway. Maybe call IKEA for an order? [C]

On three sides, one tile will soon disappear. Look through the first to spot, so
it seems, Leslie drawing on the wall. Head inside press the LEFT button (the one
with the sunflower) and spikes eject in the corpse. You can know that you have
to press the sunflower button because it shows on the wall. If you press the
other (wrong) button, spikes eject out of the floor and you instantly die.
Inspect the next tile in the white room to view a concrete, sober room with a
figure sobbing at another corpse. Head inside, smash all the crates for some
random items (hopefully) and grab the [UNDERGROUND FACILITY NOTE] from the small
round table. Again, push the LEFT button, depicting the picture on the wall with
only three gear wheels instead of four. Inspect the last peekhole and enter the
room. The shelves hold [300 GREEN GEL] and the desk contains the [AUDIO TAPE
- ASSIMILATED CONSCIOUSNESS]. Inspect the 'scientific' painting on the wall and
note that a neuron is depicted with one overgrown synapse. Thus you now know
which button to press, namely the RIGHT one.

This unlocks a fourth, final door. Go through, don't forget to grab the [1000
GREEN GEL] from the rack on your left and head through the next door. After the
scene, search the room for [300 GREEN GEL] and heal Joseph (which doesn't cost
any healing items whatsoever - thank fuck). [C]

Head through the double doors and turn right. Take note of the oil spot here
and enter the storage room. The lockers contain [2 SHOTGUN SHELLS], [300 GREEN
GEL], [2 HANDGUN AMMO], [300 GREEN GEL], and factually speaking, something else.
Exit the room and move to the other side of the area. Several regular enemies
will come alive. Rush back to the oil spot and stand behind it. Set it on fire
when the enemy closest to you is still a couple meters away, and if all goes
well at least a couple are set on fire. Kill the others with your handgun and
matches. Move the back of the medical room and smash the closet to collect
[4 HANDGUN AMMO].

Enter the dark area, note the flammable barrel, and enter the door on your left.
Immediately check your left and burn the 'corpse' hanging from the ceiling.
The small red closet contains [3 HANDGUN AMMO] and the white closet a [HARPOON
BOLT]. The back of the room contains [300 GREEN GEL] and a [SYRINGE]. (If your
syringes are maxed out, but your health bar isn't full, now's a good moment to
heal up with one of your boosts). Head downstairs and have Joseph dismantle the
bomb, then enter the room to trigger a scene.

Climb the long ladder and inspect the next room for [3 MATCHES] and [3 SHOTGUN
SHELLS] in the cabinets, [MAP FRAGMENT 9] lying in the corner nearby, and an
[EXPLOSIVE BOLT] on the table. Enter the save hub, use any ordinary keys you
have left, and upgrade some skills. Grab the newspaper [PATIENTS CLAIM ABUSE]
from the stand.

SKILLS: UPGRADE TIPS


--------------------
The crossbow will be a weapon you'll use fairly often in the future, so you may
want to increase its stock to the last level, so you can hold 4 of each bolt.
You may also want to increase the crossbow's charge time and reload time to
level 2, for somewhat faster aiming and reloading. Any spare points could go,
for example, to upgrading your handgun's damage output and clip.

NOTE: Before going to far, note that there is a fairly hard to get (and of
course entirely optional) trophy for the upcoming section. If you want
it, is a very good idea to save here. We also have a trophy tip section
down below that will hopefully help as well. It is also a great idea to
stock some explosive and shock bolts if you are going for this tough
trophy. Good luck!

Back in the 'real' world, go through the double doors to trigger a cutscene.
The setup of the fight that ensues is as follows: several regular enemies will
first have at you, followed by a couple of dynamite-wielding and throwing
enemies. Some fat enemies are thrown into the mix after that. The area houses a
lot of items that you'll want or need to collect during the fight. Joseph helps
you, but if he dies it's game over, so keep an eye on his health. When he says
something along the lines of "This is getting a little hard", rush over and heal
him immediately. You do not need to worry about Kidman during this phase.

TIP: If a fat enemy runs towards you, the best tactic is to shoot it in the leg
with your handgun, rush over towards it and set it on fire with a match.

o The table in the corner of the area contains a [SYRINGE] and [8 HANDGUN AMMO].
o The table in the middle of the area contains [5 MATCHES] and [5 HANDGUN AMMO].
o There's [5 HANDGUN AMMO] lying on the floor near the destroyed wall in the
corner, a couple of meters away from the table.
o You can smash the crates in these two corners for random items.
o The storage room contains a [SYRINGE] and a [SPARK BOLT] on the table and
[300 GREEN GEL] and [10 HANDGUN AMMO] on the shelves.
o There are flipped-over tables in the main area. Search the floor around there
for [2 SHOTGUN SHELLS] and a [GRENADE].
o There's another storage room at the far end of the area. It contains [300
GREEN GEL] and [1000 GREEN GEL] on the shelves.
o The barred part of the area in the middle, on the side, leads to a small room
with [5 MATCHES] inside.
o Upstairs (where you start) are two empty rooms to the left and right. The
right one has a cool [1000 GREEN GEL] in it.

TROPHY TIP: NOT PART OF THE JOB DESCRIPTION

~ This trophy is ROUGH. Seriously. Well... it's not as bad as it could be, I
suppose. To get it, you have to get through the entire ambush section without
letting Joseph get HURT. That's right: you have to protect an AI character
who can't get a SCRATCH ON HIM. Easier said then done, and this is why this
trophy is probably best saved for a NEW GAME + playthrough and best done on a
casual difficulty setting.

Nevertheless, we are here to help you out in any way possible. As you start
off above Joseph he will need some help right away. I like to throw a grenade
out on the left side of the tank (two enemies are coming into the area from
that side) and then fire off a flash bolt by Joseph to buy time to get to him.
Once you get down there, you can start head-shotting enemies advancing on him
(the upgraded pistol is useful here) but also get close to him as three more
enemies are coming in from the door behind him. A grenade or explosive bolt
will really help.

From that opening gambit, things get much more hectic. Joseph will (smartly)
run off, often to one of the sides and continue to try to shoot who he can.
Here it is best to make sure he is not in any immediate danger and then put
out some shock traps and/or roll over whoever you can. Kill with speed and
give no quarter: the quicker you thin out the enemy number the more likely
Joseph gets through this. Protecting him is the first priority.

If you can beat off the ground waves, you are in VERY good shape. If not, you
may as well just reload the auto-save (which should be saved before you open
the doors to this section). Once the ground enemies are done, Joseph will
point out the dynamite enemies, who you should of course interrupt with pistol
shots and let the dynamite do its thing. A host of enemies comes from above,
out of the room to the left of the doors. You could chuck a grenade at the
doorframe / in the door to help as there is a pause in the action. From there
though be sure to get downstairs. The only other wave will come from the far
end of the room where there are no iron doors or bars. An explosive trap there
will help.

Once you get to the part where you have to go to the control panel to help
Kidman out, you have this in the bag. Kill the two enemies on the way, input
the numbers Joseph will give you (22, 5 - every time) and then the trophy
should pop shortly after that.

Joseph must remain COMPLETELY HEALTHY throughout the whole ordeal. If you
are able to heal him at all you've failed. If you get the odd scratch it
doesn't seem to matter though: I've been hit with an axe and still got the
trophy. I (BK) also had to try about 5-6 times for this one before I got it.
The % of players who have this trophy on PS4 is currently at 1.9%, and I would
believe it. Good luck to you guys!

After you've defeated the enemies, an icon of the water tank with Kidman will
appear on screen. Equip the shotgun and rush through the depicted hall. A
dynamite-wielding enemy will come around the corner, so keep your distance and
blast him - preferably with his dynamite lit. Rush to the end of the cell block,
ignoring the cells for now. Waste the second and last dynamite-throwing enemy
at the end, then crawl through the hole inside the cell to reach your
destination. Inspect the control panel and Joseph will tell you exactly what to
do.

After this, backtrack through the cellblock and smash the locks from the locked
cells to find an [ORDINARY KEY] (smash the statue) and [3 HANDGUN AMMO]. Drop
down the hole in the main room afterwards. Here, find the crack in the wall,
grab the torch, set the approaching enemy on fire with it, waste the second, and
be on your way. There's a room to the left side of the path up ahead that
contains [2 PARTS] and some crates for random items.

Head forward to a room with broken walkways leading up and a pool of water
(or... blood?). You can wade through the pool to push ahead to [300 GREEN
GEL] on the right, then move forward and climb the rubble. Look around for
another [300 GREEN GEL] and [5 HANDGUN AMMO] on the rubble, then enter the
hall.

On the immediate right is a green door with [2 PARTS] and [300 GREEN GEL]
inside. Make your way to the end of the halls now. When the two 'corpses'
drop from the ceiling, immediately set them on fire. Joseph and Kidman are
in the next room, fighting off several enemies, including a fat one. Try
downing him while he's running by shooting his legs. Afterwards, talk to
Kidman, then inspect the big door. Follow them to trigger a scene.

In the next area, head through the red door and grab the [WEDDING INVITATION]
from the bed. Against the right wall is also [MAP FRAGMENT 10]. There's a new
newspaper in the stand at the save hub too: [PARISHIONER FOUND], as well as
the [MISSING PERSON POSTER - FERNANDO] from the notice board across the way.
Use any ordinary keys you have left, perhaps upgrade the power of your explosive
bolts, save your game and leave.

Back in the 'real' world, move through the hall and enter the room to your
right, which contains a crate, [1 PART] and [4 HANDGUN AMMO]. Head down the
ladder. This hall contains a spike trap that is activated via the switch at
the end. Kill the enemy here and climb up the ladder at the other end. This
leads to the previously inaccessible room, which contains some crates, [300
GREEN GEL] and a rigged treasure chest that contains a [FREEZE BOLT] and
[2 SHOTGUN SHELLS].

Go back to the main hall and dismantle the trap. There are two regular enemies
standing around the corner. Lure them towards you, burn the pile of bodies and
see if you're in luck. Move through the hole in the fence around the corner and
open the nearby locker for [2 PARTS]. Also look around for [300 GREEN GEL]
laying around on the floor in this hall.

In the next hallway, note the oil spot in the corner. The next room contains
a [SYRINGE] (how kind) in the small red cabinet. Approach the bloody wall and
the long-haired, multi-armed creature appears again. You must now do two things.
1. Shit your pants. 2. Run back into the hall you came from, move past the oil
spot, count to one and a half, use a match on the oil and wait. This will do
the trick.

Head back to the room and collect the [2 PARTS] from the corner. The locker
contains [300 GREEN GEL] and a bird with a statue. Take some distance and pull
out your shotgun to shoot it, collecting the [ORDINARY KEY] it holds.

Continue by heading back to the area where you fought the multi-armed creature.
Follow her into the large room to start a boss fight. What you need to know is
the following: Fire is the only really effective way to kill her, and it also
saves you a lot of ammunition. There are two flammable barrels and two torches
around, so use them to your advantage. If those don't do the trick, you will
have to lure the creature to one of the ovens on either side of the area. When
she's on the fence, quickly head for the switch (either in the adjacent hallway
or up the ladder) and flip it to inflict serious damage. After all those blows
she'll collapse.

Go through the double doors and smash the crates in the hall for some random
items. In the next room you'll have to defeat three special enemies, preferably
with your shotgun. Whenever you down one, rip the cord from their spine to
unplug them. The chapter ends when you defeat all three of them.

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| LOSING GRIP ON OURSELVES [WLK-6] |
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Collect the [CHURCH FLOOR COLLAPSES] newspaper from the table in the room you
start out in, then inspect the photographs. Move to the lobby, then enter the
long hall and follow the nurse to the right. Keep moving through the halls until
you finally come back to reality.
Move over the wall and collect a [HARPOON BOLT] from the silver case, then go
upstairs. Follow the path until you spot a destroyed building to your left side.
Climb the ladder, look around for [2 HANDGUN AMMO], then shoot the two crates
for two random items (we're pretty sure these crates always drop something, and
it will very likely be something worth more than a bullet, so they are worth it
for sure). The next house up ahead contains a [GRENADE] and another hanging
crate. Beat the body to find an [ORDINARY KEY]. Make your way to the gate up
ahead when you're done exploring.

You're in trouble - again. Hold off the enemies while Joseph dismantles the
bomb. Easier said than done, so try and lure several enemies towards the
flammable barrel and down the rest with your shotgun or handgun. Follow Joseph
and drop down. You can find [300 GREEN GEL] if you turn around, and there's a
[SYRINGE] and a [FREEZE BOLT] in the corner. The cabinet in the next room
contains [2 EXPLOSIVE BOLTS] and [3 SHOTGUN SHELLS]. Again, Joseph needs to
dismantle the bomb on the next door while you hold the enemies off. Use the
barrels to your advantage and try to hit several enemies at once with your
shotgun, allowing you to burn two or three of them at once. They'll keep coming,
so when Joseph's done, quickly follow him.

The good news is that you'll find a [SYRINGE] and the [SNIPER RIFLE] here, in
the silver case. Now, there is a tricky statue far away that we should get right
now before we forget! From the silver case use your sniper rifle's scope and
look in the distance. On the far building are small boxes that we will soon be
shooting enemies in (which is why we got the sniper rifle). Look at the building
and look up. At the very top on a metal beam is the statue. Use your newly
acquired sniper rifle to shoot down the key so we can grab it later.

There is also a fancy mirror nearby, by the way. If you want to go to the save
hub you'll have to do it right away, because once you move away and enemies
appear, the mirror will break.

In any case, when you're all set, head left and crouch near the steps. Be sure
your light is switched off. You can stealth kill the enemy here fairly easily,
and the same applies for the one in the room behind the door, just open the door
gently and move to the left immediately so he doesn't see you. Don't go upstairs
and take note of the bomb nearby. It's a rather tricky one to dismantle, so
sneak downstairs instead and take down the third enemy here. Be sure to *sneak*
back up so you don't trigger the bomb. The shelves here hold [4 HANDGUN AMMO]
and a [HARPOON BOLT]. Be sure to flip the switch for the generator and collect
the [5 MATCHES] on the small table. Note that this generator powers up TWO
switches on the other side of the area (as the game shows you). We'll get to
those in a bit...

When you head upstairs, you're discovered and you'll have to use your sniper
rifle to take out the gunner at the far end of the area. Many more enemies are
soon headed your way, so stay on the move. You can find [2 SHOTGUN SHELLS] on
this first roof.

TIP: In the following section, be sure to let Joseph do some of the hard work
with his axe, as long as you keep him pampered with health. Many people
agree that axe-Joseph is very OP here. He'll take out any threat in two
swings as long as you make sure he is healed. Don't you wish you had an
axe?

TROPHY TIP: EVERYBODY GETS ONE

~ This is an odd trophy. To get it (if you are interested - if not skip this
section) you need to let Joseph FALL. Which is... odd. Not something we'd want
to happen normally. The best place to do this is out on the wooden bridges,
preferably after you've stopped the spike-shooters from shooting. Get out on
the bridges and let Joseph face the enemies alone up here. With any luck at
all he'll either get pushed off the bridge or swing himself off the bridge.

Once that happens, rush over to him and kill any threat in the way. Then
there will be an icon near him that will let you pull him up. The trophy will
pop as soon as you have helped your buddy out. Everybody gets one!

The next part is a little bit hectic. You might just want to shoot the trap in
the corner of the next roof. In any case, snipe the gunner who keeps shooting
spikes at the bridge, then move on to the next few roofs. There are several
enemies here, and from the last roof you can shoot the third gunner. You can
also find a [SPARK BOLT] somewhere around here. From the last roof in the
middle area (the one with the ladder to the north and the bomb underneath it)
you can actually drop off the right side onto a shutter and find [1000 GREEN
GEL] hiding out. Tricky! From there, drop down or climb down and hit the left
switch to open up the yellow door on the left. You can find the following in
the two chests and on the floor: [1000 GREEN GEL], [2 PARTS], [2 SHOTGUN
SHELLS], [2 SNIPER RIFLE AMMO].

TIP: You can only open up one door or the other here (apparently the generator
only has so much juice?). The left one is the only one with items though.
The right one has THREE fat enemies along with some crates, and is by far
the worst door.

You can also find [3 SNIPER RIFLE AMMO] in the destroyed part opposite to the
two yellow doors, but beware of the trap there. Continue onward in the direction
of the tower, slay any remaining foes, climb down the ladder and kick/walk-move
the flammable barrel in the next area. This will come in handy soon. Rush
through and turn left to get a better vantage point for the last gunner.

When you approach the door, an old friend comes to say hello. And you, in turn,
will have him say hello to the flammable barrel. Better yet, you will have him
say hello to the second flammable barrel in this area too, which is located near
the edge of the platform. And while we're at it, have your old friend say hello
to a couple of harpoon or explosive bolts as well (shooting him with the bolts
after he says hello to the barrels is a great idea). When he's done visiting
you, inspect (when facing the door) the left side of the area to collect [7
HANDGUN AMMO], [2 HARPOON BOLTS] and [300 GREEN GEL]. Don't forget the 5000
Green Gel from your old friend either. Also, if you shot down the statue from
earlier with your sniper rifle you can find the [ORDINARY KEY] in front of the
door that the Sadist burst out of.

Head upstairs and pick up [5 MATCHES] near where the elevator's stuck. Burn the
body and check next to the elevator for [MAP FRAGMENT 11]. You can also enter
the save hub via the door to the right; this room also contains [300 GREEN GEL]
and [JOURNAL ENTRY - MAY 2006]. The save hub has a new newspaper: [KCPD OFFICER
MISSING]. When you're all done, board the elevator.

At the top, search the left and right sides of the elevator to find [300 GREEN
GEL] and a [SYRINGE]. Move over the bridge to trigger a scene. Afterwards,
quickly shoot the two enemies who are carrying Joseph. You can use your handgun
for this, although it requires precise shooting. Alternatively just use your
sniper; there are [3 SNIPER RIFLE ROUND] nearby. Wait for Joseph to create a
makeshift bridge and walk over to trigger another scene. After that, do what any
sane person would do and remove the plank.. Oh, no of course not! You MUST face
them! Well, the chapter IS called 'losing grip on ourselves' for a reason. This
time it's only a matter of holding out, so run around a little, killing only a
couple enemies.

With that horrible goof-up past us, move downstairs and through the gate. There
are MANY crates and barrels in this area, so smash them all up for various
random items and goodies (hopefully the randomness is treating you all well).
Check out the right side of the market to find [2 SHOTGUN SHELLS] and the
[AUDIO TAPE - ERNESTO VICTORIANO]. There are also [1 PARTS] nearby. Be sure to
smash all the barrels and crates here as well. After smashing up one particular
batch against the right wall you should be able to spot an opening you can move
through. This leads to a small statue with an [ORDINARY KEY]. There's also [1000
GREEN GEL] to be found behind the stacked tree trunks. Now inspect the chest
behind the large statue in the middle of the square. It's rigged, so be careful;
it contains a [MEDICAL KIT].

Move through the gate and walk a few steps to trigger a scene. After this,
search the room for the [MAP FRAGMENT 12], [4 MATCHES] and a [SYRINGE] (the
latter two in the cabinets). Exit the room and enter the save hub, which holds
a new newspaper at the stand: [CHURCH INVESTIGATION]. There's also a new
[MISSING PERSON POSTER - PASTOR GRACIANO] at the notice board. Use the ordinary
key and upgrade any skills you might need. Weapon upgrades such as increased
damage are always useful.

Exit the building to trigger another scene. The save hub is blocked again. Move
around the corner and hide behind the tombstones, then wait for Joseph to deal
with the sniper. Continue but beware, Castellanos wades RIDICULOUSLY slow
through the barely knee-deep water, and three enemies spawn. Backtrack a little
and have Joseph deal with them while you avoid their slashes. The large
tombstone up ahead has an [EXPLOSIVE BOLT] lying on top of it. Step on the stone
in front of the gate to continue.

There are some smashable crates to your right, and [4 HANDGUN AMMO] down the
path. When you continue, two Ogres are set loose! Great. They're quite the
bullet sponges, so stick to powerful (explosive) bolts. You'll first want to
move past the 1st Ogre; keep moving until you reach a small square. You can
move through the tombstone to collect a [SPARK BOLT] and a [SYRINGE], but
unfortunately Joseph 'can't finish them on his own'. Try hitting both Ogres
with one explosive round at a time to save ammo. You can find [5 SNIPER ROUNDS]
on the left side of the area, and the second path adjacent to the square is
home to [2 EXPLOSIVE BOLTS] and a smashable crate. This pathway also has a
lantern hanging from one of the arches that you can shoot down and get to
cause serious damage to the Ogres. Finish the Ogres off and be sure to collect
3500 Green Gel a piece off their sorry asses.

Move to the end of the second path and look for the [GRAVEYARD NOTE] in front
of the two horse statues. Move to Joseph when you're done, and you'll be
brought back to the save hub once again. There's not much to do this time.

When you wake up, move to the next room and lower the two big bodies onto the
stones by using the switches, while leaving the small bag off (which is
numbered '7'). Smash the moving body. You can also find an [ORDINARY KEY] by
smashing the small statue attached to one of the moving body bags on the left
side. The right part of the room contains [2 HARPOON BOLTS] and several crates
that hold various random items. Move through the hall and inspect one of the
body piles in the circular room to collect [300 GREEN GEL]. Ride the elevator
up.

In the room at the end of the hall, collect [300 GREEN GEL] and [2 SHOTGUN
SHELLS], as well as the [CEMETARY LAB NOTE #1], a [SYRINGE] and [4 HANDGUN
AMMO]. On the desk are also notes on what have presumably evolved into the two
Ogres you fought earlier. Continue down the hall and search one of the bodies
in the next room for the [CEMETARY LAB NOTE #2].

Move past the mutated dog (which is called Sentinel) and head down the next
hall. Step on the protruding stone to open the door and attempt to head through
the gate to trigger a scene; Sentinel is set loose.

,---'\____________________________________________________________________/`---.
--- BOSS: SENTINEL ---
`---./��������������������������������������������������������������������\,---'

Who would have seen this coming? The Sentinel is fast when coming at you from
long distances, but the beast turns quite slowly, making the Shotgun an
excellent weapon for this fight. The big dog will do its best to run and hide
in the bushes surrounding this area. From there it will attempt to ram you
after some time.

When this happens you can do one of two things: We can sprint in any direction
that isn't its ramming course and we should be fine. Our second course of
action is to pull out the shotgun and blast Sentinel in the face when it
charges at us. This drops it and gives us several seconds of free time, which
you should use to put explosive bolts or grenades on him. This is very easy
to do on Survivor and Casual modes, but isn't a good strategy at all for
Nightmare or Akumu modes. Another great tip is to use an Electric Bolt to
stun the beast and unload from there. You can even set these up as traps for
Sentinel to run into, as long as you keep the trap between him and you.

There are a few items scattered around the arena you can pick up and use,
although it may be best to leave them for the "second phase" that comes up
when you have to retrieve Joseph's glasses (which is coming up). However,
these items should be listed! They include an [ELECTRIC BOLT] sitting near
a pillar in the middle of the area, some [SHOTGUN SHELLS] near one of the
gates (the exit gate), some [HANDGUN BULLETS] near the entrance gate. There
are also some [CRATES] around the arena. Again, these are all easier to nab
during the "glasses phase".

When you aren't knocking him down from his charging, aim at its head when
you're relatively close, and keep pumping shells in it until it collapses.
Knocking him down and/or freezing him are by far the best strategies here
of course. Keep at it and he'll fall down.

After this a scene plays and you will have to fetch Joseph's glasses, marked
by blue. This isn't too hard; don't waste any more ammo on the Sentinel and
sprint back when you've found it (after grabbing the items you didn't before;
this is the best time to do so as Joseph helps you distract Sentinel). Just
don't let your stamina run out.

NOTE: You can't kill Sentinel during the first phase, but you actually can
during the second phase. This isn't really recommended though, unless
you are on a New Game + or something. The reward is [7000 GREEN GEL].

Head up the big stairs and inspect the corner of the left part of this area for
[1000 GREEN GEL]. Approach the door to finish the chapter.

______________________________________________________________________
|����������������������������������������������������������������������|
| THE KEEPER [WLK-7] |
|______________________________________________________________________|
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VIDEO SUPPORT:
supercheats.com/the-evil-within/walkthrough/chapter-7-the-keeper
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Inspect the left side of the church to find [5 MATCHES] on a bench. There are
also [2 SHOTGUN SHELLS] on one of the many benches a little more to the front.
Be sure to check near the pulpit for [300 GREEN GEL] and [MAP FRAGMENT 13] as
well. When you are ready, talk to Joseph to trigger another scene.

After this, move through the hall (smash the vase) and enter the large room.
In the corner to your right are large grey vases; these are the new crates if
you will, which contain random items (hopefully). There are many of them in
this room. You can also find [500 GREEN GEL] at the far other side, but
beware of the nearby trap. You can find [5 HANDGUN BULLETS] right after the
trap. Lastly, there are [2 PARTS] to be found on the altar.

Move to the large painting and head upstairs. There are three enemies up ahead,
including a fat one. Take them out and explore the room for [1000 GREEN GEL] and
[2 SNIPER RIFLE ROUNDS]. There are also vases with random items. Move around
the corner of the hall and grab the [7 HANDGUN BULLETS] and some vases you can
destroy. Head back and inspect the [OLD LITHOGRAPH] to continue. The room behind
it contains [2 PARTS] and [800 GREEN GEL], as well as the [CATACOMB NOTE], which
has a very cheerful message. There is also one of those odd wooden boxes on the
table. Be sure to examine it for an [ORDINARY KEY]. Turns out they're not ALL
in statues, huh?

Head downstairs, break the vases on both sides, then smash the lock open and
place the litho inside the middle slot, which will open the two gates. First
walk to the red door in the upper right corner and inspect the floor for [300
GREEN GEL]. The room contains [LILY'S BIRTH ANNOUNCEMENT]. Enter the save hub
to find the [CATACOMBS FOUND] newspaper, as well as the [MISSING PERSON POSTER
- CHRIS] (from the billboard).

Now that we are back in the 'real' world, we have a choice: go down the initial
left path first or the initial right path first. You wouldn't know by looking at
it, but it is actually advantageous to go LEFT first, so let's go!

Turn the valve to cut off the gas leak and head through the doors. Around the
corner of the next hall are several two-headed creatures. Move slightly into the
hall so that one of them will show up, then shoot the one hanging from the
ceiling a couple of times, triggering a spike trap, probably killing the first.
You can kill the one in the cell any way you want. Search the cells for [4
MATCHES] and [5 HANDGUN AMMO], plus an [AXE]. Ignore the gate on the far right
for now.

Head upstairs, sneak past the bomb and pull the lever on your right to waste
the creatures below. Head back to the gate you passed by and go down to collect
[2 PARTS], [500 GREEN GEL], [3 SNIPER RIFLE ROUNDS], [4 HANDGUN AMMO] and a
[SYRINGE]. Go back to the hall and enter the room straight ahead, with the
torture chair in the middle. Stay crouched, because there's a bomb at the back.
Nonetheless you can collect a [GRENADE] from behind it too.

Now continue down the hall. Note how the safe on the ground moved just a little
when you moved by... Head down the ladder and The Keeper will show its head,
well, not literally of course (with the safe and all). Quickly move to the
first valve and turn it, then go to the second valve. A creature appears so kill
it first, then turn the second valve. Grab the [3 HANDGUN AMMO] near the ladder
at the end of the walkway, then climb down. [C]

Stick to the right side for a bottle of [300 GREEN GEL] right by another [300
GREEN GEL]. Head down the hall and three creatures will appear. Shoot the bomb
with your handgun for a decent effect, waste any stragglers any way you wish.
You'll reach an intersection afterwards. The gate to the left is closed (but
watch the bomb). There is [300 GREEN GEL] near the bomb though, so be sure to
grab it.

Head right and go around the corner to find a wheel. When the gate is open, do
NOT rush around the corner hastily, because there's a tripwire-bomb, a new type
that is fairly tricky to spot. Crouch and disarm it, then continue. There are a
couple of crawling creatures ahead but they're fairly harmless; a few rounds
will do them in. You can find [500 GREEN GEL] on the right side of the hall.
Move to the end afterwards and turn the wheel.

Move through the hall and go up the long ladder. You can find a [HARPOON BOLT]
sticking out of one of the corpses in this room. Continue and get the last
litho. Place it in one of the slots and then save if you wish. Time to head
down the right path...

Head down the stairs on the (initial) right, which lead to a room with a large
spiked device. You can find [500 GREEN GEL] and [3 PARTS] here, as well as some
vases with a chance for some more items. The table contains [AUDIO TAPE
- GUARDIAN]. Hit the lever here to bring down the spike trap and then get on it
and ride it up. On the pillar closest to the lever, look at the top for a statue
(which can be VERY hard to see as it blends in to the pillar very well) that
contains an [ORDINARY KEY].

