The Evil Within The Assignment Snails Pace

The chapter starts off with a cutscene showing Juli waking up and crawling from a burning ambulance in a forest. You can investigate the vehicle, if you want. She will just comment on it. Follow the dirt path past the crow on the birdhouse and continue into the grass past an animal corpse to the right until you find a burning wood lantern above a cave entrance that is beneath a tree's roots. Another cutscene will play out.After you get back up and regain control, follow the path that is to the right of Juli. You will follow this corridor to a patient bed and find your first Personnel File, a criminal record report. After you get the report, head back to the main path you started on. Follow the path and you will find boards to kick through until a crack in the wall. Another cutscene will play.

When the cutscene finishes you will be at the new style of save point in The Assignment,  a couch with a black cat with a red ribbon. Turn around and leave the office through the sliding double doors. The path to the left is locked off, so take the path to your right. Run through the green lit sliding double doors and continue along the path taking the left fork at the tree in the enclosure. You will come to a security checkpoint where you must hold the action button to scan Juli's hand to pass the security clearance. Walk through towards the escalators and you will automatically ride them up following the shadowy man. Follow him once you reach the top. Another cutscene will play out when you reach the next room. 

After the cutscene finishes, you regain control of Juli in a dark version of the facility. Leave the curtain area and take a left towards the noisy door. You will find a flashlight in the door, grab it with the action button.  Snail #1 – (in Ch. 1) When you get the flashlight, go BACK to where Kidman got out of the chair. In one of the little side areas beside the main area with the chair. The snail is hiding on one of the metal tray carts.  Go through the doors that open and follow the path through the next doors into a storage room. Run through the storage room and head to the door on the right side of the room and hold the action button to open this type of door.

When you enter this hallway you will come across a man who locked himself in a security room. Facing the man in the room, turn around to the wall behind you where you will see a vent. Press the action button to initiate opening the vent and spam press it until it opens. Follow the ventilation shaft to the room the man was in. A new type of creature will have taken him out, climb out with the action button into the room. Leave through the now open door and exit the hall through the green lit double doors towards the reception area, that the monster left through. Walk towards the body laying on the ground, when you try to pick up the document by his head he will attack you. Shake him off and pick up the Research Document.

At the end of hallways will be a reception desk in front of double doors. At the reception desk is your first active haunted with a knife. Being unarmed, Juli needs to use stealth and distractions to get through unharmed. Run to the end of the hallways just before it turns left towards the doors. You can use the cover button to slide against the wall and taunt the enemy towards your location. Immediately move from the wall to the far side of the plants and use them as an obstruction of the haunted's view. You might need to backtrack and call for the haunted to give you more time before making your way towards the door because this haunted isn't distracted very long. Once you have lured the haunted away from the doors and can safely proceed towards them, use the action button to initiate opening the door and spam press it to open the door.

In the room will be a safe head with button combination lock. If you notice the safe will have blood covering four of the buttons to the lock, which helps you narrow the combination down. You will realize that they each have varying levels of blood on them, logically the combination will be the numbers with descending levels of blood covering them. Thickest coated button to lightest covered button. Mine was 6-5-1-7. When you open this safe, you will get your first Torn Letter scrap. Walk to the cart that is blocking the door and press the action button to move the cart away. Proceed through the door to the next hallway. 

In the next hallway is another haunted whom you can't kill. But, there is a bottle laying next to a cart. Throw the bottle into the adjacent room to lure the haunted there. As soon as the haunted enters the room you must turn left and walk to the next vent to enter. Follow the vent to the next hallway where a haunted will run by. Leave the vent and there will be a door just in front of you and to your left to an office room. In the office will be a phone lit up and beeping. Use the action button on the phone to call the adjacent office room's phone. This will lure the haunted that is patrolling the hallway in front of that room. As soon as you finish the call, leave the room you're in turn right towards the room you called. The haunted should have gone into the room by then so turn left down the hall with the dripping ceiling and run straight to the vent and enter it. Follow the vent to a small locker room and pick up the keycard. As soon as you pick up the keycard haunted will enter the room you are in and approach the locker you entered. Don't worry though, the light creature will take out the haunted peeking in. Make sure the haunted patrolling the hallway isn't at the door and leave the locker and exit the room to the hallway straight ahead of the door. This is the hallway that was previously blocked off and you already opened the vent at the end of it, so enter the vent and follow it back to the hall with the offices. You can continue to the right and leave out the double doors, that are locked, with the keycard, or you can stay and have some fun with the patrolling haunted for a trophy. 

With the keycard in your possession you can lock the office doors. Just like before you will go into the right office and place the call to lure the haunted into the left office. This time, you will go to the left office door and use the keycard to lock the haunted in there. 

Prank Call Example

Follow the dark hallway you enter through double doors that open before you. There will be another biometric hand scanner on the double doors in front of you so use it. You will hear that your agent status was revoked and cannot use the scanner to get through. Head to the computer terminal behind the counter and use it to try and get by. The light creature will come in to the room so you can hide behind the counter under the computer terminal to hide. The creature will open its own doorway and exit the room showing you another key to gameplay in The Assignment. You must use your flashlight to reveal objects and creatures that are invisible. The red painted areas, usually the Mobius logo, signifies a place of significance to shine light on. Go to the logo and focus your light on it to open a door to the next room. 

Walk up to the cage in the room to get a teaser of what's happening in Sebastian's version of reality. You will be in the botanical hallway again. Follow the hallway through the double doors to the left again. You will be back where you started in the normal facilities. This time, the doors on the right will be open so go through them to another room with a save couch. Follow the stairs up and to another hallway with decorative walls.

Along the right side on the floor will be a Soundtrack collectible.

Exit through the double doors into a more well lit section of the building with a couple haunted. They will leave into a room that they will now patrol at the foot of the stairs. 

Before following the haunted, head around the walled off offices at the far side of the room you entered to find a small opening to crawl through. In the office is a safe with three colored dials. Scattered through the office are the numbers for the combinations represented by colored paint that is visible with your light shone on them. The first clue is to the left of the safe on a poster on the wall, when you focus your light on it the light reveals a yellow number (mine was 6). Run through the small room behind the picture to the wall with two picture frames on it, shining your flashlight on the left picture will reveal a blue number (mine was 14). If you turn around and shine your light on the large poster on the wall covered in blood, the light will reveal a Red number (mine was 2). Enter the combination into the safe to get the second Torn Letter scrap. 

Leave the room through the crevice you crawled in through and head down the stairs. At the bottom of the stairs is a bottle.  Snail #2 –  The vent right before the room with 2 haunted in it and two phones and a key card. There’s a snail in the vent under the stairs by the soda machine.  In the room is also a vending machine that will give you another couple of bottles that you can use to distract the haunted in the next room. You can throw the first bottle to the far left corner of the room to distract the haunted while you run to the room directly to the left of the doors you entered. There is a phone in the closet that you must interact with to allow you to call it as a distraction. Leave the room and head back to the vending machine and pick up another bottle. Throw the second bottle in the same spot and run to the blue lit keycard. When you grab the keycard run to the phone that you was revealed to be usable after interacting with the cell phone. This will cause the two haunted to run to the small closet where you can now run to the lock and use the card to lock the haunted in there. Use the keycard to exit through the double doors that one of the haunted was blocking off before.

