Evil within 10 episode walkthrough. Walkthrough. Additional quest “Back in touch”

A complete guide to completing The Evil Within from start to finish. Buns and secrets.
Written in blood and dead nerves.
Are you resilient, patient and have a fire alarm system installed in your fart?
Then welcome!

What should you know before you start?

  • Death with one hit.
  • Complexity is not so much about complexity as about patience, prudence and tactics..
  • Zombies are running fast, range and field of view increased.
  • Look around carefully, inspect the locations completely, to the maximum collect your gear. Don't be lazy to turn off the mines, It is not so difficult. Save ammunition, save up parts, and towards the end of the game there will be enough bolts for all fat opponents! By Chapter 15, you should bring 20 parts (4 lighters) to the first slaughterhouse.
  • Should be collected all keys. There is one extra key in the game. If you are aiming for an achievement, you can skip only one and this is the last key in chapter 10. It will only be available if Laura is killed. And you need to burn it on Akuma... Read more below.
  • Twist the gel on the keys by loading the save.
  • At the same time, collect previously opened items only before you need them - you may run into the stock limit during the game.
  • As soon as you get 7000 gel in a locker for the first time, the gel starts to drop steadily from every 3 keys, and from that moment on, save/load becomes useless. So, in addition to the gel, it’s a good idea to knock out bolts for future battles, cartridges for a sniper rifle (12 pieces), the main thing is not syringes, otherwise you’ll have to reboot.
  • First thing - Running level 4, as received - supply of matches.
  • Further - Flash bolt level 4 up to chapter 6.
  • Personally, I upgraded further Level 4 harpoon and ammo supply— max for a crossbow and level 3 for a revolver and shotgun.
  • Accumulate 50,000 by Chapter 7 and pump in Level 5 harpoon. Fat men and two-headed ones fall with 1 hit, a safe with two, a saw with three. In terms of price/effect, only the incendiary is on par, but the harpoon is cheaper and more versatile.
  • Next we need to improve stock, damage and crits of snipers And pistol crit.
  • Then it’s good to improve crossbow and explosive bolts, a magnum supply is required by Chapter 15, and then whatever you want, you can increase the same reserve for other weapons.
  • Cryobolt And electric bolt There is no point in upgrading - only the affected area increases and the upgrades cost more than others, but it is mostly used against bosses, it is easier to shoot with a direct hit. As for the electric bolt, it itself is, of course, useful against bosses in order to hold them in place for a short time, but they are still resistant to shock and the entire duration is down the drain.
  • Also, swinging a shotgun won't do much good - it works as a dropper of bodies on the ground for ignition.

Chapter 2

Leave Connelly alone with his provisions, and run on. After the cutscene, distract the two zombies with a bottle, and then run into the house and take the matches on the left, then run further to the checkpoint. The next one will be only after the gate is raised.

Move to the left and wait for a zombie with a torch to pass, then covertly put him to rest. Then you can run to the house ahead and joyfully hit another torch zombie with his own weapon. To the right of the cart there are traps, use them to catch new psychos and burn them. Go back to the house near the checkpoint to get more matches.

Move towards the gate, set fire to two lying ones and blow back while two more rise. Now the last two need to be shot down at the appropriate part of the body while they are running at speed and have time to burn them.

Chapter 3

There will be a little more space for action here. Take everyone out secretly. At the beginning, the Ruvik clone should simply be fried with the torch left by Jimenez. Run to save. Don't make too much noise. After a certain autosave, two new zombies will appear near the house with the portal, be careful.
Save the shotgun cartridges - the Sadist falls with 8 shots and 2 harpoons, then blind him with a bolt and a chik-chik knife.

Chapter 4

In general, the only tricky part is the bloodbath battle. You should run towards the tripwire, shoot Ruvik there with a harpoon before he releases his underground paws and burn him, then, if you have time, light the oil and run further into the room. The zombies will knock a little, and then shoot an incendiary bolt - the effect is incredible. The remaining ones can be finished off with a trap from the ceiling.

Chapter 5

You just have to run away from the invisible ones - even if you shoot them down with a shotgun, they will not allow themselves to be burned. The zombie in the ward is nothing more than an oil puddle. However, they can grab you even if they catch fire, run around a little. There's nothing special about Kidman's rescue.

Laura's first appearance made me squirm. It will need to be fried as many as 8 times. First, take the torch from the bottom left. Laura appears, we set it on fire with a match, then quickly right and go into the oven, we burn it there again, go up the stairs and immediately pull the lever. Next, near the corpse, we hit it with a torch a couple of times, burn it on the remaining corpses and in the remaining furnace (you need to get there quickly enough, because it will spawn quickly). This walkthrough with 4 matches, if you save more, it will be a little easier.

Chapter 6

First room:

  • We run to the corner where the Asian Joseph is standing, fire at the barrel, two of them burn.
  • We push the barrel towards the windows. We run back, along the barrel again, two more are burning.
  • We hit the rest with pumped-in flash bolts. You can only manage to kill one; during the cutscene with the second, a new zombie steadily climbs in and hits you. It is advisable to cut fat people - they killed me more often. All it takes is two flashes, after which you can run around. Don't forget the bolt and matches on the table.

Second room: immediately craft as many flares as possible. With proper skill, you can fry the first few with a barrel, then fight back with flashes and kill the closest ones. You need about 5 bolts (not bad, but it's worth it).

Arena:

  • After you reach the first firing area, an autosave will trigger, so don't rush upstairs. Remove as many zombies as possible, involve Joseph in community service to save ammunition. On the right side you can cut almost everyone or Joe will knock you on the head. On the left, we cut out everyone in turn, knocking down the door, at least one should see you, pointing with a finger. We hide next to the stairs - they don’t run any further. Inside, beat the remaining one, be careful, he hides and throws an ax, and the other with a bottle will run upstairs.
  • Have Joseph kill the escaping Molotov thrower. The mines can be ignored; they still won’t have time to explode. We start running with a sniper, the first 2 will fall instantly, on the 3rd and 4th you will have to shoot. I took out the masks with a harpoon, and knocked down the rest with a shotgun. Don't forget about stupid Joseph - he tries to move behind you as slowly as possible, so shoot and burn the zombies at the third point to the maximum and move to the last one. Deal with the remnants (a revolver works well here - on the stairs to the point where they started, from the shots they joyfully fall into the abyss) and kill the last shooter. Shoot the sadist in a convenient way (a harpoon is preferable - you can take two shells nearby). Although you can immediately allow yourself to be killed - you will respawn further away, it is possible to collect the remaining ammunition and dismantle the mines before going to the chainsaw. The mines are, of course, complex, but with a little skill, everything will work out. The problem can be caused by mines where the blue zone is earlier than the middle - you may not have time to prepare. 4-5 minutes is already an excellent result. One mine = one harpoon! My excitement was enough for 6 minutes - I didn’t take any further risks. Go down to the building where the masked zombies were sitting. Pull the lever on the wall. After the cutscene, move to the new levers and pull the left one. What is in the right is better not to know.

The horde on the bridge is not difficult- it’s enough to knock everyone off their feet with a revolver and burn them. You can ignore those throwing axes and dynamite - you can still run out of the gate.

Feint: when Joseph takes the rifle, immediately shoot the sniper, and when the lying ones rise, run back and shoot at the lantern. The effect is from the heart.

Two giants— cryobolt + 2 harpoons to the head. Next, finish off with whatever your heart desires.

Megadog(actually - Guardian) - run after her into the bushes and drop her with explosive bolts, finish her off as quickly as possible before she falls. In the second round, just ignore and run back and forth.

Ufff...

Chapter 7

In general, there are no confusing situations in this chapter; in fact, there is nothing to talk about.

Chapter 8

A very quick chapter, the only peculiarity is the small zombies that now pose a danger. After collecting them in a bunch, shoot with a flash bolt.

Chapter 9

There is practically nothing complicated, except sticking needles into the brains - I still don’t understand how you can shoot yourself without getting to the right place, the places are clearly shown: the left room, the right room, the second floor. Well, Ruvik goes a little faster towards your soul.

In a barn massacre, a great option is to gather a crowd and fire an incendiary bolt at them. Aim at the ground so that the infernal burner doesn't fly where it shouldn't fly along with the person it hits. Collect all the ammunition by going in circles.

Chapter 10

As you climb the stairs, you will notice a patrol ahead through the bars. There is a zombie with a revolver. As soon as you are spotted, run forward with a shotgun at the ready and knock everyone down and then use an explosive bolt while the opponents are down. Look on the balcony and ambush the snipers. Next, two smart zombies come at you, you can pierce both of them with a harpoon. In the next room, two people are waiting for you (one with a revolver) and two more lying down. The second man lying down (which is behind a mine) can simply be hit in the head with a rifle - he preferred to save the new matches.

After descending, knock down the door in the first room to attract corpses. Try to collect them in a heap and burn them by knocking them down with pellets. Be careful, there are several recumbents ahead.

Turning on the electricity a second time, four zombies will run out, run around and blind them and cut them off. Next is the first battle with Trauma. He only needed 3 harpoons and 2 explosive ones. The second time I bombarded them with 2 explosive and 4 grenades. The entire execution takes half a minute, so you can also dismantle the mines without regret if you explode.

Showdown with Laura:

Be very careful with traps. If necessary, you can shoot into the trap.

Up to the 4th room you can just make circles, but then a mine gets in the way on the way to the last lever. Set the creature on fire and look out from behind the column so that the mine is barely visible (only the dial body, no more) and shoot. Burn again (be sure to do it twice, otherwise he will catch you) and pull the lever. All that remains is to run around a little and move into the elevator.

Kill Laura? No. Nooo no no no. Killing Laura on Akuma requires 32 burns. THIRTY TWO. Even if you have an epic supply of ammunition, this adventure will be a waste of time and resources. In general, you can kill her, leaving her only one corpse for respawn and stand over it with fire harpoons (to avoid accidentally burning the last corpse, shoot at the paws) (only using them will you have enough ammunition, I came to Laura with the presence 70 parts = 35 harpoons and burns respectively). But I don't recommend it.

Dismantling with Amalgam:

We hit the eye with a sniper from behind the column, then hit the lower shallow head and rush to the other end of the parking lot behind the column (you need to act very quickly and without mistakes, otherwise they will catch up with you) and repeat this, returning back behind the column. The monster will demolish the column, but you will not be damaged. It rests against the wall and turns around, and you run back and get ready to shoot at the purple eye. IMPORTANT: Only shoot when the eye itself appears, not just the purple color in the middle! With one shot he took out the eye, with the second he finished it off. The sniper has been improved to level 3 for damage and crit.

Chapter 11

After passing two doors in the house, turn right to get the magnum. Ammo for it can only be found in lockers. Save your ammo for Chapter 15!

Save the cartridges for your pistol (at least 10 pieces), they will come in handy ahead.

On the landing, having killed everyone, before taking the keys, place an electric mine on the container with the ladders, as well as in front of the door to the keys. After which the first policeman can be burned, and the second one can be completely ignored, the main thing is to get to the door quickly. The water section is not difficult, the second half can be covered with a car and a poster and then tracked when the megafish (actually Shige) swims away. Next we will meet two clones of Ruvik, they are joyfully dying from the harpoon, do not shoot at anyone else.

THE TRIUMPHAL RETURN OF THE FLASH BOLT!

Take out the first two zombies and take a position. We give everyone a chick-chick. Only the 3rd and 5th waves are worth noting. On the 3rd the sniper arrives, and on the 5th the smart guy appears later than the others and pulls the gate.

Without jumping, look towards the flashing light and you will see a sniper. Although he is hiding, part of his head is not covered. We get to the next CT without incident - all the traps are still glowing. We hasten to cut out the shooter at the top. Mister Fireman will help you fight off the attackers - shoot the shotgun in the chest, and most likely a hole will appear in the fire extinguisher. But the second shooter sat behind cover with a mine. Smoke him out of there with a few shots, and he will start jumping back and forth, and then shoot him.

The slowest elevator in the world!
The first crowd is easily dropped with a one-shot from a pistol, then it becomes more difficult. Look to the right, a couple of new ones will also come from there, hitting them on the barrel. The rest as quickly as possible with harpoons and barrels.

In the gas room, the only useful thing that won't fry Sebas is the flash bolt. If you try to turn off the gas supply, then interfering zombies will appear from the distant distances, and then they will light dynamite, so you can simply ignore this and just take the key, walking along the left edge. Have your flash ready before using the card.

Chapter 12

Everything is as usual, the only thing is to prepare two flashes to distract the zombies from the machine gun.

Chapter 13

Akuma doesn’t have the patience to cut everyone off secretly, so you can shoot everyone with harpoons, since the abundance of dismantled traps will more than cover the costs.

In the kitchen, neutralize two disks with electric bolts (you can just take two pieces). When you reach the acid trap, two more will pop out, and they can be caught with just one bolt. We are preparing six harpoons for the Guardian.

Chapter 14

After the mirror, prepare two harpoons - for Ruvik and the invisible one - he will be visible while he rises.

In the next room we proceed like this:

  • For secrecy, turn off the flashlight.
  • We burn the first two invisible ones on the stones.
  • Give the harpoon to Ruvik and the shooter.
  • We carefully go around the hanging alarm.
  • A knife is enough for a sniper.

Along the way, we shamelessly burn all the bicorns (hanging in the passage, where the key can be ignored, but move in a squat).

Showdown with the Kraken(actually Suppression):

We collect from the lockers a full supply of cryobolts and explosive ones (by this point you should pump them up). We just bombard him with cryobolts, then grenades and explosive bolts. If you succeed, then the Kraken begins to flounder madly in one place. Then he managed to hide with me once. Then I received a couple more frosts along with a sniper rifle. Total: 4 cryo, 4 explosive (level 4), 1 shotgun (to pull from the ceiling) and 6 times from a sniper.

Chapter 15

The whole point of the first room is to run around the perimeter and gather a crowd. Prepare in advance to put Ruvik to rest, because due to the cutscene he has a head start on his underground paws.

Sadist 2.0 arrives. Cryo and one-shot with a magnum with 200% damage.

Episode 1. Emergency call

Detectives Sebastian Castellanos, Joseph Oda and Julia Kidman, after another case on an urgent call, went to the Mayak psychiatric hospital. Having entered the building, we follow our partner into the observation room and find a doctor who will pronounce the name of a certain Ruvik. In recordings from surveillance cameras, an unknown person in a robe deals with the police with lightning speed and in the next second finds himself behind our back.

Having woken up, we look around and, having swayed, quickly and often pressing the shown button, we reach for the knife. We slowly creep up to the enemy and, after waiting for him to leave, we take the bunch of keys from the hook above the cutting table. Turning around, go right and unlock the door. Having climbed the stairs and stumbled upon a trap, we run forward without stopping. Having been wounded and being imprisoned, we move exactly in the center and open the floor hatch right in front of the obstacle that has appeared. Rolling down, we shift first to the left, then to the right.

Oscar Connelly.

We go up the stairs, move to another part of the sewer and get to the far right room. Having risen to the boiler room, press the button to the right of the door and continue to move forward. When the enemy appears, we will hide in the locker and wait out the threat. We get out into the corridor and, in stealth mode, go to the next doorway around the corner. Having let the enemy pass and moving away from him at a sufficient distance, we begin to run away, going around the obstacle on the left side in the next room. We get to the elevator, go up to the top floor and, going into the hall, leave the building.