Continue through the hall, dismantle the trap, and don't drop down the hole.
Instead, while standing in the hall, shoot the two cogwheels to make the trap
drop. Catch a piggyback ride to the top and defeat a two-headed monster to open
the door. Move on and destroy the vases to reveal a hidden passage. Crawl
through, collect the [300 GREEN GEL], disarm the trap up ahead and defeat the
two-headed monster that comes to life. There's an [AXE] in the debris near the
wall-pillar, should you need it. Open the gate with the wheel, but immediately
stop doing it when a bunch of two-headed monsters come out of the double doors
nearby. This is quite the group, so you might want to grab a spark bolt, aim it
at the floor, wait until they're all stunned and hurl a grenade at them. This
should do the trick. The room they came out of contains [2 SHOTGUN SHELLS].

Now, if you had taken this path first, you'd encounter more gas here... which
isn't very health but at least the game displays a meter for how long you can
manage without losing health. Since we came this was last, there is no gas, only
items! Hurrah!

Head down the stairs and go left for [2 PARTS], then go right. There are two
line traps to watch out for but they are easy to see. Around the corner you will
head down a set of stairs, but be sure to avoid or disarm the two bombs on the
walls you see. At the end of the path is a dead-end but you will get rewarded
with [300 GREEN GEL x2], [500 GREEN GEL], [1000 GREEN GEL] and a statue in the
middle of the corpses with an [ORDINARY KEY]. Head back up to the gate after
that!

In any case, open the gate and continue. Three more of those creatures will come
alive. One efficient way to deal with them is to have the third one drop down as
well, then climb into the hall and pull the lever to waste them with the trap.
There is also a secret area nearby: ride this trap upward after dropping it
(preferably once the monsters are dead so you can collect their spoils) and
you'll reach a small shrine. Up here is a [FLASH BOLT], an [ORDINARY KEY], a
[GRENADE] and finally [1000 GREEN GEL]. You can kick down a nearby ladder to
get down safely.

Continue and you'll end up in the center room. Place the litho in the right most
slot, then take the left path (or save your game).

Turn the valve to cut off the gas leak and head through the doors. Around the
corner of the next hall are several two-headed creatures. Move slightly into the
hall so that one of them will show up, then shoot the one hanging from the
ceiling a couple of times, triggering a spike trap, probably killing the first.
You can kill the one in the cell any way you want. Search the cells for [4
MATCHES] and [5 HANDGUN AMMO], plus an [AXE]. Ignore the gate on the far right
for now.

Head upstairs, sneak past the bomb and pull the lever on your right to waste
the creatures below. Head back to the gate you passed by and go down to collect
[2 PARTS], [500 GREEN GEL], [3 SNIPER RIFLE ROUNDS], [4 HANDGUN AMMO] and a
[SYRINGE]. Go back to the hall and enter the room straight ahead, with the
torture chair in the middle. Stay crouched, because there's a bomb at the back.
Nonetheless you can collect a [GRENADE] from behind it too.

Now continue down the hall. Note how the safe on the ground moved just a little
when you moved by... Head down the ladder and The Keeper will show its head,
well, not literally of course (with the safe and all). Quickly move to the
first valve and turn it, then go to the second valve. A creature appears so kill
it first, then turn the second valve. Grab the [3 HANDGUN AMMO] near the ladder
at the end of the walkway, then climb down. [C]

Stick to the right side for a bottle of [300 GREEN GEL] right by another [300
GREEN GEL]. Head down the hall and three creatures will appear. Shoot the bomb
with your handgun for a decent effect, waste any stragglers any way you wish.
You'll reach an intersection afterwards. The gate to the left is closed (but
watch the bomb). There is [300 GREEN GEL] near the bomb though, so be sure to
grab it.

Head right and go around the corner to find a wheel. When the gate is open, do
NOT rush around the corner hastily, because there's a tripwire-bomb, a new type
that is fairly tricky to spot. Crouch and disarm it, then continue. There are a
couple of crawling creatures ahead but they're fairly harmless; a few rounds
will do them in. You can find [500 GREEN GEL] on the right side of the hall.
Move to the end afterwards and turn the wheel.

Move through the hall and go up the long ladder. You can find a [HARPOON BOLT]
sticking out of one of the corpses in this room. Continue and get the last
litho. Place it in the final slot and be sure to save your game afterwards.

BEFORE you continue on, head back down the right stairs

Head down the stairs and the large gate will open. As you enter, The Keeper
appears. Cut yourself loose and take a few steps back. When you step back in
you must quickly run to the other end of the hall without stepping in any of
the traps; that would mean instant death. We won't lie; it's not easy. Here's
a rough guideline on which directions you should run in: Left (also left past
the fourth mine that is lying relatively to the left side; but NOT the fifth
mine, which is quite far to the left), Right, Left, Right, Middle.

THE KEEPER
----------
TIP: You'll rely mostly on effective explosive bolts for this fight, so be sure
create more of them via your inventory when you run out. Also, there is a
unique trophy to be had in this fight. Check out our trophy tip below to
not only get it but also conserve as much ammo as possible.

Free Leslie in the next room and collect the [6 HANDGUN AMMO] and [1 SHOTGUN
SHELL], then use the lever. This will trigger a scene and start the boss fight
with The Keeper. The easiest way to deal with him is to stay the hell away from
him. He'll drop nasty traps in which you can get stuck, but try to avoid those.
Circle around the cage and shoot an explosive bolt in the floor. Do this twice
and it should drop him - temporarily. He's worth 1000 Green Gel. Now move to
the other room (NOT the room with the gas bellowing out) and gather up the
[EXPLOSIVE BOLT] and the [SYRINGE] in the hall, take note of the valve and
quickly - that is as QUICKLY as you can - turn the valve in the next room.

If you're fast enough you can do this before The Keeper revives, allowing you
to enter through the door and enter the next chamber. Here you can find
[8 HANDGUN AMMO], [2 SHOTGUN SHELLS] and [3 PARTS]. You will have to use the
valve again to close off the gas, and again The Keeper will come after you
(isn't it awesome how he gains access to your space?) Use explosive bolts to
deal with him. When you manage to turn the valve, return to the previous chamber
(with the first valve) and look to your left; a new path has appeared.

Unfortunately, The Keeper isn't too happy about it and destroys the valve you
needed to turn. But... wasn't that a valve lying on the table in the hall
connecting to the very first room? Yes, it was. Head back and collect the valve,
waste The Keeper one more time, quickly turn the valve and head downstairs (to
your LEFT!). Follow the path, turn right and climb the ladder and then a scene
will play (be prepared to wiggle the left stick).

TROPHY TIP: I DON'T HAVE TIME FOR THIS!

~ This is a good trophy to aim for, and can even same you a bit of ammo and
time. The trophy doesn't outright say it, but to get the trophy you must get
through the entire Keeper boss fight while only killing him twice (which
doesn't count the ending scene).

Doing this is pretty easy actually, as you MUST kill him twice at least to
get through this section. The first time is in the beginning as the doors do
not open up and the gas doesn't appear unless you kill him. From there, go
turn the first valve like normal and then head into the nearby door (which
then does the short scene to lock him out). After that turn the second valve
and start the scene where he joins you yet again. THIS is the second time you
MUST kill him to open up the nearby door. Do so and then go through the door
you open up and take a left to see him destroying the third and final valve.

From here head right and to the room with the spare valve. Once you pick it
up craft / shoot the Keeper with a freeze bolt. Now, immediately go put the
new valve on and turn it, then head down the stairs to the left. Bingo, you
have just done what you needed to do! The key in all of this is that final
freeze bolt which gives you time to escape.

Note that the trophy will likely not pop until you are done with the chapter.
For BK it popped on the "Chapter Clear" screen, so keep going and don't get
too worried if the trophy doesn't pop right away... Fun fact, as of this
writing, only 2.7% of players have this trophy on the PS4. Wow!
Head outside and turn right; you'll find [800 GREEN GEL] at the end (head
upstairs). Go all the way back and move in the other direction now. [500 GREEN
GEL] can be found in the corner of the walkway, and another [500 GREEN GEL] is
lying near the ladder at the end of the hall. Go down the ladder to finish the
chapter.

______________________________________________________________________
|����������������������������������������������������������������������|
| A PLANTED SEED WILL GROW [WLK-8] |
|______________________________________________________________________|
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______________________________________________________________________________
VIDEO SUPPORT:
supercheats.com/the-evil-within/walkthrough/chapter-8-a-planted-seed-will-grow
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TROPHY TIP: ITEM MANAGEMENT

~ Way to start a chapter, right? BAM, trophy tip, right in your face. Well,
if you don't care about trophies or achievements feel free to skip this.
This trophy is for NOT USING GUNS AT ALL in Chapter 8, which is actually
very possible and not that hard to do... in fact, it will help set you up
for upcoming chapters.

There is only really one challenge to not using your gun in this chapter,
and that is right at the beginning. At the start of the cave are several of
those two-headed creatures, but they aren't the problem. The problem is that
a small ways into the cave is an iron door with a wheel that you must spend
a good chunk of time turning to open. There are two two-headed foes by the
wheel, and there is 0 chance of you turning it while they are there. To get
them out of the way, run into there room from the start of the chapter (punch
the wooden boards and go through the narrow tunnel) and get their attention.
Now, lead them into the narrow tunnel. We want them to chase us. The only
challenge here is that the enemies from the first room are also going to chase
you into the tunnel.

You may take a hit here, but as long as you have the final two creatures
following you into the tunnel you can sprint past the first creatures into
the initial room. Now slowly lead them back to the area you started in and
make sure they are ALL following you (they like to get stuck in the tunnel
sometimes). Once they are all back in the back room, rush to the tunnel, go
through, and you should have plenty of time to raise that gate uninterrupted.
From here, just don't shoot or use your gun at anything else. Everything is
easily ran past and you can pick up any and all items you come across. As a
fun fact, as of the time of this writing only 0.7% of PS4 players have this
relatively easy and useful trophy. How's that for rare?

You're in a large cave now and several two-headed creatures can already be
spotted in the distance. Kill them with your handgun; try to shoot their heads.
When one of the heads pops, the creature will drop so you can burn the body.
There are several crates and barrels here that you can smash for items. There's
also [3 HANDGUN AMMO] on the right side of the cave, just before the barricaded
part. There's a fourth enemy that will come alive as you approach the barricaded
hall. Another great way to defeat them is to use an explosive bolt when several
of them are close to each other (aim at the ground).

There are two more enemies in the next room, where you can also find [2 SHOTGUN
SHELLS]. Turn the wheel and smash the small statue on top of the wheel for an
[ORDINARY KEY]. Head through the open gate and move through the cave until you
reach a bridge. [C] Spikes are shot from the wall, but it's not too hard to
avoid them as they come in waves, and there are several rocks and places to hide
behind. Be sure to smash the crate/barrel and collect the [PARTS]. The wood near
the crates has a [FREEZE BOLT] as well. Continue and move through the small
opening at the end of the tunnel. [C]

Search the left side of the room to find the [AUDIO TAPE - CASE STUDY: ALTEREGO]
and inspect the right side for [7 HANDGUN AMMO] and a [FLASH BOLT] sticking from
the wall. Several small baby creatures will crawl out of the wall. They do
attack you (minor damage), but you can kill them by running over them, so do
exactly that until they're all pulp. Open the gate to continue.

Wade through the water and turn left at the intersection. Smash the wooden
planks to reveal [3 HANDGUN AMMO] and [500 GREEN GEL]. Continue down the main
path and inspect the third (small) waterfall on your right side, which reveals
a small statue; smash it for another [ORDINARY KEY]. Hop over the wooden fence
and sprint a few circles in this room to kill the baby creatures. The next room
up ahead is home to more of these baby critters, along with one regular two-
headed creature. Continue upstairs. [C]

In this room, there is an [EXPLOSIVE BOLT] up the stairs to the left, but be
sure to smash the crates and barrels on both sides of the area for some random
items, then proceed straight ahead and search the ground for the [CAVE NOTE].
Inspect the corpse and grab the [BLOODY RELIEF PLATE]. With simple logic you
already know which side to place into the door (namely the side without blood
on it, since the stained side clearly didn't work for the last unlucky sap).

Move through the hall(s) to trigger a scene. Once you have control, turn around
and search for [MAP FRAGMENT 14] by the wall. Head forward now and watch another
scene. In the circular room, look around for the [RESEARCH FACILITY NOTE] and
the [JOURNAL ENTRY - JUNE 2009]. There are also some double doors in here with
a bunch of debris by them. Look at the tip pipe here for a statue! Shoot it to
have the key slide down the pipe for an [ORDINARY KEY]. Now head down the hall
and sprint to the end while being chased; be sure not to get stuck behind doors,
so stay in the middle. The chapter ends afterwards.

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| THE CRUELEST INTENTIONS [WLK-9] |
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VIDEO SUPPORT:
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In the save hub you can in fact save your game, open lockers and spend that
green gel. It is worth noting that once you leave your room, you can go look
through the window of the cell to your left (same wall as yours). Doing so
will cause Tatiana to scold you, though.

In order to proceed, enter the lobby and take a thorough look at the painting.
Do so twice, in fact. Once you are in the lobby again, look to the desk for
the [ESTATE FIRE] newspaper then head to the cell area to continue...

Back in 'reality', inspect the barricaded dead end behind you for [500 GREEN
GEL] and crates, as well as the area to your right for another [500 GREEN GEL].
Nearby is a broken pillar (by the main path) that has [MAP FRAGMENT 15] on it.
Continue to the mansion in the distance and inspect the right side of the area
to find several barrels and a crate with for random items. Explore the left side
of the area to find a somewhat separate area that has an [EXPLOSIVE BOLT]
sticking out of one of the walls, and [500 GREEN GEL] and [1 SHOTGUN SHELL] on
the ground. You can also find an [ORDINARY KEY] by facing the mansion doors and
then inspecting the tree to the right (the statue is up in the branches). Then
approach the steps of the mansion's main entrance and inspect the right side of
it to find another [500 GREEN GEL].

Inside the mansion, look for a [SYRINGE] on one of the chairs on the left side.
One of the stairs also has [500 GREEN GEL] under it (under the left stairs).
You are now in the main hall, and the large door in front of you will
automatically close. There's a red door in the (upper) left corner that leads
to the save hub, plus you can find the [KRIMSON POST NEWSPAPER CLIPPING] in
the small room. Inside the save hub you can find the [BODIES FOUND NEAR ESTATE]
newspaper in the stand, and the [MISSING PERSONS POSTER - RUBEN]. When you're
done upgrading skills and saving, head back to the mansion.

NOTE: You need to know that Ruvik will appear every five minutes or so,
attempting to kill you. He'll stick around for a little longer than
half a minute. Do not bother shooting him, this only makes him teleport
close to you, which is very dangerous as he has an instant-kill move.
Simple moving around and waiting for him to go away will work fine. An
area such as the main hall is ideal for this; other areas will require
improvising, especially with other enemies around.

First explore the single door to your left (under the stairs) and search this
dining room for [300 GREEN GEL] and the [MANSION DINING ROOM NOTE]. Continue
through the next hall, but beware of the bomb in the next room. There are also
two enemies feasting in the next room, so take them out with something area
affecting if you can. Another enemy will likely come out as well. In this room
you can find [4 HANDGUN AMMO] to the right. The last room contains [1000 GREEN
GEL] in between the shelves and a [FLASH BOLT] on the shelves, as well as a
statue up on the highest shelf by the door that you can destroy for another
[ORDINARY KEY]. There's also a puzzle that you need to solve on the table.

It's actually very simple the brain has two halves (which are called the left
and the right hemisphere). The area you need to insert the probe into is the
green area (F-7; CONSENT) depicted on the picture to your left). This means you
will have to insert the probe into the lower right portion of the LEFT
hemisphere/brain-half. This triggers two 'holograms'. Return to the main hall,
but if you can pick up the axe that one of the three last enemies dropped. On
your way back, be ready for an enemy to jump-scare you (make him pay with the
axe!). In the main hall, you'll find that one of the blood injections into the
door has been activated.

Head through the double doors on the other side of the main hall (also under the
stairs) and inspect this room to find [3 MATCHES]. There's also a [SYRINGE]
lying on the table in the middle. The door in the right corner leads to a small
storage room with [500 GREEN GEL], [2 SNIPER RIFLE ROUNDS] and several barrels
with some random items. The other door in the hall leads to a room with a bomb
behind the crates, so be careful. You can find [300 GREEN GEL] and [2 SHOTGUN
SHELLS] inside as well.

Continue through the hall and look for [2 HARPOON BOLTS] sticking out a chair
on the left side of this piano room. There's also a [GRENADE] near the piano,
and the [MANSION MUSIC ROOM NOTE] can be found under the wall safe in the corner
of the room. The safe cannot be used right now, so head back to the main hall.
Go upstairs. The door on the right is locked, so head through the double doors
in the middle. You can find [300 GREEN GEL] in this room, along with the
[LOWER SAFE DIAL]. Now you only need the upper one. One last tricky item can be
found up here: look UP. Up on the ceiling, balancing between a corner is a
statue we can shoot for an [ORDINARY KEY]. Tricky! Head through the door on the
left in the main hall, which is the only area we haven't explored up to now
(other than the area behind the locked door on the right).

Don't rush through; instead, crouch and sneak up on the enemy inside this room
for a stealth kill. There's [2 SHOTGUN SHELLS] on the desk, and you can also
find [300 GREEN GEL] on a small table. Climb the ladder, kill the 'corpse' and
collect the [UPPER SAFE DIAL]. Carefully count how many spectators are depicted
on the painting (the white heads); 11. When you climb down, several enemies
appear. You should be able to stealth kill one of them; defeat the other two
any way you want.

Now head back to the main hall (ignoring the unexplored hall in the room you're
coming from, at least for now). Head downstairs and go through the double doors,
you're headed for the piano room. Enter the safe dials and input 11 for the
upper dial and 2 for the lower dial. Behind it is another experiment. This time
you must put a probe in the blue 'hope' center, which is roughly in between the
two already implanted probes, but a little bit more to the left than that.

When you've so, head back to the main hall. You'll come across two enemies on
the way, so kill them. And in case you somehow needed to go back to the storage
room, there's now an enemy with its back turned in there. You *can* stealth kill
it, but you must press the button as soon as you're near enough, because she
will turn around as you get close.

In any case go back upstairs and back to the room you came from. Here, turn
left. Ignore the body and search around for [500 GREEN GEL] and [2 PARTS].
Go through the first door on the left and search the desk for [RUVIK'S ROOM
NOTE], [4 HANDGUN AMMO] on a chair, and [500 GREEN GEL] in the cupboard. The
adjacent bedroom contains [500 GREEN GEL] and a [MEDICAL KIT], as well as
[2 MATCHES] in the cupboard near the door. When you search the bedroom, an
enemy will enter the other room. It's quite possible to sneak up on it to save
some ammo.

Head back to the hall, but beware of the trap. Go around the corner and enter
the bathroom to the right, which contains [500 GREEN GEL] in the toilet and
[MAP FRAGMENT 16] near the bath. Continue down the hall and shoot the red light
above the trap when it requires you to.

Go through the nearest door to enter a bedroom that contains a statue/[ORDINARY


KEY] and a [SYRINGE] in one of the cabinet drawers. Move through the fireplace's
tunnel to find the last experiment, along with an [EXPLOSIVE BOLT] and [1000
GREEN GEL]. This time you must put a probe in the red/A-2 'fear' center, which
is essentially the far right side of the brain, in the middle.

Go back to the hall and go around the corner; collect the [500 GREEN GEL] from
near the corpse and then (with your lights dimmed), sneak down the hall and spot
an enemy around the corner. You can sneak up on him quite easily as he moves
away from you. In the room up ahead, the 'corpse' will come alive, so you might
want to shoot it in the head right away. There's [500 GREEN GEL] on the chair
nearby and the table contains the [AUDIO TAPE - CASE STUDY: DECONSTRUCTING
PSYCHIC BARRIERS].

At this point I (Steve) want to stress that the talk on these tapes is bogus
scientifically speaking. The psyche is emergent and cannot be reduced to
spatially located lobes of the brain. There are, of course, certain parts of the
brain that greatly contribute to certain functions, but the structures of
consciousness and the human psyche in general cannot be explained by, much
less tinkered with through the neuro-reductionist frames that appear to be
hegemonial in the game. Nonetheless the cultural desire and striving towards
integral forms of collective consciousness are adequately tapped into once
again (other such cultural artifacts were: the Borg, and to some extent the
Matrix). We could call this the desire of assimilation of others' consciousness.

In any case, when you attempt to exit the room, a second enemy will appear.
Kill it and go through the door; you're now in the main hall. Save you game if
you wish, then go through the big door you've finally opened. Move through the
hall and you'll reach a room with a [SPARK BOLT].

Move through the next hall and you'll reach a room in which Ruvik appears. Do
not waste your ammo on him but continue down the next hall. In this room,
several trapwires appear; it's not too hard to move around them though. First
move to the left, then head right, then left again and you've pretty much made
it already. Note that you can get an [EXPLOSIVE BOLT], [HARPOON BOLT] and [500
GREEN GEL] at the start by going under the left wire, QUICKLY going right to
nab all of those, then heading back and continuing under the left wire (if you
are too slow you will go splat...).

Continue through the hall and past the creepy doll head to come to a new
room. In this next area bars will drop from the ceiling, partially blocking
your way while Ruvik moves right through them. Simply shoot the lock on the
bars blocking your way (when you're completely locked in) to continue. As a
special treat, note the ASCii map below to show you where to go and what you
can get... visually!

Break your way through several locks and beware of the bear traps near the end
as well as the occasional bombs. They CAN all be undone and salvaged if you are
fast, but you are playing with fire: if Ruvik catches up to you sufficiently you
will suffer a one-hit KO. Near the very end of the course hang to the right by
the wheel of death, shoot the last lock and then run to the exit.

LEGEND:

xx - The wall will crash down on you.


BB - The wall has a lock you must shoot.
KK - A giant spinning blade (stick to the right!).
T - Bear Trap
<< - The wall will close after you pass through it in that direction.

ITEMS:

1. [7 HANDGUN AMMO]
2. [500 GREEN GEL]
3. [4 HANDGUN AMMO]
4. [FREEZE BOLT]
5. [300 GREEN GEL]

NOTES:

As you can see, you'll run to the first locked wall / item. From there it is
best to swing around to the gel and north to the third item and 2nd locked door
(you can alternately grab the freeze bolt THROUGH the wall and head to the ammo
and locked door). Now head east past the traps and to the blade area. Quickly
grab the gel, sneak to the right of the blades, blast the third lock, and make
it to the exit!

Also note that NIGHTMARE mode and higher have additional bear traps where the
original ones are. Plus, Ruvik is a tad faster as well. Other than that, the
layout hasn't really changed so the order of doors and sneaking past the blades
will still be your priorities.

o------o------o------o EXIT o------o------o


|KK B | |
|KK B | |
oKK o--xx--o--xx--o--xx--o o--BB--o
|5 X X T X |
| X X T X |
o o o o--xx--o o |
| < X X |
| < X4 X |
o--xx--o--xx--o--xx--o--xx--o--xx--o 3 |
| X < |
| X < |
o------o--xx--o--xx--o--xx--o--^^--o |
| B X |
| B 1 X |
| o--xx--o-------------o o 2 |
| | |
| | |
o----------- START -------o-------------o

In any case, once you reach the end you'll be inside the same room as before,
but this time you can find [500 GREEN GEL] and [MAP FRAGMENT 17] here. Head down
the hall to enter a new setting.

Search the cart on the left side for [300 GREEN GEL] and the cart on the right
for [2 HANDGUN AMMO] and a [FLASH BOLT], as well as [2 SNIPER RIFLE ROUNDS]
nearby, then enter the barn. After the scene(s), turn the wheel, then the crank
to the left of the wheel. Step inside the cage, turn around and shoot the
crank/wheel you turned to reach the upper area. Here, grab the [500 GREEN GEL]
and then burn the hay to the right of the exit! I know this seems weird, but
let the hey fire burn down (it takes a little bit... be patient) and behind it
you'll see a statue with an [ORDINARY KEY]. Very tricky (this entire chapter was
just full of tricky keys). Now feel free to attempt to flee by the window. This
starts a boss fight of some sort.

Again, do not bother to shoot Ruvik himself, which is impossible. The idea, this
time, is to shoot the regular enemies that Ruvik spawns (and set them on fire).
You can find [2 HARPOON BOLTS] and [2 SHOTGUN SHELLS] in the area. Just stay
away from Ruvik (and the enemies themselves) while you keep downing any newly
spawned ones.

When the fight is over, move to the end of the hall and go slide yourself
through the opening behind the bookshelf.

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| THE CRAFTMAN'S TOOL [WLK-10] |
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Head down the ladder; in the room up ahead, search the desk for the [MANSION
BASEMENT NOTE] and a [FREEZE BOLT]. The crates contain random items. Enter
the save hub behind the red door and visit the cell next to you for some
information. You can find a new newspaper [CAR ACCIDENT; TWO DEAD] at the stand.

Back in the 'real' world, head downstairs, search for [2 HANDGUN AMMO] near the
barrel in the corner, then climb down the ladder. Turn on your lantern and
crouch. There's a trap nearby, so dismantle it. The room to the left contains
various crates with random items, but also a statue with an [ORDINARY KEY],
plus [1000 GREEN GEL] and an [EXPLOSIVE BOLT]. Continue down the hall. The
doors to your left and right are locked, but you can find [500 GREEN GEL] near
the left one.

Continue through the dark hall to reach a big dark area. There's an enemy up
ahead, so stay down. Be sure your light is on, nonetheless, so you can spot the
two tripwires up ahead; dismantle these. Approach the enemy when he turns away,
but be sure to circle a little to the left, as he has the tendency to look to
the right. You can find [2 HARPOON BOLTS] if you hop over the small wall on the
left side. In any case, grab the enemy's torch and move to the next hall.

A sniper will shoot at you and the area is lit. A quite insane apparatus is
revealed, with an enormous blade going round and round. An enemy will soon
approach you, so use your torch. Sneak through the hall until you reach the end,
then grab your sniper rifle. You can spot the sniper by looking for the
reflection of his scope. When you've located his position, kill him. You can
find [2 SNIPER RIFLE ROUNDS] in the room you're now in.

Optionally, you can enter the main room (crouched) and hop over the left wall
to find a [SYRINGE] here. If you're already maxed out on health and syringes,
then this isn't required.

Head back to the previous room and go around the corner to find a ladder. Climb
it and make your way through the hall, but crouch when you're about halfway.
Two enemies make their entrance up ahead. It's perfectly possible to both sneak
kill them, but do keep in mind there's also a bomb here. When they both walk
away, kill the one on the RIGHT first; leave the (fat) one going outside for
now. Hide behind the wall near to where you kill the first enemy, so that the
second (now coming back inside) can't see you. Move behind it for another sneak
kill. Stay crouched and sneak outside, but don't approach the 'corpse'. When
you're far away enough so the bomb doesn't trigger, pull out your handgun and
pop the head of the 'corpse'. This is also a great vantage point to kill a
second sniper (who's at the same height as you). You can even do this with your
handgun. Search the sandbags on this balcony for [2 HANDGUN AMMO].

Head back inside (stay crouched) and look around for a [FLASH BOLT]. Now
backtrack a little, since we skipped the storage room in the hall to get to the
enemies faster; you can find [1 SHOTGUN SHELL] and some random items from the
crates. Now head to the next room and search around for [500 GREEN GEL] and
the [BATTERY PACK] key item.

Head back downstairs and enter the main area again. When you hop over the small
wall to the right, proceed just slightly to trigger the appearance of two more
enemies. When the blade has just moved over you, hop back over the wall and
retreat into the room you came out of. From here you can easily defeat these
two; stunning them with a bullet when the blade is close will mean instant
death for them too.

With them taken care of, hop back over the wall and look to the right to find
[500 GREEN GEL]. Head into the room to your right. There are several enemies
here; one effective way to deal with them is simply to lure them back to the
spinning blade, which will chop off their heads without mercy. You can find
[3 MATCHES] on the blue barrel in this room and there are several crates in the
back which may hold some random items. There are also [2 HARPOON BOLTS] sticking
out of the wall near the window. In any case, plug the battery pack in the
generator to open the double doors in the main area. Head back, be careful not
to trigger the trap at foot-height, search the low wall's left side for [300
GREEN GEL] and head through the double doors.