Follow the hallway and you will see a double door that is blocked off so enter the vent to the right of it. Follow the path down the stairs to a light shining on a Mobius logo. You will notice that the Mobius logo on the wall is incomplete so you can't shine your light on it to open a door. There is the 7(?) piece on the pillar to the right of the incomplete logo and you must shine your light on the piece where it aligns with the logo on the wall to open the next door. Walk through the room to where Juli mentions the heavy air. On your left will be a microscoe and what looks like an incomplete desk with a stranded chair. The wall has a Mobius logo on it that you can shine your light on to reveal another Research Document. A small ghost cutscene will play out. After the ghosts disappear a door will appear that you must exit through.  Snail #3 –  When you're in that room where you go down the stairs and see Ruvik standing behind the glass with the white screen over it… if you go over by the computer equipment or shelves behind/beside the stairs there's the snail hiding between some beakers or something like that.  Follow the path through the next room and continue through the single door to a red lit room. In the room is a filing cabinet with a Mobius logo on it, shine your light on it to reveal a projector and another cutscene occurs. Exit the room and follow the ghosts through the double doors to the left.

Each of the sections of this room will have Mobius logos on boards that reveal blueprints to parts of the STEM research operation. After revealing the research, another ghost cutscene occurs and the lights go out. The light creature knocks on the double doors and leaves, but they open. Exit through them. Follow the hallway and at the end will be a malfunctioning pair of doors, to the left is a locked door to leave through. Walk down the escalators to see Sebastian and Joseph walking by where Juli was before. The doors leading to the area is locked and your authorization has been revoked so you can leave yet. Head through the path to the area labeled Biometrics. At the end is an elevator and a save couch to save your progress. Take the elevator and another brief cutscene plays out. 

After exiting the elevator, walk up to the computer terminal and use it. The lights in the room ahead will turn on and another computer terminal will be available. Use the terminal to scan your face. The double doors in the room will open and the next room will light up. Exit and watch out for the bodies laying on the floor that will attack you.

Gramophones #2 –  When you meet the first cadavers, the one vent in the room where you scan your arm... not the one you have to go through to continue but the OTHER one has a record inside 

Walk down the stairs and through the rooms to another terminal that scans your hand. Some new creatures crawling on the ground will appear and be in the room you just came through. Leave through the vent that was knocked open in your room and follow it. Juli will notice that they are blind when you come across one in the vent that doesn't notice you. Continue along the vent and exit the vents until you can drop down from an overhang. Continue along the path to a ladder that you can knock down to get down. 

This area is flooded with the new creature and you can get by without using bottles with good timing. Stay crouched and walk out and you will see a creature to your right eating a body that you can sneak past. Right after you pass this one there is another that walks in a circle to your right. You can observe the pattern and just need to sneak by it to the ladder behind where it walks back to.

At the top of this ladder is another safe puzzle. You must get all the buttons on the safe to light up yellow which will reward you with your third Torn Letter scrap.

If you don't have a bottle, grab the bottle that is on the shelf and climb back down the ladder. Another creature is blocking the space you need to crawl through so throw a bottle at the wall and let him run to it and quickly crawl under both separators to a small section with a lever to pull. This lever will activate the sliding door system that will be used to exit the area.

In the next section there will be a similar lever to open the doorway but this large door will reset after reaching the end of its rail so you have to time everything. There will be a creature that patrols back and forth in front of the door and you just have to time it so you can walk through the door when the creature isn't there. There will be two more creatures patrolling in here so time your movements and use the small coves that they don't walk through to your advantage. Ironically, I find following the creatures the easiest way since your crawl speed and their's is quite similar. Time your pace so that you can exit through the gap that opens to the right behind the first creature. There will be an enemy free section with a yellow cart. Walk up to and push the yellow cart to kill one of the creatures on the other side and grant access to the escape ladder. There is a bottle you can pick up here, as well. Time your walk around the pillar until you get back to the sliding door and there is a small section you can sit at to wait for the door to open again before leaving and climbing up the cart and ladder to safety. 

At the top of the ladder will be another room with a computer terminal that you need to use. The terminal will scan your head and grant you access to unlock doors again. Go to the table where you will pick up another Personnel File next to a microscope. Exit the room and use the biometric scanner to lower lift to cross. Head back to the elevator and open it. A haunted will pop out aggravated but you can just run in the elevator and avoid it. You will come back to the ground floor again that you saw Leslie, Joseph, and Sebastian at. Use the save couch if you need to. 

Go up and back to the large doors that are locked and you couldn't unlock before. Use the biometric scanner and follow the path up to where you spotted Leslie.

If you turn to the left and head to the closest office desk you will find another safe. Turn right and run to the end of this section and on the wall to your right will be a large grid similar to the buttons on the safe. Shine your light on the grid to reveal the answer to your puzzle and match up the buttons on the safe to the revealed answer to get your fourth Torn Letter scrap.

Now you can leave the area by following the path straight ahead and down the stairs. Just to the left of the doors to leave will be another Research Document. Head through the doors and follow the path to a pair of double doors you have to force open. You will be in a server room and see the elevator Joseph and Sebastian took. 

When you activate the elevator the power in the server room will crash and a light creature will come out of the pipes on the right side of the elevator. You must avoid its beam of light because it slows you down until it catches up and eats you. I recommend activating the elevator and going to the opposite corner of the room to give yourself the best chance. You will be trying to avoid the creature until the power resumes. Near the end of the encounter the servers will start creating electric barriers that prevent certain paths from being used. I didn't have to really deal with it if you just run in a square around the room and time your crouching with the short server stacks. If you get spotted, you have to break line of sight ASAP because the creature will catch you quickly. As soon as the power resumes, run to the elevator to continue to the next area. 

When you reach the top curl around the elevator the left and exit through the green lit door and follow up the stairs and along the path until you come to the glass doors where you see Sebastian and Joseph. When you open the doors a cutscene will play out showing you a different twist on what was happening during the story and end the chapter.

Chapter 2: Crossing PathsPrevious
The Assignment Walkthrough

The Evil Within: The Assignment

FAQ/Walkthrough by Bkstunt_31

More for The Evil Within: The A... (X360):