The city is mired in chaos with falling skyscrapers and collapsing roads. We jump into the van and, in the company of other survivors, we get out of the city.

Episode 2. Survivors

Having woken up from a nightmare, we pick up a jar of green gel from the table and look out into the corridor through the bars on the door. Follow the nurse to the reception area and save by signing in the register. We go further along the corridor, sit on a chair and improve the only available skill.

We return to the events from the previous episode: having got out of the burning car, we are surprised to discover that all those who were with us have disappeared. From the bedside table we select a syringe that restores part of the health, and from the gurney, on the right side, a green gel. Moving along the path, we come across a box - we break it with a blow and pick up the green gel that is inside. We get to the cliff, pick up the lantern and go down. Having walked to the tent, we pick up a revolver and deal with the enemy with well-aimed shots to the head. Inside, in the corner of the tent, we will find a jar of green gel. Moving further, at the fork we turn left, pick up the green gel and continue moving along the right side. We disarm the trap by holding down the button shown. The details of the trap will later be used to make bolts for the Agony crossbow.

Having got out of the cave, we cross the territory and stumble upon a corpse, which we burn with the help of matches lying near it. You can only burn those enemies that are in a horizontal position. This is done in order to save ammunition. We go into the shack on the left side, take the green gel from the table and interact with the window to find ourselves in the hospital, where you can save (the magazine on the counter in the reception area) and improve your skills. We leave the hospital in the same way - through the mirror at the end of the corridor.

Having moved further, crouching down, we sneak up on the enemy and silently neutralize him. We go into the room, climb through the window and get to the ruins. We creep up on the enemy from the left side and, when he goes down lower and turns his back to us, we kill him. We go around the building on the left side, having previously disarmed the trap between the walls, and deal with the second enemy. Inside you can find weapon ammo, green gel and a syringe. Having walked further along the path, at the fork we go right, having first killed the enemy at the fire, going around him on the left side.

Behind the wall we wait for the enemy with a torch and deal with him as soon as he begins to move away from us. We go into the house, collect useful things in the room and break through the partition in the corridor on the right side. We use weapons to finish off the enemy. Open the box and take the key. We can also go to the next room, having first neutralized the tripwire in the corridor.

Sebastian Castellanos.

Returning to the fork, we go further and quietly deal with the enemy with a torch. We lure the enemy who is on the other side to the tripwire inside the house or to the traps near the cart. Having cleared the path, we reach the gate and interact with the mechanism on the left side, quickly and often pressing the shown button. We get to the bridge, keeping to the right and sneaking behind the walls so as not to attract the attention of the possessed. We deal with the lone enemy in front of the bridge and hastily move to the other side.

Episode 3. In the claws of monsters

Having got out onto land, we break the barrier and head towards the stairs, simultaneously collecting useful items from the tables. We go upstairs, search the hut on the right side and go into the building. Pay attention to the glowing wall booby traps - sneak up on them and neutralize them by pressing the corresponding button when the arrow is in the blue zone. We go into the room on the first floor, pick up the diary from the table and move through the mirror-portal to the hospital. We go into the reception area and follow the nurse to the storage rooms. We open the cell using the key that we found in the previous episode. We take away useful items, complete all the work in the hospital and return back.

We go up to the second floor, go to the end and find a doctor - Marcelo Jimenez. Having followed him, we will discuss the plan of action and, after waiting a little, we will turn the gate on the right side, quickly and often pressing the button shown. Going down, we prepare to “receive” two enemies. Having noticed the shooter, we’ll run into the hangar on the left side and immediately go up the stairs. We move to the other side, climb into the attic using another ladder and, breaking the figurine on the table, we select the key that was under it. Having gone down, we exit the hangar on the other side and go right. We quickly deal with two revived enemies and the third one, which is around the corner, silently creeping up to it. We go up the stairs, go to the other end of the house and get inside through the broken window. We pull the lever on the wall as soon as the enemy goes down. In the corridor we take out a shotgun from the case, go up to the second floor and, having walked all the way along the railing, pick up the “Agony” crossbow from the chair. From the wall, to the right of the door, we remove a couple of harpoons, go out onto the balcony and silently neutralize the shooter.

Having gone down, we clear the area from enemies and return to the hangar. It is enough to approach the fence for the monster with a chainsaw to break out of captivity. He moves quite quickly, so we try not to let him out of sight and, if something happens, slow him down with shots from a shotgun or crossbow. Having won, we select a chainsaw and cut the chain of the gate mechanism.

Episode 4. Patient

Behind the open gate in front there is a shack with a mirror-portal, to the door of which a diary is attached, and a house, entering which we go into the room on the left side and find the distraught brother of Dr. Jimenez - Valerio. We fire a well-aimed shot in the head, burn the body and examine the X-ray image on the table. We interact with the corpse, make an incision along the entire body starting from the chest, and remove the key.

Following Leslie, we go into the neighboring house on the left side. We go down to the basement, overtake the patient in the last room and deal with a couple of enemies who have appeared. Following the disappearance of the stairs, the repeatedly mentioned Ruvik appears, who takes us into the sewer.

We go around the column on the right side and disarm the booby trap attached to it. Approaching the door, Ruvik will reappear and summon a large number of enemies. We move away from the barrier and prepare to fire an explosive crossbow projectile or throw a grenade. If there is no ammunition, then we actively move around the territory and activate all kinds of traps by pulling the levers on the walls. Having finished with everyone, we pass along a long corridor and, having encountered a creeping creature, we turn around and run back all the way. Then we go through the opened door on the right side, get to the room and go down the stairs in the corner. Next, bending down, we pass under the guy wires and take the elevator down. We quickly open the door and quickly run forward. We go down the stairs until Ruvik is in front of us. Going back up, after some time the stairs will collapse and we will fall down.

Episode 5. In the Depths

In the room we select the diary from the table, use the mirror-portal and are transported to the hospital. Returning back, we move along the corridor, looking into the chambers, and shoot the invisible enemy, who can be seen by the distortions of the air. We pass through the toilet, jump down to the lower floor and, having broken the barrier, we choose into the hall. The door leading to the neighboring building is blocked, so we go to the right and clear all subsequent rooms from the invisible inhabitants of the hospital. In the service room, we select the key card from the floor, return to the locked door and move on.

Going down the stairs, we find ourselves in a square room, where, looking through the cracks in the walls, we gain access to the rooms. In the room on the right side of the stretcher we activate the left button, in the room in front - the left button and in the room behind the back - the right button. Three bloody trails will lead to the room with Joseph. Having freed and healed our partner, we slowly make our way through the common tent so as not to wake up the patients. We go down to the lower floor, wait for Joseph to clear the explosives in the passage, and, after a small skirmish, go up the stairs.

In the room on the right side there is a mirror-portal. Having got out into the hall, we find Kidman and deal with the enemies approaching from all sides, collecting useful items in between attacks. Having examined the container in which the partner is located, through the indicated passage we go in search of the control panel. Having reached it, we set 22 on the upper dial, and 5 on the lower dial. Following Joseph and Kidman, we jump down into the rift that has formed around the container. We move forward and, once again teaming up with our partners, we help them defeat the possessed.

Left alone, we go into the first room, pick up the diary from the bed and use the portal mirror. We leave the tripwire in the corridor untouched and activate it only after we attract the attention of the enemies who follow us. Having reached the outermost room, we run away along the corridor from the creeping creature that has appeared. As it turned out, she is vulnerable to fire, so at the next meeting we arm ourselves with torches, corresponding bolts for a crossbow, and also shoot down barrels of fuel and use all sorts of traps in the territory. Having won, we go to the research room, shoot three patients one by one and, while they are in a supine position, quickly disconnect each of them from the power supply.

Episode 6. Not ourselves

Julia Kidman.

In the room with cells, we look at the photographs on the table and, turning on the flashlight, we get to the mirror in the corridor. We go down the stairs following the nurse, go into the room on the far right and leave the hospital. We climb over the wall, climb the stairs and head towards the buildings on the horizon. Teaming up with Joseph, we try to escape from the possessed and cover our partner while he disarms the trap. Having destroyed two, we push the barrels closer to the window and shoot at them when the next crowd of enemies comes running. After holding out for some time, we follow Joseph down to the ground floor and again hold back the onslaught of the enemies. Next, having got out of the building, we open the case on the table and take out a sniper rifle. In the corner there is a mirror-portal leading to the hospital.

We carefully examine the dilapidated buildings, disarming the booby traps on the walls. Having gone up and crossed to the other side, they will start firing at us from the booths on the central tower. We take a convenient position opposite the booth, preferably closer to the shelter, so as not to fall under a hail of arrows, take aim in advance and fire at the enemy holed up inside as soon as the lid opens. Thus, we destroy all four booths, go down to the foot of the tower and deal with the enemy with a chainsaw. To simplify the task, we use up the red barrel of fuel by blowing it up directly next to the enemy.

We go inside, go up the stairs and, if necessary, visit the room with a mirror-portal. We burn the corpse in the elevator and rise even higher. After blowing up the bridge, we select ammunition for a sniper rifle and, with well-aimed shots, kill two enemies dragging Joseph to the guillotine. We move to our partner via an impromptu crossing and cover him until the gate is open. We get to the market, explore it and go to the cemetery.

Having visited the room with a mirror-portal, we go outside and in the distance we notice Kidman running away with an unknown person. We move forward, actively using cover, and our partner will take care of the enemies. When the thugs appear, we shoot at them with a shotgun, trying to stay at a medium distance from them. We meet with Joseph at the indicated place and, after opening the secret passage, we will suddenly find ourselves in the hospital. We leave her through the mirror-portal in the toilet between the rooms with cells.

Having woken up, we get to a room with altars and levers. We pull the levers next to the near left and far right altars to lower the “sacrifice” and with the near right one, on the contrary, to raise it. We leave the far left altar unchanged, i.e. with a victim on it. We follow the “safe path”, get to the exit and stand on the floor button on the left side. Then we go all the way to the right and engage in battle with the monster. We do not allow the enemy to disperse - we constantly suppress him with fire. If the monster is hiding in the bushes, then we run away as far as possible and prepare to dodge to the side. Having won, we take Joseph and leave the territory. However, it won’t end there: your partner dropped his glasses, which he will have to return for. However, this time you can do without a fight: just pick up the glasses highlighted in blue and quickly return back, completely avoiding collisions with enemies.

Episode 7. Guardian

Having entered the church, we follow the altar and talk to Joseph. After Ruvik's next intervention, we will find ourselves in the catacombs. Having gone downstairs, we go around the shelves with numerous candles and go upstairs. Around the corner there are several enemies, having dealt with them, we reach the next turn and scrape off the lithograph from the stone door on the left side. Having entered the room, we go to the right, go down the stairs and shoot through the castle. To the right is a room with a mirror-portal. We insert the lithograph into the structure in the center.

Joseph Oda.

We go through the opened gate on the left side, unscrew the valve, quickly and often pressing the button shown, and go down into the prison block. Having dealt with the enemies, we shoot the carcass hanging on the hook from a distance, go forward all the way and, turning left, go down the stairs. We immediately unscrew two valves, one of which is right in front of us, and the second a little further, then turn left and go down. We move along the corridors, destroying enemies and neutralizing booby traps on the walls and the only tripwire on the floor. Ultimately, we will get to the stairs, climbing which at the very end we will find a stone door with a lithograph.

We go through the opened gate on the right side, go down and turn right. When approaching the edge, we look under our feet so as not to run into a tripwire. We shoot at the two mechanisms on the other side and stand on the lowered lift. Having gone up, in the distance we will notice a carcass hanging on a hook - we shoot at it and quickly move to the other side along the lowered platform. We open the gate, deal with the enemies, go up to the stone door and remove the lithograph from it.

We insert the lithographs into the structure, go down and, freeing ourselves from the trap, move back. Then we quickly run forward right in the center, avoiding other floor traps. Having met Leslie, we let him out of the cage by shooting at the lock on the chain. We open the gate by rotating the mechanism on the right side and enter into a fight with the butcher. When running away from the enemy, do not forget to watch your feet so as not to run into a trap. Having won, we get to the first valve and do not unscrew it completely, as the butcher will appear. Having dealt with the enemy, we finish the job we started and go into the room opposite. We unscrew the next valve, being distracted by the butcher during the breaks. The third valve will turn out to be damaged not without the intervention of the enemy, so we go back and select the required element from the table in the corner. Having lowered the gas level, we go down and, having gone to the end, go up the stairs. We finally deal with the butcher, get out and get to the stairs.

Episode 10. Master's Tool

Map fragment: 3.

Poster: 2.

Newspaper: 3.

Audio diary: 1.

Note: 1.

Castellanos' personal file: 1.

Checkpoint 1. Basement
The Evil Within. Walkthrough

From the secret room we go down to the basement. We see a conversation between the doctor and Ruben in flashbacks. On the left there is 1 cryo bolt, there is some gel in the drawers on the right. Nearby is a room with a mirror.


After reading the press, we examine the cell to the left of ours. A stranger talks to us about Ruvik’s feelings.


We return to the basement. On the left behind the barrels we find 2 cartridges. We go down the stairs into the cable channel. There is a tripwire on the way, if we get caught, the secret room on the left will close. In this room 2 buckshots, 1 explosive bolt, 1500 gel.

Checkpoint 2. Attraction
The Evil Within. Walkthrough

We go out into a dark hall with fortifications and guy wires, there is 1 enemy wandering around here. If we fall into the traps, the alarm and lights will turn on. In the central round room the blade will begin to rotate, you will have to move by crawling.

We reach a side corridor, here a sniper will shoot at us through the window, and 1 more enemy will attack ahead, we deal with him first. Next there is 2 rifle cartridges, we can kill a sniper with them.

First we go up to the 2nd floor. Let's take it 1 buckshot and gel in boxes. There are 3 enemies in the room ahead, one of them with a pistol. Having killed the enemies, we neutralize them mine, let's take 1 flash bolt. We go out onto the balcony, kill the second sniper on the next balcony, take 2 cartridges. In the far room we take it from the table battery.

Checkpoint 3. Exit from the attraction

We return downstairs and exit into the central hall. We wait for the blade to pass by and climb over the fence on the right. 2 enemies will come at us, one will die immediately, the second will crawl. While sitting, we cannot shoot, but we can throw a bottle to make the enemy stand up. Or we can go back through the fence, the enemy will die when he starts to climb over.

In the next sector of the hall there is 500 gel and stretching, to the right of it we enter the door. We take it in the room 3 matches. 2 more enemies will attack, we can set them on fire in advance. In the room around the corner in the wall 2 harpoons. Here we insert the battery into the device, this will open a double door in the hall.

We walk through the hall to the doors. The room on the left is closed, in front there is a room inside which 2 cartridges, 500 gel and card.

We go down the stairs into a round hatch and find ourselves in a corridor with many corpses. We go to the room with the curtain, take 1 electric bolt, 3 matches, 1 buckshot.

Checkpoint 4. In the dark
Walkthrough of The Evil Within

There are random items in the boxes on the right, up ahead on a hill 3 cartridges, 1 syringe. The double door with the lever doesn't open yet, so go through the blue door on the left.

There are several rooms connected to each other, with 3 enemies wandering around them. Enemies can be easily killed without making a fuss. In the cleared area we will find 1 cryo bolt, 1 grenade, 2 matches. In the far room we find battery, with him we walk further along the corridors with electric ovens.