In the room up ahead you'll find that the door to your left is locked. The
storage room contains [2 HANDGUN AMMO], [MAP FRAGMENT 18] and [500 GREEN GEL].
Ignore the bodies and head down the ladder. You can find a [SPARK BOLT] at the
blue barrel in the corner of this hall. Move upstairs and look for [3 MATCHES]
lying on the shelves around the corner. [C]

Look to your left to spot a small statue; shoot it with your handgun. Once you
step inside, you only have a couple of seconds to collect the [ORDINARY KEY],
and there's also [500 GREEN GEL] in the left corner. If you're fast you can
grab them both. There are a couple crates with random items in the room, as
well as [3 HANDGUN AMMO] on the blue barrel near the steps, and a [SYRINGE] on
the floor beyond the steps. You can't pull the lever, so head through the blue
door on the side.

There are four enemies in this area. You can shoot the bomb up ahead to waste
several at once. A [GRENADE] is lying in the upper right corner near a blue
barrel. Dismantle the trap near the hole, then inspect the larger area for
crates with random items. The fat enemy in the corner will come to life, so
either kill it right away or use the nearby bomb to your advantage. You can find
a [FREEZE BOLT] on the blue barrel he was lying next to in the corner. The
shelves nearby hold another [BATTERY PACK], and yes, the nearby 'corpse' will
also come to life. Look for [300 GREEN GEL] in the corner of this room, again
near a blue barrel.

Continue through the adjacent hall to find [2 MATCHES] in the shelves at the
end. Move through the next room, into an even darker room. There are some crates
here with random item potential. Continue through the ridiculously dark area
until you reach an area with spiked devices. Grab the [3 SHOTGUN SHELLS] from
the blue barrel in the corner, as well as [2 SNIPER RIFLE ROUNDS] from behind
the left spiky device and continue through the hall. [C] Crouch through the hole
in the fence and insert the battery pack into the generator's slot.

Will all hell break loose? Well, sort of. Three regular enemies will have to be
dealt with in the previous room, and when you approach the middle of the room,
the shutter opens and a huge creature with hooks attached to its arms will rush
towards you. Head back a little, lure the creature to the other side of the wall
with some fence in it, then rush to the lever in the area that the open shutter
reveals. You can now continue to backtrack, but be careful of the spiky device
which comes down at fixed intervals. The heated bars will also eject to the side
but this time the game spares you.

There is a secret key by this first heated bar. Stand in the hallway to the
left and look down into the small area the bar comes out of. See the statue
there? Shoot it to drop an [ORDINARY KEY]. You can sneak in that cubby when
the bar is out to collect it, then sneak back out to the hallway again.

Proceed through the next room, but don't tread too far in the next, which has
several heated bars ejecting to the other side. When they're all ejected, move
through by crouching; you can find [500 GREEN GEL] in the corner. Climb up the
ladder afterwards. There's an [EXPLOSIVE BOLT] in the next hall; move through
and smash the crates at the end for random items, then crawl through the hole.
You can find [3 MATCHES] inside the ventilation shaft, but the real prize up
here is against the left wall: [MAP FRAGMENT 19]. Fun Fact: this is the only
map fragment we (both) had to replay a chapter for to get! Ha! Go ahead and
make your way to the other side and drop down. [C]

A relatively tough fight ensues. There's one regular enemy standing with his
back towards you in the area up ahead, so you should definitely sneak kill it.
The other two creatures obviously cannot be dealt with this way, so you'll have
to resort to other measures. You CAN get in a sneak ATTACK on the first ogre,
but be ready to fight after that as he'll throw you off (it is worth it though,
as the damage is substantial).

You can find several crates that you can smash here plus [3 HANDGUN AMMO],
[4 HANDGUN AMMO], [2 SHOTGUN SHELLS] and [2 HARPOON BOLTS] in this area. One
way to deal with the two ogre-like creatures is to have them close together,
blast a freeze bolt at them, followed by four to five grenades and/or explosive
bolts. This does significant damage, probably killing them both. Shock bolts
work wonders as well. You can't smash them to pieces when they are frozen, of
course, but it's a great way to damage them both at once.

Open the gate with the wheel and search the small room adjacent to the next hall
to find [300 GREEN GEL] and a [FLASH BOLT]. Flip the lever and move underneath
the spiky device to reach the room you initially started in. Open the door with
the lever and move through several halls until you reach a room with a bed.
Search it for the [AUDIO TAPE - LAURA] and [300 GREEN GEL]. Continue and head
through the red door to find the [JOURNAL ENTRY - FEBRUARY 2012]. Enter the save
hub to find a new newspaper: [HOME DESTROYED BY FIRE], on the counter this time.
You can also collect the [MISSING PERSONS POSTER - PATRICK] from the billboard.

Continue through the double doors in the 'real' world and in the next area,
where to your surprise, an old love roams behind the fence, head down the
stairs. Collect the [2 HANDGUN AMMO] in the corner, then pull the lever. The
long-haired creature pulls the fence apart, so quickly move underneath the gates
and make a run for it! Run through the halls and make a turn right when you see
that the way is blocked by beds. Ignore the enemies near the end; just move
through the door. There is some [500 GREEN GEL] near the first set of enemies,
but it is not worth risking death over.

INFO: Wondering what could possibly be in the rooms the enemies came out of?
Nothing! Yes, we were crazy enough to check! Keep running!

TIP: There is a trophy for killing our love before the end of the chapter.
Be sure to check our trophy tip down below if you plan on doing so. It
is best done on a New Game + though, so you may want to put it off until
then so you can return with a better arsenal and on the casual difficulty
setting.

Destroy the crates in this room and search the left side of the next room for a
[HARPOON BOLT] and [2 MATCHES]. Go through the doors and pull the lever to
continue; the fire will be extinguished. Search the left side of the end of the
path to find [4 HANDGUN AMMO], then inspect the two pipes fueling the flames
and shoot the shiny switch in order to continue again.

When you move through the hall, the long-haired creature appears again. Quickly
move past it, into the hall to your left and ignore the bomb(s). In the next
room, turn right and pull the lever. Unfortunately it takes quite some time
until the fire is extinguished, so you'll have to play hide and seek with the
creature. The area was designed just for this, of course. Be sure to collect a
[SYRINGE] from around the main pillar. If the bomb annoys you, simply shoot it.
With the fire extinguished (and the creature at a safe distance), climb the
ladder behind it and quickly rush through the next hall. Again, pull the lever
to extinguish the fire, which again takes some time. The area is smaller this
time, but the principle remains the same; hide from the creature until the fire
is finally out, then be on your way.

You'll be locked in an incineration room. Quickly turn around and look at the
ceiling to spot a similar switch; shoot it and head through the door. In this
area you will have to shoot three switches; two are on the ceiling pipes in the
main room, the other is attached to the pipe near the fire. Meanwhile, stay
away from the long-haired creature.

When the fire is out, get a move on and hop down into the next room. There's one
switch to shoot here, but what matters most is the lever in the corner; trigger
the bomb first by, for example, planting an explosive bolt or throwing a
grenade in that direction. It takes some time for the fire to go out, so keep
busy. Rush through the hall to trigger a scene.

TROPHY TIP: BATHED IN FLAMES

~ This trophy is best done on a New Game + so you can have an upgraded
inventory, a rocket launcher, and of course you can go on casual difficulty.
This is the trophy you get for killing Laura INSTEAD of running away and
surviving her. It is possible on survival as well, but it just isn't as easy
or rewarding...

It is recommend to also have your harpoon bolts fully upgraded, as they are
given a fire effect at max level and lord knows Laura hates fire. From the
start of the Laura section, hit her with a harpoon bolt as she appears and go
under the gate. Continue on to the hospital door section and hit her with yet
another harpoon as she appears, then get through the door section (ignore the
other enemies). We're at the boiler room section now.

Go through like normal but in the areas where you have to hit the switches to
stop the fires note that there is one of them that you can shoot a pipe lever
and call down fire on whatever is underneath. This is a cheap way to to burn
Laura some more at the price of a bullet, so be sure to get her under that as
you continue. Head through the boiler room and shoot the lever, and you'll be
in the room with the three levers you'll have to shoot to drop down below.

This is where our real fight starts. Shoot the levers here of course but also
begin to wage war on Laura. Hit her with a flame bolt and shoot the two levers
in the large rectangle room. Whenever Laura is "bathed in flames" she will
often disappear into the floor and come out of a nearby body. One trick to
that is that when she pops out of the body, you can tell which one by the red
blood particles near it. This means you can get to the body and when she pops
out you can light the body on fire and burn HER and the body all at once. You
can do this with EVERY BODY and there are three of them in this upper area.
You can also shoot the bomb near the middle body up here after she comes out
to get some explosive damage on her. Make sure to burn her with all three
bodies up here and get the bomb on her before dropping down below.

In the area down below there are bodies (three) as well as two pipes that you
can shoot to bring flames down on here. One easy way to take her out is, if
you DO have the rocket launcher: burn her as she comes out of a body and then
retreat a little ways and launch 1-2 rockets into her. Repeating that 2-3
times will likely finish her off. If you are on survival you want to burn her
as she comes out of the bodies and then load up her face with buckshot as she
is writhing in pain. Do that for all three bodies AND use the two levers to
bring fire down on her. On survival you will very likely run out of shotgun
shells before she is dead, so use up your explosive bolts and handgun ammo as
well (but always save some shots for the levers).

With all of that punishment you should be able to take her out. Once you do
you can disable the bomb down here, hit the lever, and be on your way. There
is in fact a special reward for killing her: NO CUTSCENE of you rushing to the
elevator. This means you can pick up the items to the right of the elevator
which include [5 SNIPER ROUNDS], [10 PISTOL AMMO], [4 SHOTGUN SHELLS], [6
PARTS], [1000 GREEN GEL] and a statue with an [ORDINARY KEY]. This is all
added onto the 16,000 Green Gel you get as a reward for taking her out. Enter
the elevator and continue the chapter like normal from here. Good job! As a
fun fact, only 0.7% of PS4 players have this trophy at the time of this
writing.

After the elevator you'll be in familiar territory. Before going straight, note
that every door here is locked. Go figure. The door that used to lead to the
save hub has [MAP FRAGMENT 20] lying against it though. Pick it up and head
forward to yet another scene.

After the scene, look to your right to find [1000 GREEN GEL]. There's a red door
up ahead. You can find the [IRREGULARITIES AT HOSPITAL] newspaper and the
[MISSING PERSONS POSTER - MARCELO] in the save hub at their usual spots.
Continue and move through the tunnel. The next room contains [3 HANDGUN AMMO],
[3 MATCHES] and [3 PARTS]. The next room contains [300 GREEN GEL] (where the
wall is smashed by the creature for the first time). Make your way to the end
of the tunnel to initiate a boss fight.

,---'\____________________________________________________________________/`---.
--- BOSS: AMALGAM ALPHA ---
`---./��������������������������������������������������������������������\,---'

The fight can be divided into two phases. In the first phase, the creature will
search for you with its tail eye. If you shoot the eye (with your shotgun, since
it has a much larger spread, or with the Flash Bolt... although BK recommends
the Sniper Rifle for maximum accuracy), the creature will be temporarily
stunned, so use this moment to your advantage to shoot a couple of rounds into
the beast (again, explosives or grenades are your heavy hitters).

You will want to do this another time. The creature will recover fairly quickly
however, and start to rush towards you. There are two storage rooms in which
you can hide. If you DO utilize these rooms, you will want to QUICKLY LOOT THEM
and then when the creature gets close, quickly empty your guns (and explosive
bolts) on it; then it will grab you, causing some relatively minor damage. The
same can be done with the second storage room. If you are extremely skilled,
you can actually run out of the storage room while it is "charging up" its grab
move. Run like crazy and hide again!

The second phase of the fight is marked by the creature's mutation. Its eye is
enlarged and now located in its belly. It's remarkably fast, so you might want
to use a spark bolt to stun it, followed by again explosive bolts, shot in its
eye. Several of these should fell the beast. This is the preferred method of
killing it, as if it manages to run you down it can do a one-hit KO move (that
may very well be worth seeing just for the visual). If you can, plant a shock
trap by some of the explosive barrels in the middle corridor for a good hit on
it as well. Due to its speed, shock bolts are extremely effective here as are
traps. Remember: you can always recover these bolts later. Be sure to explore
the area afterwards to collect any items you might've missed.

___________ ____
| K K | __________________
| | | | | |
| ____ __ | | |_____| |_______
|L |____|__| | D |
|__ M -| D |
| | J| |- |
| | -| |E __ |
|__| _| |- |__| _|
| |_| | C B_|
| X| ��| |
2 __X| | |
| | || |F |�����| |
| | ||_ _____________| |_____| |
|��| |___|_| H XX |__| ___|
| |N 1 | |
|__| | |
| __ __|�����|I A__|___|
| |__| |__|_____|������������| |
| | |_____ |
|___O_________________| |_____|_____G____|

1 = Your STARTING Point


2 = Elevator (Exit once Amalgam Alpha Dies)

XX = Explosive Barrels

A = Crates
B = [2 SHOTGUN SHELLS]
C = [6 HANDGUN AMMO] + Crates
D = First Storage Room, [SYRINGE], [GRENADE], [5 HANDGUN AMMO], Crates
E = [2 SHOTGUN SHELLS]
F = Crates
G = [SYRINGE]

H = [EXPLOSIVE BOLT]
I = [2 SHOTGUN SHELLS] + Crate
J = [2 SNIPER ROUNDS]
K = Second Storage Room, [SYRINGE], [2 SNIPER ROUNDS], [FLASH BOLT], Crate
L = [6 HANDGUN AMMO} + Crate
M = [6 HANDGUN AMMO] + Crates
N = [Grenade] + Crates
O = [SHOCK BOLT]

______________________________________________________________________
|����������������������������������������������������������������������|
| REUNION [WLK-11] |
|______________________________________________________________________|
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______________________________________________________________
VIDEO SUPPORT:
supercheats.com/the-evil-within/walkthrough/chapter-11-reunion
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Swim across the building, then make your way through the apocalyptic landscape.
The carousel here has a secret: a statue is riding on one of the horses. Jump
out to the car and shoot it when you see it, then get up next to it and grab
the key when you can (thankfully it falls within reaching distance as we can't
get on the carousel). At the very end, a bus will fall down; enter this
building and move through the next two rooms. In the destroyed lobby, search
the small cabinet in the corner for [2 SNIPER RIFLE ROUNDS], and look for a
[FLASH ROUND] on the small round table. There are [3 MATCHES] next to the
jukebox. Before entering the hall, inspect the adjacent room in the right
corner to find the [MAGNUM] in the silver case, and the [MAP FRAGMENT 21] on
the wall. The cabinet contains [350 GREEN GEL].

Move through the hall and the alley until you reach an area with two mannequins;
look for a [MEDICAL KIT] on the table. You can also find [300 GREEN GEL] and
[2 MATCHES] in the corner, near the shutter and the cart with two blue square
baskets. When you continue around the corner, an enemy will attack you. Finish
it, then head around the corner. Kill the enemy near the fence, then climb the
fence up ahead but wait with going over it; first have a look to your left and
right; you can spot an enemy on each side. Be sure to pop their heads off from
this vantage point, then head over the fence. The door on your right is locked,
so don't bother.

First move to the left to spot a crouched enemy in the distance; again, pop its
head off and move closer, then turn right to spot another enemy. When you've
dealt with these nuisances, search the corner for a [GRENADE], and the corner
on the other side (with a blue trashbin) for crates with random items. You can
also find [2 HANDGUN AMMO] on top of the green container (move over the fence).
Try to continue by attempting to open the door to the right of the silver
container with ladders; this will trigger three enemies to come through the
previously locked door. Their behavior is quite aggressive and they move fast,
so this is your typical shotgun-time-and-attempting-to-burn-multiple-bodies-at-
once moment. Yes it is. Move through the now unlocked door and search the ground
for [2 MATCHES]. The body holds the [OLD-FASHIONED KEY], and near it are also
[2 SNIPER RIFLE ROUNDS].

Once you grab the key, a whole batch of enemies will assault you, including ones
with machine guns. Yes, machine guns. Grab your shotgun and/or freeze bolts and
waste them (the machine gun guy first, but then quickly kill the enemies who
will climb the fence near you), but wait with moving through the doorway; one
last enemy (with a machine gun) is standing on the container at the far end of
the area. Grab out your sniper rifle and waste it before continuing.

With the key now in your possession, open the door and move across the street.
Enter the building's balcony via the red 'Krimson Bank' board and head upstairs
to find [3 HANDGUN AMMO]. Move across the street until you fall down the water.
There is another secret nearby: a statue is floating in the water behind you.
What we need to do here is push it to the nearby car so we can stand up, and
then shoot and collect the [ORDINARY KEY]. After that, swim towards a pipe,
move through, but don't drop into the water on the other side. A new type of
creature is lurking in this pool and if it reaches you it means instant death.

What you need to do is shoot one of the hanging bodies so that it drops into
the water; quickly swim across the pool and climb over the car wreck. Continue
swimming until you're back on firm ground. Do the same for the pool up ahead;
shoot the body/bodies and swim across. In the next streets, first head up to
find two crates, then go down and search the right side for 2 crates and
[1 MATCH].

When you continue, Ruvik appears at the end of the street, along with several
other enemies. Defeat him by using a grenade and/or explosive bolts (which you
can always shoot at the ground and lure him in. His main attack consists of
grabbing hands quickly approaching you from the ground; simply time your dashes
well and you should be fine; never let your stamina run out, as always. Be
sure to inspect the silver case near the baby carriage on the right side of the
area (near the flipped-over green car) for [5 MAGNUM ROUNDS], and the baby
carriage itself for [2 MATCHES]. There are also [2 SHOTGUN SHELLS] on the
wrecked blue car nearby.

Enter the building and look to your left to find a [SYRINGE] and [3 PARTS].
Move on and you'll automatically enter the save hub. Look around for the
[BODY FOUND IN SEWER] newspaper and the [MISSING PERSONS POSTER - INSPECTOR
BROWN] at their usual locations. Back in the real world, move underneath the
open shutter at the end of the walkway to continue.

Pull out your sniper rifle and shoot the enemy in the distance. You cannot shoot
the ones in the cage, so don't bother. There are several crates on the walkway
up ahead, along with [2 MATCHES] and a [SPARK BOLT]. When you approach the
shutter on the left, several enemies come out in batches, one batch at the time.
The last batch has machine guns, so hide behind the railing. The room behind the
shutter contains [5 HANDGUN AMMO] and [300 GREEN GEL]. Climb the ladder and
make your way over the walkway, then drop down. Search one of the pipes for
[300 GREEN GEL] and look near the concrete roadblocks up ahead for [4 HANDGUN
AMMO]. There are crates near the stairs, good for some random items, and there's
a [SYRINGE] near the door (of which the lock can be destroyed, from the other
side). Either climb the ladder or the stairs and look for [1 MATCH] here.

Use the crank to activate the generator and several enemies will appear. Place
an explosive bolt or spark bolt near the ladder and use the fence for cover;
one of the enemies on the other platform will shoot at you, so when the ones in
your close vicinity have been dealt with, pull out your sniper rifle and waste
him. Before rushing over to the red ladder in order to access that platform,
note that there is one last enemy hiding behind a concrete road block. With him
out of the way, climb the red ladder and flip the switch to find a lot of items:
[3 PARTS], [7 HANDGUN AMMO], [2 SHOTGUN SHELLS] and [3 SNIPER RIFLE ROUNDS].

You'll automatically ride the cable car, and although the resistance is big, it
isn't much to worry about. Stay crouched and shoot the enemies with torches
first; most enemies will fall down with only one shot. You can shoot the foes
with machine goes as well (they are very dangerous) in order to make things
much safer (again one shot should do them in). Use the flammable barrels to
your advantage too. When the havoc ends, drop down and turn right first to
find [1000 GREEN GEL] at the end of the walkway. Then head the other way and
drop down the path up ahead. Immediately turn around to find a collectible,
the [MAP FRAGMENT 22].

Continue by heading through the window and moving over the pipes to access the
building across the street. [C] You can hit the 'Brain' vending machine on the
right TWO times to get [300 GREEN GEL] and an [ORDINARY KEY]. Do NOT hit the
machine a third time, or a bomb will pop out that is nearly impossible to
dismantle. There's another vending machine up ahead that you can hit THREE
times instead, for [300 GREEN GEL x3]. Pushing it fourth time will again release
a bomb. There's also [1 SHOTGUN SHELL] and [3 HANDGUN AMMO] on the table to thee
left. Also search the large office room you just passed through for the [AUDIO
TAPE - SEARCHING]. It's in the (intial) upper left corner).

Head back to the office and go through the red door to collect the [JOURNAL
ENTRY - JULY 2012]. There's nothing to be found in the save hub this time.
Back in 'reality', look for [1 SNIPER RIFLE ROUND] on the tables to the right of
the vending machine, then continue down the hall. There's [1 MATCH] in the next
office. Head through the door to enter a storage room with [1000 GREEN GEL]
inside. The next office contains [2 MATCHES].

Exit the building by dropping down on the bus, which triggers a short scene.
Before you dive into the water, wait for the door on the right side of the area
to open; it will only temporarily be open, so the instant it opens you should
swim towards it. In the next area, head upstairs and collect [2 HANDGUN AMMO].
Walk to the end of the walkway and look down; you should be able to spot a
sniper. It's quite smart to kill him now, so do so, then head (partially) back
downstairs. Shoot the body hanging around in the corner of the area, then
quickly dive into the water and swim around the corner. Ignore the wooden
platforms and climb on the wrecked car instead, where you can find [2 HANDGUN
AMMO]. The idea is now to again wait for the door up ahead to open, except this
time you'll need to shoot both bodies that are hanging around. If you already
aim your gun at one of the bodies, you can shoot it faster, as soon as you hear
the beeping sound of the door opening.

When you've made it through, head upstairs and look for a crate and [2 MATCHES]
in this room. Defeat the enemies in the room up ahead to free Kidman. More
enemies will enter the room afterwards; be especially careful with the last one
in the other room, who was a former member of SWAT. With all of them taken care
of, search the shelves for [1 MATCH], then call up the elevator to have it
deliver up to you a statue with an [ORDINARY KEY] inside. How's that for
service? Head downstairs and collect the [1 MATCH] and [500 GREEN GEL] nearby.

Exit the building and go downstairs at the end of the catwalk. Look for [500
GREEN GEL] near the dumpster and a crate in the corner, then go through the door
on the right side of the street. To the IMMEDIATE left is a mannequin and under
it is [MAP FRAGMENT 23]. Nab it and move around the corner and search one of the
red containers to the left of the stairs for [500 GREEN GEL], then go up and
enter the building to trigger a scene. Continue until you reach a room filled
with strange gas.

Note the sign here: flammable. That means that there is NO firing in this
room... unless you want it to explode. Things like harpoon bolts (pre-level
5), flash bolts and freeze bolts are the safest things here if you MUST use
something. Head down the path and take the first left door. This room has a
[SYRINGE] in it as well as a hiding spot. Keep that hiding spot in mind as
you may need it coming up!

Move around the corner and crouch to the next corner; you'll notice another
ogre-like creature in the next room. You can sneak past it, so don't waste any
time on it. It has a fixed patrol pattern, so when you get the chance, move
through the hole in the shelves on the left and wait for it to pass you (there
is a chance it may see you: stay in the middle of this small area). Once it
passes, make your move and climb the ladder at the end of the path.

Note: There is also a hole in the middle of the area, near where the ogre thing
first turns. This leads to another hole near the ladder, but if you use
this path, a second ogre will show up and make life hell. Stick with the
first set of holes and conserve time and ammo (not that you can fire guns
in this gas anyways...).

There are a couple of regular enemies in the next room, but they're no
substantial threat. Flash them or sneak kill them. Move to the right corner and
close the valve attached to the yellow pipe, then slash your way through the
nearby mannaquins to find [1000 GREEN GEL] and a [SYRINGE]. You can ignore the
enemies by the fence; they're bullet sponges.

Inspect the open blue container and defeat the two enemies inside, then collect
the [FACTORY KEYCARD] from one of them. You can use this to open the shutter
in the corner of this room. Climb the ladder and exit the building. Enter the
red door near the yellow truck and collect the [JOURNAL ENTRY - AUGUST 2012]
inside this room, then visit the save hub. You can find the [INVESTIGATOR
MISSING] newspaper here.

Back in 'reality', head outside and search the blue container for [1 HANDGUN
AMMO], [1 SNIPER RIFLE ROUND] and [1 SHOTGUN SHELL]. There are also crates
nearby with some random items. There is a (very hard to find on your own)
secret statue nearby too! From the save room turn the corner and head upthe
stairs. Now get your sniper rifle out. Look UP and you'll see a number of
cranes. The nearest one has a statue dangling from it, so snipe it down with
your rifle. From here, enter the room on the opposite side of the street. You
can find [2 MATCHES] and [500 GREEN GEL] inside. Move over the destroyed
catwalk and look for [500 GREEN GEL] on one of the red benches as well as the
[ORDINARY KEY] we shot down in front of the doorway. Continue on to finish the
chapter.

______________________________________________________________________
|����������������������������������������������������������������������|
| THE RIDE [WLK-12] |
|______________________________________________________________________|
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_______________________________________________________________
VIDEO SUPPORT:
supercheats.com/the-evil-within/walkthrough/chapter-12-the-ride
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This chapter starts off quite atypically. The large spider-like creature must
be fought off; pump a few magnum rounds in its head for starters. There's a lot
of ammunition on the bus which you should all collect while you have the chance.

The creature has several attacks. Its main attack is to simply slash down at
you, which can be avoided by sufficiently moving around. It can also give birth
to larvae that move slowly but surely towards Castellanos. When the creature
comes at you a second time, it will also use a slash attack from the side.
Ducking will do the trick this time. Do your best to take out the larvae as
they often drop puddles of goo worth 500 green gel (500 x 3).

The team runs into several regular enemies too. The idea is quite simple; kill
them all. There are flammable barrels all over the place, so use these to your
advantage. Give priority to gun-wielding enemies. They will start to come from
the right side but will soon be coming from the front as well (they never come
from the left, so you really only have two sides to worry about). Take note that
enemies without guns or throwing weapons WILL drop down and attempt to board the
bus if not killed fast enough. Joseph is pretty good at helping out here, but
does have a habit of shooting into the side of the bus pointlessly when they
fall down.

After the scene the game resumes its more traditional gameplay. You have to make
your way to the ambulance. If you wish, you can head to the far right as soon as
you have control and snipe a sniper in the distance (he will pop up later if you
don't). Now, we have to navigate a car maze to reach the ambulance. There are
plenty of flammable barrels to mess up enemies, but be careful as many have
dynamite and weapons. There are two bombs in plain site on both sides of this
area. Take all of the enemies out, and note the sniper may pop up if you didn't
get him earlier. There is also a bear trap in the back here in a chokepoint, so
be careful of where you are stepping! BEFORE climbing up the car leading to the
ambulance, search the area for a variety of ammo and goodies spread around: [300
GREEN GEL x3], [6 HANDGUN BULLETS], [2 SHOTGUN SHELLS] and [2 MATCHES]. Many of
these are under cars or in corners. Once you are done, continue to the ambulance
and collect the [SYRINGE], [MAP FRAGMENT 24] and [HEMOSTATIC].

Head back to the bus, which is easier said than done. A jeep with a gunman
behind a turret (REALLY!?) shows up. No driver either, it looks like. Hide
behind cars and make your way to the jeep, then shoot the gunman (when
you're standing behind him), then QUICKLY seize the turret. Remember to wait
until after a round of machine gun fire salvo to run to the back of the jeep.
Keep in mind that the crosshair's middle circle is the actual place where
bullets are fired at. In any case, once they're all dead and you let go of the
gun and start to head back to the bus more will show up. Here, you may as well
go reclaim the machine gun and put down this last wave (it is rather easy to
do and beats dealing with loose enemies).

TROPHY TIP: NOT A SCRATCH ON HER!

~ This is a... unique trophy. To get it, we have to go through the upcoming
driving section without hitting a SINGLE enemy. This trophy actually isn't
too hard, but as always BK and Steve are here to help.

As soon as the driving section starts, head RIGHT. You'll want to do this
right away as enemies appear in front of you right away. From there we will
be dodging to the left, then right, then left, then right: never spending more
than a few seconds going straight. This isn't too hard but may require a few
tries to perfect. You will change directions as soon as the path to the
opposite side looks clear. Note that it is OK to hit cars, just not enemies.
If you do hit an enemy and care about getting this trophy, load up your auto
save, which will make you replay the turret section again. It is better than
replaying the whole chapter over again though! As a fun fact, as of this
writing only 0.3% of PS4 players have this trophy. Don't let that number
dismay you: it isn't that hard to get and will likely only take you 2-3
tries at most, but this isn't something anyone would try to do unless they
were specifically going for it (plus we're getting late into the game here).

When this wave of foes is dispatched then you are free to gather up the items
on the ground (at your leisure, even!) and then go back to the bus for a scene.
A driving sequence will begin here. It is very straight-forward: avoid cars
and keep going. Soon you will see a scene and the chapter will end.