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If the ASCII above/below and the charts used throughout the guide look strange, please change your settings to display text in a FIXED-WIDTH font. _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ This may not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Table of Contents >==O ``-.______________________________________________________________.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ To navigate much easier through this guide, I added the search system, which works just by following these simple steps: - Highlight the "Section Code" of the section which you wish to go and copy it (CTRL+C). - Press CTRL+F to bring up the search sub-menu. - Paste (CTRL+V) the "Section Code" and press ENTER twice to be where you wanted to be. Just like magic! This takes you to where you want to go easily and FAST, which is important since this guide is HUGE. It sure beats scrolling through this text document for 30+ minutes, right? =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ~~~~~> Section <~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~> Section Code <~~~ 1] Introduction........................................................[BK100] 2] Controls............................................................[BK200] 3] Main Walkthrough....................................................[BK300] 3.1] Chapter 1: An Oath . . . . . . . . . . . . . . . . . . .[BK301] 3.2] Chapter 2: Crossing Paths . . . . . . . . . . . . . . .[BK302] 4] Archive Transcripts.................................................[BK400] 5] Trophies............................................................[BK500] 6] Version History.....................................................[BK600] 7] Credits.............................................................[BK700] _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Introduction >==O ``-.___________________________________________________[BK-100]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Hey everybody, Bkstunt here with a guide for The Evil Within's first DLC Chapter: The Assignment. We control Julie Kidman for this adventure. Someone who isn't Sebastian! This DLC only has two chapters, but they are both rather lengthy. It also has a TON of goods story in it! I wrote for the main game with my friend Absolute Steve, so this DLC chapter has a bit of his influence in it along with some of my old formatting. Sort-of a mesh that hopefully works. By the way, if you are looking for a guide for the main game, here you go: o Anyways, its good to be with you all again! Let's do this! ~ Bkstunt ____________ ¯¯¯¯¯¯¯¯¯¯¯¯ FOLLOW ME! ____________ ¯¯¯¯¯¯¯¯¯¯¯¯ Want to talk about some games!? Maybe throw out some ideas for what YOU want to see me write about next? I made a facebook account for just that reason! 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Every one of those I read makes my day! ~ Bk _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Controls >==O ``-.___________________________________________________[BK-200]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _.——————._ PS3 GAME CONTROLS [CON-1] _.——————._ | L2 | ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ | R2 | /|—´¯¯¯¯¯¯`—|\ /|—´¯¯¯¯¯¯`—|\ //| L1 |\\______________________________//| R1 |\\ ///'—´¯¯¯¯¯¯`—'—\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/—'—´¯¯¯¯¯¯`—'\\\ //' `. S O N Y .´ '\\ /' .——. ' ' .——. '\ / |UP| \ ____ ____ / ( /\ ) \ ( .——. \/ .——. ) [ SL ] [ ST > ( .——. `——´ .——. ) | |LT > < RT| | ¯¯¯¯ ¯¯¯¯ | ( [] ) ( () ) | .( '——' /\ '——' )_ .——. _( `——´ .——. `——´ ). \ |DN| `. ( PS ) .´ ( >< ) / ´ `. '——' .´¯¯`. \ `——´ / .´¯¯`. `——´ .´ ` | `._ . LA . ) ( . RA . _.´ | | ¯—._____.—. ' L3 ' |__________| ' R3 ' .—._____.—¯ | | /\ `.__.´ /¯¯¯¯¯¯¯¯¯¯¯¯\ `.__.´ /\ | | / `._ _,´ `._ _,´ \ | | / ¯¯¯¯ ¯¯¯¯ \ | ' .´ `. ' \ .´ `. / `._ _.´ `._ _.´ ¯¯¯¯¯ .´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`. ¯¯¯¯¯ | UP = UP | /\ = TRIANGLE | | DN = DOWN | [] = SQUARE | | LT = LEFT | () = CIRCLE | | RT = RIGHT | >< = CROSS | | | | | L1 = L1 TRIGGER | R1 = R1 TRIGGER | | L2 = L2 TRIGGER | R2 = R2 TRIGGER | | | | | LA = LEFT ANALOG | RA = RIGHT ANALOG | | L3 = L3 (PRESS) | R3 = R3 (PRESS) | | | | | SL = SELECT | ST = START | | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | PS = PLAYSTATION BUTTON | `.____________________________________________.´ ____ XBOX 360 GAME CONTROLS [CON-2] ____ .´ LT `. ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .´ RT `. .—´————————`—._ _.—´————————`—. .´ LB / `—.____________________.—´\ RB `. ´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`—.___ Microsoft ___.—´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯` ´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ ` ´ __ .\¯¯/. __ .—. ` ´ .´¯¯`. (BK) . \/ . (ST) ( Y ) ` ´ . LA . ¯¯ ' /\ ' ¯¯ .—. `—´ .—. ` , ' LP ' `/__\´ ( X ) ( B ) . `.__.´ .——. `—´ .—. `—´ ´ |UP| ( A ) ` .——. \/ .——. .´¯¯`. `—´ ´ |LT > < RT| . RA . ` . '——' /\ '——' ' RP ' . | |DN| `.__.´ | | '——' | | | | . ´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯` . | | .´ `. | . .´ `. . .´ `. ` .´ `. ´ `. .´ `. .´ `._ _.´ .´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯|¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`. `._ _.´ ¯¯ | UP = UP | Y = Y | ¯¯ | DN = DOWN | X = X | | LT = LEFT | B = B | | RT = RIGHT | A = A | | | | | LB = LEFT BUTTON | RB = RIGHT BUTTON | | LT = LEFT TRIGGER | RT = RIGHT TRIGGER | | | | | LA = LEFT ANALOG | RA = RIGHT ANALOG | | LP = LEFT ANALOG | RP = RIGHT ANALOG | | (PUSH DOWN) | (PUSH DOWN) | | | | | BK = BACK | ST = START | | | | |¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯| | GIANT "X" = XBOX GUIDE | `.____________________________________________.´ .—————————————————————————.———————————————————————————. | COMMAND: | ACTION: | |—————————————————————————|———————————————————————————| | Left Analog Stick | Movement | | Right Analog Stick | Camera Movement | | Left Analog Stick (Push)| Flashlight On/Off | |Right Analog Stick (Push)| Inventory Screen | | | | | Directional Pad (Up) | Item Shortcut | | Directional Pad (Left) | Item Shortcut | | Directional Pad (Right) | Item Shortcut | | Directional Pad (Down) | Item Shortcut | | | | | A / X | Confirm/Interact | | B / O | Cancel/Burn | | X / Square | Reload | | Y / Triangle | Melee | | | | | LB / L1 | Sprint | | LT / L2 | Focus Flashlight | | RB / R1 | Sneak/Hide | | RT / R2 | Shoot/Melee | | | | | Start | Pause Menu | '—————————————————————————'———————————————————————————' * Game Controls can be changed in the Options Menu. _ _ _____ _ _ _ _______ _ _ ______ _____ _ _ ____ _ _ | | | || _ || | | | / /|__ __| | | || __ || _ || | | || __|| | | | | | | || | | || | | | / / | | | | | || | | || | | || | | || | | | | | | | _ | || |_| || | | |/ / | | | |_| || |__| || | | || | | || | _ | |_| | | || || || _ || | | ( | | | _ || __|| | | || | | || || || _ | | || || || | | || | | |\ \ | | | | | || |\ \ | | | || | | || | ||| | | | | || || || | | || |__ | | \ \ | | | | | || | \ \ | |_| || |_| || |_||| | | | |_______||_| |_||____||_| \_\ |_| |_| |_||_| \_\|_____||_____||____||_| |_| ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[BK300] The meat of the guide! Follow along to find all of the game's collectible items and survive with ease! _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< CHAPTER ONE: AN OATH >==O ``-.____________________________________________________[BK301]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Welcome back to The Evil Within! After we gain control (who was that!?), head forward through the forest. This should be very familiar, after all. Once you get to the carcasses, head into the cave on the right. Once you do you'll get a scene. After that unfortunate scuffle, continue forward and head right the first chance you get. This leads to a chair with the [_KCPD CRIMINAL RECORD_] file lying on the chair. Continue down the path and use R1 to duck under the tunnel. Keep going as thing get blurry and interesting. You will need to use R2 at the boards to break through and continue, but a scene awaits after that. We transition to an office. After the talk a cat will come sit on your lap, which is our que to save (I can't make this stuff up!). After that, head after the boss behind you and take a right. The faces here are... interesting. Continue on to a garden area. Well, more of an arbor. At the path split, head left and interact with the biometric scanner. Your boss is waiting for you and will go on ahead. Follow him up and walk with him. You'll enjoy another very interesting scene shortly. We wake up in another place, with the needle still in. Lovely. A figure runs off as we come to. The hallway in front of us is blocked, so head left to come to a door. Interact with it for a [_FLASHLIGHT_]. We can turn it on and off with L3 and focus it with L2. BEFORE we head on through, turn around and head back the way you came, but stick to the right. This leads to a cut-off area behind the area we got out of the chair in. Here, look at the bed to your right and across from the end of it is a metal cart. On the bottom shelf is [_SNAIL MODEL 1_]. Shine your light on it to get the "Tango Gameworks" logo and a MODEL when you pick it up. There are five of these in total and we'll get them all. Head on through the door once you are ready to go. Noises up ahead. Continue past the next door to see bodies on the floor. Head past them and left to get to the stairs, then