Checkpoint 5. Saw traps

We enter a room with many saws, but they are not working yet. We collect in the corners 3 cartridges, 3 buckshot, 2 rifle cartridges. We climb through a small gap in the wall, remove the trip wire, and insert the battery into the room. This will open the double doors, but also turn on the lights and all the traps around.

On the way back, 2 regular enemies will come out, then 1 fat guy. And at the end Trauma will appear - a tall monster with stocks on his hands. To destroy it you will need a lot of ammunition. It is not necessary to kill this particular monster, we can deceive him, press the lever, and run behind moving obstacles, he will not catch up. But if we kill him, we will get 3000 gel.

We reach the next room, where there are many electric ovens. We carefully enter there and immediately run out back. Immediately all electric furnaces will move forward and stop in this position. We crawl behind them, collect the gel, and climb up the stairs. We pass along the safe balcony, take 1 burst bolt, 2 cartridges. We climb into the low corridor, along the way we take 3 matches.

Checkpoint 6. Two injuries
How to complete The Evil Within

We jump into the room and take it from the barrel 1 syringe. An ordinary enemy will have his back to us, we kill him silently. There are 2 huge monsters ahead in the circular room, we fight them. There are 2 harpoons on the wall, 3 rounds in the corner, 6 rounds on a barrel 2 buckshot near the wheel. Trauma has a weak point on his back, and he walks quite slowly, so you need to run behind his back and attack from there, or use explosive projectiles. For each monster killed we will receive 3000 gel. We spin the wheel and move on.

In the left side room 1 flash bolt and 300 gel. Ahead, we pull the lever and quickly crawl under the raised saw. So we go back to the room with the double door, open it and go out.

Checkpoint 7. Top floor

We'll see a four-legged monster and move into the corridor of the mansion. We enter the room, there are several cabinets with equipment. Nearby is a room with a mirror.


Psychiatric Hospital "Mayak"


We go into a large room, behind bars we see a crawling monster. This is a distorted image of Laura, Ruvik’s sister, who was burned in life, and now her spirit is afraid of fire. We go down the stairs, take the bottom right 2 cartridges. We press the lever, from this the walls in front will slowly begin to rise, and Laura will chase after us.

We will have time to crawl under two walls before the monster arrives. Then we calmly walk along the corridor without spending stamina. There will be regular enemies coming out of the doors around you, don't pay attention to them. You can take 1000 gel ahead, but we need to turn right. We close the double doors behind us, the Beast will fall behind.

Checkpoint 8. Chase

Let's take it 3 matches. We go out onto a large platform, in the center behind the bars we see an elevator. On the left behind the bars we can see a figurine with a key, but we can’t go there yet. We press the lever, this will turn off the fire on the way. On the left at the grate we take 4 rounds.

Ahead on the right is another fiery obstacle, to remove it, look at the pipes under the ceiling and shoot at the valve. In the next corridor we will meet Laura, we run away from her to the left. We enter a stone room with stoves. We press the lever and wait until the fire ahead goes out, running in circles from the boss. We run into the opened passage and go up the stairs.

On the top floor in the corridor 1st pipe with valve, when a monster passes under it, we shoot at the valve, the monster will fall under a stream of fire. Further in the circular room 2nd pipe with valve. Here, first we press the lever, and then we cut circles, hiding from the boss behind a tiny piece of the wall.

We run through the round hatch and find ourselves locked in a furnace with pipes. We look at the ceiling in the center, shoot at the valve so as not to burn alive.

Checkpoint 9. Boss: Laura

We come out on the other side, there is an oblong room. The monster will appear ahead, we can detonate a mine on the wall next to it. We need to shoot three bolts: on the left and right in the first room, and on the left of the fiery obstacle. There are corpses here that can be set on fire with a match when the monster appears from them.

After waiting for the shutdown, we jump into the pit. Below there is 3rd and 4th pipe with valve, we lure the enemy under them. After this, we shoot at the valve at the intersection of pipes to remove the fiery obstacle in front of the lever. The monster can be slowed down with energy or a cryo bolt, and at this time press the lever.


We run out to the elevator, a video will start. Laura will grab us through the bars, but we will have time to get away. And below we will be met by Ruvik, who is clearly dissatisfied with our survivability. We learn from him that Detective Joseph has already died.


We take the elevator down to the initial hall of the mansion.

We pass through empty red rooms where we have already been in memories. We get to the laboratory. Here the doctor conducts an experiment on Leslie. He manages to bring us back to the present, but only for a short moment. After this, a huge four-legged monster appears - Amalgam. The doctor dies.

Checkpoint 10. Underground parking
Walkthrough "The Evil Within"

We appear in a concrete corridor. 1000 gel behind my back. There is a room with a mirror nearby.


Psychiatric Hospital "Mayak"

In the hospital we examine the cell to the left of ours. The stranger will tell you about hacking the STEM system that connects consciousnesses.


Let's go further, jump into the trench. We take it in another room 3 cartridges, 3 matches, 3 trap parts. In the second trench the monster will try to grab us. We get out to the underground parking lot. We run from the monster and fall to the floor below.

Checkpoint 11. Boss: Amalgam Alpha

Amalgam is vulnerable to explosions, so you need to attack it with explosive bolts and grenades. But this enemy does not stand still for long; we throw a grenade only when he stops. At the end you can finish off with a shotgun, bullets, harpoons. We leave the rifle for the end of the battle.

The boss attacks with ramming attacks, to avoid getting hit by them, it is best to stand on the open corner of the building. When the boss runs from one side, we hide around the corner. When he is on the other side, we hide in the other direction. There are also two rooms with ammunition and syringes in the location. But if we run there for a long time, the boss will destroy the room, and there will be no more hiding there.

Stage 2. The boss will glow purple, walk slower, and start throwing cars. There is a vulnerable spot in its open mouth. When he opens his mouth, we slow down the monster with bolts and shoot with a rifle. Two or three accurate shots and the battle will end. After the victory, we collect ammunition. We take 20,000 gel from the monster’s body. Let's go to the elevator.

Episode 11: Reunion

Number of trophies and collectibles at the location:

Map fragment: 3.

Poster: 1.

Newspaper: 2.

Audio diary: 1.

Castellanos' personal file: 2.

Checkpoint 1. City ruins
The Evil Within. Walkthrough

We move on to Sebastian's memories - to the modern world. The elevator will fall into the water, we get out of it. We emerge from the half-submerged wreckage of the building and walk along the asphalt.

The road will lead us to the bar building, we make our way there through the rift. In the room with the jukebox we collect cartridges: in the red chest of drawers 2 rifle cartridges, on the table against the wall 3 matches, on a round table 1 flash bolt. On the right in the dead-end room in the chest of drawers we find 350 gel, and on the table in a silver case there is a new weapon - Magnum revolver.

Map fragment (21/28). To the right of Magnum there is a map hanging on the wall.

On the left we exit the bar. The house ahead will collapse and we will end up in an alley. The houses will begin to move towards each other, we run forward faster. At the end we squeeze into a narrow gap between the buildings.

Checkpoint 2. Lane

There will be a counter with mannequins on the side, take it from it 1 first aid kit. Further down the street there is 2 matches and 300 gel. Around the corner, a monster fireman in a mask will attack us, we shoot him in the leg and burn him with a match.

There will be an enemy behind the fence until you get there. Behind the white van we climb onto a hill and climb over the fence. There are 4 enemies here, we can kill them all unnoticed. We find around 2 buckshot, 1 grenade. Up on the green container 2 cartridges.

When we examine everything, we approach the blue doors leading to the street. The doors won't open, but new enemies will come out of the inner door, let's go there. In a fenced area we take 2 matches, 2 rifle cartridges And a bunch of old keys. Outside, 3 waves of monsters will attack, some even armed with assault rifles and wearing body armor. Having defeated the attackers, we go to the doors to the street and open them with the keys.

We go to the burning bus, following the sign we go to the landing. On the top platform there is 3 rounds. We go down to the water, then even lower to the second bus. We creep up to the sitting enemy, but the platform below us collapses, and we fall into the water. On the roof of a white car we find 3 rounds.

Checkpoint 3. Water
Evil Within. Walkthrough

A water monster is swimming in the next puddle; going into the water is deadly. To distract the monster, we shoot at the corpse hanging on a rope. While the merman is eating the corpse, we quickly swim to the roof of the white car.

We swim across the next puddle at speed.

For the third time, we shoot at two corpses at once, and swim to the inclined road ahead.

Checkpoint 4. Street

At the top we inspect the boxes, jump onto the roadway, there on the boxes 1 match, even further in the stroller 2 matches, in a case 5 magnum rounds. Soon the whole world will turn blue, Ruvik will appear, he will create his doubles. The clones will revive all the bodies around them. If you get close to the double, he will grab us with his claws from under the ground, so we keep our distance. We don’t pay attention to ordinary enemies; when we kill two clones, everyone else will die and the door forward will open. For each clone we get 1000 gel.

On the road and in cars we find 3 cartridges, 1 and 2 buckshots. We enter the ruins of the building. On the left we take 3 trap parts, 1 syringe. We will see a mirror inside and automatically end up in the hospital.


Psychiatric Hospital "Mayak"

Checkpoint 5. Bunker
Walkthrough of the game The Evil Within

We go down to the construction site. Along the way we take 2 matches, 2 rifle cartridges. On the site with the yellow fence we take 1 grenade. There is a crowd of enemies behind bars ahead, all of them will gradually descend towards us. Our task is to storm the bunker from which the enemies will emerge.

Wave 1: two regular enemies.

Wave 2: an ordinary enemy with a sawn-off shotgun.

Wave 3: two regular enemies with explosive bolts.

Wave 4: two regular enemies with dynamite, a regular enemy.

Wave 5: armored enemy with an assault rifle.

We enter the bunker, take 1 electric bolt, 5 cartridges, 300 gel.

Checkpoint 6. Calling the elevator

We walk along the path and jump onto the next platform. We collect 300 gel in the pipe, 4 cartridges, 1 syringe, from above the tower 1 match. At the top we turn the handle of the generator, from this an elevator will come, in it there are 2 enemies with machine guns and in bulletproof vests, several ordinary enemies will come to their aid. We quickly leave the upper platform, it is well under fire. Armored enemies need to be knocked down and then set on fire. We get into the elevator.

Checkpoint 7. On the elevator
The Evil Within. Walkthrough

In the elevator cabin we collect all the ammunition: 7 cartridges, 2 buckshot, 3 rifle cartridges, 3 trap parts. The cabin will begin to slowly move forward, and enemies will constantly come out around. We wait for the enemies to approach the edge of the cliff, shoot at their legs, and they will fall down. Sometimes it will be more effective to shoot at explosive barrels. If there is little ammunition, we shoot only at dynamite men and machine gunners, and do not pay attention to enemies with hatchets.

At the end we jump off the elevator. On the right we will find 1000 gel, on the left 2 magnum cartridges.

On the left we go out through the broken window, along the blue pipe we go to the neighboring building.

Checkpoint 8. Office

We enter the office space. There is a "Brain Energy" vending machine on the side, we use it several times to get items: 1 time - 300 gel, 2 times - figurine, 3 times - mine. When we see a mine, we immediately sit down, move away, detonate it from afar, it will be difficult to clear it.


At the end of the hall there is a second machine, it will give out 300 gels 3 times, and the fourth time - a complex one mine. On the table on the left we take 3 cartridges, 1 buckshot. In the next room 1 match, in the side room there are 1000 gels, even further at the exit 2 matches.

Checkpoint 9. Water
The Evil Within. Secrets

We go out into the flooded courtyard, on the opposite balcony we see Kidman running away from the monsters. Dangerous monsters swim in the water. Doors on the right will periodically open and close, we need to be on time.

1. When the doors just start to rise, shoot at the suspended body on the left, jump off and swim to the doors.


In the next section we can climb onto the white car, there 2 cartridges, then we go to the stairs, there’s more 2 cartridges. From the balcony we see an enemy sniper on the left below in a car, we can kill him in advance, and then we can use him as bait.

2. We shoot at the hanging body, swim to the next car, you can climb onto it from the right side.

3. There is still a body ahead, we don’t touch it yet. There is a bottle on the car, we can throw it to distract the merman. At this moment we swim to the next car on the left under the arch.

4. We wait until the doors begin to open, shoot at the last body, and swim.

Checkpoint 10. Rescue Kidman
Evil Vizin. Walkthrough

We climb up the stairs into the building. We find 2 matches. There are 6 enemies in the room ahead, some of which can be eliminated without being noticed. Right outside the window trap, we won’t climb there. Even further behind the boxes mine.


When we kill the enemies, Kidman will come out of the balcony. But 3 more enemies will come out of the double doors. Some of them will shoot Kidman, we finish off the rest. There is an enemy with a machine gun and a bulletproof vest behind the doors, we throw a grenade at him or come closer. In the room we take 500 gel.

We go down the stairs, under it we find 500 gel, next to it on the boxes 1 match. We go out onto the balcony and go down to the street. We select another 500 gel from the wall. We enter the blue door.

We go around the fences, under the next staircase on the left we take 500 gel, a little further behind the containers another 1000 gel. We enter the building, here we will temporarily turn into a monster, and Kidman will ban us from the room. We regain consciousness, Leslie will open another door for us.

Checkpoint 11. Warehouse
Evil Within. Walkthrough. 2015

We enter a warehouse with many mannequins. The entire room is filled with flammable gas, so you cannot shoot or set anything on fire. In the first room on the left near the lockers there is 1 syringe. Trauma will walk here, another one will come out of the container. These enemies are blind and easy to deceive, for this there are two bottles here, you can hide in the low passages in the shelves. There are 1000 gel inside the container.

Having deceived the enemies, we climb onto the stairs and cross the bridge to the second half of the warehouse. There's a door here, locked with a key card, in front of her 2 matches. There are 2 regular enemies walking between the rows on the side; they can be killed unnoticed. Inside the container, 2 more enemies are eating a corpse, near them key card, it can be taken unnoticed by enemies. On the right there is a valve to close the gas.

We return to the door, use the key. We go out onto the balcony and see Joseph in the distance.

Checkpoint 12. On the street

We go downstairs and find a room with a mirror.


We return to the alley. In the far left corner we enter the blue container, there 1 cartridge, 1 buckshot, 1 rifle cartridge. We enter the upper room with mannequins along the stairs, take 500 gel, 2 matches. An enemy with dynamites will jump out of the locker, we are preparing for his appearance. We break through the boards and cross the abyss along a thin bridge. On the other side, we take 500 gel from the bench.

Episode 12. Trip

Number of trophies and collectibles at the location:

Map fragment: 1.

Checkpoint 1. Chase
The Evil Within. Walkthrough

We meet Joseph in the garage and get on the bus together. Kidman comes running here, all three of us quickly leave the huge spider monster. The monster will open the roof and start attacking with its claws. We shoot from any weapon, aiming at his head.

From time to time you need to look at the floor, the monster will throw small larvae there. We kill them from afar, take the remaining ones ammunition. Also ammunition laid out on the side seats.

Checkpoint 2. Ambush

We will break away from the spider and hide in the rubble. From one of the debris above, enemies with dynamite will begin to attack. We wait for them to light the fuse, and then we shoot at them so that they explode. Shoot at the feet of enemies with masks.

First the enemies will come from the right, then in the center, then from both sides. There will be short pauses between waves. At the end, Joseph will shoot the enemy near the fuel tanker, and we will be able to move on.

Checkpoint 3. Boss: Heresy Spider

The spider will attack us again. Now, in addition to the usual actions, he will rock the bus, making it difficult to aim, and cut with his claws from right to left - at this moment you need to squat. We can get more ammunition, allowing the boss to drop small larvae onto the bus.