______________________________________________________________________
|����������������������������������������������������������������������|
| CASUALTIES [WLK-13] |
|______________________________________________________________________|
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_________________________________________________________________
VIDEO SUPPORT:
supercheats.com/the-evil-within/walkthrough/chapter-13-casualties
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Search the room for [2 MATCHES], the [JOURNAL ENTRY - SEPTEMBER 2012]. The room
on the left contains [2 SHOTGUN SHELLS] and the vending machine will spit out
[500 GREEN GEL] and [300 GREEN GEL x2]. Enter the save hub via the mirror to
collect the [MANSION BURNS DOWN] newspaper.

When you're done exploring, head down into the hall to the right of the mirror.
An acid trap has been set up here, but you can dismantle it; these traps just
take a little longer to disassemble. Search the vending machine for [500 + 300
GREEN GEL] and [2 PARTS]. Look for [1 PARTS] in the hall. Head through the hall
and look for [3 HANDGUN AMMO] on the floor right before you shoot the elevator's
wire. Head down, move through the shaft and drop down. Inspect the vending
machine for [500 GREEN GEL], then hop over the concrete pillar and search the
cabinet to your right for [2 MATCHES].

Continue through the hall and search the first room you come across for [300 +
1000 GREEN GEL], [1 PARTS] and [5 HANDGUN AMMO]. There's an enemy up ahead, as
well as a trap. When he starts moving away from you, disarm the trap and follow
him. You might catch a glimpse of the 'fake' Ruvik in the hall to your left,
arming an acid trap, but ignore him for now. Take out the enemy with a stealth
kill first.

NOTE: Although it's possible to kill the fake Ruvik, you can save some ammo by
sneaking past him. In fact, it may just be wiser to follow his pattern
down below and sneak behind him, skipping straight to the false corpse
in the paragraph after the upcoming one. One fase alarm, bomb trigger
or enemy encounter will blow your cover. Time to test those stealth
skills!

Hide in the hall you came from, but stay close to the room where you killed the
enemy. Ruvik will soon enter and go around the room, then move through the back
and exit via the left hall again. You can follow him in the exact same fashion
once he exits the room. As he heads to the back, check the suitcase to the
right for [500 GREEN GEL], then follow him. As he goes into the hall, stick an
enemy to the right with a freeze bolt (or harpoon bolt, if you trust its damage
rating), then search to the right for a [GRENADE] tucked away on a shelf and a
bear trap. From here, head out the hole outside and jump the left grate when
then enemy nearby isn't looking. You can stealth kill him from here, but watch
out for the nearby bomb. Check the ledge to the right for [1 PART].

Head straight now out into the hallway watching out for 'Ruvik'. The 'corpse'
up ahead should be burned ASAP. Proceed through the hall and stealth kill the
enemy in the room to your right. There is a bomb and bear trap in here, as
well as another enemy out in the hallway you should make sure doesn't get the
drop on you. There is also a statue to the left you can shoot to drop a key down
below for later retrieval. After this, inspect the small storage room adjacent
to the hall to find [500 + 300 GREEN GEL]. Continue down the hall and head
downstairs. [C]

Look to the right of the hall to find [2 SHOTGUN SHELLS], then continue and
sneak around the right corner to spot The Keeper in the next room. When he goes
away, disarm all his traps, including the acid trap, then head back to the
hall and look for [500 + 1000 GREEN GEL] in the carts in the back. The
destroyed room adjacent to the one you saw The Keeper in also contains [1000
GREEN GEL] and [2 MATCHES], plus [1 PARTS] in the bathroom, [2 SHOTGUN SHELLS]
on a dresser, and the [ORDINARY KEY] we shot down earlier, which should be by
the shotgun shells (by the door frame). Move through the hall and go through
the shaft to reach another hall. Look to your right to spot [300 + 300 + 500
GREEN GEL]. [C]
Continue to descend and collect the [500 GREEN GEL] along the way. Look for
crows you can shoot below as well (they have the potential to drop good stuff
after all!) When you reach the body, inspect the silver case to find [3 MAGNUM
ROUNDS]. In the hall, inspect the red door to enter the save hub, in which you
can find the [MISSING PERSONS POSTER - JOSEPH].

Exit the hub when you're done and look in the corner of this small room for
[300 + 500 GREEN GEL]. The door in the hall now opens. Move through and inspect
the red cabinet for [2 SNIPER RIFLE ROUNDS]. Drop down and search the room for
[1 PARTS], [100 GREEN GEL], [300 GREEN GEL] and a [SYRINGE].

Enter the hall and disarm the trap to your right; there's also a crate here.
Look above to see a statue sticking out slightly from the unbreakable crate.
Shoot it for an [ORDINARY KEY]. As you approach the crouched enemy in the
distance it becomes apparent that he is rigged with two explosives and thus
cannot be stealth killed. Instead, shoot him from a safe distance, but keep in
mind that a second enemy - also rigged with explosives (why not?) - comes
through the first, previously locked door in this hall, so you'll need to shoot
him too, or move away from him in any case.

With these two out of the way, enter the room through the door that opened and
look for [MAP FRAGMENT 25] on the nearby desk. There are also [1 PARTS] on the
floor and [500 + 300 GREEN GEL] in the shelves. You can find [1 PARTS] and
[1000 GREEN GEL] near the body, and the next room contains [300 + 30 GREEN GEL]
and [5 HANDGUN AMMO]. Back in the main hall, walk to the end, then move through
the shaft to reach another storage room.

Inside you can find [3 SHOTGUN SHELLS], [500 GREEN GEL], [1 MATCH], a crate,
[1 PARTS] and a [FREEZE BOLT]. The next room also contains a crate and [500
GREEN GEL]. Continue to trigger a short event.

Afterwards, disarm the two traps, collect the [SPARK BOLT] and smash the statue
on the end of the (right) table for an [ORDINARY KEY]. The circling blades can
be put out effectively with spark bolts. You will want to move through the left
path and disable the trap here before moving through the fire, since the path on
the right has the trap placed AFTER the fire, which is inconvenient. There's
also a second [SPARK BOLT] on the middle table. Once you're past the fire,
stay crouched as there are a ton of traps here; dismantle them for parts. There
will be spikes coming from the ceiling and at the other side of the room, also
from the wall. To the right of the latter you can find [300 + 1000 GREEN GEL],
and near the end of the room (after dismantling another trap and moving through
the last fire) there are also some [PARTS]. Dismantle the acid trap and exit.

Note: Once you start to dismantle the acid trap, the blades will come back!
Consider putting out a spark bolt trap to cover your back right before
you start the dismantle. It will protect you if one of the blades gets
too close and can be easily picked up if none of the blades reach you.

Turn right to find [500 GREEN GEL], [2 SHOTGUN SHELLS], [5 HANDGUN AMMO] and a
[SYRINGE] in the room at the end of the hall. Head down the other direction to
meet The Keeper again. You will need to 'defeat' it twice, that is, make it
collapse and respawn twice. To do this, start by throwing a grenade at it and
follow up with a couple of shotgun blasts. When he respawns, throw another
grenade at him (if you have one) and finish him off as quickly as possible,
then run for the corner where the shutter has opened. You'll also need to avoid
the green spinning wheel in the second phase, but this is the least of your
concerns. Collect any Green Gel and ammo in the room during the fight, but be
sure to exit the area when the light turns green.
In this room you can find [300 + 500 GREEN GEL] and [1 PARTS]. Be sure to
examine the other dummy waiter in here to find another statue with another
[ORDINARY KEY]. Down the hall, right before going down the stairs you can find
[1 MATCH]. Exit the hall to trigger a scene.

______________________________________________________________________
|����������������������������������������������������������������������|
| ULTERIOR MOTIVES [WLK-14] |
|______________________________________________________________________|
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VIDEO SUPPORT:
supercheats.com/the-evil-within/walkthrough/chapter-14-ulterior-motives
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Head down the escalator and ignore the vending machine; three baby creatures
will pop out otherwise. You can find [300 GREEN GEL] in the corner and the blue
lockers up ahead contain [2 SHOTGUN SHELLS] and another [300 GREEN GEL]. There's
also [1 SHOTGUN SHELL] in one of the newspaper boxes. Before continuing, enter
the door on the right, but beware of the bomb inside this room. One of the desk
drawers contains [300 GREEN GEL] and there's [1 PARTS] on the table. Better yet,
there's a [MEDICAL KIT] attached to the wall. The adjacent locker room also
contains [1 PARTS], [1 MATCH], a [GRENADE] and [MAP FRAGMENT 26].

Head outside to the main corridor and find the sign hanging down with the
bathroom / phone / arrow symbols. Nearby up on one of the white railings is
a statue that you can shoot to drop an [ORDINARY KEY]. Tricky! I know we didn't
find this thing on our first play-through!

From the main subway hall, head left before going down. The restroom is fully
rigged with explosives and also houses an enemy, so kill it and run in/out or
shoot the explosives to secure the place. Inside you can find [1000 + 1000 GREEN
GEL] and [2 MATCHES]. Go through the red door you passed by to find the [NOTE
FROM MYRA]. The save hub contains the [FIRE AT OFFICE] newspaper and the
[MISSING PERSONS POSTER - IVAN DIAZ].

Back in the subway, head down, shoot the 'corpse' and kill the fake Ruvik this
time, since you need to open the shutter at the end (beware of the bomb; shoot
it or trigger/avoid it). Go through the hall and open the shutter at the end.
Here, sneak to the metro in front of you, collect [1000 GREEN GEL] and [3 SNIPER
RIFLE ROUNDS] inside, then pop the two masked enemies in the distance, followed
by the fake Ruvik. This isn't easy, but it can be done. Just stay away from the
bodies, since there are traps attached to them. After dealing with the fake
Ruvik, sneak to the two traps attached to the hanging bodies; dismantle them to
avoid waking up the various corpses; you can still shoot those, of course, it
just isn't recommended. You can find [300 GREEN GEL] near the vending machine on
the left, and [500 GREEN GEL] on one of the seats.

When you enter the metro up ahead, note that the place is rigged with boobytraps
starting with a bearclaw. But there's also a bomb attached to the right side of
the metro (outside); you can safely ignore this one, just take notice. There's
[500 GREEN GEL] lying on the bench just past the bearclaw. The next cabin
contains another beartrap along with [5 HANDGUN AMMO]. Drop down in the water
and carefully approach the next metro, which is completely rigged with
explosives and has one enemy inside; you can easily kill it by shooting one of
the explosives as he walks by. Shoot the remaining explosives, or approach/
avoid them and make your way to the other side to find [3 HANDGUN AMMO].

In the tunnel, look for [500 GREEN GEL] among the debris, then enter the next
metro and be on the lookout for [4 SHOTGUN SHELLS] somewhere on the left as you
proceed. At the end, inspect the metro-bridge, then turn back but beware of the
enemy that enters through the doors; kill it and inspect the metro it came out
of for a [SYRINGE]. There's also a small statue standing in the far right
corner of this cart, so smash it for an [ORDINARY KEY].

Head outside and look near the 'clothing web' to find [2 MATCHES] and [500 GREEN
GEL]. Use one of the matches to burn the web and head downstairs. Ignore the
creature behind the fence and go around the corner; kill the two-headed creature
here. Before entering the nearby storage room, spot the trap at feet height and
dismantle it. Inside the room you'll find [500 GREEN GEL] and [1 PARTS].

As you continue down the hall, shoot the hanging two-headed creature in (one of
its) head(s), then kill it. You can find [300 GREEN GEL] near the place it was
hanging. Head downstairs and ignore the body. Continue around the corner and
look for [1 PARTS] here. Electricity sparks from the walls up ahead, but there
is also another two-headed creature laying in between the sparks. Shoot it so
it can demonstrate what happens when one tries moving through high voltage
loose electricity; that's right, exactly that. Flip the switch and head down.
You can find [6 HANDGUN AMMO] near a second switch which you can flip to turn
off the electricity. Crouch and move through the organic tissue. In the room up
ahead, enter the right (dead end) tunnel to find [300 + 500 GREEN GEL]. A
creature will crawl out of the other ventilation shaft, so waste it. Enter the
red door to find the [JOURNAL ENTRY - DECEMBER 2012]. Inside the save hub you
can find the [MISSING PERSONS POSTER - TATIANA]. But she's... head over to where
Tatiana usually sits and look down... blood. And the [HOSPITAL CASE SEALED]
newspaper. What...?! Frome here, use any skill points and keys you have left,
then be on your way.

The tunnel out of which the creature crawled contains [2 SNIPER RIFLE ROUNDS].
Move through the tunnel and don't bother shooting the two-headed creature that
comes around the corner, you see why. Continue, then search the right side at
the intersection for [300 GREEN GEL], a [HARPOON BOLT] and a [MATCH]. Be sure to
disarm the trap at feet height on the left side before continuing.

At the next intersection, kill the creature on the right. The left side contains
[300 GREEN GEL] and a [FREEZE BOLT] near the bomb. There's also a nasty bear
claw hidden in the water just beyond the bomb. The right side of the area that
you just passed by contains [1000 GREEN GEL] and an [ORDINARY KEY], but you must
first burn the organic tissue blocking the way, and there's a bomb near these
items.

In the next room, turn right to find a [GRENADE] and crates with random items,
then collect the [JUNCTION BOX FUSE] near the electricity. There's [1 PARTS] and
[500 GREEN GEL] to be found in the debris. Turn the valve to lower the water,
then move through the tunnel and look for [300 GREEN GEL] attached to one of
the tissue blobs on the walls. Climb the ladder.

In this room, ignore the creature and start searching the area for a [SYRINGE]
and [3 SHOTGUN SHELLS] near the shelves, and [4 HANDGUN AMMO] on one of the
crates. Continue through the tunnel and look for [2 MATCHES] and [300 GREEN GEL]
near the wooden boxes in the corner before going down. Burn the tissue and move
through the blobs. In this tunnel, all creatures come alive, so when you get
the chance to sneak up on 'corpses' and burn them, be sure to do so to conserve
ammo. The end of the tunnel contains [6 HANDGUN AMMO], [300 GREEN GEL] and
[3 SHOTGUN SHELLS]. Put the fuse in the slot and the area will transform a
little. Four more creatures appear. Backtrack a little to find a previously
hidden valve; turn it and search the ground for [500 GREEN GEL].

Two more creatures appear, but you can also just run past them. Continue through
the tunnel and head downstairs where the water used to be; you can find [300
GREEN GEL] in this tunnel. Halfway the tunnel you're grabbed by an octopus-like
creature; quickly shoot its head a couple of times in order to be released.
Head upstairs and search the corner for [2 MATCHES]. The next hall contains
[6 + 8 HANDGUN AMMO], [3 + 4 SHOTGUN SHELLS] and a [SYRINGE]. Go through the
red door first to find [MAP FRAGMENT 27]. The save hub doesn't contain items,
but you might want to use any spare Green Gel or Ordinary Keys you've found.

When you're ready, continue down the hall to find an electrical circuit next
to the elevator that needs fixing. First inspect the far end of the hall to
find a third - required - part. To fix the device, place the following items
in the following positions:

Lower Left Middle Far Right

| | .--
--'-- | |

When you try to activate the generator, the octopus-like creature appears
again and it is boss time!

,---'\____________________________________________________________________/`---.
--- BOSS: QUELL ---
`---./��������������������������������������������������������������������\,---'

The creature has some nasty short-range attacks, so as is the case with most
bosses, you will want to stay away from it as best as you can. One of its long
range attacks is technically harmless; it will blow purple gas at you, blurring
your vision. More interesting is its invisibility/cloaking ability. It will lie
down somewhere, become invisible, and simultaneously breed larvae that will
move towards you and explode, their acid harming you. Try to shoot these before
they reach you, which is quite easy with the shotgun, and not so easy with for
example the handgun. When shot, the larvae drop ammo.

You can locate where the creature is by either looking closely (it's not
completely invisible, just cloaked). Once you've located it, hurling a grenade
at it is generally a good idea, or alternatively an explosive bolt.

The creature will sometimes hide in one of the tunnels on the ceiling; simply
shoot it and it'll drop down. If you are not sure where it is, it will also
drip green slime as an indicator on where to find it. To defeat the creature,
other than using grenades, use your magnum and shotgun for close range.

One quick way that people use to defeat this thing (which is ESPECIALLY handy
on Nightmare and Akumu modes) is to FREEZE him as soon as the fight starts and
then unload with a fully-upgraded Magnum. You can actually kill him off in a
matter of seconds doing this, but it requires upgrading the Magnum. It's rather
easy to kill him normally on Survivor without doing this, so don't worry if you
can't do this.

After you've defeated it, the game will hint that you should now activate the
generator, which you should indeed do. BEFORE you head in the elevator look to
the right to see some electricity is opening up a new room for you. Behind it
you can find a statue with an [ORDINARY KEY], [1000 GREEN GEL] and [500 GREEN
GEL]. Head to the elevator now and ride it. After riding the elevator, move
through the tunnel and be on the lookout for [300 + 300 GREEN GEL]. When you
reach the destroyed metro, be sure to smash the small statue nearby, right
before dropping down, for an [ORDINARY KEY].
Enter the metro 'bridge' and search behind the bench to your left for [500 GREEN
GEL]. Continue through the metro and tunnel to trigger a short event. After
this, defeat two of the three regular enemies and pull the cords from their
brains, then search the room for [1000 GREEN GEL] and [500 GREEN GEL] along the
sides of this area. After that, finish off the last enemy and pull his cord to
finish the chapter.

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|����������������������������������������������������������������������|
| AN EVIL WITHIN [WLK-15] |
|______________________________________________________________________|
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_____________________________________________________________________
VIDEO SUPPORT:
supercheats.com/the-evil-within/walkthrough/chapter-15-an-evil-within
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In the save hub you can find the [INTERNAL AFFAIRS TRANSCRIPT] on the counter
and the [MISSING PERSONS POSTER - MISSING WOMAN] on the notice board. Follow
Leslie down the many halls and enter Beacon Mental Hospital. Search behind the
counter for a [SYRINGE], [3 HANDGUN AMMO] and [1000 GREEN GEL]. Head through
the security room and adjacent storage room, then go downstairs and climb down
the long ladder. At the intersection, inspect the [AUDIO TAPE - IMPRISONED] to
the left. The deadend hall contains [300 GREEN GEL].

Continue through the hall on the right and jump into the pool to find [1000
GREEN GEL] in the middle. Continue through the door and search the left side of
the walkway for [1 PARTS]. Approach Leslie and you're teleported ahead a little.
Optionally, backtrack by jumping into the water and wading to the far end of the
water next to the walkway to find [500 GREEN GEL]. The storage room on the right
side of the area contains [5 PARTS]. Also collect the [NEWER NOTE FROM SEWER]
next to the wheelchair. Lastly there's [1000 GREEN GEL] in the room to the
upper right.

When you're done exploring, smash the locks on these gates (finally, one could
say) and head through the left one to find [2 SNIPER RIFLE ROUNDS] at the end.
Return and continue through the halls beyond the second unlocked gate. At the
end of the halls, head upstairs and open the first door to your right. In this
room you can find [3 HANDGUN AMMO] and the [AUDIO TAPE - BETRAYAL]. Go through
the other door and ride the elevator up.

Explore the immediate right side of the area for [500 GREEN GEL]. If you go
through the door on the left and head downstairs you can find [5000 GREEN GEL]
and [MAP FRAGMENT 28]. Approach Leslie in the garden to trigger a scene. Search
one of the benches to your right afterwards for [1 PARTS] and enter the
building. [C]

Enter the 'save hub' in the right corner to upgrade skills or save. When you're
ready, proceed through the main hall. Inspect one of the cells to trigger a
scene, and continue for another scene.

You're up for quite a fight in this bloody area, but the good news is that
there is a lot of ammo lying around and you have a lot of room to run around.
That would be the first advise: stay on the move. And in case you were wondering
about the eyes, no, they cannot be destroyed and they do not affect the battle,
so don't waste your precious bullets.

The first phase of the fight is marked by the appearance of a fake Ruvik, which
you should take out first. When all other regular enemies have been killed, a
second phase will eventually start, mainly marked by the appearance of the
executioner. His rocket launcher is a one-time-only move and he'll switch back
to his chainsaw after that. Stay on the move and use explosive bolts to soften
him up. A magnum round or two can also do wonders.

With the area cleared out, explore all platforms to find any leftover items,
then proceed to the second area. This fight is much less hard or lengthy than
the last one. You'll just have to defeat several snipers and dynamite throwing
enemies up front, so pull out your sniper rifle to accomplish exactly that.
Be sure to search the places they were standing at for any items they left
behind.

Proceed through the hall up ahead to reach another boss-like environment. And
indeed, when you flip the switch and approach the safes, you'll find you're up
against no less than TWO Keepers. Fortunately the area is divided into two
halves, or at least, can be divided into two halves by using the switches to
eject the spikes.

When the two Keepers approach you, first shoot a couple of magnum rounds in
both of them. When you feel they get too close, quickly run to the other room
and flip the switch. Now pull out your handgun and empty it on the Keeper that
is closest to you. The other will probably immediately run to the other side,
but this takes some time. In any case, when you've killed one of them, the
room will fill with blood. The good news is that you can now keep switching
rooms whenever the Keeper gets close, and shoot a couple of rounds at it, or
even strategically place explosive bolts. All in all, this fight is relatively
easy, as long as you don't jump into the pool of blood.

Continue through the double doors and make your way through the long hall. There
will be spotlights all over the place which you need to avoid. This isn't too
hard, and all that happens when you're spotted is that you're teleported back to
the start. When you reach the checkpoint, continue until you reach a couple of
traps; disarm the leftmost trap as soon as the spotlight moves away to easily
move past. After you've made it through, another running scene ensues. Stay on
the left side, then on the right side, and lastly roughly in the middle of the
path so you can avoid the pools of blood that would slow you down tremendously
otherwise.

Back in the garden, simply head through the double doors and take the elevator
(unless you want to save, in which case you can enter the door to the right).
Ride the elevator up and various scenes will play.

Another running scene ensues. Stay on the right side to avoid the first claw,
then keep on the left side to avoid all other attacks. Make your way through
the collapsing hall afterwards to trigger the next part of the (ridiculously
over the top) fight. Fire the turret at the incoming claws of the creature,
and whenever you get the chance, at its brain, which contains Ruvik himself.
After this, fire the rocket launcher from your old friend at Ruvik's head. Do
this several times; the game will indicate where to shoot whenever Ruvik is
staggered. A short scene will trigger, in which you need to shoot Ruvik one
last time. If you succeed, congratulations! You've beaten the game.

______________________________________________________________________
|����������������������������������������������������������������������|
| NEW GAME+ [PLAY-1] |
|______________________________________________________________________|
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POTENTIAL REWARDS UPON GAME COMPLETION:


---------------------------------------
If you played on Normal (Survival), you will unlock the following things:
Machine Gun, Rocket Launcher, 50000 Green Gel, New Game+, Model Viewer.

If you have collected all of the Map Fragments, you can now return to a save
hub (any chapter, doesn't matter) and you will see the map glow. Afterwards
you will get a case with the High-Penetration Sniper Rifle and the Burst
Handgun: upgrades for both of those weapons. Note that any upgrades you had
for your old weapons automatically transfer over to these new ones.

You also unlock the 'Nightmare' and 'Akumu' difficulties. Nightmare is basically
hard mode. Akumu is even harder; one hit will instantly kill you.

NOTE: You may notice that you don't have all of the game's collectables yet.
Very astute! There is one Missing Persons Report that you can only
get if you replay Chapter 2 in New Game+ mode. There is a special note
in the guide to point it out for you.

NOTE: When playing New Game+, all Green Gel you find is doubled. What used to be
300 Green Gel would now be 600 Green Gel. This helps speed up maxing out
your skills, since these are already at quite costly levels.

NOTE: In New Game+, all your weapons, ammo and skills carry over. This allows
you to do several things, such as:

o Destroy the horde right before the bridge, at the end of chapter 2.
This nets you a trophy/achievement.

o Kill the sniper in chapter 3 the moment he appears, allowing you to


skip to the fight with the Sadist/Executioner, effectively skipping
at least half of the area. After defeating the Sadist, all enemies are
removed from the map, but you can still collect all items.

o Instantly destroy (sub)bosses, including the multiple appearances of the


Sadist/Executioner and the Long-Haired Girl. This nets you massive
amounts of Green Gel, especially since these amounts are doubled in
New Game+. Destroying the Long-Haired Girl nets you 16000 Green Gel
each single time.

o Maxing out skills. This also nets you trophies/achievements.

______________________________________________________________________
|����������������������������������������������������������������������|
| NIGHTMARE / AKUMU [PLAY-2] |
|______________________________________________________________________|
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This section is dedicated to the game's "Nightmare Mode", which is exactly


what it sounds like. Ugh... being a guide writer isn't all fun and games, I
suppose.

Nightmare Mode is unlocked by beating the game on Survivor and cannot be


chosen before then. That means that by the time you go into this, you will
have beaten the game once already and will have a good idea of how to play
and what to expect.

There are a few certain truths to Nightmare Mode, which we want to list
below. Some are obvious. Some aren't. Some are related to what you can expect
out of reading this section.
NOTE: While we say "Nightmare Mode" a lot in this section, everything here
applies to Akumu 100%. After all, Akumu is Nightmare Mode with a
"one-hit death" rule.

o Enemies hit harder and are harder to kill. You likely knew this going in
though... Not only that, but they also move faster and often use longer
attack animations (think 4-5 swings with a weapon instead of two). In
addition to all this, many foes move in ever more unpredictable ways,
which makes them harder to hit.

Note that one extremely effective way of handling foes that have all
these buffs is to aim for the legs: drop them and burn them. Sometimes
that can be your most effective attack.

o Enemy layouts have changes, as have the amount of enemies. In some areas,
even the room or map itself has changed. For example, in Chapter 3 you
will be faced with a Ruvic clone who patrols the main village area. I can't
make this stuff up! As far as maps go, just as an example, the Sadist escape
section of Chapter 1 has new obstacles that makes escape much harder. We
detail more layout and enemy changes down below.

o There is no EYE to tell you if enemies can see you or not. This of course
makes sneaking and stealth a lot harder. Instead of the eye, go by audio
and visual ques. For example, enemies still tend to point at you when they
see you.

o Despite the eye being gone, stealth is even more important on Nightmare
Mode. This is mostly due to the lack of items and ammo (see below), but
also due to the often increased number of enemies. Make no mistake: in
order to survive you need to take out whoever you can with stealth attacks
to conserve ammo and (hopefully) gain new resources.

o There is less ammo given at times. In fact, there are less items period.
Remember the ammo parts you could find up in the watchtower and barn in
chapter 3? Yep, they plain aren't there anymore. Various items just plain
aren't there. We don't list every missing item in this section, but if you
can't find something that was on Survivor Mode when you go and look, this
is why.

o You can often find more bottles lying around. Perhaps this is their
attempt to make up for the lack of items and ammo? Hope you are good
with throwing a bottle and then sneak killing enemies. Bottles are also
excellent distraction tools that let you sneak by foes and make them go
to where you want them to.

o Gel values are often lowered, which makes leveling up attributes and
weapons even harder. Given that fact, certain priorities when leveling
have to be established. Things like running speed (2-3 levels) and handgun
and shotgun critical damage are a must. Stock in agony bolts and some
ammo are a must to make sure you aren't leaving items. Magnum Damage (along
with enough bullets) can make the bosses near the end cake. Be smart about
how you spend.

Speaking of being smart, two upgrades are utterly important in later


chapters. Namely, the max harpoon bolt upgrade (fire special) and the max
magnum damage upgrade. The harpoon bolts with fire can take out Ruvik clones
in a single hit, which you will be VERY thankful for when the time comes.
The max magnum upgrade can take out keeper foes quickly and will downright
make harder challenges like the freezer fight and the chapter 15 keeper(s)
battle a cake-walk. Seriously.

o Save and abuse checkpoints when you can. The main guide has [C] listed
when you hit a checkpoint. These are the times on Nightmare and Akumu to
be brave, as you won't lose hardly any progress if you mess up.

o KEYS! Utilize this guide's key section. With the reduced gel amount and
lower amounts of gel and items dropping, you will want to get all of the
keys you can. The gel in lockers isn't reduced at all, so you can get in
some great upgrading by focusing on collecting keys.

o Last but not least: if you don't have to fight, don't fight! If you can
get away with running away, do so. Enemy drops just aren't worth it.
Instead, focus on your objective and any optional items you want to get.
There will be times you HAVE to fight, and that's OK, but if you don't
have to, don't!

We should also note that COLLECTABLES SHOULD NOT BE GATHERED OR WORRIED


ABOUT IN NIGHTMARE MODE. Seriously, save that stuff for a Survival or
Casual run. We have enough problems here without worrying about any
collectable items...