interact with the door to continue. A man asks for help up ahead, but he's locked himself in the room. Turn around and open the large vent on the wall and climb in. As you head through it, you'll hear him being attacked. You can watch from the smaller vents to see what did it. Exit out of the vent at the end and follow the weird creature through the hallway doors (which are now open). Following evil things is always a good idea! Head forward and pass the corpse to be attacked! Quickly wiggle the L Stick to kill him, and then pick up [_ENTRY #231_] next to him, an audio log of you know who! Keep going for a tutorial on cover ( O ) and luring enemies (Square). This of course means there is an enemy nearby, and there is but not until the end of the hallway! Head down there (the corpse on the way is dead) and you'll see that an enemy is guarding the door ahead. Yell by the corner and then hide behind the counter. When she comes to investigate, sneak by on the far side. Go to the door and mash X to open it. In this disheveled room, there is a safe on the right counter. To open it, you must input the code from the bloodiest number to the least bloodiest number (note that the code is randomized so I can't give it to you outright). Inside of the safe is [_LETTER SCRAP 1_]. Now, move the cart away from the door. Note the lockers here and continue. There's a BOTTLE up ahead that we should grab. Another quick tutorial on distractions. Throw the bottle into the room and the enemy will go investigate it, giving us time to sneak by and into the vent on the right. We'll come to a hallway with two rooms in front of us, the exit down the right hallway path, and a patrolling enemy down the left. Here, wait until the enemy walks away and get into the far left room. Note the buttons by the door... we can LOCK people in these rooms. What we have to do is CALL the enemy into the room. Do so by using cover on the far side of the room divider, then walk around it once the enemy comes to inspect. Head out the door and push the button. Voila! (-NOTE-) This should actually get you the "Prank Call" Bronze Trophy, even if what we did didn't use a phone whatsoever! Head down the hallway now and enter the vent you find (the left path leads to where we tricked the enemy with the bottle, but is blocked). Follow the vent into the room and note our escape gets cut off. The card is here, but note the locker on the left. Grab the [_OFFICE KEYCARD_] and get into that locker! Just stay put and watch what happens! Once the enemy is gone, you can leave and head back to the exit, past the room you locked the enemy into. Use the keycard and the door opens. Continue on in the dark until the next doors open. Here, go try the biometric scanner to be rejected. Perhaps the computer? Go use it and it will work, but soon things will get dark. HIDE IMMEDIATELY! Use your cover ability and don't just enter sneak mode! Do not move from your corner position and wait for the thing to stop looking. It will open up a new set of doors. Once you can, focus your flashlight on the same spot to continue on and see a scene. Well, we're back in the arbor hallway. Head left towards the bosses office to see your prey down below. Head past the office to a lobby where you can pet the cat (save the game) if you wish. Don't mind the man behind you! Head up the stairs and into the next hallway. When it goes dark at the end, check the last wall segment on the right for [_MUSIC TRACK 1_], which is an admittedly weird way to hand out the soundtrack. Like the snails, there are a total of five music tracks in the game and we'll get them all if you follow the guide. Continue on to the next room. Here a man will head out the double doors down below. Head to the end of the floor and hang a left, noting the vent you can crawl through. There is another safe in this room. This one has three colored key dials. To get the code to this safe, shine your flashlight on the pictures in this room to find colored letters you can input (again, the code is random). Open up the safe once you can for [_LETTER SCRAP 2_]. Head out of this room now back to the stairs. Note the at the bottom is a BOTTLE. The Brain vending machine also spits out bottles. Heh. One more note here: head into the vent in the stairs to find [_SNAIL MODEL 2_] at the end. Once again note that you have to focus your flashlight on it and then pick up the model. Grab the bottle and enter the door. There are two enemies in here we must outwit. To the left is a room with a cell phone that we can lock, and up ahead on the desk is a card key we need. Use the bottle first and throw it in the far left corner. Go grab the [_RESEARCH ROOM KEYCARD_] and hide back at the starting door. Now, we can do multiple things here. For fun, you can go inspect the left room and cell phone. You can then call it from the phone near the start of this room, hide, and lure the near enemy into heading into that room to take one of them out of the picture. You may as well do this to take him out of the picture. Now, we can just get another bottle (from the brain machine or the right side of this room) and chuck it into the right corner. This will definitely distract the enemy near the door so we can use the card and head on through. The door up ahead is blocked, so take the vent to the right. This vent leads past the blockage. Continue on to a room with a floodlight illuminating a "1" sign. The door here is impassable. What we must do is use our flashlight and light up the right "1", so that it fits in the star on the wall. Do this and stand off to the right a bit. You know you are doing it right when the screen goes red. Hold it to make a door appear. Enter in to a lab area. Go down the stairs and on the left look for another "1" sign past a counter. Focus on it to make another counter appear. This counter has the [_ENTRY #16_] audio cassette on it. Very nice. You'll see a flashback down here, so watch and follow the pair once you can. Head down the stairs and into the only open room (someone is watching us?). After the person disappears, we have another secret model to find! Go to the area underneath the stairs and there will be a multi-level steel shelf unit here. Near some bottles on this thing is [_SNAIL MODEL 3_], which is easily found right about waist level. Nice! In this room, shine your light on the stand to make a projector appear. Watch it and head back for another flashback and the way forward. Continue into the next room and in these segmented areas, find and shine a light on each of the whiteboards for the documents. There are three in total: two in front and one in back. After you have them, another flashback will play and soon the metal door in here will unlock slowly... Continue on through a hallway and open up the door to the left at the end (the malfunctioning door won't hurt us... yes, I tried to get hit by it). Go down the escalator to see some familiar faces. You can try and use the scanner here, but it won't work, so head to "Biometrics" nearby. We'll have a chance to save at the couch. Do so and then use the elevator for a quick scene before being dropped off at Biometrics. Use the computer nearby and the process will start. Head into the backroom now and interact with the machine here. CHEESE! The program recognizes you and opens the door. Lots of bodies. They may grab you if you get too close, but it's just wiggling the control stick if they do. Head past them to the room at the very end to find another computer you can interact with. This causes monsters to appear! A new type of monster though: these are blind corpses that can only detect noise and move around by crawling. Heh, you are saved automatically from this first one. Once we are free, go into the vent the second one popped out of for [_MUSIC TRACK 2_]. After that, head back and enter the vent the first monster came out of on your left. A monster is roaming around in here, but just go straight to get to the next area. Here, knock down the ladder and climb down. There are three monsters that are feeding down here and one patrolling. Head forward on the left and pass one, then take a right and make your way to a ladder. There is a Bottle up here but another safe as well. This safe makes us play a light game. The goal here is to light up all the blocks to open it. Follow these instructions on which buttons to push: 1. 4th Row, 1st Button 2. 3rd Row, 2nd Button 3. 3rd Row, 3rd Button 4. 2nd Row, 3rd Button 5. 