When we inflict enough damage, we will be able to break away from the spider through the underground tunnel. Detective Joseph will tell you that the way out of these nightmares should be in the Beacon hospital, because it is present in all memory locations. Immediately after this, someone will shoot Joseph, we stop to find a first aid kit for him.

Checkpoint 4. Finding a first aid kit
How to beat The Evil Within

We're on a freeway filled with cars, we need to get to an ambulance. There is a fairly large concentration of monsters in the location, so it is better to act secretly. On the blue car ahead there is 1 burst bolt, nearby on the ground 5 matches. We can explode barrels near enemies.

There will be a sniper on the roof of the car ahead, we sneak up on him. In one place you will have to quickly run along an inclined car. We go around the truck on the right, shoot at the barrel and blow up the sniper. Nearby we find 4 rifle cartridges. We take it to the ambulance 1 syringe And hemostatic agent for Joseph.

Checkpoint 5. Way back

When we return, a jeep with a machine gun will drive up. We wait for breaks between machine gun bursts and quickly run from cover to cover. The enemy will blow up the red car, we pick it up in its wreckage 2 buckshot, 2 matches. There are a dozen more enemies behind the car, so we don’t pay attention to them for now. When we approach, the machine gunner takes out dynamite, we shoot at his legs, retreat and wait for the explosion.

We ourselves sit down at the machine gun and shoot the remaining enemies. First of all, we destroy the dynamites. Enemies will attack in several waves. When we hear the voice of our colleagues, we are in no hurry to leave the machine gun; first we destroy the last enemies attacking the bus. After that we run to treat Joseph.

We get behind the wheel and drive along the road. We drive around cars, crush enemies on the road. But at the end we will meet Ruvik, he will direct our bus towards the building, and we will crash.

Achievement "Honorary Reader Site". 5. In the depths. 6. They are not themselves.
7. Guardian. 8. The grain will sprout. 9. Cruel games.
10. Master's tool. 11. Reunion. 12. Trip.
13. Losses. 14. Hidden motives. 15. The root of evil.
DLC: Assignment, Consequence, Executioner.

On this page you will find a complete guide to completing the storyline of the game “ The Evil Within ” and tips for certain game situations.

Episode 01. Emergency call

After watching the initial video, we appear at the entrance to the hospital. We go straight to the main entrance. There is a rather creepy picture inside: a pile of mutilated corpses of hospital employees. Our partner finds a survivor, we go to him. During the conversation, he mentions a certain Ruvik. We watch the recordings of surveillance cameras in the same room... the nightmare begins.

At first it was completely unclear where we were and how we got here. However, the situation is least conducive to thinking about such things. We find ourselves in a room hung with corpses, in which a huge aborigine in an iron mask is walking around, and, apparently, is preparing to do the same to us. In front of us is a corpse with a knife sticking out of it. We swing, take out a knife and cut the ropes. After we freed ourselves, we see the same one in an iron mask, stuffing a corpse. We wait for him to go through the door on the left and take the keys that hang right above his workplace. We turn around and go back, to the right. At the end of the room there is a door. We unlock it using the found keys. We go up the stairs and go along the corridor. Of course, no one will notice the tripwire near the door, the trap is triggered and he, the sadist, appears. We run from him through the doors. When he slams the grate and turns on the trap, a hatch will be visible on the other side of the room. We move and climb into it. We dodge the traps and fall into the bloody pool. We climb out of it along the stairs and go through the door, she is alone here. Near the fan, turn right, jump into the water and go up the stairs again. We go straight, without turning anywhere, there is absolutely nothing in the room on the right. We reach the bars and see a passage on the right, we go in, again there is a staircase. Let's get up. Behind the bars there is a table on which lies “Note from the Boiler Room.” We pick it up, go to the door and press the red button, the door opens.

We walk along the corridors until we hear a characteristic scream. Him again. This time you need to hide in the closet. We hide, watch as the psycho destroys the entire room, and then leaves. We leave and go through the door. Next, you need to do everything quickly, in stealth mode. We run past the door on the left, turn left, turn into the first door to the left and immediately on the right there will be a passage, we go there, keeping to the left. Let's pass. We keep to the left and go along the wall to the door. We pass, at the end of the corridor there is a door on the right. Behind it is a corridor with an elevator at the other end, we move towards it, not paying attention to anything, we move. Let's look at the credits. When we take the elevator up, we find ourselves in the Hospital reception area, where we were already at the beginning of the game. We go through the door on the right. Let's watch the video. The episode is over.

Episode 02. Survivors

We appear in the ward. We take away everything that is bad and go to the door. We follow the girl and sign the document (this is such an exotic way of saving).

We go further and sit in a chair. Apparently, when we get into it, we will be taken to the menu for improving our character and abilities. Afterwards we find ourselves again near the fallen ambulance. We take the medicine and carefully examine the area, there is a lot of green gel. The right path is determined by the lighter areas of the forest and the blood on the ground. We hold on to them until we reach the killed animal, and then the lamp. We pick it up and see a man in the distance. Later we realize that this is no longer a person. We select a revolver and kill. Don’t forget to carefully examine the area and break the boxes, they may contain something valuable. We go into the cave to the right of the tent, neutralize our first trap, move on, exit the cave. We go through training on burning defeated enemies and go to a house with a bloody door. We take the objects and see that something happened to the mirror. We approach it and click use. We find ourselves in the ward again. This way we can save ourselves, leaving paintings and improving our abilities.

We leave the house and go left. We see Leslie running away from the dead man, and he breaks through the doors. We sneak up on him and kill him. We open the door and climb out the window. Let's go further, go through the gate. Let's watch the video. Next, we secretly cut out the dead (you can do it not secretly, but this is much more difficult), and explore the house on the right. Avoid the trap located on the left side of the house. We go further along the path from which we left. You can turn onto the bridge on the left and look at the lighthouse. Next you will find a small open area with a bunch of dead people. Using a bottle, we distract the first one standing by the fire and cut him out. We go straight, past the fire along an unlit road. There will be a house with a dead man wandering around it. We kill and examine the house. There's nothing else to do here. We go back to the intersection and turn right. Beware of traps, there are plenty of them in this location. Kill the dead until their groans can no longer be heard. Explore the location, collect items and disarm all the traps you find. Next, we go to open the wooden gates, first burning the dead lying on the ground in front of them. We run in and the gate will close. A meal is taking place in this location, and it is highly not recommended to disturb the dead. We secretly walk along the right edge of the location to the bridge. Here one of the dead is blocking our path, and we won’t be able to pass through without catching his eye. So we exit the stealth mode and run headlong across the bridge. After running halfway, a cutscene will play and the episode will be completed.

Episode 03. In the claws of monsters

We climb out onto land and find ourselves at the pier. We collect items in the area and go straight to the stairs. There are matches lying there, and the path is blocked by a bunch of corpses. We burn them and move on. The passage collapses, and we find ourselves in some village. Exactly opposite the collapsed passage there is a small house. We go there and pick up everything we need. Further in this area there are two passages that will lead us to the same place. The first is the house on the left, the second is the house on the right. I advise you to go through both options in order to collect maximum equipment. In addition, in the house on the right on the ground floor there is a bloody door behind which there is a mirror where you can save your progress and improve your Hero using the green gel you found.

Beware of mines on the walls. To neutralize them, you need to sneak up on them and press the key in time; a little practice and this will not be a problem. On the second floor we find the doctor who was traveling with us in the ambulance. He says that he saw his patient Leslie run away through the gate at the other end of the village, the only problem is that you are separated from the gate by a horde of the dead. We open the iron grate using the mechanism on the right on the balcony and begin clearing the area. We act secretly, or, if our equipment allows, we can relax a little and knock heads off with a gunshot. Don't forget to take the crossbow in the last building on the left on the second floor on the chair. When you kill everyone, there will be a problem opening the gate. We need a chainsaw to cut the chain. Of course, in reality, using this tool for this purpose, in the best case, the chain will break on the saw itself... Nevertheless, we are looking for a chainsaw, it is located in a pigsty, from where the familiar growls are heard. We go there and again see the Sadist who annoyed us so much at the beginning of the game (or maybe not him, but very similar to him). We run to the chain, simultaneously shooting the fat guy until we kill him. A good way to kill this creature is a crossbow with explosive bolts. We take a chainsaw and cut the chain. The episode is over.

Episode 04. Patient

Once again we find ourselves on a piece of location that needs to be explored. There are several houses here. On the territory with a two-story house there is a small house with a mirror. The goal of the mission is to find Leslie, he is in one of the houses on the territory. You will understand which one by the cry of “Save.” We explore the entire territory provided and find a rather interesting place.

Then we go to the desired house. We go to the basement, find Leslie and see that someone has opened the door. This is a new type of enemy. They are almost invisible, and you can recognize that they are nearby by a blurry, very faintly visible silhouette (you are unlikely to notice it if you move), if he walks through a puddle, you will also understand that he is nearby and, in fact, if he will attack you. There will be two of them. We kill both and go to the exit. But my God. There are no stairs, but there were. Madness? Madness? Not really. This is Ruvik. We follow him and find that we find ourselves in a long corridor. We empathize with the Main Character and find ourselves in a room with a pool of blood on the floor and several platforms. Here you need to thoroughly examine the room, all its traps and advantages, collect all the equipment and be ready for a fierce battle. When you're ready, go to the white illuminated door and Ruvik will raise a group of dead people from the pool, including a particularly resilient one. We take advantage of our knowledge of the situation and give eternal peace to all the unfortunate.

We go through the door where Ruvik appeared. We go into it, see the corridor and pay attention to the closed door on the right. Now we go all the way into the room. Don't rush into it. Get ready to run back, as the next enemy cannot be killed. As soon as he (or she) appears, we run to that very door and run through it, running into the wall. A dead man will jump out of the door, and the boss will rush at him. Let's quickly run there. We run along the corridor to the gate. We quickly slam them using the button on the left and burn the two corpses nearby. We collect the items and go down the stairs. The corridor again. We go around or neutralize the traps and run to the elevator. A little delay and you're done. Having descended, we jump headlong out of the elevator and break into the door on the left. The gates are lowering, and the scarecrow is behind us! Despite everything, we run to the lowering gate and slip through. Huh. They seem to have left, but it's not over yet. We go down, collecting ammunition along the way, and Ruvik will appear at the transition to the fourth landing. Do not approach him under any circumstances, he will kill you with one touch. We run to the very top, where we came from, and see that this entire structure is collapsing. We fall down and land on the wall. Yes, yes, on the wall. Ruvik has prepared many surprises for us...

Episode 05. In the Depths

The length of this episode is approximately the same as all previous episodes combined, since there are no open locations.
We appear in front of a long corridor and a bloody door. On the wall behind us is the inscription "He is watching, we cannot leave"

There is a mirror behind the door, you can save and upgrade your skills. We go along the corridor and examine all the doors on the right and left. Carefully! An invisible enemy will appear near the end of the corridor. We kill him using the pool of blood on the floor and go through the last door on the left. We get to the restroom. We go through the hole in the wall and see that the floor in this room has collapsed. We jump down and collect all the items in the room. We pass, bending down, through the boarded up door and find ourselves in a room with a closed gate and one door on the right. In order to open the gate, you will need a key card. We go through the door on the right, and again we are invisible. If there is no puddle nearby from which you can determine the location of the enemy, then one of the most effective weapons for killing this type of enemy is the Crossbow. Using his sight you can determine where the enemy is.

Next we move through the chamber, examine it and approach the double door. We go into it, take a few steps and hear someone breaking in the door we just entered. Invisible again. We deal with him and go into the security room on the right. There we collect all the items and pick up the key card from the floor. We go to the locked gate. Along the way, at exactly the same place where we fought with the invisible man for the last time, another one will appear in exactly the same way, but this time without knocking. We kill, we reach the gate and use the key card. Now the way is open. We go in and move along the corridor. Don't forget to break the cabinets using melee attacks; they contain various items. At the end of the corridor we see Ruvik, he enters the door on the left and disappears.

We go through the door, go down the stairs, through the door again, and find ourselves locked in a small square room, all the doors are gone. After a few seconds, holes will appear in the walls, and when you look through them, a door will appear to the right of each of them. It's a mystery. Each room has a corpse on the table, drawings on the walls and holes in the floor. Each riddle has two possible answers. Choose the right one - the thorns will pierce the corpse, the wrong one - you. When you pierce 3 corpses, a door will appear on the wall without a hole in the room in which Ruvik locked us. There are holes on 3 walls. We enter a room on the wall of which the body of a man with an eye instead of a head is painted. At the table with the corpse, select the left button. The spikes pierced the corpse and blood flowed towards the wall. Next, we go into the room with a huge drawing of a brain and again select the option on the left (the one that is drawn on the wall itself at the bottom right). We go to the last room with two posters on the wall, listen to the audio recording and conclude that everything indicates that we must choose the option on the right. Let's choose. The spikes pierce the last corpse, and a door will appear on the wall to which all the blood flowed. We got out, but only from one of many traps.

We pass along the corridor, go into the door and watch the video. We found our partner Joseph, and he's clearly not in the best shape. We treat our companion (your medications will not be consumed) and go through the door behind the bathroom. First we go to the right, go through the door and check all the cabinets. There will be a corpse in one of them, but it is not dangerous. We leave the room. We pay attention to the gasoline spilled on the floor and go into the room. There are a lot of dead people here. We lure them to a puddle of gasoline and set it on fire, most of it will burn, and we finish off the rest with firearms. We move through the room and find ourselves on the stairs. Before going down it, let's look into the room on the left, there is some equipment and a suspended enemy who will soon come to life, so we burn it without delay. Now we go down the stairs and wait for Joseph to clear the door. We go into the room and watch the video. There is a door in this room, behind which there is a staircase going up. We go up and see a bloody door on the right with a mirror behind it. We pass through the mirror and follow the girl. Next, spend the accumulated green gel and save the game. Having returned, we go into the door near which Joseph is standing. Here we find another partner named Kidman, but she is not in the best situation.

Kidman is trapped in a cylinder that gradually fills with water. Joseph falls down and the carnage begins. We fight off several groups of enemies until Joseph approaches the cylinder. Next, you need to act quickly, since the countdown has begun until the moment the cylinder is completely filled with water and Kidman dies. We run through the gate, which Joseph is looking at through the cylinder. Along the way we will meet two enemies with dynamite in turn. We shoot at them with a shotgun, and while they are rising, the dynamite will explode and kill them. We run through all the cameras. We run into the last one on the right and climb through the hole in the wall. To the right, up the stairs and turn off the control panel, listening to Joseph’s advice. We set 22 on the upper dial, and 5 on the lower dial. After this, the cylinder doors will open, and Kidman will be safe. But hour by hour it doesn’t get easier. The floor beneath our partners collapses and they fall down.

Now you can relax a little, take a breath, collect all the equipment that fell from the killed enemies, and explore the hall. Also, using a melee attack, you can open the gratings that we ran past on our way to the control panel. We go down into the pit. We are looking for a gap in one of the walls in the room in which we find ourselves. We climb into it and go to the end of the corridor, fighting off enemies. Walking along the corridor, do not forget to go into the room on the left, there is some equipment there. Having reached the end of the corridor, we jump into the bloody pool and pass to the other side. Once on land, you can walk back along the collapsed concrete slab above the pool and grab your equipment. Next we go along the corridor hung with lamps, do not forget to go into the room on the right. Having reached the end of the corridor, we see a collapsed floor. We jump down, go forward and help our comrades fight off the dead. After the enemies are destroyed, we approach Joseph and help him lift the gate so that Kidman can crawl through and open the door for us on the other side. We go through the door and watch the video again.