CHAPTER 1: AN EMERGENCY CALL (TIPS)


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This chapter, as you know, is mostly cut-scenes. Play through it until you
get to the part where you have to sneak around the Sadist (everything up until
that part is the same).

THIS is where this chapter changes. Instead of a clear line to the exit, the
second room will be blocked by boxes that you cannot break (remember, you have
no melee ability here). Here's what to do:

In the first room as the Sadist is walking away from the first door, sneak in
and get behind the boxes on the left. There is a bottle here. Grab it and wait
until he moves to the door you came from, then chuck the bottle through the door
on the opposite wall (the one the Sadist isn't looking at). This will make him
run through the door he IS looking at to examine the noise...

From there move to the second room and stick to the left wall. There is another
bottle here. Grab it. Now, WAIT here behind the counter until the Sadist shows
up and destroys the set of boxes by the back wall and the set of boxes to the
right of the counter. He'll then start to patrol back here. When he's not
looking, chuck the bottle into the first room and wait for him to go over
to inspect. You can now run to the cutscene just like the main game.

One chapter down!


CHAPTER 2: REMNANTS (TIPS)
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Boy, things can get rough here.

The chapter is very similar to Survival until the small village area. Once you
get there, the challenge is on. By the initial haystack are two bottles. It's
not a HORRIBLE idea to kill both enemies here, as there is a syringe and parts
in the first house. If you can live without the health, try to get by them
un-noticed. Killing them though gives you the benefit of being able to fall
back to the house when needed. On Akumu you can use a bottle to distract them
and get by (we don't need health at all).

At the path split you can get a checkpoint. Very important. To the left by
the hay is a new additional enemy you can stealth kill. Once you get him you
can hope the fence and kill the path-split enemy. This will also get you a
torch.

To the right is the house with the key in it. There's a foe you can stealth
out front that drops a torch. Use the torch to kill the second foe who moves
in and out of the house. When you do this though, FOUR NEW ENEMIES appear in
the house out of NOWHERE. Seriously, the trigger for them (as far as we can
tell in our limited testing) is killing the enemy that enters and exits the
house. Run away at this point, as the enemies will give up chasing you after
a while and will also DESPAWN.

NOTE: They may not all despawn. In our test runs, they all despawned at
times but we've also seen one stay behind in the house, guarding
the hallway before as well, so be careful no matter what happens.

In the house itself break the boxes, get the parts and then in the key room
consider grabbing the key and running away afterward. No reason to fight
the alive "corpse" in this room if you don't have to.

Back in the small village, the left-hand side is still the way to go. You
can kill the enemy guarding the first house door the same way and find the
syringe in there like in normal, then continue up the left-hand side (watch
out for multiple bear traps). The green gel in the second house (which has
an enemy inside) is somehow more potent then most green gel up to now (it
gave us 700 Green Gel when we got it, which means it isn't affected by the
green gel value reduction, so it may be worth your time to nab).

Leave the explosive near the gate / house and burn the bodies by the gate.
Note that there is an additional body to the left now, but you still want
to burn the set of two fake corpses on the road, then run away and stealth the
additional body when you can. From there it is easy to open the gate and end
this chapter. What a wake up!

CHAPTER 3: CLAWS OF THE HORDE (TIPS)


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The big helper here is the SAVE ROOM in the first right house that can be
used to save and be brave from. Gather up what you can in the initial area
and note the abundance of bottles in the right house. We recommend collecting
the bombs in this house as they aren't in good positions to kill enemies with.
Go see Jiminez like normal.

Lift the gates and retreat to the save house. Use the bottle up here to kill
the first enemy that comes up and use his torch to kill the second (who has a
gun, so be careful). This clears this house as SAFE. It is best to ignore the
left house.

Sneak to the barn next and collect the items up on the top for the key. Kill
the enemy that shows up while you are up here with a bottle and head down.
Take the alley outside but be ready for the two enemies that get up (remember
to use the axe in the barn to kill one easy). From here we will make our way
to the sniper house. Note that there is a RUVIK CLONE patrolling outside of
this house.

From the sniper house clear the inside, using the trap to help yourself out.
Be ready for the enemies coming in from outside and from above. You should
net the SHOTGUN and AGONY CROSSBOW in this house, which really opens up our
offensive capabilities. Loot the house and get ready for the sniper. Now, with
the shotgun we are going to face the sniper and Ruvik (save if you wish / can).
The sniper is easy enough, but to handle Ruvik (and we really want him out of
the way here for the Sadist fight), lure him up the stairs. His claw attack
has great distance but can't ascend very well. Use this knowledge to put 2-3
shotgun rounds in his face and end him.

Our next goal is to get the remaining 3 keys in the area. Remember? We should
already have the barn key, the leaves the watchtower key (get those items!) and
the two keys by the sniper. Use bottles for those if you can. Now, when you
head outside you will also face the enemy from the room near the watchtower as
well as the hanging enemies. This is easily another 3-4 foes, so take them out.
Try to either stealth them or lump them together for explosive bolts. Now you
can go save and use all the keys you've acquired.

TIP: Using this wealth of keys is important. Remember to upgrade some critical
chance on the handgun / shotgun as well as sprint up to level 3 at least.
You should hit at least 15,000-20,000 of gel from the 6 keys up to now,
hopefully, which can make this possible.

Now clear out the building with Jiminez in it and be sure you get that health
pack. We are ready for the Sadist fight now. Go examine the exit and then go
meet the Sadist. The trick here is to lead him INTO the Jiminez house and then
utilize the lever in the dining room WHILE he is in the hallway nearby to skewer
him over and over. It will take more than one go. Use the lever and skewer him,
then wait for him to follow you. Now use the nearby window to lead him outside
and do it all over again. He'll fall to the spears without you needing to waste
any ammo.

From there be sure to get his chest and gel then exit the chapter.

CHAPTER 4: THE PATIENT (TIPS)


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Not too hard of a chapter, actually. From the start, go get the chest in the
left house if you want to kill the fat enemy. Toss up on whether it is worth
it. From there be sure to visit the house on the right (where the ghost lady
comes out of) as it is enemy free and has items. The only other thing we will
recommend here is to visit Valerio and kill him. Collect his key, and then go
ahead and visit the save room if you wish and enter the room where Leslie is.

The invisible enemy here is a PAIN. If you are fast you can burn him after a
shotgun blast, but it will likely take a few shots. Gather up the items and
then follow Ruvik like normal.
Ah, here we are, the hard part of the chapter. The fight at the end. This fight
isn't too bad with a little set-up, and a trick. Gather up the items in this
area which includes the 2nd key of the chapter from the lever / chute. Once
you are ready, find the ladder in the sludge that leads up to the catwalk above
a door. We will be running here after our first salvo. Now, put a bomb where
the enemies show up (trap) and then go to the door. Put up another trap by the
railing (2-3 zombies are going to scale this). Approach the door to start the
fight.

This fight is rough. The initial bombs and traps here will help us. Once the
zombies scale the tall, put a grenade by them (there's always one on the floor,
so you should have one). After that BK likes to blind the group with an
upgraded bolt to melee a few of them. A second wave will soon show up though,
which includes a Ruvik Clone... Great! This is the point where you should jump
the fence and go up the ladder. From here Ruvik can't hurt you (remember: the
claws have no altitude) and you are relatively safe. Your only goal up on the
ladder is to shoot faces as they climb up. This includes Ruvik. You can finish
the fight from this vantage point though, so have fun.

From there it is an escape from Laura. Grab the initial gel and run. Through
the halls, hit the button on the door, collect the items and down the ladder.
Dismantle the first trap but duck under the second and run to safety. Now go
down the stairs to meet Ruvik. Don't waste ammo and head back up to end the
chapter. Overall easier than Chapter 3 I think...

CHAPTER 5: INNER RECESSES (TIPS)


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This chapter is your hardest challenge yet!

NOTE: You will want to make sure you upgrade Flash Bolts for Chapter 6. They
help out a ton in Nightmare / Akumu mode in general (especially AKUMU),
so it is a good idea regardless.

As you will likely remember, the first part of the chapter is all about the
invisible enemies in the mental ward place. Visit all the rooms and collect
items. We'll need them. At the end of the hallway is invisible jerk #1. Let
him eat cake (Cake or Death?). These enemies, like all Nightmare foes, take
more damage and get up faster, but at the very lease every invisible foe here
does give 1,000 Green Gel.

Head through the bathroom and drop down. Shoot the rat for the key and in
the next room is invisible jerk #2. You MAY be tempted to run past them all.
BK tried. Oh, he tried. It just isn't worth it. If they do grab you and you
are lowish on health it is over. If you have full health you will be near
dead on Nightmare (or dead on Akumu). Instead, lay traps and follow up with
well placed pistol or shotgun shots. They like to move from side to side here
which hurts the old crossbow line method (your crossbow line should aim at
their body), but you can try it. Stay on the move if you think they are close
whatever you do as they show themselves when they try to grab at you, even if
they miss!

With that in mind, kill the two foes on your way to the keycard and then the
third on your way back. Thank god their aren't any additional foes. From there
the chapter proceeds somewhat NORMALLY until you recover Joseph, so move on
and get him.

Once you have him and heal him you'll have to go through the room with all of
the "dead" foes. Joseph helps a bit here with his gun, but don't rely on him:
these foes are too fast. Instead, try to wake up multiple foes and hit them
with a flash bolt if you've upgraded it. If not, you can wake up one at a time
(or two) with single shots from afar. Also don't forget the oil stain outside
the room as that can take care of one or two of them while saving ammo.

Past the hospital room is the door on the left that in Survival has nothing but
items. It has items this time too, but the enemy here comes alive as well, so
just be ready. Head down and watch the scene, then climb the ladder to the
second save room and the first REALLY hard part of the chapter.

HERE WE ARE! The fight to save Kidman. Getting through this is rough, as the
enemies are FAST and STRONG. At the start chuck a grenade at the 2-3 enemies
on the left and get down there. Get on Joseph's back and kill things while
trying to protect him. When the enemies come from the north, greet them with
a flash bolt and 2-3 stealth kills. From there use up your shotgun shells and
try to make sure Joseph is healed. Remember: it is all over if he dies.

You'll get a checkpoint when the dynamite starts showing up, so that is good.
If you can get to that checkpoint, you will likely be able to finish this off.
Pop dynamite from a distance (let it kill the holder) and watch out for any
flying knives. After the wave from above is a wave from the south room. If you
have a grenade, chuck it over there. If not, do your best to drop these foes
and burn them as they have metal masks on. I was surprised there was no Ruvik
Clone this time around...

Once you are done, go save Kidman like normal and then get the cell key and
loot the entire place before dropping down. Continue on rather normally and
kill the foes in the tunnels until the Laura cutscene.

Continue on until you meet Laura again and burn her to her room. This leads
to the Laura fight at the end of the chapter and is very much the second
"HARD POINT" of the chapter.

The Laura fight is brutal. Absolutely brutal. She is FAST and will warp /
appear from corpses to get close to you. If she catches you it is over of
course (just like Survivor, really), but with her enhanced speed and how
fast she re-appears this is tough. BK died at least 6-7 times here while
working this out.

To start, hit her with a match on her central corpse, then step back and put
a grenade at her as she burns. She doesn't burn long, but you can get at
least one grenade in. From there, head left and down into the fire trap room.
Here it is wise to put a shock trap in the room and lead her into it. Once she
is shocked you have time to run to the nearby lever and hit it to burn her good.
Note that running to ladders and using levers WILL NOT WORK here as Laura is
just too darn fast this time around.

That still isn't enough to kill her though. However, she is nearly dead. Now
we can run around and shoot explosive traps while we evade her. 1-2 of those
combined with the two torches laying around should do the trick. All in all,
it is around four burnings and 3-4 good explosions to do her in. Whenever she
is burning, unload with shotgun and handgun shells as well. Also, be ready to
die. It isn't "Easy Mode" after all...

After that is done you are in the clear. Proceed ot the end of the chapter
and get the enemies here to fall down and unplug them. They are fast and get
up fast, but it is pretty much just like normal. And with that ends one very
hard chapter...
CHAPTER 6: LOSING GRIP ON OURSELVES (TIPS)
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If you thought the last chapter is rough, this one will be pure hell. I
predict that the first part of this chapter will make the majority of people
quit Nightmare / Akumu mode.

The start of the chapter is nice and peaceful like always. Gather the key and
any items you can. Be SURE to have at least one flash bolt ready and, if you
can, upgraded freeze and shock bolts would be wonderful. Get ready for hell...

"HELL" consists of living through the assault on your position. Not fun or
easy. If you remember you have to defend the top room and then the bottom room.
This is pretty fun in Survivor, but HELL on Nightmare. If you die, you start
over from the first room, and dying is VERY easy. Getting grabbed with anything
short of full health is death. Joseph dying is death. All the while more and
more enemies will come in and we'll be tasked with killing them.

This whole ordeal took me 30+ tries. I was VERY close to calling it quits on
the whole damn thing. Somehow though, I made it. It was such a good moment,
I recorded it and put it up on my YouTube page. You can check it out below:

https://www.youtube.com/watch?v=eJ48Xd6eBHs&list=UULfVS_0_ZIbw1p8z2hOkBuA

Now... to help you! A good opening gambit (if the closest enemy doesn't rush
you) is to go into the left corner and shoot the barrel as the two enemies
come at you. This lets you kill them AND gather up the Flash Bolt, matches
and ammo.

From there things get hard. Three enemies will pour in from here. A shotgun
to their faces helps. Two come in from the left and one from the right. They
do this at the same time, so shoot them as they come. Also, use the hatchet
that one of the first enemies drops. From there it is wise to put up traps if
you can, but after that I'd let 3-5 come in while you run around and use the
last barrel to great effect if you can (to save ammo). Beware that enemies
CAN hurt you while they are on fire. Near the end you can always use a Flash
Bolt for free time, depending on how you've upgraded it. This helps a TON.

All of this is easier said then done. Trust me, I know. Once you do make it
past the first door our job is halfway done. The enemies don't start coming
in RIGHT away until you drop down, so heal up if you wish and drop down and
quickly collect the gel, freeze bolt, syringe, explosive bolt x2 and shotgun
ammo. This time you have two more barrels and Joseph in a corner. It is a bit
easier to put up traps to protect him like this, and we got some room to run
around. Focus on taking out the foes ASAP as they only drop down in ones or
twos for the start. Burn them if you can. Once they start dropping down in
force, bring out the explosive bolts, use the barrels and when things get too
bad use that flash bolt! Keep running around and staying alive while killing
who you can until Joseph is finished, then exit!

Gah, that was rough. I even admit, I was ready to quit. So hard. Our reward
is the Sniper Rifle. Don't forget about the key here. This area is also rough,
but you have the benefit of OP Joseph. Seriously, he can take on 2-3 of these
enemies by himself with good timing. Just be sure to keep him healed. Make your
way through this area like normal. Watch for extra traps here. The only real
notes we have here are watch out for the bridge area (it is EXTRA easy for ol'
Joseph to fall down now) and nail your sniper shots. Charge across the bridge to
minimize your time on it and potential fighting on it. Also note that the room
with the two treasure chests now has an enemy with dynamite in it AS WELL, so
be careful of him (it is still worth it for the two chests).

Gather up everything you can and kick the barrel into the Sadist room, then
fight him. Freeze Bolts and Explosive Bolts (as well as the two barrels) can
help a ton here. Gather up the key and continue on.

Things continue normally until you get to the ending chapter boss fight.
Sentinel is... a pain. Not as bad as the start of the chapter, but a pain
for sure. The biggest change here (besides Sentinel's improved health) is
the fact that there are MANY new bear traps in the arena. There is one in the
middle of the area as well as by the shotgun shells. Also, beware of the grassy
sections. AKUMU mode will make these hell in particular.

Onto the fight itself. Electric Bolts can be used to stop Sentinel and should
be followed up by shotgun blasts or grenades. As you have some experience with
Sentinel, you likely know his attacks already. Being able to circle around him
while he tries to charge into you is key to getting in some free and easy hits.
The game does take pity on us here, as a charge from Sentinel isn't very
powerful, and does the same damage as a default syringe (which is less damage
than getting stabbed with a knife... somehow...). On AKUMU mode though, this
fact doesn't help us at all, so do your best to get him knocked down and lay
in the pain ASAP with minimal movement.

This fight will still likely take you a few tries. Do your best to grab the
items in the arena itself (the shotgun shells and electric bolt help a ton)
and then lay into Sentinel. 2-3 explosions and 6-8 shotgun blasts will fell the
beast and move you onto the "retrieving the glasses" phase of the fight. From
there the chapter is done.

CHAPTER 7: THE KEEPER (TIPS)


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Not too hard of a chapter, and the four keys here will help us out a ton in
the sections to come (ugh.. Chapter 10...). Continue normally and kill the
foes in the hallway however you can. Use the bomb by the tomb if you wish to
lead them back there. Once you get to the lithograph puzzle room go save and
use your keys if you wish.

Take the left path first of course. It is very similar to the normal mode.
I would snipe the two-head enemies you see so you can disarm the bombs and
kill all the enemies in the trap room. When you get to the gas area, you MUST
HURRY. It goes up MUCH FASTER than Survivor, meaning that any dawdling will
get you killed. Kill off the enemy and turn the two valves to save yourself.
Use the bomb in the tunnel to try and kill some of the two-heads. You can try
to outrun them if you lead them to the ladder, but personally we just bombed
and killed them.

OK, onto the right path. This one is a bit different as well. For starters,
after you nab the key by the lever and go into hallway you will want to run
to the wire, disarm it, and shoot the gears in the distance ASAP. A rolling
trap is coming our way and will kill us in a single hit. This trap is of course
on Nightmare Mode only. Lovely.

Kill the two head on the spikes and then in the next room burn the two-head
who is crawling by the tunnel at the far end. From there, go try to open the
way forward and make the monsters come out. Use the trap in this room to kill
them all while saving on ammo (go past the trap, let them follow, shoot the
red lever). Now go into the gas room and disarm traps along the way while you
get the third key. Outrun the two-head that shows up and continue on.

Kill the two-heads in the pit with the trap and the one by the lithograph
manually, then get the fourth key. Head back, save, and head onward to the
Keeper.

The Keeper Fight is.... not very rough! You can get through it almost in
the exact same way as Survivor Mode. Two shots from the rifle should kill
him, even un-upgraded. Very nice. Kill him once, get the gel, get the items
in the room not pouring out smoke and go hit the lever. Run to the door and
then get the next lever. Kill him the second (and last) time, then run to the
exit room. Go get the lever and then freeze him as he follows you, then go
put the lever on and escape. Easy stuff, right? Compared to last chapter...

This should be the end of things for you. Onward!

CHAPTER 8: A PLANTED SEED WILL GROW (TIPS)


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This chapter is very easy compared to some of the Hell we've been through up
to now. The start may have you tempted to sneak by them all (like the trophy
for this chapter), but that is very, VERY risky as on Nightmare these two-head
foes put out their stomach tentacle super early and easily. Snipe the first
few and use head pistol shots (there is ammo in this first room), then continue
to the lever room and kill those two two-headed foes. Get the key here as well.
Note that these are the only foes we have to fight.

Continue on through the chapter like normal. In the baby room, if you don't
need the flash bolt and pistol ammo just use the gate. Some of the babies can
make you pay with how aggressive they are, but running over them still kills
instantly.

I will say that on AKUMU this part is a bit harder. The best way to handle
this initial baby room is to lay an electric trap by you and THEN open the
door. Once the babies start falling, STOP with the door and run around, which
will squish the babies. The electric trap will do a great job as well: you are
just running around to kill whatever it misses. Once everything is dead you
can continue on like normal.

Continue to the waterfall and 2nd key, then onto the trap room (run by
everything else). Use the non-bloody side and continue. Get the third key
from the pipe in the room and continue to the end of the chapter. See, very
easy compared to most chapters. Wish I could say the same for what is coming
up...

CHAPTER 9: THE CRUELEST INTENTIONS (TIPS)


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Oh man. The Mansion. I honestly wasn't looking forward to this, mainly due to
Ruvik spawning and his one-hit kill ability. Not much we can do about it. You
should know that during your time in the mansion, Ruvik will behave slightly
more aggressive than Survivor. For example, he will teleport closer to you if
you get to far away when he shows up, which can and will result in some
unfortunate souls running into him for instant-death. He also has a tendency
to speed-walk to you (it honestly looks a little funny). When he does show up,
it is best to get to a semi-open area and run/walk in circles. DO NOT get too
far ahead of him. Lead him, but don't out-pace him. Just keep him going right
behind you until he disappears...
Other than that the mansion is really very similar to Survival. Be sure to get
all of the keys here, as they will help arm us up for a grueling Chapter 10.
There's an additional bomb in the kitchen area, but the puzzles are all the
same for the brain-prodding and the music room key. Getting through the brain
door isn't hard or very different at all.

Next we come to the creepy dolls and trap room. The room and path to get
through it are exactly the same. Nightmare Mode does add additional traps,
however. Watch your feet for bear traps and listen in for bombs (which are
easy enough to outrun and/or sneak after 2-3 beeps).

The final challenge of the chapter comes from the barn fight. This fight isn't
too bad, but may get you if you aren't quick on the draw. Like before, we must
kill enemies as "Ruvik" spawns them. The first 2-3 are quite easy as they come
somewhat slowly, but after that you will quickly have 3-4 in a group. While you
MAY be tempted to use a flash bolt here, we recommend you do NOT, as the time
it takes Sebastian to melee an enemy may result in your death. This is due to
Ruvik's blood form wandering around while you are in the middle of the killing
animation. Remember: if it touches you, you are dead.

Instead, consider hitting a group with a shock bolt and see if you can burn
multiple foes at once from there (or perhaps a grenade if they are too far apart
or something). Also do your best to run around and gather up the ammo and bolts
that are around, as you won't get a chance to nab these once you defeat enough
enemies. After 6-7 kills you will be done with the chapter.

CHAPTER 10: THE CRAFTSMAN'S TOOL (TIPS)


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The chapter I've been dreading since I started Nightmare Mode... although, I
must admit, in hindsight the beginning of Chapter 6 was much harder (for me).
Get the first key and proceed onward. The chapter is actually fairly normal
until after the 1st power supply. Note that there is an extra sniper in the
carousel section. You will likely also face two enemies sneaking out of the
door to the first generator, so try to shoot them as the blade comes by for
an easy one-shot kill.

In our small hub area go ahead and reload and get the 2nd key. The room to
the left has a nice surprise for you as there is not only a ton of enemies
but also a Ruvik Clone. Lovely. A good strategy here is to enter and let the
common enemy see you, then exit and kill it out in the hub area. Ruvik patrols
from the room on the left back to the battery room. You can sneak up on him
and nail him with a powerful attack to take him out quickly (BK is using
max-level harpoon shots by this point... gotta love that special fire effect!),
but beware of an enemy in the corner if you do this (it is still worth taking
Ruvik by surprise).

Clear out the room and proceed back to the generator. Start it up and head
outside (love the checkpoint!), kill the enemies and get ready for the ogre.
It is fairly easy to kill this one: throw a grenade as the door opens and lead
him back to the area outside the generator where you can lead him around the
wall/partition. This lets you "kite" him and take easy and cheap shots at him.
You can do this until he dies.

Hit the lever and watch out for two enemies that fall down. You can outrun
them if you want, but remember that third key. Keep going to the two ogre room.
Ugh.. challenge number one of this chapter. You will want to have 1-2 spark
bolts (hopefully upgraded) and an ice bolt. Basically, you want ammo that can
stun these guys as they come at you. Try to fight in the back room, as there
are numerous bombs and bear traps out where the ogres patrol. Once you freeze
/ shock them unload with sniper shots and grenades. After that, use explosive
bolts and you will very likely kill them both. This may very well take a few
tries, especially if your shots go off target. Beware of the regular enemies
here as well. You can alternately try your luck at using the various bombs in
the room as your weapons, although that is tricky given some of their locations
and the ogre's tendency to charge you. Loot the room afterwards, and don't
forget the traps!

Next up is the Laura chase. You were looking forward to that, right? Challenge
number two. It is pretty normal until the fire section, where you should watch
for additional bear traps on the floor as you proceed through rooms, as well as
additional bombs. Collect items and use fire traps on her until you get to the
last room. If you REALLY wanted to you could kill her, but that is overkill for
one key... better to conserve ammo and escape. Your call really, depending on
how well you are doing of course. As usual, watch out for the bomb by the final
lever after shooting the fire switches. Aside from the increased number of traps
in the rooms you are "stuck" in with Laura, she is also slightly more aggressive
and has a tendency to run faster at you. As long as you keep your distance and
get her on fire when you need to (through corpses, harpoon or fire streams)
you'll be OK.

The last test of the chapter of course comes in the parking garage fight. This
will likely kill you off a couple of times. Our plan here is good sniping, smart
use of the item rooms, and once again shock and freeze bolts. If you are really
hurting for ammo, use some keys before hand when you have a chance. Oh, you will
also want to make sure you are at least sprint level 3 by now. I think that you
likely are though...

At the start, take out your sniper rifle and snipe the eye that is looking
around. This is a critical hit and will plain drop the beast, time which you
can use to throw 1-2 grenades under it. Just this starting gambit helps greatly.
From there, it is wise to run to the back and get ready to snipe the monster
when it comes back to look for you.

From there, you can run to the item room. Quickly loot the room and then you
can shoot at the beast for free. After 1-2 swipes inside the room it will rear
back and give you a chance to escape. You can either shock it after 1-2 swipes
for prolonged punishment or just run away. More sniping and the second room
should follow.

More importantly, when the beast does go into its second phase, you want to be
ready. Have that electric bolt ready to shock him, and then snipe. It likely
won't be long enough, so follow up with freezing and more sniping or shotgun
shells. The beast will be close to death by then, but don't quit firing until
the gel appears and remember that the "eye" in the middle of the purple glow
(easily seen when the monster is frozen or shocked) is the weak spot and what
you should be aiming for.

CHAPTER 11: REUNION (TIPS)


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Don't forget the key early on, but then.... hallelujah, we have the magnum!
You will want to upgrade the damage on the magnum as much as you can. This gun
is going to be our savior in some of the end fights, as a max-damage magnum can
put down the Keepers in the ending chapters quickly, as well as really help
with the Quell fight.
From there the level is fairly normal until the cage maze. Take out the foes
however you can (the advantage / perch here is nice) and then grab the key. You
will get the shooter barging in, so take him out at the knees and burn him.
Enemies are going to come in from behind you, so use your sniper rifle and take
out the guard with the gun (up on the boxcar) ASAP. You can lead the other
enemies out into a wider area safely now and use a flash bolt to kill all three
of them (if it is upgraded, of course). We could alternately just rush to the
water section, but there is some ammo up the fire escape.

After the short fish area (and key) is Ruvik's street. Oh boy. Gather up items
at the start and go burn what corpses you can until Ruvik appears. THIS time he
will spawn a Ruvik in the normal area AS WELL AS near your initial starting
area. A word of wisdom: a max-level harpoon bolt WILL kill Ruvik in one hit, so
I hope you have it as it makes this little section much easier. Shoot both
Ruvik's with this and loot the place dry afterwards (remember that the enemies
die without the Ruviks alive in this section...).

Next up is the construction area. The construction area sucks. Snipe the enemy
in the distance and note that once the small event with the enemy using the
cable car occurs, there will be a sniper in the far building behind a barricade.
He won't SHOOT at us yet though... he is programmed to wait until the door here
opens 2-3 times before he starts shooting. Evil! So evil!

On AKUMU this is rough, especially with the sniper. We have a trick though:
shoot the initial guy and head downward. Collect the boxes on the right and
kill the enemy hiding to the left. Now, if you want (and you should, especially
on AKUMU), shoot a flash bolt over to where the sniper enemy shows up. This
will shock him and allow you to snipe him. Long-range death problem solved!

Use grenades on the door and throw as you are on the metal stepping to the
edge / towards the door. Trust that the door will open, and throw a little
short of the opening. Alternatively you can also get away with using flash
bolts or freezing bolts, provided they are both upgraded. After 2-3 waves,
watch for sniper fire and take cover. Take him out ASAP, but do it from far
away as there will likely be an enemy throwing dynamite at you from the door
area (note that if you take too long to kill the sniper, this dynamite foe
WILL rush you). Clear out the rest of the foes and advance to the checkpoint.

This is rougher on AKUMU near the end as there are enemies with guns. On the
last door opening especially the enemy does NOT MOVE FORWARD and just shoots
at you. We should crouch behind the metal barrier once that point comes (the
wave before it is the gun-enemies that do come out, so be ready!) and after
he is done shooting at us you can quickly snipe him. Take a turn to aim and
a second turn to shoot, but always aim and/or shoot AFTER he is done firing.
I've seen people toss dynamite as well, but you can get shot doing this.