2nd Row, 2nd Button Video games sure do like their light puzzles, don't they? Opening up the safe nets us [_LETTER SCRAP 3_]. Head back down now and you'll see a monster is guarding an opening. We have to use cover here and shout at it, then quickly move around the center box to get in cover. Do so and hit the lever you find. Move past the door as it opens and hit the next lever. Again, move through it when you can. That last stupid door is making the damn gate here move back and forth and is getting the monsters attention. This aggravates them and makes them pace nonstop. Grr.... There is a puzzle in this madness. Get through the first gate when it opens to see a crawlspace with TWO monsters crawling around. Once the first one passes, get into the cubby on the left. Look across you and see the middle area has a space to crawl through when the gate allows? We need to head for it. Do so when it is safe (follow the first monster over there when the timing is right for opening) and you'll find a Bottle and a cart you can push. Push the cart! It is very important! You upset a third monster by doing this but we must. Head back now to your cubby. The third monster will likely come in the crawl space and feed on a corpse. Now, follow the second monster around to another small cubby by an area where the gate opens up again (not the lighted cubby, the cubby past that). Here wait for the door to open up so you can crawl through. Thanks to the cart we pushed, we can access the ladder here and the third monster isn't in the way! We'll be up on the lab floor again. Nearby is a room you can run your last test in and learn why you were terminated. Weird, right? Check the desk in here for the [_RECORDING #1: RECRUITMENT_] document as well. After that, go use the scanner nearby to lower the bridge. You can now head back to the elevator. An enemy will ambush you as you try to enter: let them chase you behind the counter and use the vents to get by them and back into the elevator. Head past the scanner that was in our way now to what looks like the building lobby. Go up the stairs and on the left look on the desks for another safe. Another light puzzle. To solve this, follow this left line of desks down to the end. See the light shining on red squares here? Shine your light and they will give you the code. Once again, this one is random, so just follow what they show you for [_LETTER SCRAP 4_]. Head onward to the mess down below for a scene. I don't remember that! Hmm. Continue down the stairway nearby despite the yelling. Down here to the left of the door is the [_ENTRY #229_] audio log. Good stuff. Continue down the hallways with a room full of places to hide. Ugh... go ahead and try the elevator and get ready for a rough patch. We need to HIDE ASAP! Take a right from the button and go right down this row. Hide BEHIND the black rack, so nothing can see you from the way you came. The diver-monster is coming, and we're stuck in here while the power fixes itself! *Gulp. From this position you can get to 20% without moving easy. The monster moves randomly, but he always starts by going to the front left corner, so after he looks for you move forward to the front right corner. From here wait to see if he comes down the right wall or not. If he goes down the right wall, move to the left corner. If he doesn't, move back to your starting spot. From here it is all about not being seen. Try to move to where he last searched. If he does spot you, try to run off to another corner, then duck and pray. He is faster then we are when he's chasing, but he'll often move slowly during this part. He is fond of sticking his head up and searching, so always try and have an obstacle between the two of you. As you survive, certain parts of the floor get electrified, so be very careful. Due to the random nature of this part, you may have to try multiple times (I know I did!). Once the elevator comes, run for it (wait until the doors open!). You are safe when you get inside, so enjoy! Phew! Follow the hallways from here and enjoy the scenes as the chapter comes to an end. (-NOTE-) You will get the "A Different Beginning" Bronze Trophy here once you beat Chapter 1. _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< CHAPTER TWO: CROSSING PATHS >==O ``-.____________________________________________________[BK302]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Whew, that was something else. Once you gain control, look for a "1" symbol and shine the light on it to find a way out. In the next tunnel we'll get some history. Continue on and duck under the gap you find and watch the scene. FANTASTIC! Invisible enemies are making a return. We can see them with the flashlight, at least. Quickly grab the Axe nearby and wait until the monster starts walking away, then stealth kill it. Feels good! Note that if you do get seen, you can go back and duck under the area you came from: he can't follow you here. Once you kill him, go check out the nook beyond the axe for [_MUSIC TRACK 3_], then go up the slope. In the next hallway, take the right door to find another Axe. Follow this room to the rack on the very end and take cover here: another invisible enemy walks this area out to the hallway and back. Get a bead on him and when he turns to go to the hallway let him have it. Head to the hallway yourself now and open the adjacent door. In the back in here you can find the [_ENTRY #239_] audio log. Lift the gate up now using the crank and head down the ladder to the water below. Down here, head through the pipe to your right. Don't mind the monster and keep going until you see a scene. We'll FINALLY have a gun, but we are stuck and the monster is making things come to life! You have unlimited ammo here, so start shooting! The dog things take one shot when they are red, which most of them start off as but some need 2-3 shots. It will also send regular afflicted at us (aim for the head in order to stagger them). Reload whenever you run out of enemies. Aim sharp and soon the diver-monster will come down. Shoot it a couple of times to make it run off. BEFORE you follow it, look around down below at the columns to find a ladder leading up to where it was (it is in the back). Climb it to find a safe up here. Once again, the answer is random. Shine your light at the columns up here to have the numbers and direction revealed to you, then open up the safe for [_LETTER SCRAP 5_]. Head down and follow the monster through the big tunnel to continue. We'll get another TV message here. Climb up the nearby ladder and save if you wish, then enter the grate nearby. Head onward and drop down. Keep going to see a scene. Looks like the gate's fuse panel blew. And of course we have to fix it. head over to it and examine it, then pick up the [_FUSE_] to the left of it. One down, I suppose (nice of them). Put it in the first slot on the panel to have the door to your left open up. Head in and go down the ladder you find down to the water below. A doll greets us here. Yep, still creepy. At the path split head left and shine your light on the "1" to make a pipe appear. Follow it to a ladder and head up to find a safe. Look behind you for the random combo and then open it for [_LETTER SCRAP 6_]. Head back now and go down the other path. This ladder leads to a gate you must raise. Do so and enter the room. The enemies to the right can't bother us. Continue on to a hallway lined with tanks. Great. At least they aren't living, right? Hang a left and note the hiding spots. At the end you will find another [_FUSE_] past the door. The game saves. Time to head back. If it wasn't abundantly obvious, we are about to be attacked by one of the big clawed monsters. A single hit will do us in. Once he appears near the hallway door, turn around and hide in the first crawl spot. Wait here for a few seconds, then leave the way you came in. He will be at the far end of the hall and we can get back to the first room now. In the first room note the entrance door needs lifted. Ugh, we DO NOT have time to lift it here so crouch near the iron lung thing until the big guy breaks open the door to this room. Evade him here until he goes back to the hallway, then lift the door. We've escaped with the second fuse! Go back to the fuse panel and put it in the far right position to open a large sewer door down below. Go ahead and head down there (note that there may be enemies in the water that will grab your ankle, so be ready to kill them). Head up the path we opened to some new rooms. Note the door on the left here has a hiding spot and not much else. Continue to the open door on the left but note the spike trap to the right here. It takes time to "warm up", but we'll use it soon. Past the left door is [_FUSE_] number three! Try to head back and good ol' Ruvik will bar out path, meaning we'll need another way out. As a quick note, check out the trophy tip below if you want to get one now (we just had a checkpoint with Ruvik, so this is an ideal time): TROPHY TIP: CLUTCH! ~ This is the time to get this trophy, which requires us to kill TWO enemies with one trap. As soon as you leave Ruvik, head for the right door around the corner and kick it down (knocking the enemy down). There is a trap in the middle of this room and THREE enemies. We need two of them to get impaled here. Get all of their attention and run to the right, then lead them all to the trap. Use a kick at the edge if you must to get them to stay in, and it should kill two at least. Heck, sacrifice yourself if you have to, as long as we get this trophy. If you fail, let yourself die and try again. OK, so whether or not you got the trophy above, let's pretend this area is new. Head around the corner from Ruvik and let the enemy come through the right door. Lead him over the trap here to do him in. Note that these traps are a one-time use! Head in the door he came out of. Now, there is a SECRET MODEL nearby. Head straight to the left and duck under the chain-link fence. Here on the boxes you can find [_SNAIL MODEL 4_]. Nab him up and head back to the room with the enemies. Here, sneak behind the right enemy, taking cover to the far right. When they start walking the other way, flip the lever here and flip the next lever to be safe. Raise the gate and RUN for the far door as the enemies are coming out! You will jump into the sewer, but all of the enemies will leave you alone (they don't do jumps... heh). We can put in the last fuse now and continue past the area that Joseph