We kindly end up right in front of the door with the mirror. We do our business and walk down the corridor. The passage on the left is littered with various objects, so we can’t just get there. Exactly opposite this passage there is a room with stairs down. We go down and slowly walk through the tunnel. There is a button on the floor, stepping on which activates the trap, and after a couple of meters spikes will come out from it. We calmly follow the button, wait for the trap to work, and slowly move on. We see the dead man rise, and the first thing he does when he rises is pull the lever, which reactivates the trap. Therefore, as soon as we see that he is reaching for the lever, we immediately run away from the zone of action of the trap. After we finish him off, we go up the stairs at the other end of the passage. We clear the chest, collect all the equipment and go back to the other side. When we find ourselves on the opposite side of the blocked door, we clear the tripwire right behind it. In the passage on the right, two dead men are waiting for us. We deal with them and go beyond the fence, and then through the white door. Having passed through the door, we see that hot liquid has been spilled on the floor, and we take note of this. We turn right and go into the room on the left with a red light.

Getting ready to meet the Boss. Having entered the room, this multi-armed creature, from which we fled in the previous episode, will again crawl out of the pool of blood. We run to a puddle of liquid, set it on fire and wait for the Boss to light up. Here we understand that this creature cannot stand fire. Before going through the door that the Boss broke down, we go into the room and collect equipment. We go through the door and see that the passage behind us disappears, and a solid wall appears. There is no turning back. We found ourselves in a square room in the center of which the same Boss will appear if we approach it.

We stick to the edges of the location, carefully examining the room, remembering the location of all the barrels, stoves and gas taps. The ovens can be activated with a lever. In the oven on the right, the lever is at the top, and on the left, at the bottom. There are two of them in total. The boss is quite slow, but sometimes he makes quick dashes towards us - at these moments we need to run away from him using sprint. If the Boss disappears from our field of vision, we move all the time, otherwise we risk being killed from the rear. It must be burned four times. Upon achieving victory, we will be able to go through a door that was previously inaccessible. We go through the door, walk along the corridor, and again through the door. We watch the plot insert, after which three dead people will rise from the baths. In order to kill them, we need to knock them down with a gunshot, and then pull out some foreign bodies from the back of each of them. Let's watch the video. The episode is over.

Episode 06. Not ourselves

This episode differs from the previous ones due to the serious “action”. So let's get ready to shoot like crazy!
Let's watch the video. Having appeared, we pay attention to the papers and photographs on the table. We look at them, and... something suspicious happens. We remain in pitch darkness. We turn on the flashlight and go to the mirror, which is located at the other end of the corridor, with a pumping chair. Approaching him, we see the Nurse, and we understand that the location has changed. A fork has formed in the place with the mirror. We turn right on it and go down the stairs. The silhouette of a huge man with a hammer suddenly appears, and after a split second we discover that we are in a completely different place. We go along the corridor and at the end turn right. We find Leslie, who keeps saying our name.

We find ourselves near a broken mirror in a brick building. We climb onto the boxes and climb over the wall. We climb up the stairs, collecting items and... sun, day, birdsong and a gentle sea breeze. It would seem that now nothing threatens us. But it was not there.

We walk to the gate, simultaneously examining the outbuildings on the sides of the path. As soon as we open the gate, we find our colleague Joseph lying unconscious on the lawn. After watching the video from which we learn that Kidman has disappeared, we will be attacked by a whole army of the dead. We have to run, but the doors are mined. Our task: to cover Joseph while he clears the door. We try to save ammo and not miss. We shoot straight in the head, but if the weapon does not have “critical damage” pumped up, then even from a direct hit between the eyes, the enemy will die at least from the second shot. It is better to use a shotgun against large opponents. We also try to set fire to large groups of enemies using explosive barrels. When Joseph opens the door, we give up the fight and run into it. Further down the stairs. Another door. The task is similar. When the door is open, we run into it and lock the gate. On the left we see a mirror. Now after a hard battle you can relax, level up and save the game.

Now we find ourselves in the arena. What will now happen in this place itself defines it. First of all, we open the case that lies on the table and take away the sniper rifle. Let's go left. On a hill, a dead man will come out of the building. We kill him (preferably with a sniper shot to the head, so that he does not have time to call for help). We don't go through the door. There will be another one passing right there on the steps on the right, we take it out in the same way. We go to the steps, defuse the bomb and go up into the building. Carefully. There is another bomb hanging right above these stairs, so we move carefully. We deal with all the enemies and pull the lever in the same room. We go upstairs and find that we are being fired upon. We remove the dead man who is firing from the hanging balcony, and as soon as you kill the first one and the balcony collapses, a dead man will appear in the same area below, who, using a lever, will release a pack of enemies at us, and as soon as we destroy all the dead men, he will appear again will run to pull the lever. At this moment he is vulnerable and can be easily shot with a sniper rifle. Next, we go around the location in such places that the rest of the shooters begin to fire at us from their guns and become open to fire. As soon as we destroy the other three balconies, we go to the lower entrance, into the building from which the enemies ran out. We approach and fall into a trap. Then a familiar guy with a chainsaw appears. He will require a considerable amount of ammunition to be fired at himself.

We don’t let him get close and use sprint only when it’s really necessary. We use the crossbow to immobilize the target and at these moments fill it with lead. When the enemy is killed, the gate will open. We go in and go up to the second floor. Let's save.

We need to get upstairs, and for obvious reasons the elevator is not working. We burn the corpse and enjoy the trip. Having risen, we go across the bridge and see two dead men executing a man. The clumsy Joseph, it would seem, already sees how he is cutting them into pieces, and without thinking twice, he rushed to chop the dead with an ax to his advantage, when he accidentally hits a tripwire, blows up the floor of the bridge and ends up in the place of a just beheaded man. But that’s why we are partners, to help each other. We go left to the edge of the wooden bridge and shoot the enemies with a well-aimed shot to the head. Now Joseph, as a sign of gratitude, will put a crossbar for us so that we can cross over to him.

After talking with Joseph, he goes to open the door, and our task is to cover him. It is better to stay near the wall on the left in front of the collapsed bridge and shoot enemies from there, otherwise we risk being torn into small pieces by a grenade. We run through the opened gate and find ourselves in the market. There are no enemies, and quite a lot of items. We carefully examine the market, reach the gate and find ourselves in the cemetery. We go straight, watch the video and save the game.

We return, leave the house and see Kidman being dragged somewhere. Joseph has climbed onto a hill and will cover us from above. Our task: to get to the church. We immediately take out the sniper and begin to move forward, crushing all the dead in our path. Having reached the gate, which opens with a button on the floor on only one side, we are preparing for a serious fight. We pass through the gate and see how the dead man releases the Giant, he immediately kills his liberator, grabs the first thing that comes to hand, and purposefully moves in our direction. We don't let you get close. We fire with all calibers straight at the head until he falls to his knees. We don't cease fire, and as a result he will die. But before we know it, we will be immediately attacked by a second, more ferocious, bloodthirsty and agile giant. He will break through the wall to the left of where the first one appears and rush at us. This will be much more difficult to deal with, but the principle is the same. Having killed the enemy, we pass through the broken wall (don’t forget to look to the right to the broken wall and examine the cleared area) and head to Joseph. Let's save.

We found ourselves in a wolf's den, turn on the flashlight and begin to move forward. We reach a room with fouraltars. Again a riddle, but indecently simple. Our task: to lower the corpses onto the altars as depicted on the wall. There should be corpses on altars 3, 5, 9, but not on altar 7. After this, you can safely pass through the door in which there were pins.


Let's go and take the elevator. We move along the corridor to the room and go through the arch. Having advanced a little, we will see a huge mutant wolf, fortunately in a cage. We calmly find the passage to the right of the cage with him and go there to the gate. We open them using the button on the floor, go through and hear bad sounds. We ask Joseph to open the gate, when the wolf destroys the wall, rushes at Joseph, and he loses consciousness. Time for battle. We try to catch the wolf at the moment when he is thinking about what to do. We shoot with a shotgun, preferably after immobilizing it with a crossbow. When the wolf hides in the bushes, we smoke him out of there with a grenade. After the victory, we discover that Joseph cannot live without his glasses. Now our task is to pick them up and return back. We climb through the torn bars, take the glasses and climb back, ignoring the wolf. Joseph will distract him so there won't be any problems. Having returned the glasses, we go to the church and open the door. The episode is over.

Episode 07. Guardian

We're in church. After walking a few meters, Joseph sits down on a bench, we approach him and watch the video. We find ourselves in the very catacombs that we found under the church, as we could find out by studying diaries and documents. We move to a room with candles, in the center of which lies a coffin. We pass by and go through the door. We go to the picture hanging above the candle and turn left. Don't forget to break the bowls on the floor and collect the items. We go up the stairs, to the right. There are three dead people wandering around here. We deal with them using the usual methods, examine the room on the left and move further along the corridor. At the end of the corridor on the right there will be a room where you can take several items, and on the left there will be a monument from which you need to cut off a small part of it with a knife. After this is done, the wall will rise up and we will be able to pass. Let's go in. We clear the room of the items we need and go right along the corridor. Down the stairs we see a creature with a safe on its head and a large hammer. We open the gate and in the center of the room we see a large monument, in which three parts are missing. On the right there is a door with a mirror. We insert the part that we found and go look for the other two.

Passage on the left:

We go to the corridor and close the valve that cuts off the supply of poisonous gas that blocks our path. Open the door and turn left in the corridor. There are two enemies in this corridor, the rest are behind bars. We deal with them and go to the end of the corridor past the last grate on the right, while defusing the bomb on the wall on the left. At the end, we turn right, activate the trap, thereby bringing down the spiked ceiling on the three dead men in the room, and examine the room cleared of villains. We return to the end of the corridor, turn left and go down the hatch. Having gone down, we are locked and poisonous gas is released into the room. The scale fills up pretty quickly. We close the first valve, move on, kill the dead man and exactly at the end of the passage there will be a second valve. Once we shut it off, the supply of poisonous gas will stop. We turn left from the valve and go down the stairs. We walk along the passage, dealing with three dead men and defusing the bomb. At the fork, turn right and open the grate on the left. We pass along the next corridor, shooting enemies and disarming traps. At the end, open the grate again and go up the stairs at the end of the passage. At the end of the corridor on the right is a monument. We cut off a piece and again find ourselves in a hall with a fork in the passages.

Passage on the right:

We go down the stairs. In the room with spikes at the very end we see a passage on the right. We go there, and they cut off our way back. Walking along the corridor, we disarm the trap. Next we see a burning door and two mechanisms to the right and left on either side of it. Without going down, we shoot at each of them in turn. The trap is triggered, and a spiked ceiling falls in front of us. While it is below, we climb onto it and rise up. We deal with the enemies and go through the opened door. We find ourselves in a hall, in the center of which there is a mechanism with a trap. A dead man hangs near him. We kill him and go to open the grate, which is located behind the mechanism with a trap. As soon as we touch the valve, a door will open to our left, from which a couple of undead will come out. Using a trap, we deal with them and go into the passage from which they came. We neutralize the traps and, having reached the end, we will be able to pick up a considerable amount of green gel. We go back and open the grate. We pass along the corridor, neutralize the dead, turn right and see the monument. We break off a piece and again find ourselves in the large hall.

Main entrance:

Now that we have all the parts of the monument, we insert them and go down the stairs.We go through the door and fall into a trap. We free ourselves from it by pressing the corresponding button and run away from the affected area of ​​the falling ceiling. Now our task is to overcome the corridor lined with mines and wire without hitting any of them, since the ceiling will fall behind us. Having overcome difficulties, we turn left and find Leslie. We release him from the cell and open the door using the mechanism. Let's watch the video. Now we are left alone with this nightmare with a safe on its head. Could you imagine a worse development of events?

We shoot at him until he dies, and he will die quickly. It is best to use a crossbow with mined bolts. When we kill him, we go through the opened door and realize that now everything is really bad. We take the equipment from the table and pay attention to the fact that there is a valve on the table, which we cannot take yet. We go to the right, and immediately to the right there will be one of the valves that must be closed to shut off the gas supply. We quickly run up to it and begin to spin, and at these moments we notice that the enemy we just killed is rising from the gas fog. As soon as the valve is tightened, we immediately run into the door on the left, after which Sebastian will close it himself. On the right is the valve. We twist it and see that the big guy decides to commit suicide in order to appear in the room with us. We kill him again, and the doors open. Having passed through the door, we run into the passage to the left and see how the villain breaks the valve that separates us from salvation. This is where the same valve that we saw on the table when we entered this room will come in handy.


We take it and run to fix the damage. The Guardian will always try to send us to another world and will prevent us from calmly turning the valve. We immobilize him with a crossbow, or kill him so that time appears. When the job is done, the supply of poisonous gas will completely stop, and we can go down the stairs to the left of the valve. We go down, Sebastian locks the door again. We go up the stairs and fight off the safe. After which we are satisfied with what we see and go to the end of the passage. We turn left and go along the wall. We go into the cave on the left, at the end of which there is a staircase. Let's go down. The episode is over.

Episode 08. The grain will sprout

We found ourselves in the very depths of evil. There are several dead people wandering around the cave. We give them peace and explore the area. We pass through the boarded up door, go a little further and again encounter the dead. We try not to miss, since ammunition will come across quite rarely. We lift the grate and go through. The area is being shelled at short intervals. We run to the other end of the cave, hiding behind the rocks, and climb into the gap in the wall. Before opening the gate, we explore the area and discover a new type of enemy. There is no need to waste ammunition on them, just use a melee attack, since these guys will usually appear in large numbers, and there simply won’t be enough ammunition for everyone, given that they are killed with one hit. We lift the grate and walk through the water, trampling the vile creatures along the way. Next there will be two dead people and several crawling ones. At this point, problems with ammunition may arise, but do not forget that we can craft bolts for a crossbow. Having dealt with everyone, we move through the cave and again climb into the gap. We check the areas on the left and right for useful items and go into the bloody room with a corpse and holes in the walls.


We examine the corpse and select a plate from the floor next to it, which must be inserted into the door. Having examined it, we conclude that it is necessary to place it with the clean side facing you, since the other side is stained with the blood of the corpse that we examined. We go through the opened door and go to the source of the impulses. Suddenly we suddenly find ourselves in the hospital. We go to the end of the corridor and talk to the doctor. After which we examine the round hall and go through the door. As soon as we enter, a terrible creature will appear that we need to escape from. We just run forward without crashing into anything. Having escaped from him, we meet Ruvik. The episode is over.

Episode 09. Cruel Intentions

This episode will be extremely informative. We learn many details from the tragic life of Ruvik and Sebastian.

We appear at the hospital and go to the reception desk. We look at the picture and notice that something has happened. We go to the far mirror, which is in the same corridor as the door to our room, and we find ourselves in the forest. A gate is visible ahead. We move towards them and see a huge mansion. We explore the area and enter it through the central entrance. We immediately see the Doctor leading Leslie through the door, which immediately closes.