In the second area there will be a sniper by the generator and plenty of bombs
and traps on your way to him. Sneak up to him and cap his knees / burn him.
From there I would disable the traps for the parts. Once you start the generator
enemies will show up. Kill the nearby sniper ASAP. A second one shows up and
retreats to where you dropped down at. You can easily stay at the generator and
kill the enemies who show up, as they will come up the ladder (in perfect
head-shooting space). Roll up on the last sniper after that.

Now onto the ride... this can be tough. You want to knock down EVERYONE.
Nightmare is a bit forgiving but Akumu is rough. The key here is to shoot
explosive rounds to where you know enemies are going to be, use pistol shots
to knock enemies off, and always prioritize the moltov enemies. You can easily
keep yourself safe until about halfway through when 2-3 enemies show up on each
side. Things get tricky here, especially for Akumu, but one way to get through
this is focus on killing off the right-side foes as they appear and then flash
bolt the left side for 10+ seconds of peace, which will (or very nearly will...
maybe use two bolts...) get you to the end.

This can get to you on Akumu for sure, and you WILL be a master of this short
section once you attempt it. It isn't as hard as Chapter 6's house, but it can
get rough. Remember: pistol bullets help a ton here and prioritize moltov
enemies. Practice and patience!

The fish section and rescuing Kidman aren't too different. Less bodies for the
fish, but you can often find bottles on cars. Don't go through the first beeping
door until round two (don't rush it). Kill the sniper from the stairs and shoot
the body, then swim around to the car by the sniper. You can make it to the
sniper's car without any bodies, and through the gate without bodies as well
(with good timing).

The gas warehouse is... a very big change. Honestly, and you won't say this
often on Nightmare Mode... it is easier than Survivor. Or at least not very
hard. The first area has spinning blades, similar to the blades from the
kitchen area later in the game, but these ones have MANNEQUINS on them. Haha,
we can't make this stuff up. Nab the health from the left room and make your
way to the ladder. The blades move randomly, so avoid them and get to the
second area.

Here, there are enemies with dynamite. If they see you, it is all over. This
is easy though: pick up the bottle, wait for the enemy to go explore the back
area, and chuck the bottle to where the vent valve is. Now, quickly go sneak
against the wall and back to the container with the key. No enemies here, so
you can grab it. Be careful or quick sneaking back. Can't let them see us. As
you use the key know that 3-4 enemies will pour out of the door, so have a
flash bolt ready for them and use it. You can escape without fighting from
there.

Get the last key of the chapter and proceed to the next!

CHAPTER 12: THE RIDE (TIPS)


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A fairly short chapter, which is good. The bus ride to the ambush is pretty
normal, although you will have to shoot the giant spider monster away. Watch
out for its arm attacks (note where he is aiming and move) and gather up the
much-needed ammo. The small worms he coughs up are useful for ammo drops as
they have a high chance to drop something, so be sure to shoot them down. When
he rocks the bus, use a shotgun blast if you have to.

Once you get to the ambush, you will have to be on your game. It's not too
tough at least. Shoot dynamite foes AFTER they light it, and use the barrels
when there are 2+ enemies around them if you can. Beware of enemies coming into
the bus. Once you have the right side picked off, go hide near the front. By
ducking you can protect yourself very well and can even wait here for the
ensuing cut-scene (just make sure the right side is cleared... and maybe shoot
the barrels in the front instead of hiding like a wuss!).

On the ambulance section, take your time and remember to snipe from the right
side. You can get the sniper and even some patrolling enemies under the van.
In fact, I shot one and had two of them come look for me. By hiding by the van
they couldn't find me, gave up, walked slowly back and let me sneak kill both
of them! Ha!
Other than that tip, use the bottles and barrels here to lure out and clean up
groups of enemies. It's very easy to get the enemy into blasting range with
the number of bottles they give you (use barrels over bombs and try to get the
trap parts). Some foes here have guns, so use cover as well.

Once the vehicle shows up, head to it under cover. By knowing how long the
machine gun fires for you can force it into shooting at you and time your
cover jumps. Get to the hood and climb it, blast the gunner with a shotgun
shell and have fun. There are more dynamite / gunner enemies in this section
compared to Survivor, but you can kill them all fairly easily. When you have
to leave the gun to get to the bus and more enemies show up, we once again
recommend you take the gun over once again and clear out the second wave.

From there the chapter is over. Onto the next one!

CHAPTER 13: CASUALTIES (TIPS)


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This chapter isn't too bad, honestly. On the first Ruvik encounter there are
more enemies scattered around. The main thing to note here is that after you
get into the first destroyed room, an enemy with a crossbow will appear in
the hallway where you started out (go kill him ASAP to give yourself that safe
zone). The second big note is that there are TWO Ruvik enemies here. The second
is down by the second acid trap.

Use the fire bolts on Ruvik for a one-hit kill of course. After taking him and
the first two enemies out, we highly recommend throwing a bottle into the second
destroyed room (the room the first Ruvik eventually walks to). This will draw
out 2-3 enemies (and possibly Ruvik #2) to the spot. Wait for them to gather and
then throw a couple of grenades in there to clear them all out.

From there slowly go through the area clearing traps. Not that past the first
acid trap in the lobby area is a crouched foe with two bombs attached to him.
You can get a clear line of sight / shot on him if you approach from the window
outside. Shoot down the key and continue down to the keeper. Here shank the
enemy around the corner and wait for the keeper to leave and continue on like
normal.

Things are good (normal) until the hallway with the booby-trapped foes. Get the
key here and disarm the trap, then shoot the enemy down the hallway. TWO more
will pop out of the two doors, so take them out (there was just one more in
Survivor if you recall). There are also bombs by the open doors, so don't rush
in! Once you take care of the bombs you can loot the place though and proceed
to the kitchen.

Trap-kitchen is very similar to Survivor mode. Nab the key and head through it
the same way, being careful of the saws. At the end, put out a shock trap to
protect yourself. Normal stuff. Next up is the freezer with the keepers... now,
THIS is slightly different. The big differences here are the area STARTS with
four traps put out. Also, you must kill THREE KEEPERS before the dumb-waiter
comes to save you...

This area is an excellent place to use your maxed-out magnum. ONE SHOT from this
bad boy kills these keepers. ONE! That means three shots total will get you out
of this mess. Let them come close to make sure you don't miss. One shot also
means you have plenty of time to collect gel and items. Just beware of the saw
in here, especially if you are on Akumu!
After that the chapter is essentially over. Get the final key and head outside
to view the cutscenes. Two chapters left!

CHAPTER 14: ULTERIOR MOTIVES (TIPS)


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Time for the subway. Go get the initial key and loot the room on the right.
There are no enemies, but there are bombs. Go visit the save room and bathroom
next. Now, if you recall, down the next set of stairs on Survivor there was an
enemy playing dead and a Ruvik clone. Ruvik is still there, but there is no
dead enemy. Instead, there is an INVISIBLE enemy. For him, lure him onto the
steps and put a fire bolt into his ass. Do the same for Ruvik and kill the enemy
on the wall, then continue on.

Our next challenge is the subway area with the hanging body traps. Here put a
bolt into Ruvik and then get the sniper ammo. Use that ammo to take out the
two guards in the back and the bodies. From there you can sneak onto the subway
with no problem. The fat enemy that usually shows up between trains isn't here
for some reason. Get through the explosive train and then into the sewer area.

Things in the sewers aren't too bad. I recommend fire bolts for the dual-head
foes. Easy one hit kills and cheap to make. Things are fairly normal in these
sewers really, just watch out for additional traps near chokepoints (they like
to add in bear traps) and watch for dual-heads. The biggest change in this
sewer area comes in the large corridor where you get the second electrical
piece. Here there are TWO ogres to deal with. They are in the distance though,
which means you can set up some traps and snipe them. This helps a ton. Save
your magnum and use the traps and snipe them to get their attention. Once they
come over and hit the traps, if they are still alive stun/freeze them and
finish them with grenades or the shotgun.

Go get the electrical piece and kill all the dual-heads that show up, then
continue on to the boss area. Save up and re-stock. Here, we have a trick to
deal with the octopus. Have a freeze shot ready and once you can, shoot it
right in front of him (don't take too long or he'll move!). Once he is frozen
you can unload your magnum into him to take him out ASAP. That should do the
trick. Only do this if you have been collecting keys though (AKA: you have more
magnum ammo back at the safehouse for later!).

Loot the place once it is dead and don't forget about the key and the room.
Head up the elevator, grab the final key and gel, and head onto the last
chapter. Nearly done!

CHAPTER 15: AN EVIL WITHIN (TIPS)


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As you can imagine, there are only a few challenging sections in this last
chapter. The first is of course the eyeball room. Before you hit this point,
you should have spent all your gel and unlocked every locker you can (which
should be most of them). You'll have max magnum ammo too.

In the eyeball room, hit the first wave of foes with a flash bolt. Stand
right where they drop and let them all drop to get them all. You can kill
them all like this with a max flash. The second wave you should let come to
you... you can defend the two ladders and get very easy headshot kills as
the enemies come up (especially with the handgun critical maxed).

The third wave comes from the south side (north being where the Sadist shows
up from, for reference) and can be taken care of with another flash bolt or
two. This will likely spawn the Sadist once you kill a few of them (not all of
them), so finish up while he tries to launch rockets at you from afar (which
you can dodge easily). Snipe him from there and when he gets close you can
freeze him. Use your shotgun shells and fire bolts here, as we don't need that
ammo type anymore.

Once he is dead continue to the sniper room. Here it is best to stay hidden
and shoot the dynamite guys after they light their dynamite. We want them to
hold onto it and kill themselves and their sniper partners. This takes one or
two well-placed handgun shots for each of them, but is the best way to handle
it. Unless you want to snipe, then snipe. We don't need the sniper rifle or
the handgun from here on in.

Our last big challenge is the keeper room. I was under the mistaken impression
from reading online that there were THREE keepers here, but that's not the
case. There's still two, but one of them has enhanced health (the right one,
likely). This is where the max magnum and ammo come into play. Pump them both
with rounds until they die. You can use up any ammo you wish here, meaning if
you can freeze and shock them prior to the magnum, go for it. Loot the place if
you wish afterwards and continue.

Everything from here on in is very similar to Survival Mode. The hallway-o-traps


(totally its name) has more bear traps and bombs, but isn't too hard to figure
out. The final boss has more health but as long as you shoot the hands and arms
when they have red circles you will get through it. The running segments are
all the same, as is the rocket launcher section and final shot section.
Thankfully, the game is very generous with checkpoints near the end, and hands
them out before the final shot and the rocket launcher segments. Thank you,
game! Keep at it and you'll have Nightmare Mode, Akumu Mode beat before you
know it! Congrats!

____ _____ _ _ ____ ____ _______ _____ _____ _ ____ _____


| __|| _ || | | | | __|| __||__ __|| _ || __ \ | | | __|| __ |
| | | | | || | | | | | | | | | | | | || | ) )| | | | | | \|
| | | | | || | | | | |__ | | | | | |_| || |_/ / | | | |__ | |___
| | | | | || | | | | __|| | | | | _ || _ ( | | | __||___ |
| | | | | || | | | | | | | | | | | | || | \ \ | | | | | |
| |__ | |_| || |__ | |__ | |__ | |__ | | | | | || |__) )| |__ | |__ |\__| |
|____||_____||____||____||____||____| |_| |_| |_||_____/ |____||____||_____|
���������������������������������������������������������������������������[COL]

Here you can find a list of all the game's collectables. These items are all
in the guide of course, but if you find yourself at the end of the game and are
missing something, this is the best place to look. Note that you can always
look in your archive section when the game is paused to easily see if you are
missing any collectables and which ones.

The game has a wide variety of collectables. In total there are: 16 Documents,
16 Personal Documents, 21 Newspapers, 15 Missing Persons Posters, 28 Map
Fragments, and 10 Audio Logs.

Down below we'll list out each type of collectable by type and where you can
find each of them. Enjoy!

______________________________________________________________________
|����������������������������������������������������������������������|
| PERSONAL DOCUMENTS [COL-1] |
|______________________________________________________________________|
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We'll list all of the personal documents here. Note that this section is
divided up by chapter and then by document number, so you can easily find
that one personal document you missed!

Chapter 2: Remnants

o Personal Document #1: Journal of Sebastian Castellanos - November 2004

Where to find it: You can find this in the first save room! It is located
in a small shack after the lantern and Leslie events. Very
hard to miss unless you just outright skip the shack...

Chapter 3: Claws of the Horde

o Personal Document #2: Journal of Sebastian Castellanos - December 2004

Where to find it: Inside the main village area you can find a save room
inside the rather large house on the right. Inside the save
room you can find this journal on a cabinet. Hard to miss!

Chapter 4: The Patient

o Personal Document #3: Journal of Sebastian Castellanos - February 2005

Where to find it: From the start of the chapter you can head straight to the
"save room" of this area (the room with the red icon on the
door). You will find this personal document on the door
itself.

Chapter 5: Inner Recesses

o Personal Document #4: Journal of Sebastian Castellanos - March 2005

Where to find it: At the start of the chapter enter the save room and you'll
find this journal on the table inside.

o Personal Document #5: Wedding Invitation

Where to find it: After the scene where you reunite with Joseph and Kidman, you
will find yourself in front of the third save door of the
chapter. Enter in and you'll find this document.

Chapter 6: Losing Grip on Ourselves

o Personal Document #6: Journal of Sebastian Castellanos - May 17th, 2006

Where to find it: Visit the save room by the stuck elevator (the elevator you
have to burn the body at) to find this personal document.
Chapter 7: The Keeper

o Personal Document #7: Lily's Birth Announcement

Where to find it: After you are in the catacombs proper and on your lithograph
hunt, you'll find a save room in the central hub area. Enter
it to find this document inside.

Chapter 8: A Planted Seed Will Grow

o Personal Document #8: Journal of Sebastian Castellanos - June 16th, 2009

Where to find it: Near the end of the chapter you will be transported back to
the hospital. Weird, right? There will be a circular room
ahead, after a scene. You can find this document on a
stretcher to the right.

Chapter 9: The Cruelest Intentions

o Personal Document #9: Krimson Post Newspaper Clipping

Where to find it: Once you enter the mansion, check the save hub door to find
this document inside. Hard to miss!

Chapter 10: The Craftsman's Tools

o Personal Document #10: Journal of Sebastian Castellanos - February 27th, 2012

Where to find it: You can find this document inside the second save room, which
is located after you get through the second battery door.
It's on some equipment and hard to miss as long as you visit
save rooms!

Chapter 11: Reunion

o Personal Document #11: Journal of Sebastian Castellanos - July 11th, 2012

Where to find it: After you enter the office you'll soon come to the second red
save door. Inside that room you can find this personal
document.

o Personal Document #12: Journal of Sebastian Castellanos - August 2012

Where to find it: After getting through the area with the gas and monsters, you
will find yourself by a save door. The third in the level.
Head in it to find this document on the ground.

Chapter 13: Casualties

o Personal Document #13: Journal of Sebastian Castellanos - September 1, 2012

Where to find it: Right at the start of the chapter, look to the right of
Joseph and you'll find this on a table.
Chapter 14: Ulterior Motives

o Personal Document #14: Note from Myra

Where to find it: At the start of the chapter near the subway bathrooms is the
red save door. Head inside to find this document waiting for
you.

o Personal Document #15: Journal of Sebastian Castellanos - December 20, 2012

Where to find it: You can find this journal inside the chapter's 2nd save room,
while going through the subway tunnels. Hard to miss unless
you are skipping save rooms.

Chapter 15: An Evil Within

o Personal Document #16: Internal Affairs Interview Transcript - March 13, 2013

Where to find it: At the start of the chapter, check the reception desk to find
this document out in the open.

______________________________________________________________________
|����������������������������������������������������������������������|
| DOCUMENTS [COL-2] |
|______________________________________________________________________|
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We'll list all of the documents here. Note that this section is divided up by
chapter and then by document number, so you can easily find that one document
you missed!

Chapter 1: An Emergency Call

o Document #1: Old note from sewer

Where to find it: After you escape the executioner (sadist), you'll end up in
the sewers. Continue on to a catwalk with a body in a
wheelchair. You will find this document right in front of
him.

o Document #2: Boiler room note

Where to find it: This one is right after the last one. Climb the nearby
ladder and you'll see a desk. The document is right on the
desk. Hard to miss!

Chapter 2: Remnants

o Document #3: Lakeside town note

Where to find it: This is located in the lighthouse area, after the scene where
Sebastian discovers more enemies... it is right outside the
first house on the right, by the fire, on a beam.

Chapter 4: The Patient

o Document #4: Villager's note

Where to find it: From the start of the chapter head to the first house on the
right. Inside you will be able to squeeze through a small gap
in the corner into another room. Here you'll find a bed and
on the bed is this document.

Chapter 5: Inner Recesses

o Document #5: Underground facility note

Where to find it: In the chapter you'll eventually come to a blue tile room.
This is the area where you must look through tiles and solve
some puzzles. In the second room you enter (the middle one),
you can find this document on a table in the back corner.

Chapter 6: Losing Grip on Ourselves

o Document #6: Graveyard note

Where to find it: Oh man! After the dual Ogre fight you can find this document
in front of the horse statues. It's on the steps on the
ground, very hard to miss. Assuming you survive the fight of
course!

o Document #7: Cemetery lab note #1

Where to find it: After the body puzzle area you will find a make-shift lab.
You can find this document in the lab. So disturbing...

o Document #8: Cemetery lab note #2

Where to find it: This one is close to the above note. Press onward into the
next room and you'll find this note by a body. Very easy to
find and still disturbing...

Chapter 7: The Keeper

o Document #9: Catacomb note

Where to find it: After you obtain the very first old lithograph key item, a
wall will open up showing someone's living area. Check a
table to the right in here to find this document.

Chapter 8: A Planted Seed Will Grow

o Document #10: Cave note


Where to find it: You will find this one easily. In the chapter you'll have to
place a plate into a door to continue. You can find this
document on the floor in this narrow area. Very hard to miss.

o Document #11: Research facility note

Where to find it: Near the end of the chapter you will be transported back to
the hospital. Weird, right? There will be a circular room
ahead, after a scene. You can find this document on some
equipment to the left.

Chapter 9: The Cruelest Intentions

o Document #12: Mansion dining room note

Where to find it: Once you enter the mansion you can find this in the dining
room, which is the left door. The door right next to the save
room. It is on the table as soon as you enter.

o Document #13: Ruvik's room note

Where to find it: Once you enter the mansion you can find this upstairs. Take
the left set of stairs up and enter the left door. From
there, enter the first door on the left and then check the
desk to find this note.

o Document #14: Mansion music room note

Where to find it: Once you enter the mansion head through the right door behind
the stairs. This path leads to the music room. Big piano,
hard to miss. Underneath a painting here is this document.
Very hard to miss indeed.

Chapter 10: The Craftsman's Tools

o Document #15: Mansion basement note

Where to find it: At the start of the chapter search for this document right
outside of the first save room. Easy to find!

Chapter 15: An Evil Within

o Document #16: Newer note from sewer

Where to find it: During the chapter you'll be... transported back to the
sewer area from the beginning of the game. The locale will
look very familiar! Go check the wheelchair next to you and
on the ground you'll find this document.

______________________________________________________________________
|����������������������������������������������������������������������|
| MAP FRAGMENTS [COL-3] |
|______________________________________________________________________|
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We'll list all of the map fragments here. Note that this section is divided
up by chapter and then by map fragment number, so you can easily find what
you missed!

This section is the most likely to be used by random people selecting our
guide for help. So, with that in mind: hello fellow gamer! How're you doing?
Check out the fragments below for what you need! Check out the rest of the
guide too!

Chapter 2: Remnants

o Map Fragment #1

Where to find it: Once you go to the upgrade chair area for the first time
(which you HAVE to do...), check behind it to find this
fragment laying on the floor.

o Map Fragment #2

Where to find it: This is in the lighthouse area. After the first house you'll
come to a fork. From here there is a house on the right that
will have a couch inside. The map fragment is on this couch.
Now if only you could take a load off!

o Map Fragment #3

Where to find it: Near the end of the chapter you'll have to sneak by a horde
of enemies. BEFORE doing that travel to the left and in a
small shack you will find this map fragment.

Chapter 3: Claws of the Horde

o Map Fragment #4

Where to find it: Inside the main village area you can find a save room inside
the rather large house on the right. Inside the save room you
can find this map fragment on the floor. Very hard to miss.

Chapter 4: The Patient

o Map Fragment #5

Where to find it: From the start of the chapter, head to the left. There are
some stairs here leading up to a small cabin. You can find
this map fragment on the floor inside that small cabin.

o Map Fragment #6

Where to find it: After entering the save hub for the first time (and getting
the newspaper / missing person report), head back to your
cell and you will find this map fragment chilling out.
o Map Fragment #7

Where to find it: After entering the save hub for the first time and getting
the fragment up above, you'll have to head to the nurse at
the end of the hall. Do so and as you follow here a door on
the left will open. When it does, enter the room and check
above the sink to find this map fragment.

Chapter 5: Inner Recesses

o Map Fragment #8

Where to find it: This is right at the start of the chapter. Turn around once
you gain control and check the corner to find it. Easy to
miss if you are focused on pressing forward.

o Map Fragment #9

Where to find it: This map fragment is located outside of the second save hub
door in the chapter. You can find it in the lobby-type area
on the floor. This is after you have met up with Joseph.

o Map Fragment #10

Where to find it: After the scene where you reunite with Joseph and Kidman, you
will find yourself in front of the third save door of the
chapter. Enter in and look down to your right to find this
map fragment trying to hide amongst the rubble.

Chapter 6: Losing Grip on Ourselves

o Map Fragment #11

Where to find it: At one point in the chapter you'll reach a stuck elevator
with Joseph. This is where you need to burn the body to get
it un-stuck. Check to the right of the elevator and you'll
find this fragment on the ground.

o Map Fragment #12

Where to find it: After going through the marketplace (the area with the giant
angel statue) you'll get a scene with Joseph. Once the scene
is over, search the house you are in to find this map piece.

Chapter 7: The Keeper

o Map Fragment #13

Where to find it: At the beginning of the chapter check the church pulpit to
find this map fragment on it.
Chapter 8: A Planted Seed Will Grow

o Map Fragment #14

Where to find it: Near the end of the chapter you will be transported back to
the hospital. Weird, right? Anyway, turn around right away
and you can find this fragment on the floor.

Chapter 9: The Cruelest Intentions

o Map Fragment #15

Where to find it: After you get transported back to "reality" and are in the
wilderness, head forward a short ways and check the trunk on
your right. This map fragment will be on it.

o Map Fragment #16

Where to find it: This is in the mansion's bathroom. The bathroom is upstairs,
in the back of the house. The door is open so you can't miss
it. It is near the "door of death". Inside if you look on the
tub you will find this map fragment.

o Map Fragment #17

Where to find it: Near the end of the chapter you'll go through some stressful
times running away from giant baby heads trying to crush you.
We can't make this stuff up. Once you phase back in to
'reality', you'll be in a familiar room. Check the nearby
desk (where the boy was) to find this fragment.

Chapter 10: The Craftsman's Tools

o Map Fragment #18

Where to find it: After getting the first battery pack you'll be able to get
through the first set of double doors (and escape the blade
trap). Past the door check the storage room on the left
(before going down the ladder) to find this map fragment on
a shelf.

o Map Fragment #19

Where to find it: After putting the second battery in and powering up all the
traps (good job!), you'll have to eventually climb up a
ladder (in the room with the three heat-brand traps). After
climbing the ladder, head forward to a ventilation shaft and
then keep your eyes on the left side of the small area to
find this fragment (it is across from some matches!).

o Map Fragment #20


Where to find it: Near the end of the chapter you'll find your way back to the
mansion. Again. Great, right? Here check the door that used
to be your save door (on the left) and you'll find this
fragment leaning up against it.

Chapter 11: Reunion

o Map Fragment #21

Where to find it: At the start of the chapter you'll make your way to a room
with a jukebox and in the nearby room you can find the
powerful magnum! This map fragment is on the wall near the
magnum case.

o Map Fragment #22

Where to find it: After you take your lovely ride in the yellow cart, follow
the path until you drop down, then IMMEDIATELY turn around
and duck under the ledge to find this fragment.

o Map Fragment #23

Where to find it: After you rescue Kidman and make your way back to the street
level you'll have to go through an iron-bar door. As soon as
you open it, go down the narrow space to the left. There is a
mannequin down here as well as the map fragment laying at its
feet.

Chapter 12: The Ride

o Map Fragment #24

Where to find it: This fragment is inside the hospital, on the seat. Hard to
miss. Be sure to grab it as it is the only collectable in
the entire chapter!

Chapter 13: Casualties

o Map Fragment #25

Where to find it: When you first encounter the enemies that have explosives
strapped on them (and believe us - you'll remember them), an
enemy will burst through a door on the right. After killing
him, go search the desk through the newly opened door to find
this map fragment.

Chapter 14: Ulterior Motives

o Map Fragment #26

Where to find it: At the start of the chapter you'll see a ticket office in
the subway. Enter it and go to the back. You'll find this
fragment on the table back there.
o Map Fragment #27

Where to find it: Near the end of the chapter you'll come across the third
and final save room. This map fragment is inside, on some
equipment to the right.

Chapter 15: An Evil Within

o Map Fragment #28

Where to find it: After heading through the sewers you'll have to ride up
an elevator that leads to an outdoor area. Rain... great.
To the left is a door. Follow the path through that door
to find this map fragment sitting on some crates.

______________________________________________________________________
|����������������������������������������������������������������������|
| NEWSPAPERS [COL-4] |
|______________________________________________________________________|
����������������������������������������������������������������������
We'll list all of the newspapers here. Note that this section is divided up by
chapter and then by newspaper number. The newspapers are pretty hard to miss,
as they are almost all found in the newspaper rack in the familiar save hub
area, but in case you did we got your back!

Chapter 2: Remnants

o Newspaper #1: Bodies Found

Where to find it: After you wake up on the bed in the small room, check the
desk to find this one. Hard to miss.

o Newspaper #2: Serial Killer on the Loose

Where to find it: This will be in the save hub area after the lantern / Leslie
events. You can access the save hub from the small shack you
find afterwards. Check the newspaper rack to find this paper.

Chapter 3: Claws of the Horde

o Newspaper #3: Serial Killings Continue

Where to find it: You can find this newspaper on the newspaper rack during your
first visit to the save hub area. Be sure to grab it!

Chapter 4: The Patient

o Newspaper #4: Missing Patient Found

Where to find it: This newspaper is in the "usual place" in the save hub. You
can find it as soon as you enter the save hub at the start of
this chapter.

Chapter 5: Inner Recesses

o Newspaper #5: Investigation Stalls

Where to find it: Enter the save hub at the start of the chapter and head to
the reception desk. This newspaper is actually on the desk
itself. Talk about switching things up!

o Newspaper #6: Patients Claim Abuse

Where to find it: Enter the second save hub of the chapter and then you can
find this newspaper at its usual spot: on the newspaper rack
in the lobby.

o Newspaper #7: Parishoner Found

Where to find it: After the scene where you reunite with Joseph and Kidman, you
will find yourself in front of the third save door of the
chapter. Enter the mirror and check the lobby's newspaper
stand to find this paper.

Chapter 6: Losing Grip on Ourselves

o Newspaper #8: Church Floor Collapses

Where to find it: Right at the start of the chapter, check the desk to find
this newspaper. That was easy!

o Newspaper #9: KCPD Officer Missing

Where to find it: You can find this newspaper in the usual spot. Enter the save
room near the stuck elevator and then (after the mirror) go
check the newspaper stand to find this paper.

o Newspaper #10: Church Investigation

Where to find it: After going through the marketplace (the area with the giant
angel statue) you'll get a scene with Joseph. Once the scene
is over, head to the save room nearby and enter the mirror.
You'll find this newspaper on the rack in the usual place.

Chapter 7: The Keeper

o Newspaper #11: Catacombs Found

Where to find it: After finding the save room in the catacombs, enter the
mirror and you'll literally be facing this paper. Neat,
right? Just pick it up to add it to the collection.
Chapter 9: The Cruelest Intentions

o Newspaper #12: Estate Fire

Where to find it: At the beginning of the chapter, after you stare at the
family picture and get transported again, check the reception
desk to find this newspaper.

o Newspaper #13: Bodies Found Near Estate

Where to find it: After entering the mansion, you'll find a save hub on the
first floor. Enter it and the mirror and then you'll find
this newspaper in the usual place.