went now. Head up the planks on the right and through the door. In here, check the barrel to the right for the [_ENTRY #246_] audio log. Drop down into the sewer again to see a scene. Once you regain control, we must go out of our way to find another music track! Here we need to head down the tunnel PAST Joseph to find the hidden [_MUSIC TRACK 4_]. After that, head back and look to the right to see a "1". Shine your light on it and enter. Past the hallway you can save if you wish, but then go up the stairs and look for another "1" on the top. It opens up another door. Enter to see a puzzle: an incomplete "1" and star on the wall. Here, you must line up the star sign and cast its shadow on the wall. This may be random, but for BK, I used the right star stand, turned it once to make the top triangle portion appear, and lined that up with the star on the wall. It'll turn red once you get it. Shine your light on it to open a hidden compartment in the wall to find audio log [_ENTRY #215_]. Head to the next door now and go through the cell door to see a scene. No idea HOW the man knows this, but we'll be back with Joseph and Sebastian soon enough. Continue watching the scenes and soon we'll be in a boss fight! ,---'\____________________________________________________________________/`---. --- BOSS: JOSEPH ODA --- `---./¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\,---' The light gave us enough time to get away and grab an axe, which is awful nice. During this fight Joseph will stalk us and has a firearm, giving him some ranged power. We need to attack him from behind with the axe. (-NOTE-) There is a trophy for ONLY using Axe's here. A bronze trophy that is called "All You Need is Axe". It's fairly easy to get. Stay in your hiding spot or even move to the right and watch Joseph for awhile. You'll see he alternates between standing still and looking around or walking around. Also note before you go in for the strike that there are beds to hide under here, there is another AXE by one of the beds, and these see-through partitions still make OK cover as Joseph has a hard time seeing through them (for some reason). When he starts on a walking pattern, get behind him and attack. Run to the axe afterward, pick it up, and hide again. One strike down. Next, I'd wait until he starts walking out of this circular room and follow him. Straight past the door in the "theater area" is another AXE by the way. Follow him and get the second strike in, then go get the axe and hide. You can hide in the circular patient room and he'll come looking for us eventually. From here it is all too easy to wait for him to leave again and follow him one last time. Get the third strike in and the battle is won, as well as the trophy for only using axes. Very easy. It should be noted that past the theater area is a workshop area. There is another AXE in here as well as instruments you can interact with to blind and stun Joseph for awhile. Use them if you want to: they make the axe-work much easier. This will invalidate the trophy, however, so it isn't recommended. You will see a scene after the third hit and we'll eventually get whisked away yet again to a new area. We wake up in a house. Very creepy looking, but Kidman recognizes it. Head out the door and right, to where someone is rocking. Nothing... but check on the chair to find the [_RECORDING #13: DISPOSITION_] document. Very revealing info here. (-NOTE-) This should also net you the "A Piece of My Past" bronze trophy for collecting all of the Personnel Files. Congrats! Head outside and down the stairs, to the small walkway. The final snail is near so let's go get it! Take a right and past the wagon duck through the hole in the wall. Break the boxes to the left and you will see [_SNAIL MODEL 5_] in a cage here! Poor guy! Head back out to the walkway and then turn left here and head to the statue. Near the statue you'll get a scene. Freaky. Before we play with the new statue, let's go left towards the "entrance" to this place (the area Sebastian comes from in the main game). By the door is the small wooden platform. Break the boxes here to find a safe. It's another light puzzle: 1. 1st Row, 1st Button 2. 4th Row, 4th Button 3. 4th Row, 1st Button 4. 3rd Row, 2nd Button 5. 2nd Row, 3rd Button 6. 1st Row, 4th Button Once you open it up we'll have [_LETTER SCRAP 7_] in our possession. Time to play with the statue now. One light is shining on it. Head over there and find a second. Rotate it until it shines as well. For the third light, head back to the marketplace road and at the end grab the [_SEARCHLIGHT_] you find in the left stall. "Looks familiar". Heh. Go back and put it on the pedestal to the right and rotate it up at the statue. Now, go stand where the broken pedestal is and shine your flashlight up. This repairs the statue and unlocks the door onwards. Head into the crypts. You'll get a scene (flashback?) as you go. After it is over, look for a small tunnel you can crawl through right of the cell. It leads to another opening where you can save your gave if you wish. On the table here is also [_ENTRY #201_], which is the last audio log. (-NOTE-) If you've been following the guide, you should get the "Doctor's Notes" Silver Trophy for collecting all the research documents. Congrats! Continue down the main path to see a quick scene. The enemies are drawn away by a bell. Follow them and we'll be in a graveyard. Wonderful. The path ahead is blocked by three enemies. Head right instead, over the planks, and over here look for a "1" on the wall to get through. This next part is home to another trophy. Pick up the BOTTLE here and you will see those dog-like things come out of the graves. One near you and one behind him, past a wooden fence. But first, the trophy: TROPHY TIP: DEATH GRIP ~ This is a good place for this trophy. We essentially need to get one of those dog-corpse things (a Cadaver) to kill a Haunted for us. This is easy to get here. We have two options: one is to throw the bottle near the exit arch. This should attract some of the zombies out there and the cadaver, meaning an easy trophy. Note that when I did this, I actually DID NOT kill the haunted with the torch... it was one of the first three. A kill is a kill, but this means I had to kill the torch guy with the axe as well. It also glitched out the remaining two zombies when I did it... they were alive but wouldn't move at all. They still saw me even, they just wouldn't move. Hilarious! The second way is to kick down the barrier and avoid the Cadavers, then go get the torch guy's attention. Have him chase you back to the Cadavers and he'll run right into them. This gets him out of the way easily. With the trophy tip out of the way, I recommend using it to get past the dog-like creatures and take the torch guy out at the same time. Barring that you'll need to break down the barrier, avoid the corpses, then sneak back out to the graveyard. There is an AXE nearby we can use on the torch-wielding haunted. Take him out and go past the door to the next area. More graveyard! Out here you'll see the bell to the left. Head to the left corner and find the broken wall you can duck under. There is an AXE waiting for you just after that. Take it and take out the patrolling haunted over here. Head to the left now and go up the ladder. Ring the bell here and jump down. Head back to your hole in the wall. A Cadaver will come out, but just run to the door where Leslie is at and he'll let you through with a scene. Head onward to the stairs and past the tunnel entrance. It will collapse, trapping us in here. Head up and continue for a scene. After the scene, DO NOT go right. Head to the end of this area instead and look into the last hole for a safe. The combination here is random again, but it is just like the first safe: press the buttons from bloodiest to least bloodiest. Doing this nets us [_LETTER SCRAP 8_], the last collectible in the game. We can now go to the ARCHIVE menu in the pause menu and piece together the letter. Doing so is very easy, so you don't need my help. Once you've done so you'll get the [_TORN LETTER_] and can finally read it. (-NOTE-) Putting the letter together nets us the "A Warning" Bronze Trophy for our efforts. Head to the exit now and up the stairs. Follow the only path here and you'll be where we fought the ogre's. Sneak under the big tomb to find [_MUSIC TRACK 5_], then try the door to the church. It is locked of course... something will make a sound here and Kidman will have Leslie hide. Time to explore. Shine the light on the right wall to open it and go through. Look at the tombs on the right here to find a "1". Open it up for the [WINGED IDOL_], then look for another "1" tunnel. This leads to two more tombs with a "1" on them. Open them up for the [_OX-HEADED IDOL_] and the [_CROSS-BEARING IDOL_]. After you have them, note the switch that appears near the door. Try opening it to see a quick scene. Hehe... Look to the left of that switch for another "1" tunnel. Open it up and head to the gate to the church. Read the note here: At Five came a plague taking out livestock. And with that, many took their lives. At Seven Mother turned to the church. Their symbol was etched in her mind. At Fourteen I left, leaving only a note. I wrote that I'd gone to heaven. These are clues for where to put the statues: 5: Ox-Headed Idol 7: Cross-Bearing Idol 14: Winged Idol Do that and the door will open. Head on through with Leslie and a scene