In order to open it, you will need to activate three mechanisms using blood supply. To the left of the door there is a room with a mirror, which I advise you to use more often in this episode, since Ruvik can appear at any time during the passage, and you will not always be able to escape from him. In order to do this, you need to hide in closets, under sofas, under tables, etc., without being in his field of vision. First we go through the door on the right on the first floor. We examine the rooms, collect equipment, disarm traps and, having reached the end, we find a safe without two dials. We return to the main hall. Now we go to the central room on the second floor and immediately to the left we find the lower dial of the safe. Now we go to the room on the first floor on the left. We walk along it until we run into a table with a human head. We use the tool and, looking at the picture on the table, aim at the M-33 zone. The first mechanism has been launched. After starting each mechanism, the ghosts of the Doctor and Ruvik will appear in the room with us, who will have very informative conversations.

We return to the main hall. Now the only door we haven't been through yet is on the second floor on the left. We go there and find ourselves in the library. We turn left and go along the right wall until we see the stairs. We go up it, deal with two dead men and find the top dial from the safe. We return to the entrance to the library and move through the door on the right. We kill the dead who have found dinner for themselves, and move along the corridor, examining the two rooms on the left. Don't forget to defuse the bomb on the wall near the second door. At the end of the corridor, turn right and go to the end of the room, having first cleared the restroom on the right of objects. As soon as we reach the end, a trap will be triggered, which will actively pull us onto the spinning shafts. We shoot at the red light from above and disable the motor, as a result of which the shafts stop spinning. We go through the door and climb into the fireplace. Again we find ourselves in a room with our heads on the table. We use the device and aim at area A-2, again using the pattern. The second mechanism has been launched. We get out of the fireplace, leave the room and go left. We move to the boarded up door through the room and again find ourselves in the main hall.

Now we just have to open the safe in order to start the last mechanism. We go to it and select the code using the method of elimination. Most likely there is randomness here, and if not, then set 11 on the upper dial, and 2 on the lower dial.

The doors open and we find ourselves in a room with the last, third human head cut in half. Using the device and drawing, we mark in zone C-4. After the mechanism is launched, we return to the main hall and the doors open.

Ahead we see a long corridor. As soon as we enter, the doors will immediately close. We move along the corridor and see Ruvik coming towards us. Don't panic. When he catches up with us, we will be transported to his memories. We walk along the corridors and rooms until we come across a huge blood clot in the shape of a person. We run from the room along the corridor, break into the door, and the room stretches out lengthwise. We discover thin threads that we must pass by, bending down before we are pierced by spikes from the ceiling. It's not difficult, we just mentally imagine that the threads are walls that cannot be touched. We only go through obvious gaps between them; you shouldn’t poke your nose into small openings. When we go to the other end of the room, we find a mannequin and move again. We found ourselves in a location with huge heads.

We walk past them, and a blood clot appears again. Here we find ourselves in a labyrinth. We must run quickly, since the clot has the ability to pass through the bars, and we will have to write zigzags back and forth, shoot locks, explode bombs, go through spinning saws and at the same time not fall into a trap on the floor. The route is like this. Left, right, right, straight to the stop we shoot the castle, right, left, left, detonate the bomb, straight to the stop, shoot the castle, left, left, right, carefully pass the traps, left, detonate the bomb to the left, right, go to the saws and we pass in the same area with them, to the right, shoot the castle, to the left. We quickly run into the light, because the heads will close after us.

We got into the room again, but after walking along the corridor and going through the door, we find ourselves in a field with sunflowers and a barn in front.

Let's go inside and watch the ghosts. After the house catches fire, we need to get out through the window on the second floor. There are two mechanisms near the entrance on the left. We turn the one on the right, thereby dragging the lift to the edge of the second floor. Then use the mechanism on the left to lower the lift. We stand on it and shoot at the mechanism that is responsible for the rise, and rise to the second floor. We go to the window, and we are thrown back to the first floor. Another blood clot. This time we simply shoot the enemies that he will send at us until the video starts. We again find ourselves in a long red corridor. We go forward and go through the door. We find ourselves in a room in which there is a gap between the wall and the bookcase. We climb in there and the closet moves. The episode is over.

Episode 10. Master's Tool

We start exactly from the same place where the previous episode ended. We go down the stairs and find ourselves in the basement of the mansion. We move straight and see a door with a mirror. We go into the passage on the right and go down the stairs again. We neutralize the trap, explore the passage on the left and go straight through the red fog to the door. Here we find ourselves in a large dark room. If you hit the trap, a carousel with huge spinning knives will turn on, and two snipers from above will fire at us. Our task: to reach the corridor on the right, disarming the traps, to where the dead man is walking with a torch. It is also advisable to kill him secretly.

Once we get into the corridor, the trap will be activated in any case. Crouching down, we pass past the windows and shoot the undead. We turn right and go up the stairs. We carry out reprisals and go to the balcony. From there you can easily kill the snipers, they are on the balcony to the right. We leave the balcony and turn left, go to the end and pick up the battery. Now we go downstairs and go straight into the hall with the carousel through the door near the stairs. We move crouched, because if we stand up for a few seconds, Sebastian’s head will be cut off. The mechanism, by the way, can be used against enemies. We go to the right, climbing over the fence, and go into the door on the wall on the right. We neutralize the enemies and go along the corridor. Be careful, there is a bomb on the left. At the end we insert the battery and see that the doors in the hall open. We pass through the spinning knives and go through the door.

Having examined the area, we go down the stairs. We pass through the lake of blood and find ourselves in a room with a closed door. In order to open it, the power supply must be restored. We go through the door on the left and clear the room of enemies. It is better to lure them out so as not to fall into a trap. When the room is cleared, in the left part of it we select the battery from the shelf. We go through the door, which is behind us on the right, and move along the corridors. There is only one way here. When we reach the last room, we notice a torn mesh. Bending down, we climb there, disarming the trap. We insert the battery, the power supply is restored, but along with it the traps come into action. Let's go back. We deal with the undead, move on and see a new type of enemy.

To kill one, you need to fire a very serious amount of ammunition at him. We wait for him to rush at us, freeze him and quickly run to pull the lever into the room from which the enemy appeared. It sets the traps in motion, i.e. they will not only work but also move, which will allow us to run under them. We run under the spinning saws on the right and wait for the next trap to trigger. We run through the door, through the door again, and wait until all three traps are triggered, having first left the room. Next, bending down, we pass to the right and go up the stairs on the right. We run through the second floor and at the end we climb into the ventilation. Having passed along it, we jump down.

In this room, two huge undead and one ordinary one await us. Dealing with them will not be easy. Let's use the situation. Next, we lift the grate using the mechanism, activate the lever, crawl under the saws and again find ourselves in the room with the door we need. Let's open it. We pass along the corridor, and we are again transported to another location.

We go straight and see the scarecrow we know so well crawling across the window (apparently, this is Ruvik’s sister, but since in all the ghosts’ dialogues we heard the name Rubin, and not Ruvik, we can’t be sure of anything). We go along the corridors and find a room with a mirror. We open the double door and see her again. Now only a net separates us from the four-armed creature. We go around it and go down. We see the lever and pull it. At this time, the creature tears the net, and nothing else separates us. Quickly bending down, we climb through the two opening gates and run straight. There is only one way. We run past all the cameras, at the end we turn right and slam the door. We go through the door and see how the elevator descends, which, in fact, we need to get into in order to escape from the bloodthirsty creature. On the right we see a wall of fire, and on the left there is a lever, pulling which, after a while, the supply of fire will stop. We pass and see another wall of fire. Pay attention to the pipes above. We see a lever on one of them; when you shoot it, the fire will disappear.

We wrap up both options for turning off the fire, namely, that by pulling the lever, the supply of fire will stop only after some time. We pass and meet the creature again. We turn left, run past the bomb to the right and see a wall of fire. We quickly activate the lever and move the creature around the supporting structure in the same room until the supply stops. We climb up the stairs. We run to the next wall of fire and pull the lever again. We do exactly the same manipulation. We run and turn right. The doors close and a fire begins to break out in the room. We shoot at the lever from above and open the door in front of us with our hands. The creature still won't leave. Here we need to shoot at three levers. The first is on the right, the second is on the left, the third is directly next to the wall with the fire. We run and jump down. Here we need to shoot at the lever, which will stop the flow of fire, blocking the lever for us. There are also several more levers here, when you shoot them, a stream of fire will start coming out of the pipe. This can be used to buy time by setting the creature on fire. Next, we pull the lever itself, wait for the wall to go away, and run straight into the lift. We go down and find ourselves in a familiar place.

We go straight into the room that can be seen in the distance, go through the door and watch the video. We are thrown back to another location. On the right there is a door with a mirror. We go down into the mine and go into the next room. We go through the mine again and move to the door with the inscription “Exit”. We get to the parking lot, and then the boss starts chasing us. We run away from him and find ourselves on the lower level of the parking lot. Now we need to kill this creation of Ruvik's sick mind. This is the tactic. You need to hide from him, and when he uses his eye to find us, shoot right at him.


The creature will be immobilized for a few seconds, you need to shoot at all the heads that are visible, and there are 5 of these heads in total, in order to inflict maximum damage on it. When the creature’s life reaches a certain level, a red eye will appear in the center, shooting into which will again immobilize the creature, and then we finish it off with all the guns that are at hand. For killing her, we will receive 20,000 green gel, and the doors to the elevator will open. We go through them. The episode is over.

Episode 11: Reunion

The elevator falls. We find ourselves in a city in which only one hospital has survived. Everything else is crumbling right before our eyes.

We find out that Sebastian can swim. We swim to the red car on the left and follow it to land. We go right past the carousel and walk along the crumbling road to a hole in the wall with a fallen “Open” sign. We climb there and go through the door. To the right, through the door again. In the room on the right, which is in line with the door from where we left, you can find a brand new Magnum on the table in a case. We move through the opening in the wall and go right. We jump down and go along the alley. We go left, collect equipment and go into the passage. We climb over the fence behind the minibus and find ourselves in a small open area. Our task: clear it of the undead, reach the door that is located to the right of the container with the stairs, and try to open it. When we fail, the door near the minibus will open, and the undead will trample from there. We go there and pick up the keys from the ground. More ghouls and a shooter appear on the container with the ladder. He's wearing a mask, so it's useless to shoot him in the head. We take everyone out and open the doors using the keys we found.

We go around the bus on the right and go down. We go down the blue container, go past the bus, and Sebastian falls into the water. We swim to the blue pipe and discover that a monster lives in the local waters. From the video we learn that in order to distract the monster, we need to shoot at the hanging corpses, thereby throwing them into the water. We shoot at the corpse closest to us, and as soon as it falls into the water, we dive and actively swim to the other side. By the time the monster realizes what happened, we will already be on land. In the second section, the tactics are similar.

We climb up the slope and go down the red container on the left. We see familiar impulses, already guessing what will happen next. We go to the end of the street to the source of the impulses and approach the door on the right. Ruvik appears, and a creature very similar to him appears to our left and sends bloody hands emerging from the ground at us. You have to run away from them. We will also be attacked by a dozen undead, but the main task is to kill a copy of Ruvik. To do this, we make a circle to break away from the bloody hands that are trying to overtake us. Having found the enemy, we release a harpoon from a crossbow at him and burn him with a match. This is the easiest way. All enemies around us will die. The doors are open. We go through and find a mirror. Let's save.

We pass through the half-open door, bending down, and find ourselves in a location with many undead behind a cage. We jump off the ledge on the right and see how one undead uses the trolley to escape. The undead that are in the cage will appear in small groups of 2-3 from the gate below, as soon as we get close enough to them. The last two are the most dangerous, as they are armed with machine guns. After killing everyone, we can go through these very gates. We pass and go up the stairs. We go along the platforms and jump down. Next, we go up the stairs to the mechanism and call the trolley to us. We shoot the undead and go up the stairs to the trolley. We start driving to the other side. We will be accompanied by enemies on the left and right. It's best to shoot them when they are close to the edge - in this case they will fall down, and we will only waste one cartridge. It is advisable to shoot in the body and not in the head, since most of them are wearing masks. We use barrels and first of all kill enemies with Molotov cocktails. Having reached the other side, we jump off the trolley, go left, jump down and move through the pipes on the left to another building. We find a door with a mirror on the right. Let's save.

Let's move on. We pass the offices and hear Kidman's screams. We approach the opening in the wall on the left and see Kidman running from the undead. We jump onto the red container on the right. We see doors that open after a certain period of time.

We approach the edge of the container and, as soon as the doors begin to open, emitting sound signals, we jump into the water and swim through them. If we hesitate, we will be eaten alive by one of the representatives of the local fauna. We climb onto the stairs on the left and go to the edge of the platform. We kill the dead people near Kidman, so that later it will be easier and the dead man who is standing below on the car, if we don’t kill him, he will continue to bother us. We go to the stairs to the place where the pistol cartridges lay and shoot at the corpse closest to us. We rush headlong into the water, swim to the car near the floating pallets and climb onto it. Here we need to guess the moment. As soon as the door starts to open, we immediately shoot at the corpse hanging on the platform under Kidman and dive sharply into the water. We swim through the door and climb up the stairs. We go to the floor where Kidman is located and cut out all the undead in the room. Kidman will open the door and a new wave of enemies will attack. We kill everyone and go through the opened door.

Let's go down. We go out into the street and walk along the platform, listening to the dialogue of the characters. We go down the stairs and go through the door opposite. We rise and enter the building through the red door. Let's watch the video.

We pass through the door and see the inscription “flammable”. This means that it will not be possible to use firearms. We move forward, turning off the lantern. We crawl under the shelf and wait for the enemy to pass by, freeing up the passage for us. We get out of there and head to the stairs on the wall to the left. We pass to the other end of the bridge and go down. In front of us is a door that requires a key card. We go searching and find that the area is patrolled by a crowd of enemies. Our task: to secretly pass by them straight ahead and first of all close the valve, as a result of which the supply of flammable gas will stop and we will be able to open fire. After killing the enemies, we look for the map. It is located near the blue container in which the ghouls dine. We take her and go to open the gate. We go up the stairs, go out into the street and catch a glimpse of Joseph running near the building on the right. We go down the stairs and go into the alley, after running into the room with the mirror and saving the game.

We pass the alley and go up the stairs. We examine the room on the left and go to the other side, where we come across Joseph. The episode is over.

Episode 12. Trip

We talk with Joseph and find out that he no longer had seizures, this makes us understand that Ruvik has completely switched his attention to us. Joseph found transportation - a school bus. We go into it and Kidman bursts in, trying to start the bus, as she is being pursued by a huge Arachnoid, and now us. We shoot him in the head so that he gets unhooked from the bus. Kidman starts moving. We don’t waste ammunition while he’s chasing us, we won’t cause him any harm. The road is blocked by a tanker truck. We shoot the enemies until one of them drops the dynamite and blows up the tank. Let's move on. Arachnoid again. The tactics are similar. We shoot in the head until it comes unhooked. By the way, the slugs he releases drop ammunition. The arachnoid is killed against the wall, and we continue on our way.

Joseph has been shot, and by chance there is an ambulance nearby. Our task is to get to her and take the first aid kit. We walk through a dense row of cars, collecting ammunition and shooting the undead, we pick up a first aid kit, and then a military “patriot” arrives with a machine gun and opens fire on us. We go to him, taking cover behind the cars. Please note that if you stay behind the car after he fires a burst at it, you will most likely die from the car explosion. We go around the “patriot” from behind, kill the shooter and personally sit down at the machine gun. In our hands it will bring much greater benefit. We shoot a big bunch of undead and go to the bus. Here we will be allowed to take control of the transport for a while. We crush all the undead and at the end of the road we notice Ruvik.