Chapter 10: The Craftsman's Tools

o Newspaper #14: Car Accident; Two Dead

Where to find it: At the start of the chapter enter the save door you find and
make your way to the reception desk. You'll find this cheery
paper in the usual place from there.

o Newspaper #15: Home Destroyed By Fire

Where to find it: After you get to the second save room, enter the mirror and
go check the reception desk to find this newspaper. Yep, the
desk. Changing things up again.

o Newspaper #16: Irregularities at Hospital

Where to find it: At the end of the chapter is the third save door. Be sure to
enter it and enter the mirror, then go check the usual
newspaper rack to find this paper.

Chapter 11: Reunion

o Newspaper #17: Body Found in Sewer

Where to find it: Once you are forced to go to the save area in this chapter,
go look at the newspaper stand to find this paper.

o Newspaper #18: Investigator Missing

Where to find it: After getting through the gas-filled area you'll find
yourself in front of the third save door in the chapter.
Head inside and through the mirror. You'll have this paper
staring you in the face in the usual spot.

Chapter 13: Casualties

o Newspaper #19: Mansion Burns Down


Where to find it: At the start of the chapter go pick up the personal document
to the right and a nearby mirror will let you enter the save
hub (yep, no red door this time). From there you can find
this newspaper in the usual place.

Chapter 14: Ulterior Motives

o Newspaper #20: Fire at Office

Where to find it: At the start of the chapter you'll find the red save door
near the subway bathrooms. Head inside and into the mirror,
then go check the usual place to find this newspaper.

o Newspaper #21: Hospital Case Sealed

Where to find it: After you find the second save room in the chapter, be sure
to enter and go through the mirror. Here you will go pick up
the missing person's poster and, well... it should be a
shock. After that, go look behind the reception desk where
the nurse usually sat and look at the floor. This newspaper
will be down on the floor.

______________________________________________________________________
|����������������������������������������������������������������������|
| MISSING PERSON POSTERS [COL-5] |
|______________________________________________________________________|
����������������������������������������������������������������������
We'll list all of the missing person posters here. Note that this section is
divided up by chapter and then by the poster number, for convenience. Every
single poster is found in the save hub area, and as long as you visit that
area every chance you get, you should never miss a missing person poster!

The last missing person poster is very likely the last collectable you'll get
in the game. It does require a New Game +, but doesn't take much time to get to
and collect.

Chapter 2: Remnants

o Poster #15: ??? (SPECIAL)

Where to find it: This is on the bulletin board in the save hub area. It is
likely the last collectable you will get (if you followed
the guide, at least). No spoilers here, people, move along
now! Note that you can only get this one on a NEW GAME +
playthrough.

o Poster #1: Leslie

Where to find it: This will be in the save hub area after the lantern / Leslie
events. You can access the save hub from the small shack you
find afterwards. Check the save hub bulletin board to find
this poster.
Chapter 3: Claws of the Horde

o Poster #2: Oscar

Where to find it: You can find this poster during your first visit to the save
hub in the chapter. Like all posters, it is on the bulletin
board across from the newspaper rack.

Chapter 4: The Patient

o Poster #3: Valerio

Where to find it: This missing person poster is in the "usual place" in the
save hub. You can find it as soon as you enter the save hub
at the start of this chapter.

Chapter 5: Inner Recesses

o Poster #4: Fernando

Where to find it: After the scene where you reunite with Joseph and Kidman, you
will find yourself in front of the third save door of the
chapter. Enter the mirror and check the lobby's bulletin
board to find this poster.

Chapter 6: Losing Grip on Ourselves

o Poster #5: Pastor Graciano

Where to find it: After going through the marketplace (the area with the giant
angel statue) you'll get a scene with Joseph. Once the scene
is over, head to the save room nearby and enter the mirror.
You'll find this poster in the usual place.

Chapter 7: The Keeper

o Poster #6: Chris

Where to find it: After entering the catacomb's hub area, you'll find the save
room. Enter the mirror here and at the save hub check the
bulletin board to find this poster. Poor Chris...

Chapter 9: The Cruelest Intentions

o Poster #7: Reuben

Where to find it: After entering the mansion, you'll find a save hub on the
first floor. Enter it and the mirror and then you'll find
this poster in the usual place.

Chapter 10: The Craftsman's Tools

o Poster #8: Patrick


Where to find it: After you get to the second save room, enter the mirror and
go check the bulletin board to find this poster in the usual
place.

o Poster #9: Marcelo

Where to find it: At the end of the chapter is the third save door. Be sure to
enter it and enter the mirror, then go check the usual
bulletin board to find this poster.

Chapter 11: Reunion

o Poster #10: Inspector Brown

Where to find it: Once you are forced to go to the save area in this chapter,
go look on the bulletin board to find this poster.

Chapter 13: Casualties

o Poster #11: Joseph

Where to find it: This can be found on your second trip to the save hub
(although, for the sake of a reference, this is your first
time through a red door this chapter). Use the mirror to get
to the save hub and you'll find this in the usual place.

Chapter 14: Ulterior Motives

o Poster #12: Ivan

Where to find it: At the start of the chapter you'll find the red save door
near the subway bathrooms. Head inside and into the mirror,
then go check the usual place to find this poster.

o Poster #13: Tatiana

Where to find it: After you come across the chapter's second save door, head
inside and into the mirror. Head out into the reception lobby
now and the nurse will move away from the billboard,
revealing this poster.

Chapter 15: An Evil Within

o Poster #14: Missing Woman

Where to find it: At the start of the chapter go pick it up on the bulletin
board. Who is this? The plot thickens...

______________________________________________________________________
|����������������������������������������������������������������������|
| AUDIO LOGS [COL-6] |
|______________________________________________________________________|
����������������������������������������������������������������������
We'll list all of the audio logs here. Note that this section is divided up
by chapter and then by audio log number. Man, I love the audio logs. But why
are they all in "you know whose" voice? Something here doesn't add up...

Chapter 3: Claws of the Horde

o Audio Log #1: Experiment No. 4

Where to find it: In the main village is a wagon, and to the right of the
wagon (a little ways past it) is a large house. Up on the
second floor is the room where the doctor is hiding out in
the ceiling (you get a scene when you go up there for the
first time). This audio log is right under the doctor's
hiding spot.

Chapter 5: Inner Recesses

o Audio Log #2: Assimilated Consciousness

Where to find it: In the chapter you'll eventually come to a blue tile room.
This is the area where you must look through tiles and solve
some puzzles. In the third room you enter (if you go left to
right; this room is the first one on the right), you can find
this audio tape in one of the corners.

Chapter 6: Losing Grip on Ourselves

o Audio Log #3: Ernesto Victoriano

Where to find it: Once you reach the marketplace (the area with the giant angel
statue and all the stalls on the right), search the right
side of the stalls to see this audio log sitting in plain
view.

Chapter 7: The Keeper

o Audio Log #4: Guardian

Where to find it: In the hub area of the catacombs (where you have to put all
of the old lithographs in the central stone wall to
continue), head down the stairs on the right (after putting
in the first lithograph) and search the room you come to to
find this audio log.

Chapter 8: A Planted Seed Will Grow

o Audio Log #5: Case Study: AlterEgo

Where to find it: After you pass the section where the wall was shooting spikes
at us you'll squeeze through a narrow area to a room. Search
the left side of the room for this audio tape.
Chapter 9: The Cruelest Intentions

o Audio Log #6: Case Study: Psychic Barriers

Where to find it: This is in the mansion, in the upstairs. Follow the hallways
all the way to the back of the house, past the bathroom and
down the next hallway. To the left is a room where you'll
find this audio log. It is the room that connects to the main
lobby of the mansion (an enemy bursts through this door to
open it up for you: it is previously locked from the main
lobby). Be sure to grab it before finishing the brain puzzles
in the mansion.

Chapter 10: The Craftsman's Tools

o Audio Log #7: Laura

Where to find it: After getting through the door that the second battery opened
(and dealing with those two ogres), you'll head through some
hallways (one will launch everything up to the ceiling) and
then into a room with a bed. Look for this audio log on the
bed.

Chapter 11: Reunion

o Audio Log #8: Searching

Where to find it: Once you get into the office area (the large working space),
check the back left corner for this audio log. There is a
save door nearby and vending machines you can get green gel
from (just to be sure you are in the right place).

Chapter 15: An Evil Within

o Audio Log #9: Imprisoned

Where to find it: Near the start of the chapter you'll have to go down a
ladder and this tape will already be playing. It isn't
often that you hear tapes, so you'll know it right away.
Head through the chain link door and at the intersection
you can go left to find this audio tape on a barrel. Play
it again if you wish.

o Audio Log #10: Betrayal

Where to find it: After getting through the sewer section and going up a
set of stairs there will be two doors. Head into the first
door here to find this audio log in the back of the room
just waiting for you!

______________________________________________________________________
|����������������������������������������������������������������������|
| ORDINARY KEYS [COL-7] |
|______________________________________________________________________|
����������������������������������������������������������������������
We'll list all of the keys you can find in the game here. This list is very
useful for cleaning up any keys you may have missed during the main game,
although it can be very hard to know which ones you are missing after the fact
(one good reason to follow the main guide). Hopefully you have a good memory!

There is a total of 45 keys you can find in the game, although a few chapters
don't have any (Chapters 1, 12, 15). Many are very hard to find, so I imagine
this section will get a lot of use, especially since a trophy is tied to
opening all of the lockers (Bronze! Are you serious!?).

(-NOTE-) Keys DO NOT respawn upon re-playing visited chapters...

This list is divided by chapters and by chronological key number. Enjoy.

Chapter 1: An Emergency Call

NO KEYS IN THIS CHAPTER!

Chapter 2: Remnants

o Key #1: After you get the melee tutorial and are chasing after Leslie you
will come to a metal gate. There is a goddess statue nearby with
the key. Get this BEFORE going through the gate and triggering the
lighthouse cut-scene.

o Key #2: Inside the first town area, head up the path until it splits. The
right path will lead up to a house (the same house with Map Fragment
2 in it). Enter the house and then the hallway in the back (watch out
for the trap!). The key is in the first room on the right. Watch out
for the enemy playing dead here!

Chapter 3: Claws of the Horde

o Key #3: When you enter the barn head up to the 2nd floor. Up here by the
stairs leading outside is a ladder leading even further up into
the barn's roof. Climb it and you'll find the key hanging out up
here.

o Key #4: This key is in the town on top of a stone wall underneath where the
sniper shows up (alternately you can go past the wagon and look to
your left to find the statue chilling up on a stone wall).

o Key #5: This key is near Key #4. It can be found by the sniper as well. There
is a set of wires going between the sniper's building and the one
across from him (power wires, maybe?). The statue is dangling from
these wires and can be shot down for the key.

o Key #6: In the town, there is a watchtower in the middle of the area. Very
hard to miss. The statue is on a wooden beam of the watchtower.
You can see it as you climb up if you look to the left. Shoot it
down to claim the key.
Chapter 4: The Patient

o Key #7: After you meet Valerio (and Valerio meets your shotgun, as my partner
in crime would say...), cut open the body he was slaving over to
claim this gruesome key...

o Key #8: Once you are in the bloody area near the end of the chapter, you will
have to survive the hooded-man's ambush. On the opposite wall of the
exit door is a lever that you can pull to dump bodies down the nearby
chutes. Pull it until the statue arrives to claim your key.

Chapter 5: Inner Recesses

o Key #9: Once you get past the creepy bathroom you'll have to drop down
through the hole in the floor. This is the room with the creepy
doll (everything is creepy!). Nearby is a rat with a statue tied
to its back that you can shoot.

o Key #10: Once you have input the code to free Kidman, you need to turn
around and re-visit the cell block area (vice jumping off the
ledge after your comrades). Now check the (now empty) cells to
find that one of them has a statue! Worth it!

o Key #11: Later in the chapter your only love (the one with the long dark
hair and too many arms) will come out of a wall at you. Once you
drive her away, go back to the room she came from and open the
locker. This frees a bird with a statue tied to its back. Shoot it
out of the sky! This chapter is all about shooting animals with
statues, apparently...

Chapter 6: Losing Grip On Ourselves

o Key #12: At the start of the chapter you will find yourself out on a cliff
near several destroyed houses. This is before meeting Joseph again.
One of them has a corpse hanging down by a window. The statue is
hidden behind the corpse. Tricky.

o Key #13: After you get the Sniper Rifle use it to look at the far building
with the elevator boxes in the distance. Above those boxes on a
metal beam is a statue. Shoot it down. Later on you can find the
key on the ground near the door that the Sadist bursts out of.
This one was VERY well hidden.

o Key #14: Once you get to the marketplace, smash the crates and items on the
right side of the area to find a small hole you can squeeze through.
This leads to a small hidden area that has the statue and key.

o Key #15: Late in the chapter you will come to an area that is, well... used
for sacrificing bodies. This is the area where you have to use the
levers to open up the hallway. On the left side are bodies being
taken off somewhere. One of them will have a statue connected to it
that you can get as it passes by (make sure you break it when you
can reach it!).

Chapter 7: The Keeper


o Key #16: After removing the first lithograph in the chapter, check the safe
box on the table to the left to find this key inside! What's in
the box!?

o Key #17: Take the right path in the lithograph key hub-area and in the first
room is a lever that brings down some spikes. Use it and ride it
up, then examine the top of the pillar closest to the lever to find
this statue doing its best to blend in with the environment.

o Key #18: After clearing the left path of the lithograph area, head right
and you'll get to the area where you must kill all the double-headed
enemies that appear when you try to open a gate. Go into their room
and now that the gas is clear follow the corridors down to a dead
end where you can find a statue in the middle of some skeletons.

o Key #19: This one is near the gas room where you start for Key 18. From the
gate you have to open after the double-head enemy ambush you'll
come to another spike lever (and two more double-headed enemies).
Ride this spike platform up to a hidden room up above where you will
find the key waiting for you on a table.

Chapter 8: A Planted Seed Will Grow

o Key #20: This key is at the start of the chapter. When you are getting the
first gate open, this statue will come down with the chain. Very
hard to miss!

o Key #21: In the area with the waterfalls, look behind each one of them to
find this statue (it is on the right side). A very nice place for
it.

o Key #22: Once you are back inside the hospital and done with the cut-scenes,
you will find yourself in a circular room. This is the room with two
other document-type collectables in it. Find the blocked double
doors here and then shoot the statue stuck in the top pipe to get
the key to fall down for you.

Chapter 9: The Cruelest Intentions

o Key #23: When you are in front of the mansion go search the tree to the
right. You will find a statue stuck in the branches. Tricky!

o Key #24: Once you are in the mansion proper, head through the downstairs
door on the left (the dining room) and back to the kitchen area.
Now search the top shelves back here to find a statue sitting on
one of them (the one by the door).

o Key #25: Once you are in the mansion, head upstairs and go through the
middle double doors. In this room, look up at the ceiling. In the
center (where the ceiling is cut out) a statue will be laying over
a corner. Shoot it down.

o Key #26: After you overcome the wall-trap in the mansion's upstairs hall
(you know / will know which one: it is past the bathroom), you
will find a door leading to a bedroom. Inside the bedroom on the
top of a cabinet is the statue. Right out in the open and easy to
miss.
o Key #27: At the end of the chapter you'll find yourself in a barn. Make your
way to the exit but do NOT try to leave. Instead, burn the hay to
the right of the exit to uncover a statue. Very tricky!

Chapter 10: The Craftsman's Tools

o Key #28: At the start of the chapter you'll go down a ladder. Enter the
next door on the left and break the crates to find a statue in
the corner with the key.

o Key #29: In the hub area with the lever that requires power (meaning you
need to go find the second power cell), there will be a small room
on the left with a spike trap... and a statue. Shoot the statue and
then quickly go nab the key from the room (before the spikes make
you go splat!).

o Key #30: After you start the traps and are making your way back, you'll have
to face an ogre. The lever nearby opens up the way back (and makes
some spinning blades nearby go up and down). Directly past that is
a fire iron trap that will shoot out. BEHIND it is the statue. You
can get behind the trap when it shoots out to collect the key.

o Key #31: THIS one is tricky and may best be done on a second play-through.
To get it, you must kill Laura before heading to the final elevator,
which takes smarts and overwhelming firepower but can be done even
on normal mode. Once you do this, you can examine the right side of
the elevator (instead of rushing to it in fear) to find several
items and this key.

Chapter 11: Reunion

o Key #32: Near the start of the chapter there is a carousel that has a statue
riding on the back of a horse. Heh. Shoot it and get near the ride
so you can grab the key that fell as it passes.

o Key #33: After you are forcibly dropped into the water, look behind you to
see a statue floating nearby. Push it to the nearby car so you can
stand up and shoot it to collect the key.

o Key #34: When you enter the office building you'll see a "Brain" vending
machine. Hit it twice to have the statue fall out. It is a good
idea to hit all of the vending machines for the gel, by the way!
Watch out for bombs!

o Key #35: Once you rescue Kidman you'll head through some double doors that
have a stairwell and elevator nearby. Call up the elevator to have
the statue waiting for you.

o Key #36: This one is very tricky, and may be the reason you are looking at
this guide (hi!). At the last save room equip your sniper rifle,
round the corner and go up the stairs. In the distance is a number
of cranes. The closest one has a statue hanging from it. Shoot it
down. Cross the destroyed catwalk and search by the doorway to find
the key.
Chapter 12: The Ride

NO KEYS IN THIS CHAPTER!

Chapter 13: Casualties

o Key #37: When you are in the area with the fake Ruvik, head past his acid
trap and down the hallway is a room on the right with an enemy as
well as several traps. Here you can also find a statue on the left
(in the room) that you can shoot that drops a key.

Head downstairs and wait for the Keeper to leave the room he is
setting up traps in. The key you shot down will be by the small
table / doorway in this room. Alternately you can just shoot the
statue from this room and have the key fall down.

o Key #38: When you first come across the first foe with traps on his body,
look to the right for a trap to disarm and, up on the nearby crate
sticking out just slightly is a statue with the key.

o Key #39: Once you get to the trap-filled kitchen, from the path-split, head
left and check the table behind you to find the statue just chilling
there.

o Key #40: After you get through the meat locker section (oh, you'll remember
that part!), exit the dumb waiter and search the nearby dumb waiter
in the area you end up in to find the statue inside it.

Chapter 14: Ulterior Motives

o Key #41: Near the start of the chapter you'll be in a subway tunnel. Look
for the sign hanging down with the bathroom / arrow signals and
from there look up and around for a statue sitting up on a white
ledge.

o Key #42: After you inspect the metro-bridge thing, turn around and kill
the enemy that shows up. Enter the metro car he came from and search
to the right to find the statue in a window.

o Key #43: In the water-filled brick subway area one of the side paths (the
right side-path) will have a film of organic tissue you can burn
to get past. This leads to a cubby with a bomb, gel and the all
important statue!

o Key #44: After fighting the boss at the end of the chapter, start the
generator but BEFORE you go into the elevator head to the right
and duck under the electricity to reach this statue.

o Key #45: On you way to the metro-bridge, BEFORE you drop down smash this
statue which will be chilling out amidst the debris on the right.
It is actually very hard to miss.

Chapter 15: An Evil Within

NO KEYS IN THIS CHAPTER!


_ _ ______ ____ ______ _____ ____ ____ _____
| | | || _ || __|| __ || _ || \ | __|| __ |
| | | || |_| || | | | | || | | || |\ || | | | \|
| | | || ____|| | _ | |__| || |_| || | | || |__ | |___
| | | || | | || || __|| _ || | | || __||___ |
| | | || | | | ||| |\ \ | | | || | | || | | |
| |_| || | | |_||| | \ \ | | | || |/ || |__ |\__| |
|_____||_| |____||_| \_\|_| |_||____/ |____||_____|
���������������������������������������������������[UPR]

This section is here to show you what upgrades you can purchase, how much
they will end up costing you, and what you get from them. Nothing here is
really news you can't see by going to the upgrade screen, aside from the
increasing green gel amounts.

ABILITIES
���������
This list is what you can upgrade to make Sebastian himself better. Note
that upgrading everything here nets you the "Hard Body" Trophy and/or
achievement.

On Casual and Survivor, the Life Gauge and Syringe Recovery are helpful buys,
but note that buying the life gauge will fill up whatever life you are missing
at the time, so treat it like a free health refill. On Nightmare and above, the
maximum sprint time is ESSENTIAL.

Melee damage is, well... never any good.

LIFE GAUGE
����������
o Level 2 (110 Life): 2,000 Green Gel
o Level 3 (120 Life): 5,000 Green Gel
o Level 4 (130 Life): 10,000 Green Gel
o Level 5 (150 Life): 25,000 Green Gel

MAXIMUM SPRINT TIME


�������������������
o Level 2 (4 seconds): 3,000 Green Gel
o Level 3 (6 seconds): 6,000 Green Gel
o Level 4 (8 seconds): 9,000 Green Gel
o *Level 5 (10 seconds): 30,000 Green Gel

* = Level 5 also adds in an increased stamina regeneration effect.

MELEE DAMAGE
������������
o Level 2 (120%): 2,000 Green Gel
o Level 3 (150%): 3,000 Green Gel
o Level 4 (180%): 6,000 Green Gel
o Level 5 (240%): 18,000 Green Gel

SYRINGE RECOVERY
����������������
o Level 2 (36 Life Restored): 5,000 Green Gel
o Level 3 (42 Life Restored): 9,000 Green Gel
o Level 4 (48 Life Restored): 15,000 Green Gel
o Level 5 (60 Life Restored): 30,000 Green Gel

WEAPONS
�������
Your bread-and-butter of the game. On most weapons you can increase things
such as damage done, fire rate, reload, clip capacity, accuracy, and even
critical chance. That's a whole lot of stats for each and every weapon. No
wonder there are so many trophies tied to this section!

On Casual and Survival picking and upgrading a favorite weapon is easy and
beneficial to do. Even the handgun can be powerful. On Nightmare and above
though, enemies take too much damage so it is recommended to only upgrade
the critical chance on the Handgun and Shotgun in early chapters. Although
is should be noted that a max-power magnum for the later chapters is nothing
short of a god-send.

Also note that any upgrades you put on the Handgun and Sniper Rifle will
carry over to the Burst Handgun and High-Powered Sniper Rifle once you get
them for collecting all of the map pieces.

HANDGUN
�������

DAMAGE MULTIPLIER
�����������������
o Level 2 (120%): 2,500 Green Gel
o Level 3 (140%): 6,000 Green Gel
o Level 4 (160%): 12,000 Green Gel
o Level 5 (200%): 20,000 Green Gel

FIRE RATE
���������
o Level 2 (.80 seconds): 1,000 Green Gel
o Level 3 (.65 seconds): 2,000 Green Gel
o Level 4 (.50 seconds): 5,000 Green Gel
o Level 5 (.30 seconds): 7,000 Green Gel

RELOAD TIME
�����������
o Level 2 (1.93 seconds): 500 Green Gel
o Level 3 (1.58 seconds): 1,000 Green Gel
o Level 4 (1.33 seconds): 4,000 Green Gel
o Level 5 (1.16 seconds): 10,000 Green Gel

CLIP CAPACITY
�������������
o Level 2 (7 Bullets): 1,000 Green Gel
o Level 3 (8 Bullets): 2,000 Green Gel
o Level 4 (9 Bullets): 5,000 Green Gel
o Level 5 (12 Bullets): 10,000 Green Gel
ACCURACY
��������
o Level 2 (4.5 degree sway): 500 Green Gel
o Level 3 (4.0 degree sway): 1,500 Green Gel
o Level 4 (3.5 degree sway): 2,500 Green Gel
o Level 5 (2.5 degree sway): 5,000 Green Gel

CRITICAL
��������
o Level 2 (+10% Chance): 1,500 Green Gel
o Level 3 (+20% Chance): 3,000 Green Gel
o Level 4 (+30% Chance): 9,000 Green Gel
o Level 5 (+50% Chance): 20,000 Green Gel

MAGNUM
������

DAMAGE MULTIPLIER
�����������������
o Level 2 (120%): 8,000 Green Gel
o Level 3 (140%): 12,000 Green Gel
o Level 4 (160%): 18,000 Green Gel
o Level 5 (200%): 35,000 Green Gel

FIRE RATE
���������
o Level 2 (.90 seconds): 2,000 Green Gel
o Level 3 (.80 seconds): 4,000 Green Gel
o Level 4 (.70 seconds): 6,000 Green Gel
o Level 5 (.50 seconds): 14,000 Green Gel

RELOAD TIME
�����������
o Level 2 (1.93 seconds): 2,000 Green Gel
o Level 3 (1.58 seconds): 3,000 Green Gel
o Level 4 (1.33 seconds): 5,000 Green Gel
o Level 5 (1.16 seconds): 10,000 Green Gel

CLIP CAPACITY
�������������
o Level 2 (7 Bullets): 2,000 Green Gel
o Level 3 (8 Bullets): 6,000 Green Gel
o Level 4 (9 Bullets): 12,000 Green Gel
o Level 5 (12 Bullets): 20,000 Green Gel

ACCURACY
��������
o Level 2 (4.5 degree sway): 1,500 Green Gel
o Level 3 (4.0 degree sway): 3,000 Green Gel
o Level 4 (3.5 degree sway): 9,000 Green Gel
o Level 5 (2.5 degree sway): 15,000 Green Gel
SHOTGUN
�������

DAMAGE MULTIPLIER
�����������������
o Level 2 (120%): 3,500 Green Gel
o Level 3 (140%): 8,000 Green Gel
o Level 4 (160%): 16,000 Green Gel
o Level 5 (200%): 28,000 Green Gel

FIRE RATE
���������
o Level 2 (1.50 seconds): 1,000 Green Gel
o Level 3 (1.40 seconds): 2,000 Green Gel
o Level 4 (1.30 seconds): 5,000 Green Gel
o Level 5 (1.10 seconds): 7,000 Green Gel

RELOAD TIME
�����������
o Level 2 (2.30 seconds): 1,500 Green Gel
o Level 3 (1.81 seconds): 3,000 Green Gel
o Level 4 (1.58 seconds): 6,000 Green Gel
o Level 5 (1.27 seconds): 10,000 Green Gel

CLIP CAPACITY
�������������
o Level 2 (5 Bullets): 2,000 Green Gel
o Level 3 (6 Bullets): 4,000 Green Gel
o Level 4 (8 Bullets): 7,000 Green Gel
o Level 5 (10 Bullets): 12,000 Green Gel

CRITICAL
��������
o Level 2 (+10% Chance): 1,500 Green Gel
o Level 3 (+20% Chance): 4,000 Green Gel
o Level 4 (+30% Chance): 10,000 Green Gel
o Level 5 (+50% Chance): 18,000 Green Gel

SNIPER RIFLE
������������

DAMAGE MULTIPLIER
�����������������
o Level 2 (120%): 4,000 Green Gel
o Level 3 (140%): 8,000 Green Gel
o Level 4 (160%): 18,000 Green Gel
o Level 5 (200%): 30,000 Green Gel

FIRE RATE
���������
o Level 2 (1.30 seconds): 1,500 Green Gel
o Level 3 (1.10 seconds): 3,000 Green Gel
o Level 4 (1.00 seconds): 6,000 Green Gel
o Level 5 (0.80 seconds): 10,000 Green Gel

RELOAD TIME
�����������
o Level 2 (3.41 seconds): 1,000 Green Gel
o Level 3 (3.07 seconds): 2,000 Green Gel
o Level 4 (2.56 seconds): 7,000 Green Gel
o Level 5 (2.04 seconds): 12,000 Green Gel

CLIP CAPACITY
�������������
o Level 2 (6 Bullets): 1,500 Green Gel
o Level 3 (7 Bullets): 3,000 Green Gel
o Level 4 (8 Bullets): 9,000 Green Gel
o Level 5 (10 Bullets): 20,000 Green Gel

CRITICAL
��������
o Level 2 (+20% Chance): 1,000 Green Gel
o Level 3 (+40% Chance): 3,000 Green Gel
o Level 4 (+60% Chance): 5,000 Green Gel
o Level 5 (+100% Chance): 8,000 Green Gel

AGONY CROSSBOW
��������������

CHARGE TIME
�����������
o Level 2 (.67 seconds): 1,000 Green Gel
o Level 3 (.33 seconds): 4,000 Green Gel

RANGE
�����
o Level 2 (120%): 2,000 Green Gel
o Level 3 (150%): 4,000 Green Gel

RELOAD TIME
�����������
o Level 2 (1.28 seconds): 2,000 Green Gel
o Level 3 (1.11 seconds): 6,000 Green Gel

STOCK
�����
Ah, stock. Never a bad thing to put gel in, if you feel like it. This is
what lets you carry around more items, after all. Being able to carry more
syringes and agony bolts should be a priority whenever you can get around
to it, and more ammo is always welcome. Heck, even more matches is welcome
(it is cheap after all!). Nothing here is every truly wasted as long as you
weigh your priorities.
HANDGUN AMMUNITION
������������������
o Level 2 (15 Bullets Max): 1,000 Green Gel
o Level 3 (20 Bullets Max): 2,500 Green Gel
o Level 4 (25 Bullets Max): 5,000 Green Gel
o Level 5 (50 Bullets Max): 10,000 Green Gel

MAGNUM AMMUNITION
�����������������
o Level 2 (8 Bullets Max): 2,500 Green Gel
o Level 3 (10 Bullets Max): 5,000 Green Gel
o Level 4 (12 Bullets Max): 10,000 Green Gel
o Level 5 (16 Bullets Max): 15,000 Green Gel

SHOTGUN AMMUNITION
������������������
o Level 2 (6 Bullets Max): 2,000 Green Gel
o Level 3 (8 Bullets Max): 4,000 Green Gel
o Level 4 (10 Bullets Max): 6,000 Green Gel
o Level 5 (20 Bullets Max): 15,000 Green Gel

SNIPER RIFLE AMMUNITION


�����������������������
o Level 2 (6 Bullets Max): 1,500 Green Gel
o Level 3 (8 Bullets Max): 3,000 Green Gel
o Level 4 (10 Bullets Max): 6,000 Green Gel
o Level 5 (15 Bullets Max): 10,000 Green Gel

AGONY BOLTS
�����������
o Level 2 (3 Bolts Max): 2,000 Green Gel
o Level 3 (4 Bolts Max): 5,000 Green Gel

GRENADES
��������
o Level 2 (4 Grenades Max): 500 Green Gel
o Level 3 (5 Grenades Max): 1,000 Green Gel
o Level 4 (6 Grenades Max): 3,000 Green Gel
o Level 5 (10 Grenades Max): 8,000 Green Gel

SYRINGES
��������
o Level 2 (3 Syringes Max): 2,500 Green Gel
o Level 3 (4 Syringes Max): 5,000 Green Gel

MATCHES
�������
o Level 2 (7 Matches Max): 500 Green Gel
o Level 3 (10 Matches Max): 800 Green Gel
o Level 4 (15 Matches Max): 1,500 Green Gel
o Level 5 (30 Matches Max): 5,000 Green Gel
AGONY BOLTS
�����������
Agony bolts! Where would we be without these? Personally, I think the harpoon
bolt special upgrade is one of the best in the game, but everything has their
uses. On Nightmare and beyond, the flash bolt upgrades are pretty much a
necessity.