will occur. We are stuck in this room with an Ogre! Head to the second set of boxes ASAP and wait here. The Ogre will eventually come over and pass on the left side, so sneak around when he does. Sneak to the far gate and when you are close, or if he sees you, run for it! Get through the gate for a scene. Head up to the church now and enjoy the scenes. Once you have control, RUN! We'll have to make some split-second decisions up ahead, so be ready to turn LEFT (escape from a shadow man), LEFT at the split, and then RIGHT when the rubble falls. If you are too slow we die (it is a cool death if you want to watch). There will be a checkpoint and then more running. Here his shadow-arms will come from either the left or right. Just hug the wall of the opposite direction when this happens to stay safe. Do that three times and then more scenes. And that's it! Watch the ending scenes and relax! You've just beaten the first DLC episode: The Assignment. (-NOTE-) For finishing Chapter 2, you get the "Not as it Seems" Silver Trophy. Congrats! (-NOTE-) For finishing the game, you unlock NEW GAME + and KURAYAMI modes. (-NOTE-) I hope you've found this guide helpful. Be sure to give the guide a recommend using the link up at the very top if you've enjoyed it. Also, be sure to swing by my Facebook page ( and say Hi, or shoot me an email! _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< ARCHIVE TRANSCRIPTS >==O ``-.____________________________________________________[BK400]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ As usual, I like to record a game's transcripts, so I wrote them all down and put them here. Fun to read. (-NOTE-) This section is full of spoilers, so I'd recommend beating the game first before going and reading these. PERSONNEL FILES ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ o KCPD CRIMIINAL RECORD CHARGE INFORMATION: Case# 4576-564-G7 Description: <Record Expunged - Juvenile Offense> Case# 8467-835-F4 Description: <Record Expunged - Juvenile Offense> Case# 9264-836-X3 Description: <Record Expunged - Juvenile Offense> Case# 7203-194-D3 Description: <Record Expunged - Juvenile Offense> Case# 7394-247-H3 Description: Criminal Tresspass, Destruction of Property Case# 8354-102-K4 Description: Grand Theft, Receipt of Stolen Goods Case# 9203-710-F4 Description: Vagrancy, Underage Consumption of Alcohol Case# 7104-846-J7 Description: Shoplifting, Resisting Arrest Case# 7103-825-D3 Description: Burglary Case# 8230-835-G5 Description: Possession of Controlled Substance with Intent to Sell Case# 8493-492-W2 Description: Robbery with Use of Firearm, Assault, Grand Theft, Criminal Evasion, Resisting Arrest, Assault on an Officer o Recording #1: Recruitment AGENT: Kidman, Juli. You've assembled quite the resume, I see. KIDMAN: They taught you to read at the police academy. I'm impressed. AGENT: Your attitude won't be necessary today. KIDMAN: What is this place? Why am I here? AGENT: You've been arrested, Ms. Kidman, and you are currently being detained. I'm sure even you could decipher that. KIDMAN: That's not what I asked, This isn't a regular interrogation room. They don't give you cushy chairs when you're about to be sent to lockup. AGENT: No current address, on your own since fourteen. A runaway, it seems. Quite impressive you've made it this long without coming to your senses. If your street smarts are that keen, I'd imagine you'd have turned yourself around by now. KIDMAN: It's more about survival. You think I'm pissed I got caught? At least I get free food in jail. It's all good to me. AGENT: What if I told you today could be different for you? You're a smart kid. You've got nothing to lose, no one to miss you. A person with those qualities could be open to very specific opportunities. KIDMAN: What are you saying? You offering me a Get Out of Jail Free card or something? AGENT: Not quite that, but something close. KIDMAN: I'm listening. o Recording #13: Disposition AGENT: Ms. Kidman. Please tell me about your family. KIDMAN: Next subject. AGENT: No, we've prolonged this talk for a while now. It's important for our understanding of you. KIDMAN: They never gave a shit. Too caught up in that church of theirs. More like a cult. It was like a punishment. Nothing I ever did was good enough for them. AGENT: They abused you? KIDMAN: No. It was more like neglect. That's why when I just left they didn't care. They never came looking. They just gave up. AGENT: And you never went back to them? KIDMAN: I did, a couple of years later. They were gone. Everyone was gone. It was like the whole town got up and moved. I should have felt something but I didn't. AGENT: And how do you feel about it now? KIDMAN: The same. They can rot for all I care. It was strange, though. There's a statue in the center of town; an angel with its head in its hands. I used to just stare at it when I was young, thinking it was sad. But now, I felt like even that statue knew how pitiful life was there. What a terrible place. RESEARCH DOCUMENTS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ o Entry #231 I'm afraid that the fragile mental states of the subjects are limiting our studies. Mobius wants us to move past Beacon patients and on to more "stable" people. They want to get STEM closer to its intended use. Would they see the world in the same way? Would a "sane" mind weather the psychically draining experience? I had that dream again. I netered the STEM myself... o Entry #16 After months of secrets, subterfuge, and indoctrination, they brought me into their fold. This place is... elaborate to say the least. Despite the modernistic visage, the research they have been doing here seems to date back to over a century ago. This place has history and from what I can grasp, tis facility is only one branch of many. Institutions, powerful families; their research seems grand, and therefore the possibilities for me seem equally as rich. Clearly my own unique methods at Beacon have piqued their interest, and I am most grateful for the opportunity. Most of what the researchers have been working on, however, seems archaic by today's standards. They told me budget is of no concern; results are the only thing that matter. Juggling duties here and at the hospital seems manageable, but Ruben... Comparatively insignificant, but even at his young age his studies are remarkable. Perhaps one day he will even assist me with my work here. o Entry #229 Patients emerging from the STEM are becoming more erratic. Their pathologies seem to be amplified by the experience now. Even worse, patients now seem to experience each other's psychological trauma. It's as if the user's deepest fears linger within the encephalon of the system, even after the session is over. The most concerning thing are their most recent statements. Every single patient claims to see a hooded figure slowly approaching them. Could it be him? His consciousness existing as a ghost in the system? My curiosity has never been piqued like this. I want to know. I want to see what they see. But it's too risky... for now. o Entry #239 Something else is even more harrowing... our subjects are... dying. They come out from STEM abruptly passing with looks of horror in their eyes. The ones that do survive are catatonic; babbling inchoherent messes that we can't properly interview. We've done nothing to the process to cause this change. It must be the ever-growing collective consciousness of the STEM system. These patients seem unable to take the strain of exposure. We need more "sane" subjects, perhaps to cleanse the system. At its current state, the system is unsustainable, something Mobius will not approve of. This time, only I am to blame for this. Our new prototype in Beacon is almost ready. When it is, I will start its conversion to the wireless system. Even if the original STEM experiments go awry, I will show my worth to Mobius with its next generation. o Entry #246 Today was something truly surprising. He was one of the last groups of test subjects... Just another patient I expected to babble and maybe even die. Patient 105: Leslie Withers. Ruben had singled him out as a useless subject... but he must have known. He knew I would read his notes. What else was Ruben lying to me about? But this Leslie... he emerged cognant, calm, and able to report fully what he'd experienced inside. His unique pathology allowed him to successfully navigate his STEM experience with little repercussion. They know nothing of his existence, but no doubt he is the key. If we all share the consciousness, then with him I too should be able to experience the STEM, potentially even suppress the more unsavory aspects of it. With him I can be the master of the very technology I helped create. Mobius will see my worth and let me rise even higher in their ranks. o Entry #215 They've refocused the efforts of the other programs to support our research. STEM priority has seemingly overriden other departments' individual research. Chemical and botanical studies are focused now on tempering, priming subjects for their inevitable connection. Now that the prototype is up and running, experiments continue. Upon their return from STEM integration, patients are interviewed extensively. While their particular pathologies inform their experiences, there are commonalities. They all experience the same settings, the same occurences. The "world" they inhabit becomes larger with every new visitor. This suggests that shards of each user's consciousness