Let's step on the gas and watch the video. The episode is over.

Episode 13. Losses

We flew off the bus and found ourselves in the building. We discover that Kidman is not with us, and we conclude that she remained on the bus. Our goal: to go down, breaking through the floors. Immediately to the right of the hole in the wall there is a mirror. We examine the floor and jump down. We see a new acid trap that takes longer to disarm than others. We pass along the corridor to the elevator shaft, shoot at the cable and go down. Joseph will not be able to follow us along this path, so we move on alone.

We go through the ventilation and again come across the Guardian. In fact, in this area you don’t have to be afraid of him, but there will be as many as two copies of Ruvik here, which are better to kill secretly. We turn left and find an enemy on the right. We wait until he comes facing us, and as soon as he turns around, we move towards him in stealth mode. Don't forget to disarm the trap, which is located just around the bend. We secretly kill him and approach the edge of the corridor, watching Ruvik’s double. As soon as he starts entering the room, we immediately move towards him and plunge the knife into his skull.

  • You can jump from one balcony to another and secretly first cut out the undead, and then another copy of Ruvik.
  • The second option is to go through the door into the corridor and first kill the fake Ruvik, and only then deal with the dead.
  • And the last one, not the most recommended if you have problems with ammunition, is to impudently shoot all your enemies with a threatening expression on your face.

Don't forget that there are many traps on the floor. When the job is done, we neutralize the acid trap blocking the path to the stairs and move on.

We go down to the floor below. The Guardian wanders here. Having entered the corridor, we turn right, watch the Guardian and see that he is leaving. We neutralize the traps, collect equipment and neutralize the acid trap that prevents us from passing. We see rats running into the ventilation. We do the same, since rats have a very developed instinct of self-preservation. We pass through the ventilation shaft and see a bus. Kidman does not respond to Sebastian's call. We go along the left side of the destroyed building and go down until we see a door. We go in and see a closed door on the left and a door with a mirror. Let's save.

After saving, the door will open. We go into it and jump down. In the corridor we see traces of blood and an enemy with red lights. You can guess that the red lights are mines, which will naturally explode as soon as we approach the enemy. Don't try to kill him covertly. As soon as the enemy dies, another one will jump out of the first door. When the kamikazes are killed, we examine the room behind the door from which the now deceased jumped out. Next, we climb into the ventilation on the right wall at the end of the corridor. We collect our equipment and go to the kitchen. We see Joseph running away from the Guardian, and Ruvik appears, who launches small saw blades into the kitchen that move along the floor.


We pass through the kitchen, disarming traps and bypassing disks. It is advisable to move slowly and crouch, as at some points spikes will emerge from the ceiling and walls. We reach the end of the kitchen and neutralize the acid trap. We go through the door. First we go to the right, collect equipment. Then go left to the door. We find ourselves in a room with hanging carcasses. We see how Joseph escapes from the Guardian through the elevator. Now the enemy is completely focused on us. We need to kill him twice in order for the elevator to return to our floor. The best way to do this is with grenades. When the elevator doors open, we climb into it and run away from the Guardian. We collect equipment in the room and go through the door. We look out the window and see Kidman and Leslie. We pass further along the corridor, go down the stairs and go out into the street. Let's watch the video. The episode is over.

Episode 14. Hidden Motives

We appear at the entrance to the metro. We go down the escalator. We go into the room on the right, defuse the bomb and take away the items. Next we go to the men's toilet, it is located opposite this room. We are not in a hurry to go there quickly; it is recommended to throw a grenade first. If you don’t have them, then we go in, get closer to the bomb until we hear characteristic signals, and quickly run back. There is also an enemy with a crossbow, which shoots these same bombs. We clean the restroom and collect the green gel. Then again down the escalator. Ruvik's double is wandering around on the left. We deal with him and a couple more dead men. We turn right, defuse the bomb and open the gate. We find ourselves on the subway tracks.

There are a lot of undead and a doppelganger wandering around here. We flog everyone and go to the carriage. We move along it, exploding mines. We go to the end of the cars, taking away the traps. We jump into the water and go into the next one. I advise you to detonate the bombs first, preferably when the enemy is passing by. We jump off the car, after walking a little along the shaft we go into another one. We see the carriages hanging over the abyss and understand that we are there. We leave the car through the open door on the left, then through another one and see a web of mucus. We burn it with a match and move on.

Down the stairs. We kill the undead and go left. We don’t rush, we go into the room behind the net, first we neutralize the trap in the opening. We collect our equipment and go along the corridor. We go to the end, down the stairs to the right. We see that an electric field is blocking our path. You can go under the first one while crouching, and the second one must be turned off using the lever on the wall to the left. But first, burn the corpse that lies between the fields. To the right, down the stairs again, turn off the field again using the lever. We crawl under the mucus and pay attention to the grate on the left. We go to the end of the room. On the right we see a ventilation, at the end of which there is a can of green gel, and on the left there is a door with a mirror. Let's save.

We go to the grate that we noticed some time ago, and a dead man jumps out of it. We neutralize the villain and climb into the mine. We find ourselves in a flooded passage. We turn left and see how a certain claw takes away the dead man. We follow her to the right. To the right again, we collect our equipment and head to the stairs. We go slowly and carefully, because there are traps under the water, if you hit them you can cause big problems on your head, which is already completely clogged with thoughts. We reach the stairs and go up. We turn left and take the fuse from the panel. The field turns off and we can pass. We walk along the platform to the end and tighten the valve. The water is leaving, now we have a passage into the pipe that was flooded.

Having passed into it, we go up the stairs and see how the claw takes away the next dead man as soon as he pays attention to us. Up the stairs again. We pass along the corridor and turn right into the pipe. We burn the mucus and climb between the growths. We get into the room and see several electric fields, two passages on the right, one of which is flooded, and hanging dead people. They all get aggressive, so we shoot at them without hesitation. We go to the end of the tunnel and take out the fuse from the panel. The shields are turned off, and infection grows in the room. New dead people appear. We go into the passage with the valve, turn it, and the water leaves the second passage. We go down into it and walk along the corridor.

The same creature that was dragging away the dead grabs us by the leg with its claw. We shoot her right in the face, and she will let us go. We burn the mucus on the left, take the items and climb the stairs to the very top. After walking a little along the corridor, we find a room with a mirror. Let's save.

We find ourselves in a room containing a mechanism and an electrical panel. We go to the end of the corridor and take the fuse from the panel. Now we head to the main panel. As a result, we have three fuses. We place them like this: triple on the left to the red lamp, single in the middle to the blue lamp and double on the right to the green lamp.

We go to turn the mechanism, and the boss attacks us.

We fire at the creature with all guns, hiding behind the pillars. When it disappears, we look where the slugs are crawling from and shoot exactly at this place. It happens that the creature hides in the pipes above. We freeze, immobilize, blow up with grenades and generally use the entire available arsenal. Slugs will drop ammunition when killed. When the creature dies, we take the green gel and go back to turning the mechanism. We take the elevator up and find ourselves at the place where the cars hang over the abyss. We pass through them, and we are again transferred to the hospital. We perform the same operation as in episode 5. We pull out certain cords from the backs of their heads, after knocking them off their feet. And the episode ends on a similar note.

Episode 15. Root of Evil

This episode is an epilogue with a fascinating denouement, so in order not to spoil your impressions, it will do without screenshots and detailed descriptions of the situation.

Let's go to the hospital for Leslie. After walking through the hospital and entering the lighthouse itself, there is a room on the right where you can save. We go through the doors and enjoy the videos. When we find ourselves in Ruvik's head, our task will be to simply shoot crowds of undead until a sadist with a bazooka appears. Having come closer to him and showing off a little gunshot at him, he will take his old saw and will chase us around the location. We lead him by the nose and kill him. We go through the doors. Here, on the sides behind the fences in front of us, sit the dead. Two on the left and two on the right. On both sides there is a sniper and a demolitionist with dynamite. We remove them from the sniper rifle and go through the door. We find ourselves in the shower room. We neutralize all the traps and pull the lever, go to the door, and two Guardians attack us. We just kill them one by one, cutting circles around the shower through the passage on the right. The main thing is do not let them surround you and do not fall into the trap. The door appears again, we go through it.

Our task here is to reach the end. We pass the first zone without falling under the rays of light. We pull two levers, first on the left, then on the right. We walk along the edge of a cliff. We don't touch the bomb, the blue zone is too small, bending down won't work. We pass through the stretch marks, first keeping to the wall on the left, and when we reach the last one, turn right. We go further and again go through the stretch marks in exactly the same way, but taking into account that light passes along the perimeter. Let's run forward. A huge saw appears behind us. We run away from her into the light, running around puddles of blood. Having reached the goal, we again find ourselves at the lighthouse. We go into it and go up on the elevator. Enjoy the videos.

We need to run forward, running around the monster's paws. We run around the first and second from the right, the third and fourth from the left. We run straight and get behind the Hummer machine gun. We shoot at the limbs highlighted in red, and when we fly past the head, we shoot at it, and so on several times. When we have a bazooka in our hands, we shoot at the monster until its head is outlined in red, and only after that we shoot in the head. Then we repeat the operation. When we fall, we fire a control shot at Ruvik's head. The enemy is defeated. I think further explanation is unnecessary. Let's watch the final video. GAME OVER!

Congratulations, dear reader, on completing The Evil Within. After the credits end, you will receive very nice bonuses. Thank you for reading this walkthrough!

At first The Evil Within 2 walkthrough does not include anything complicated, the chapter is completely linear. The main character is detective Sebastian. Ahead, the main character's house lights up, with his daughter inside. You won't be able to go through the front doors, so make your way through the window on the right side. Go up to the 2nd floor. There is a daughter in the children's room. Upon arrival, a cutscene will begin.

Then the hero wakes up in a bar. 3 years have passed since the fire. Next, an interesting dialogue ensues with Kidman from the previous part. As a result, Sebastian is immersed in the virtual world of STEM for the 2nd time. Go to the hero's office, at the police station. After Kidman contacts, examine the drawing and photo of the previously missing agents (you will have to find them in the plot).

Chapter – 2: Something went wrong

It's time to move on: leave the office, examine the table next to the cat. To save your progress, use the communication device in your suitcase. You will have to move between the hero’s memories using a mirror. When the hero approaches the mirror, it will break and the cutscene will begin.

Sebastian will find himself in his home with his family, but soon he will be transferred straight to the museum. Approach the painting and a door will appear. Through the doors the hero will get to room 102, inside which he will find the first agent - William Baker. This man's body froze at the moment of murder. Examine the murder scene using time slowdown and rewind. Take the evidence.

In the room on the right there is a closet, and behind it there will be a passage further, so move it aside and go further. There will be a telephone on the wall on the right side, but when you pick up the phone you can only hear laughter.

Go up to the 3rd floor. Find a room with red curtains. In the next room there will be a new scene: a photographer kills a man with a knife and at the same time photographs this moment. The corpse then freezes. At this time, you should hide from the photographer behind the furniture on the left. At a certain moment the maniac will leave.

Through the corridor where the paintings are, go back to the house with the stairs (this level has now changed). Get to the 2nd floor and go through the hall with the sculpture of a woman. Get down into the elevator. Climb through the bars. You'll end up in a room with several hanging corpses. There will be an eye on the wall and a camera next to it. Go to the camera. A door will then appear in place of the eye. Come out.

Next to the next glass, carefully examine the photo. At a certain moment, a monster with a saw will appear in the room. Now you need to get out into the corridor and run forward until you come across a room in which there is a ventilation pipe. Crawl along the shaft to the next room, but don’t relax, because the pursuit continues in this room. In the end, you will have to fight the monster and at the end of the battle the hero will receive a knife.

Soon the hero finds himself on the edge of the city. Inspect the rooms and take the pistol at the exit from the house. Now you need to get to the main part of the city, but along the way you can inspect several houses. As you approach the city, you will see several agents shooting back at the monsters. One of the agents manages to escape in a nearby house. I recommend making your way to the house secretly, killing enemies one by one. As soon as you find yourself inside the house, the cutscene will begin and then the third chapter.

Chapter – 3: Resonance

In the third chapter, the passage of the game The Evil Within 2 involves exploring the starting area of ​​​​Union. Therefore, you can get a couple of additional tasks (for this you should talk to Liam first). If you have little health, then try not to waste first aid kits, but just drink coffee.

Therefore, when you’ve had your fill of running around the city and find a nurse using a mirror, follow her. So the hero will be in his office. By secondary task “Unusual signal” You will need to get to certain points on the map and at the end reconfigure the communicator.

Once you pass through the mirror, move forward along the corridor. At the end the nurse will appear again. She will go to the chair, but will soon disappear. You should sit in this chair. Thus, you will be taught how to upgrade new abilities and characteristics for the main character. So after this you can leave the office and return back to comrade Liam.

In the story, the first step is to get to a local diner to find daughter's ghost hero. Upon arrival, you will need to follow the ghost using a special device. Continue until you reach the storage room. To go further inside, go towards the refrigerator. Pick up the toys and the cutscene will begin.

It turns out that Lily was really here and got out through the window. Exit the building and find a garbage can nearby, near which the hero’s communicator will pick up a new signal. In addition, monsters will appear in the same place (in order not to waste a lot of ammo, try to shoot in the head).

The third key point with a signal is located near the house, next to which there is a pickup truck. This time Lily's silhouette will be hiding in the bushes. Following the tracks you will reach a car, next to which you will see a girl running inside the building.

Continue to the marked building. There will be a lot of enemies around, so try not to get into the midst of enemies. Go past the fence, having previously broken the castle, and then shoot a couple of monsters. At this point, you will now need to activate the power supply to open a further path into the building.

When you find yourself in the warehouse (where the road will be absolutely linear), move forward, destroying all enemies along the way. There will be a workbench behind the door. On the floor above there is a room with a girl's toy inside. After interacting with the doll, a cutscene will begin. After the video, exit the warehouse. Soon the hero will stumble upon a killer photographer. A new cutscene will begin.

Immediately after the cutscene, you will have to fight with enemies, from which you will not be able to escape this time. After the massacre, talk to Liam. To finish the third chapter, you just need to return back to the shelter.

Chapter – 4: Behind the Scenes

Now O'Neil will give the main character the password that is needed for the computer in the shelter in the north, so go there. Continue forward until you reach the elevator. There will be a locked door on the left side. These doors can be opened using an electric bolt if you shoot directly at the control panel. I recommend opening the doors for the reason that there is a short way back.

Behind the huge door next to the elevator, a huge monster will be waiting for the hero, but since it will eat the corpse, it can be killed secretly. So then you can immediately go down to the floor below. Along the way, you will meet another enemy who is pretending to be dead. At the end, unlock the doors that block the passage on the left side (to do this, connect the green and red lines).

Immediately outside the door, Sebastian will find that the system has been overloaded, so the entire defense system of the building has failed. Monsters will immediately attack the hero because of this, so he will have to fight them.

After the massacre, go to the blocked barrier to break the lock and open the path further. In the tunnels, also be sure to pull the lever to clear the passage and go down below. At the end of the level there will be a staircase, and next to it is the corpse of an operative (who will have ammo). In addition, at this stage of the passage you will receive a gas mask, which you will have to use, because the area around will be contaminated. In the gas mask, the gameplay will change a little, because you will have to play from the 1st person.