EXPLOSIVE BOLT
��������������
o Level 2 (110% Damage): 2,500 Green Gel
o Level 3 (120% Damage): 4,500 Green Gel
o Level 4 (130% Damage): 7,000 Green Gel
o Level 5 (150% Damage): 15,000 Green Gel

SHOCK BOLT
����������
o Level 2 (1.5m /4 seconds): 2,500 Green Gel
o Level 3 (1.5m /6 seconds): 4,500 Green Gel
o Level 4 (2.0m /6 seconds): 7,000 Green Gel
o Level 5 (2.5m /10 seconds): 15,000 Green Gel

FREEZE BOLT
�����������
o Level 2 (1.75m): 3,000 Green Gel
o Level 3 (2.00m): 5,000 Green Gel
o Level 4 (2.50m): 8,000 Green Gel
o Level 5 (3.00m): 15,000 Green Gel

FLASH BOLT
����������
o Level 2 (7 seconds total): 2,000 Green Gel
o Level 3 (10 seconds total): 4,500 Green Gel
o Level 4 (13 seconds total): 6,500 Green Gel
o Level 5 (16 seconds total): 15,000 Green Gel

HARPOON BOLT
������������
o Level 2 (130%): 1,500 Green Gel
o Level 3 (160%): 3,000 Green Gel
o Level 4 (240%): 10,000 Green Gel
o *Level 5 (240%+): 50,000 Green Gel

* = Special effect of fire being added to the bolt now applies.

_____ _____ _______ _ _____ _____


| ___|| _ || || || ___|| __ |
| | | | | || || || || || | | | \|
| | | | | || || || || || | | |___
| | | | | || || || || || | |___ |
| | | | | || ||_|| || || | | |
| |___ | |_| || | | || || |___ |\__| |
|_____||_____||_| |_||_||_____||_____|
�����������������������������������[COM]

______________________________________________________________________
|����������������������������������������������������������������������|
| ISSUE #1 [COM-1] |
|______________________________________________________________________|
����������������������������������������������������������������������

OFFICIAL DESCRIPTION
��������������������
"Spun from the new survival horror game The Evil Within from Bethesda Softworks
this all-new prequel invites readers to experience the deranged world created by
Shinji Mikami. Presents the story of a young student, Dana, whose search for a
missing friend leads straight into a world fraught with tension and unimaginable
horrors."

STORY SUMMARY
�������������
A girl is driving through the darkness and sighs as she looks at the bulk of
missing person posters with a picture of her best friend on them. She says to
herself that she hopes that her best friend appreciates what she's doing for
her, since she wouldn't do this just for anyone. Then all of a sudden the car's
gas appears to have run out. On top of that, her cellphone has no service, it is
windy and rainy outside, and she is in the middle of nowhere. Or is she? In the
distance she notices a light...

She gets out of the car and approaches, then enters the gas-and-diner. The
place is vacant, but as she looks out of the window she notices a shady, hooded
figure in the dark distance. She runs back outside, shouting: "Who's there!?"
But the figure appears to have gone. She is, however, grabbed out of nowhere by
a hand of a young man. He tells her: "They're coming! We have to go now!"
The girl doesn't know what he's talking about at first, but he only has to point
his finger toward the horde of undead to get the point across. As they run away
the girl asks what's going on, but the man has as much of a clue as she does,
telling her that he dozed off while he was on shift. He also tells her he works
at Krimzon City. The girl looks confused; Krimson City? She was supposed to be
on the other side of the country. How the hell did she wind up here?

As she looks at the horde, she notices someone between them... Is that... Kate?
Her best friend? The horde nearly catches the girl as she zones out, and her
head is engulfed in green orbs. She opens her eyes and is suddenly in what
appears to be a medical area with a large mirror. She turns around and a nurse
speaks to her: "You have always known." The girl replies that she saw her friend
Kate, and the nurse tells her that her friend is no longer with us. No further
explanation can be given as she's pulled through the light of the mirror.

When she comes by, she's inside some sort of asylum with the man she ran away
with just now. He tells her she zoned out and that they ended up in this room.
Seconds later, a loud screeching sound alarms both of them. They enter the next
room, but it is filled with dismembered, spiked bodies. On top of that, a large
figure with a metal safe on its head appears, armed with a heavy, bloodstained
axe and a bag with undoubtedly grossness inside, in other words, they meet The
Keeper.

As they rush through the adjacent hall and room, the man attempts to block the
double doors with a bed. He wants to quickly continue through this large room,
filled with strange beds that have tentpole-shaped white sheets laying on them.
The girl warns him: "Wait!" She inspects one of the beds and looks underneath
the sheet; it's got spikes all over them, as do all of the other beds. It's a
trap! They quickly run back as the bed spikes eject and the beds are launched
all over the place. To make matters worse, the hall they rush contains another
floor trap with spikes. They somehow manage to jump across.

As they continue their flight, the two get to introduce eachother. The girl is
named Dana and the man is called Paul. He asks her what she was doing here and
she tells him that she was looking for her best friend Kate, who was kidnapped
right in front of her eyes. She thinks back about that moment and recalls a
hooded man passing by as her friend vanished into thin air. She continues by
saying that she almost had a psychological breakdown as most people didn't
believe what she was saying. Paul nods, saying that he recalls a story like that
from several years back on the news. But Dana tells him that he must be thinking
of someone else, since Kate disappeared only 6 months ago.

Paul then tells her his story, at least of how he got here. He was working at
the tail-end of a 72-hour shift at Krimson City General and fell asleep. He woke
up in the diner from which he spotted Dana. The place was desolate. Until the
undead showed up, that is.

He's barely spoken these words and both of them are literally shook up by an
earthquake. The building is half destroyed and the two fall down. They're now
standing at the edge of a very high cliff and can only conclude that they have
somehow fallen into a nightmare, if not something worse. The sight shows a
completely ruined Krimson City with half-destroyed bridges and skyscrapers...

______________________________________________________________________
|����������������������������������������������������������������������|
| ISSUE #2 [COM-2] |
|______________________________________________________________________|
����������������������������������������������������������������������

OFFICIAL DESCRIPTION
��������������������
"In the treacherously haunted house of a young girl's brain, every door hides
gut-wrenching horrors and nerve-jangling chills, all torn from the world of
Bethesda Software's new survival horror game, The Evil Within! Dana, a young
student, is desperately searching for her missing friend, but the hunt leads her
down a path where every street corner hides devastation, dark secrets, and
deadly creatures spawned from the deepest depths of the most demented minds!"

STORY SUMMARY
�������������
Dana and Paul continue on into an unknown city, not quite sure where they
are. Upon wandering down a random street, Dana sees her "missing persons"
posters of Kate hung up nearby, again wondering what is going on. This causes
Paul to wonder if he is having a breakdown or is IN Kate's nightmare before
the pair meet two more unknown survivors.

The female survivor introduces herself as Ruth Shaw, a flight attendant,


whose hometown of Silver River we have randomly discovered. The male survivor
is introduced as Jack, a peace-core worker who was also suddenly transported
into this nightmare. They all decide to get out of the street before more
afflicted show up.

While comparing notes, Dana once again gets pulled into another reality by
looking at a shiny hub on a nearby broken car, pulling her to the past where
she sees some of Ruth's past. Ruth's hard-working dad has bought young Ruth
a cheap knock-off doll, which causes young Ruth to call him cheap and the
reason her mother left him. Her dad sucks it up and tells her to wait and
stay longer with the teacher so he can work extra shifts. Dana is pulled once
again and sees her tired dad crushed between large gears at the factory he
works at.

Back in "reality", Ruth confirms she was placed in State Care and vowed never
to come back to Silver River, which is part of the reason she became a flight
attendant. Meanwhile, Jack points out a tower lit up in the distance (possibly
a lighthouse?) that the group decides to head towards.

As the reach the facility with the light, Ruth identifies it as St. Jude's
High School. The school has seen better days however, as blood streaks dart
about the facility and the building looks like it has been ransacked. The
group makes their way down the hallway while Paul discusses the traps they
overcame earlier. Upon discovering the gymnasium and all of the bodies hanging
inside, a female-shaped monstrosity (Laura) comes out, making the group retreat
back the way they came, barring the doors behind them.

However, the sprinkler system in the hallway starts spitting out acid, making
the way the group came impassable and forcing them upstairs. Laura finally
breaks through the barred doors and gives chases. The upstairs hallway is clear
until a gate slams down and heats up, coming at the group from the front with
Laura coming from behind. A locked door is the only escape and Paul manages to
kick it in at the last second to avoid both deadly hazards. Fire seems to work.

The group finds an exit, but they must first cross a giant steel structure
over a ravine to continue. Jack gets on Paul for his outlook on the fact
that they're not safe quite yet while Ruth divulges she is afraid of heights
(despite being a flight attendant... weird). The group starts to cross but
Laura comes out of nowhere and stabs Ruth from underneath the steel bridge,
knocking her pierced body off of the structure. The structure itself starts
to break apart, making the rest of the group scramble for solid ground...

______________________________________________________________________
|����������������������������������������������������������������������|
| ISSUE #3 [COM-3] |
|______________________________________________________________________|
����������������������������������������������������������������������

OFFICIAL DESCRIPTION
��������������������
"Bethesda Software's new survival horror game, The Evil Within, has spawned a
world of terror inhabited by a monstrous menagerie of horrific creatures, human
and otherwise. Into this mental multiverse stumbles Dana Robinson whose mind
seems to hold the key to the horrors she encounters - but first she has to
escape the cannibal affections of the voracious Chainsaw Man!"

STORY SUMMARY
�������������
Dana finds herself back on campus, about to meet Kate across the courtyard.
As the two approach each other, other students start to cross the space in
between them, including a young man in a particular white robe. Dana loses
sight of Kate amongst the students. Once they thin out, Dana reaches out to
someone wearing the same outfit, confusing her for Kate but this causes her
hands to become bloody as she proclaims it "Wasn't her fault...".

Jack brings her back to her senses as the trio continues traversing the sewer
they landed in after the pylon broke. Eventually, Paul finds a ladder leading
out of the blood-colored water, with missing person posters of Kate fluttering
down as he leads the group upwards.

The group finds themselves inside of a slaughterhouse, complete with bodies


hanging upside down from the ceiling. Paul starts to break down while Jack
does his best to keep things together. Dana finds a uniform that looks like
Jack's, but before she can ask she gets pulled into a light once again.

Dana witnesses captives being held in an open area by a masked militia,


stating that they came "looking for death, and death has found them" as they
slit the throats of the captives one at a time, throwing them all into a pile.
Jack survives by hiding under the bodies of his comrades and is almost caught
himself before a helicopter swoops in and shoots the masked men down from the
skies, saving Jack's life. Dana is then sent forward in time to witness Jack's
life back at home, where his wife confronts him about his lack of communication
and how he "left something" over there with all of those dead men...

Back in "reality", Jack confirms the uniform is from his old unit and that
the bodies likely are as well. If someone is messing with him, they are doing
a "bang up job". The group hears someone coming and hides as the Sadist enters
and drags a body off for unknown reasons. The path he creates is the only way
forward however, and the group must push onward. Dana encourages Paul to go
onward with them as the fear starts to take over.

The group witnesses the Sadist chopping up the body at his work table to some
music playing nearby. Jack recognizes a nearby tapestry as being human skin
from members of his unit. The trio leave through a nearby door to see a clear
hallway, but trigger a low wire trap and set off an alarm.

The Sadist grabs his chainsaw nearby and goes after them as the trio runs
down the hallway. Jack knocks some cabinets to block a doorway as the group
continues down the hallway. Dana stops Paul from running full-on into thin
razor-wire in the hallway, saving his life. With razor-wire ahead of them and
the Sadist breaking through the door behind them, the group thinks quickly and
uses a pipe to tie up the razor-wire. Dana and Paul get through, but the wire
breaks the pipe trapping Jack behind. Paul is quick to run away as Jack uses
the two broken pieces of pipe and stands his ground against the approaching
executioner. The two hear screams as they run away, but nothing is shown...

Dana and Paul make their way to a subway station, where the train arrives
almost on cue. They decide to board the train to its unknown destination,
deciding they are in peril no matter what they do...

______________________________________________________________________
|����������������������������������������������������������������������|
| ISSUE #4 [COM-4] |
|______________________________________________________________________|
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OFFICIAL DESCRIPTION
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"Based on Bethesda Software's new survival horror game, The Evil Within comic
further explores a ruined, horrific world alive with living nightmares,
monstrous mutations and psychological terror. Desperate to escape the tortured
dream world that ensnares them, Dana and Paul risk boarding an apparently empty
train, but they are not alone; the damned, tortured and tormented are with them,
determined to make their journey a terminal one!"
STORY SUMMARY
�������������
Dana and Paul continue in the train they boarded previously, wondering what
the point is of their nightmare is. Perhaps some sort of sick morality lesson?
The answer is of course not clear. Dana wonders what Paul has to hide as the
train pulls into an "Echo Falls". This place freaks Paul out but before we can
learn why, Dana is pulled into the light once again.

Dana sees a subway train crash and finds Paul telling a local cop that as a
Doctor he can help with the injured. He is a bit shaken up, but the cop is
glad to have his help. Dana is pulled into the light again to see Paul talking
to a hospital lawyer, who explains he is facing legal action and perhaps serious
jail time. Although he saved dozens of lives, he killed many more by prescribing
the wrong drug doses as he was actually drunk that day. He is faced with a
choice to keep the truth hidden and have a career (while looking like a hero as
he saved lives) or be truthful and become a convict.

Dana comes back to "reality" and confronts Paul with his decision. Before he
can get an answer to how she knows, the afflicted show up and force the pair
to run down the subway train. With no locks on the car doors, Paul holds the
doors behind them while Dana opens the next one. This strategy results in Paul
being grabbed through the window, but the pair make it to the second door where
they employ the same strategy. Dana reaches the driver's compartment, which she
finds empty. Paul decides to stay behind and undo the coupler between the cars
to buy Dana time, stating he is tired of running and is ready to pay the price
for what he did, adding that he never meant to hurt anyone...

The train continues on and finally stops at the university. Dana agrees that
this is a fitting place to end up: where things all began. Dana grabs a
"missing persons" poster of Kate as she exits and decides to climb the nearby
clock-tower. While climbing the many stairs, she sings the old English nursery
rhyme "Oranges and Lemons".

At the top, Dana finds here comrades hooked up into some odd chairs, and is
welcomed by... Kate? Kate explains not to worry about the others, as they are
dead as is she. She also proclaims Dana to be the strongest with the
"imagination necessary" for what she required. "Kate" tries to make Dana feel
guilty over what happened as Dana sees herself hooked up to the mysterious
machine. She reasons that Kate isn't "real" either and throws a phone through
her body, damaging the construct. "Kate" warns her against doing that unless
she wishes to die. This doesn't stop Dana however, as she takes a nearby monitor
and throws it through the wall, destroying everything and claiming it a victory.

In the real world, the cloaked figure declares it a pyrrhic victory at best,
lamenting her lost potential but claiming there will always be others...

_______ ______ _____ ______ _ _ _ ____ _____


|__ __|| __ || _ || __ || | | || || __|| __ |
| | | | | || | | || |__| || | | || || | | | \|
| | | |__| || | | || ____|| |_| || || |__ | |___
| | | __|| | | || | | _ || || __||___ |
| | | |\ \ | | | || | | | | || || | | |
| | | | \ \ | |_| || | | | | || || |_ |\__| |
|_| |_| \_\|_____||_| |_| |_||_||____||_____|
�����������������������������������������������[TPH]
______________________________________________________________________
|����������������������������������������������������������������������|
| XBOX 360 ACHIEVEMENTS [APX-1] |
|______________________________________________________________________|
����������������������������������������������������������������������
.-----------------------.------------------------------------------------------.
|NAME: |POINTS|DESCRIPTION/REQUIREMENT: |
|=======================|======|===============================================|
|Weapon of Choice | 20 |Defeat the Sadist within the village. |
|Old Flame | 20 |Finish off a shrieking beast. |
|Two on Two | 25 |Take out both guardians before the church. |
|What's in The Box?! | 20 |Escape the Keeper beneath the catacombs. |
|The First, Not the Last| 40 |End a monstrosity in the underground garage. |
|Arachnophobia | 15 |Outrun a gigantic threat in the city. |
|Slither into Oblivion | 25 |Remove an invisible enemy from the equation. |
|One of the Many | 45 |Defeat the ultimate evil within. |
|First Step into | 30 |Complete the game on Casual difficulty. |
|Darkness | | |
|Another Day on the Job | 40 |Complete the game on Survival difficulty. |
|Master of Horror | 50 |Complete the game on Nightmare difficulty. |
|Every Nook and Cranny | 30 |Collect every collectable in the game. |
|Master of Unlocking | 15 |Open up all the lockers in the save room. |
|Hardbody | 30 |Fully upgrade all of Sebastian's attributes. |
|My Best Friend | 10 |Completely upgrade one weapon. |
|The Power of Three | 25 |Completely upgrade three weapons. |
|Unstoppable Arsenal | 40 |Completely upgrade all weapons. |
|Why Can't I Hold All | 20 |Upgrade all options in the Stock menu. |
|This Ammo? | | |
|Blow Up the Playing | 25 |Use a secret explosive weapon to kill 10 |
|Field | |enemies (Agony Bolt effects negate results). |
|Full House | 10 |Kill 5 enemies with each type of Agony Bolt. |
|Silent Kill | 20 |Kill 5 enemies in a row with a sneak kill |
| | |without being discovered. |
|Burn, Baby, Burn! | 10 |Kill 5 enemies with a torch. |
|..And the Corpses Mount| 10 |Kill 30 enemies. |
|Krimson PD Fury | 20 |Kill 200 enemies. |
|One Man Army | 35 |Kill 400 enemies. |
|Ammo Conservationist | 10 |Kill 25 enemies with melee attacks. |
|Bloody Bar Brawl | 10 |Sneak Kill an enemy after hitting them with a |
| | |bottle. |
|Drop It Like It's Hot | 10 |Kill 3 living enemies with one drop of a match.|
|The Quick and the Dead | 45 |Finish the game with a clear time of under |
| | |5:00:00. |
|It is What It Is | 60 |Finish the game without upgrading any skills |
| | |with green gel. |
|You Asked For It | 60 |Finish the game in AKUMU mode. |
|A la Corvo | 15 |Have they lost their minds? Better get past |
| | |them without a fight. (Ch.2) |
|Knife Beats Chainsaw | 40 |His engine roars, but my knife is strong enough|
| | |to take him out. (Ch.3) |
|Home is Where the | 15 |That vision in the hospice... why here? Why |
|Hospice is | |now? (Ch.4) |
|Not Part of the Job | 25 |The water's rising, but we'll get out of this |
|Description | |without a scratch. (Ch.5) |
|Everybody Gets One | 5 |Who wouldn't reach out for a man clinging for |
| | |his life? (Ch.6) |
|I Don't Have Time for | 10 |It won't stay dead! Better only fight when I |
|This! | |have to. (Ch.7) |
|Item Management | 10 |This cave echoes like crazy. Better put the gun|
| | |away and keep quiet. (Ch.8) |
|Bathed in Flames | 25 |Enough running! I'll burn her to the ground |
| | |right here! (Ch.10) |
|Not a Scratch on Her! | 15 |I'm not taking any chances, this bus can't |
| | |take much more damage. (Ch.12) |
|Entry Level Electrician| 15 |I should get this whole generator panel running|
| | |just in case. (Ch.14) |
'-----------------------'------'-----------------------------------------------'

______________________________________________________________________
|����������������������������������������������������������������������|
| PLAYSTATION 3 & 4 TROPHIES [APX-2] |
|______________________________________________________________________|
����������������������������������������������������������������������
.-----------------------.------------------------------------------------------.
|NAME: |TYPE: |DESCRIPTION/REQUIREMENT: |
|=======================|======|===============================================|
|Pure Evil | Plat.|Unlocked all trophies for The Evil Within. |
|Weapon of Choice |Bronze|Defeat the Sadist within the village. |
|Old Flame |Bronze|Finish off a shrieking beast. |
|Two on Two |Bronze|Take out both guardians before the church. |
|What's in The Box?! |Bronze|Escape the Keeper beneath the catacombs. |
|The First, Not the Last|Bronze|End a monstrosity in the underground garage. |
|Arachnophobia |Bronze|Outrun a gigantic threat in the city. |
|Slither into Oblivion |Bronze|Remove an invisible enemy from the equation. |
|One of the Many |Bronze|Defeat the ultimate evil within. |
|First Step into |Bronze|Complete the game on Casual difficulty. |
|Darkness | | |
|Another Day on the Job |Silver|Complete the game on Survival difficulty. |
|Master of Horror |Silver|Complete the game on Nightmare difficulty. |
|Every Nook and Cranny |Silver|Collect every collectable in the game. |
|Master of Unlocking |Bronze|Open up all the lockers in the save room. |
|Hardbody |Silver|Fully upgrade all of Sebastian's attributes. |
|My Best Friend |Bronze|Completely upgrade one weapon. |
|The Power of Three |Bronze|Completely upgrade three weapons. |
|Unstoppable Arsenal | Gold |Completely upgrade all weapons. |
|Why Can't I Hold All |Bronze|Upgrade all options in the Stock menu. |
|This Ammo? | | |
|Blow Up the Playing |Silver|Use a secret explosive weapon to kill 10 |
|Field | |enemies (Agony Bolt effects negate results). |
|Full House |Bronze|Kill 5 enemies with each type of Agony Bolt. |
|Silent Kill |Bronze|Kill 5 enemies in a row with a sneak kill |
| | |without being discovered. |
|Burn, Baby, Burn! |Bronze|Kill 5 enemies with a torch. |
|..And the Corpses Mount|Bronze|Kill 30 enemies. |
|Krimson PD Fury |Bronze|Kill 200 enemies. |
|One Man Army |Silver|Kill 400 enemies. |
|Ammo Conservationist |Bronze|Kill 25 enemies with melee attacks. |
|Bloody Bar Brawl |Bronze|Sneak Kill an enemy after hitting them with a |
| | |bottle. |
|Drop It Like It's Hot |Bronze|Kill 3 living enemies with one drop of a match.|
|The Quick and the Dead | Gold |Finish the game with a clear time of under |
| | |5:00:00. |
|It is What It Is | Gold |Finish the game without upgrading any skills |
| | |with green gel. |
|You Asked For It | Gold |Finish the game in AKUMU mode. |
|A la Corvo |Bronze|Have they lost their minds? Better get past |
| | |them without a fight. (Ch.2) |
|Knife Beats Chainsaw |Silver|His engine roars, but my knife is strong enough|
| | |to take him out. (Ch.3) |
|Home is Where the |Bronze|That vision in the hospice... why here? Why |
|Hospice is | |now? (Ch.4) |
|Not Part of the Job |Silver|The water's rising, but we'll get out of this |
|Description | |without a scratch. (Ch.5) |
|Everybody Gets One |Bronze|Who wouldn't reach out for a man clinging for |
| | |his life? (Ch.6) |
|I Don't Have Time for |Bronze|It won't stay dead! Better only fight when I |
|This! | |have to. (Ch.7) |
|Item Management |Bronze|This cave echoes like crazy. Better put the gun|
| | |away and keep quiet. (Ch.8) |
|Bathed in Flames |Silver|Enough running! I'll burn her to the ground |
| | |right here! (Ch.10) |
|Not a Scratch on Her! |Bronze|I'm not taking any chances, this bus can't |
| | |take much more damage. (Ch.12) |
|Entry Level Electrician|Bronze|I should get this whole generator panel running|
| | |just in case. (Ch.14) |
'-----------------------'------'-----------------------------------------------'

_ _
_____ _____
| | |
|| ___|| ___|
| | |
|| | | |
| | |
|| | | |
| | |
|| | | |
\ \/ / | | | |
\ / | |___ | |___
\/ |_____||_____|
����������������������
VERSION HISTORY
���������������
14 October 2014 - [v0.80] -
First release.
15 October 2014 - [v1.00] -
Walkthrough complete.
16 October 2014 - [v1.01] -
Various collectibles added. Video support added.
17 October 2014 - [v1.02] -
Various collectibles added, plus more video support.
21 October 2014 - [v1.03] -
Several sections added, collectibles added, video
support added, comics story sections added.
21 October 2014 - [v1.04] - Collectables section added, trophy section added.
22 October 2014 - [v1.05] - Controls added, several trophy tips added,
miscellaneous items added.
31 October 2014 - [v1.06] - Miscellaneous items and tips added. Keys added to
the collectable section and throughout the guide.
Map added for Chapter 9.
14 November 2014 - [v2.00] - Nightmare / Akumu tip section added. Additional
trophy tips added. Upgrade section added.
1 July 2015 - [v2.10] - Additionaly Akumu Mode tips added in. Comic section
filled out completely. Boss banners and certain boss
sections enhanced. Map for the Parking Garagae boss
fight added.

CREDITS
�������
This document is � Absolute Steve & Bkstunt 2014. All rights reserved.

o Jeremiah Strand for the Executioner tip.


o Gaming Since Gaming for help on key locations.
o Darkblood1 and Popcorn Chicken for the crow-hunting tip.
o Hawk199 for his (her?) PSN trophy guide.
COPYRIGHT
���������
This may *not* be reproduced under any circumstances except for personal,
private use. It may *not* be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright. Do *not* copy or alter information slightly from this guide, and
do not present it as your own. The creation of this guide took a lot of time,
please respect that. Below is a list of sites that are allowed to host this
document. Allowed sites are: Supercheats.com, Neoseeker.com, GameFAQs.com.

*NOT* allowed: CheatCC or Cheat Code Central, nor any other cheat websites owned
or affiliated with David Allison (Dave), owner of CheatCC. Dave/CheatCC has
infringed the copyright of countless FAQs/guides and cheats and has altered
the copyright sections of countless more FAQs/guides, often removing 'GameFAQs'
and other trusted websites from the list while adding 'CheatCC'. This is a
serious violation of simple authorship rights and it has been going on for over
a decade and a half. If you ever receive an email from CheatCC regarding the
hosting of your guide, I would *highly* recommend you to friendly decline the
offer and check the CheatCC website within a week to see if they have taken your
guide (or someone else's guide) without permission. If you have given permission
to CheatCC before, I would recommend that you revoke your permission and have
your guides removed from that site; otherwise you are indirectly supportive.

CONTACT INFORMATION
�������������������
You can say "hi" or "thanks" via email or facebook:

faq@shillatime.org; facebook.com/absolutesteve; facebook.com/bkstunt

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