are left behind inside the STEM, creating a community. It's as if, internally, a new world is being built. o Entry #201 Ruben has no idea what he's done. It's not surprising that he doesn't care, either. He was never motivated by fear of Modius... The STEM prototype works, but only when connected to Ruben. I've checked the details and he customized the whole system to only operate with his own brain-wave pattern. I left him alone with the device for far too long, trusted him too much and despite all my knowledge in the field it's past the point of fixing. I can't just flip a switch. And that's not the worst of it. They know, as well. I'm not going to take the blame for this. I will drag him here and make him fix it. I can't imagine what they will do to him if he doesn't... LETTER SCRAPS ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ (-NOTE-) This letter only comes together once you put all of the letter scraps together! I sensed it the moment Marcelo triggered the machine. He had removed my mind from the core. He thought he figured out how to get around me, but he is such a fool. The brain is nothing but matter. My consciousness is omnipresent. I can see them all: their memories, their thoughts... their fears. And by pulling in so many people I will consume them all. From the weakest first, each mind gives me more power to conquer. Where does my world end and reality begin? From now on, that line begins to blur. _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Trophy Information >==O ``-.___________________________________________________[BK-500]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ In this section I'll list all the trophies in the game along with my best description on how to obtain them. I'm sure that you Xbox 360 players out there have the same exact "achievements", so this should help you out too. (-NOTE-) Trophies are here in the order they appear in the PS trophy list. .————————————————. .————————————. __| Prank Call |_________________________________________| Bronze |__ ¯¯¯'————————————.———'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Lure an enemy with a phone call and lock them in a room. | (Ch. 1) ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | In Chapter 1, when you get the research card, you can use | the cell phone in a room to the left and call it to trap a | haunted inside that room. This trophy seems kind-of glitchy | though, as trapping any haunted in any room seems to make it | go off. Huh. ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .—————————————. .————————————. __| Clutch! |____________________________________________| Bronze |__ ¯¯¯'————————————.'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Use a single trap to kill two or more enemies in The | Assignment. (Ch. 2) ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | This trophy is fairly rough to get, but very satisfying. | I wrote a trophy tip up above in the guide for it, so be sure | to check it out! ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .—————————————————————————. .————————————. __| All You Need is Axe |________________________________| Bronze |__ ¯¯¯'————————————.————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Survive the duel without using any electronic devices in | the environment. (Ch. 2) ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | This is a fairly easy trophy to get, honestly. It the duel | with Joseph, just use axes to kill him. Don't use anything | else. ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .————————————————. .————————————. __| Death Grip |_________________________________________| Bronze |__ ¯¯¯'————————————.———'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Get a Cadaver to grab and kill a Haunted. (Ch. 2) ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | A clever trophy. Best done during the graveyard section of | Chapter 2. I wrote a trophy tip for this one, so check it | out in the guide. ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .———————————————————————————. .————————————. __| A Different Beginning |______________________________| Bronze |__ ¯¯¯'————————————.——————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Clear Chapter 1, "An Oath." ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | Just play through the game and you'll get this one. You can't | miss it! ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .—————————————————————. .————————————. __| Not as it Seems |____________________________________| Silver |__ ¯¯¯'————————————.————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Clear Chapter 2, "Crossing Paths." ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | Just play through the game and you'll get this one. You can't | miss it! ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .————————————————————. .————————————. __| Doctor's Notes |_____________________________________| Silver |__ ¯¯¯'————————————.———————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Collect all Research Documents in The Assignment ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | Use the guide to get these collectibles as you play. If | you are missing one, you'll need to replay that chapter to | find it. Use your archive list to see what you are missing, | then CTRL + F to find it in the guide. ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .————————————————————————. .————————————. __| A Piece of My Past |_________________________________| Bronze |__ ¯¯¯'————————————.———————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Collect all Personnel Files in The Assignment ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | Use the guide to get these collectibles as you play. If | you are missing one, you'll need to replay that chapter to | find it. Use your archive list to see what you are missing, | then CTRL + F to find it in the guide. ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .———————————————. .————————————. __| A Warning |__________________________________________| Bronze |__ ¯¯¯'————————————.——'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Complete the hidden letter in The Assignment ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | Use the guide to get these collectibles as you play. If | you are missing one, you'll need to replay that chapter to | find it. Use your archive list to see what you are missing, | then CTRL + F to find it in the guide. ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ .————————————————————————————. .————————————. __| Not Afraid of the Dark |_____________________________| Silver |__ ¯¯¯'————————————.———————————————'¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯'————————————'¯¯¯ Description | Clear The Assignment in KURAYAMI Mode. ————————————————|—————————————————————————————————————————————————————————————— How to Obtain | This requires you beating the game to unlock KURAYAMI mode, | then playing a New Game with this mode selected. BK hasn't | done this yet, so um.... good luck! Hahaha! ________________|______________________________________________________________ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Version History >==O ``-.___________________________________________________[BK-600]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ Version 1.00: March 13th, 2015 - March 16th, 2015 ------------------------------------------------- Guessing a bit on the days here. Got th DLC written up and posted online. Definitely a unique experience from the main game for sure. Realizes shortly after posting it that I hadn't found all of the snails and music tracks, so will have to re-visit it at some point... Version 1.10: July 1st, 2015 ---------------------------- Adding in all of the snails and music tracks to this version. Should be complete now. Only took what, 3+ months or so to do? Real life, right?! _____ ___ __ __ |_ _| | __| \ \ / / | | H E | _| V I L \ \/\/ / I T H I N ________|_|___________|___|_____________\_/\_/________________ ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-.. O==< Credits >==O ``-.___________________________________________________[BK-700]___.-´´ ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯ o My awesome family for all the love and support (and time to do all of the guides I do!) o All my peeps over at the FAQ Contributor board. Bunch of good people there who make some of the best guides this site has. You guys and gals know who you are! o Jim Carroll for the Music Track 4 tip. Many thanks! o Animal Delos from the GameFAQs board for the snail location round-up. I believe I only found one of five naturally, so this was awesome info. Many thanks! o GamerZOMBIE for his playthrough on YouTube. It helped remind me of stuff so I didn't have to reload quite as much as I did. o Gair gaming on YouTube for help with the collectibles. Really respect the fact that they went behind and added notes to correct their mistakes. Props! o GawdlikeMatt for showing me what the hell the snail was for! Ha! o My frequent partner in crime Absolute Steve. I did the main "The Evil Within" game with him and am using some of the ASCii we used for that guide in this one. Can't wait until our next venture together, partner! _______________________________________________________________________________ I'M JUST MAKING Document © Bkstunt_31 2015 SURE YOU'RE DOING The Evil Within © 2014 Tango Gameworks YOUR JOB... E N D O F D O C U M E N T

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