Move forward and kill all the enemies along the way until you unlock the doors on the level below, having first restored the power supply. Immediately after the corridor, Sebastian will suddenly stumble upon a new monster, which must be killed as quickly as possible, otherwise he will quickly reach the hero and finish him off.

After the battle you will need to solve a simple switch puzzle. The correct sequence is “1, 2, 4 (down).” Now go back. As soon as you leave the infected area, you will come across a new computer - examine it.

Move to the very end of the room, where you will find the last key point with a signal. Once you have everything set up, go back and open the ventilation shaft. Go through the pipe to leave this location. At the end of the path, the hero will be right at the city hall.

Chapter – 5: Waiting

Study the area carefully. For example, in this location you can find a key to open a cell, scraps of memories (in the gazebo), on the right side of the agent’s corpse there will be a pouch for syringes, and in the center near the city hall gate there will be a photo.

Boss: Guardian. On the square in front of the entrance to the city hall, a battle with a multi-headed monster with a saw will begin. You had already met her before, but then you couldn’t resist her. However, even now this monster can simply be deceived and run past. In battle with her, be sure to take advantage of the terrain: on the right side there is a flammable barrel, on the left side there is a huge puddle of fuel. In addition, next to the fence on the side there is a room where you can temporarily hide from the monster.

The central passage to the city hall will be locked, so blow up the car on the left and get to the back entrance. Inside, follow the basement to reach the interior of the building. Next, the hero will meet Harrison, who will explain how to activate the stabilizer, but will die immediately after that.

Eventually, following the linear path, you will soon find yourself in a room with a painting of a woman. There will be a place for filming nearby. You need to find two items - rose and necklace. Hang the necklace on the mannequin and place the rose in the vase. Be sure to turn the dummy forward. Now go to the camera and take a photo. As a result, a further passage will open in the background.

At the end of the corridor, examine the paintings so that an image of your daughter appears. Get to the room with the emitter inside. Start recovery. The photographer will appear. He will introduce himself, after which a new massacre will begin.

Boss: Obscura. Despite the fact that there are only 90 seconds left before the restart, the monster knows how to slow down time, thereby delaying the battle. To defeat the boss and the installation to continue its work, it is necessary to divert the monster's attention to the hero. You need to shoot clearly at the camera lens, which is the head of the pinhole. It's best to use explosive bolts. As soon as the time runs out, the monster will instantly die. All that remains is to go back out into the streets through the central doors and contact Liam, who will tell you what needs to be done next.

Chapter – 6: On the hunt

Return back to O'Neil using the Network. Use exit D5 to go through the new unlocked doors (shortcut). In the next room, the hero will hear his daughter’s voice. On the left side of this area is another door that can only be unlocked if you solve a simple line puzzle.

In the corridor, kill all the enemies and go down to the level below. Even though the corridor will be covered with strange white goo, still move forward towards the blocked doors. Having opened them, you will have to fight a large monster. The path is linear, so you'll eventually reach a door where a cutscene involving a monster will begin.

After the fight with the strange white monster, go to the doors, which will again be covered with a strange white slurry. Unlock the doors, take the document, and after the video, immediately study the computer and return back to the city. Find a key point for communication in order to move further to the large theater, where the maniac photographer Stefano is located.

Chapter – 7: Thirst for Art

We now need to get to the key point where the signal comes from. Upon arrival at this place, the hero will find a living agent who is defending himself from monsters in the local parking lot. Help him and kill all the monsters.

After a little trouble, the agent will tell you a little about himself, after which he will provide access to his own shelter. To complete the current task, visit his hideout and be sure to drink coffee to heal. In addition, in the shelter, Sykes will give out a new task, during which you will again have to look for signal points.

Leave the shelter and move towards the signal. In the end, you will find yourself in a diner, where a fight with a monster with a saw will begin. In battle, again, use the surrounding objects to resist the monster (explode various types of cylinders and hide behind cars).

There are documents on the counter inside the building. Go to the room at the end. There will be a picture in the room - click on it, the animation will start. The hero will be on the other side of the picture. Move forward along the corridor to find the key, which will lie in the severed hand. Just a couple of steps later you will come across locked doors and enemies. Kill everyone.

Behind the door there will be a room with stretched wires. Go forward, passing all the traps along the way, while trying not to touch the wires. At the end, in the center of the hall there will be a curved space - interact with it.

When the distortion is destroyed, the hero will instantly find himself back in the diner. From here, go to the next signal, which is now located at the local inn" Abode". Go up to the top floor of the hotel, click on another picture and find yourself inside it.

In this place, you will again need to first find the key, but you will need to beware of the wandering Obscura. When you find the key, go back and find the plot item surrounded by various wires. All that remains is to destroy the photographer’s second creation so that the path to the theater opens.

Chapter – 8: Premiere

After destroying all the paintings, you can enter the theater. Once inside, go up to the 2nd floor. In the large hall of the theater there is Stefano. In addition, at the top the main character will be tracked by a huge eye. Getting caught many times is highly discouraged. Run from cover to cover.

Boss: Stefano. The enemy will have only one knife with him, but will move extremely quickly, which will make it quite difficult to kill Stefano. By this time, you need to have a large supply of shotgun shells (this weapon has the highest chance of hitting). The eye above will periodically shoot its tentacles in 3 directions, so stay close to the walls. If the enemy tries to take a picture of the hero, then you need to run away as quickly as possible, otherwise the hero will be slowed down and very vulnerable. After the victory, Lily will appear, but will get scared and run away to Mira (wife), who has turned into a terrible creature made of white gel.

Chapter – 9: New Evil

After the cutscene, the hero will wake up in his office, and an altar will appear nearby. Find your reflection in the catacombs, find all the items and open the doors to move on. You will hear a voice behind the door. Turn to the right, and at the end go into the corridor that leads to the mausoleum.

Around the corner of the next room, look for a door - it leads to a lever. After activating the mechanism, monsters will appear. You can kill them all, or you can hide to get through them all calmly. To go further, you will have to go back to the crypt, and from there to the passage on the right, where the altar is located along with the enemy (there will also be an upgrade for the crossbow).

You need to get to the hall, passing all the cells with infected people along the way. In this case, pay special attention to the altars, because one of them will contain important information. After taking the document, get to the gate on the right side (which is located next to the tomb). From there, turn left and you will see a new corridor. The corridor will lead to the mechanism control panel. Install the handle, then activate the mechanism.

This will take you to a new location. Explore everything around, collect all the ammunition and leave the area. After passing through the hall, you will find yourself in a room with one bed. There will be an enemy lying on the bed - finish him off. Use the passage in the wall on the side to examine the memory fragment. Go back.

At the end of the corridor there is another room with a staircase. Along the way, the stairs will break, so you can't go back, so keep moving forward. The cutscene will start soon. Go to the main character's house. A cutscene will begin. Kill all enemies.

After the fight, carefully examine the symbol on the wall in the room. Thanks to this symbol, it will be possible to unblock the path further. Use the mirror to go back to the office, restore your health and continue exploring the house.

In the room next door there is a pressure plate, and a little higher there are mechanisms in the form of a steering wheel. By turning the steering wheel, you change the location of the plates. The puzzle is simple - you need to arrange the tiles in such a way that in the end the main symbol becomes even. Once the puzzle is solved, move on. The cutscene will begin.

Chapter – 10: Originally Hidden

Now, when Sebastian regains consciousness, he will find himself in a completely new place - in a small wooden hut. Soon the possessed begin to attack this house. A new agent (a girl) will help defend the house. There are many different supplies in the house, and in the center there is a barrel of fuel. There will be four waves in total. In the first, the house is attacked by 6 possessed people. In the second there are 10. In the third, again, there are a dozen possessed, but on both sides. In the final wave, dogs will climb inside the house.

After the massacre, the hero meets a girl - her name is Torres. Torres is in league with Kidman, Theodore and Marie. Based on the conversation, you also learn that they all had a plan to destroy the Mobius company, but everything went wrong when Theodore and Marie turned into monsters.

Together with Torres, the hero goes to the camp, which upon arrival is attacked by monsters. You need to secretly get to the other side of the camp. Along the way you can collect many useful items. The most effective way to kill monsters is with a crossbow directly to the head.

Chapter – 11: Reunion

Go forward along the corridors. Along the way, turn on the machines in the electrical panel. Enter the room with blood and candles. The path is linear, so when you need to go to the closed laboratory, go to the next area of ​​the dungeon. Through a bright white corridor, the hero will find himself in a large hall with huge flasks, inside of which there are possessed people. You won't be able to go further until you get Union chip. Therefore, when you get to the desired computer, enter the password - “0128”.

Thus, the hero will receive a chip, but he will then need to find another computer through which he can download the file. And immediately after this action, the light in the room will disappear, followed by the infected. Whether you kill them covertly or head-on is up to you now. The main thing is to get to the fourth laboratory, where a cutscene will begin in which a new boss will appear.

Boss: Flamethrower. Turns out to be a flamethrower O'Neil, who came under the influence of Father Theodore. To defeat O'Neil, you will have to shoot an incredible amount at him. Therefore, if you run out of ammo, just run in a circle, because in two certain places ammo will appear constantly. In addition, in this laboratory there are nitrogen cylinders and fire extinguishing levers. None The boss will not receive damage from these two objects, but he will be disoriented, thanks to which he can gain time to aim better or to receive treatment.

After O'Neill's death, all that remains is to return back to the agents and call Torres, but before that you should definitely prepare.

Chapter – 12: Bottomless Abyss

Now the hero wakes up in a terrible place, among ruins and blood. Despite the vast expanses, the level is linear, because you always need to move forward, bumping into memories and all sorts of tricks along the way. In addition, there will be a lot of enemies here, but each of them can be killed secretly by sneaking up from behind, since the location is very dark. I recommend examining all the ruins to collect all sorts of useful items.

Chapter – 13: Stronghold

When the hero comes to his senses, you find out that he accidentally killed Torres. Be sure to take her weapon. In addition, the hero has now returned back to the city, where Theodore’s fortress has appeared in the middle.

The area around will be filled with monsters. In addition, there will be flamethrowers running around the location and there will be two of them in total - try to avoid them in any way possible. Because they take a long time to kill. However, if you kill at least one, then you will receive a cylinder. To fix the flamethrower, you will need two cylinders, so if you finish off one, you will have to finish off the second. Eventually, the location will be updated, so it will have many new secrets.

But in any case, you will need to get to the hotel, which is located in the south. Together with her, after the cutscene, the heroes use the device to go to Theodore's fortress, bypassing the fire. The dome will protect from fire, but Hoffman is responsible for it, so she will need to be covered from all the fire monsters that will make their way inside. In the end, the girl will die, and the hero will get to the church.

Chapter – 14: Burning Altar

Inside the fortress, as expected, you need to get to the top floor. There will be no enemies in the first room, but there will be many useful items. In the next room there will be a fork: the road on the left leads to the 2nd floor, the road on the right leads to a mirror and other useful things.

There will be many burning enemies at the top, which should be dealt with strictly individually. Make your way through the room and get to the room on the right, where there will be a mechanism. After opening the gate, the hero will face three fiery opponents. After the fight, go up to the floor. At a certain moment, the hero will stumble upon a wall of fire; to remove it, you need to shoot the lever on the pipe above.

In the next room, take the document and, if necessary, use the mirror. Overcome the next wall of fire, deal with all the infected and move on, collecting all the resources along the way.

Very soon you will come across a new mechanism that is responsible for the gate. After activation, the hero is attacked by several monsters (only after killing them will the gates open), and then a cutscene will begin in which Sebastian will return to old memories associated with the Lighthouse.

Boss: Sadist. Sebastian will appear in a rather narrow corridor, where a sadist with a chainsaw will chase him. At this stage of the passage, all that is required of you is to dodge in time so that you can then attack the enemy from behind. As a result, the main character will cut the sadist in half.

Boss: Guardian. Next, the hero will end up in the basement of the safe-head. The battle tactics are simple: you run in circles along the corridors, while shooting at the boss from afar. When two simultaneously appearing safe heads are killed, the boss will be defeated.

Boss: Laura. It will be a little more difficult with her, because up close she only kills with one hit. So you will have to constantly run away from her. There is no use shooting at her. The essence of the battle is that it must be driven into a fire trap, having first unscrewed the two valves that are responsible for the gas supply. After this, she needs to be lured to the center of the location, stunned with an electric or cryo-bolt so that there is enough time to pull the lever (she can also be killed with a flamethrower).

After defeating all the monsters from the past, the hero will return back to Theodore, but he will not be able to kill him, because Mira will appear and ruin everything.

Chapter – 15: The end of this world

Walkthrough of The Evil Within 2 It doesn't end with the last chapter. Despite the fact that all the enemies were killed, a completely new problem appeared in the person of the main character's wife Worlds. The white gel that comes from her filled the entire city, while breaking the world into pieces. Follow your wife through the rubble.

When you get to the road, you will have to fight the white gel possessed. They will be a little tougher than regular enemies, but they will still not be difficult to deal with. There will be three skirmishes with white gel enemies in total. The first fight is a couple of possessed people. The second fight is a dozen ordinary white possessed ones. The third fight is a large incomprehensible monster, which consists of white gel and pillars. When fighting this monster, try to shoot only at the red dot on the monster’s body. If possible, blow up the barrels nearby. Having reached Mira, the hero falls together with her into another reality.

Chapter – 16: Purgatory

We need to get to the house on the mountain. It is in this house that Mira hides her daughter. Along the way, you can collect the remaining scraps of memories. Closer to the house, you will have to climb higher on the ledges. A cutscene will start at the top. It turns out that Mira hid her daughter in her own reality and at the same time took part of her power in order to protect her in the future. She won’t let her take her daughter, so she’ll have to kill her.

Boss: Mira. Mira instantly turns into a huge white monster made of white gel. Due to the long distance, a shotgun is useless against her. And the fight itself will consist of several key phases.

  • First phase. At the very beginning, you should try to shoot only in the stomach. When the armor is destroyed, a vulnerable spot will appear under it - the heart. Mira will then begin to attack with her hands, so carefully monitor her movements and move to the side in a timely manner. As soon as you deal enough damage to her, blood will flow from her, and spiders will form from the blood - a shotgun will come in handy at this stage. Spiders will drop ammunition.
  • Second phase. Now the most vulnerable places are the points on the shoulders. Mira will continue to hit with her hands, so you dodge and shoot at the growths. Once one of the growths takes enough damage, the arm falls off. To finish off your hand completely, you need to continue shooting at the yellow bubbles.
  • Third phase. In the end, you need to shoot strictly in the face. At this stage of the battle, Mira will defend herself not with her hands, but now with tentacles, but the tactics do not actually change, so the main thing is to continue to simply dodge. After the battle, a cutscene will begin.

Chapter – 17: Exit (Final)

In the role of Sebastian, all that remains is to get to the house, after which you will next have to take on the role of Kidman, who in the control room of the Mobius company carries out the further part of the plan. Therefore, fight off all the agents in the control room.

As soon as control returns to Sebastian, take your daughter in your arms and leave the house. A cutscene begins, after which control again passes to Kidman: continue killing agents, but in the corridor. Get to the central hall, where the main character is lying in the bathtub. As Sebastian, run with your daughter to the nearest mirror. At the end, the heroes are released into the real world, and Mira becomes the core through which she penetrates the company’s network and kills absolutely all agents. The final screensaver begins, in which there will be an epilogue, but it consists entirely of videos, so the passage of The Evil Within 2 at this stage is considered completed.

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