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(as "Psycho Break")

The Evil Within

Platform:

The Evil Within [By neoseeker.com]




 

An Emergency Call

NOTE/TIP This walkthrough is written for the 'Survival' (medium) difficulty. It is recommended to start on this level, since beating the game unlocks the difficulty that comes after it.

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

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

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

At the intersection, simply move right (the left side only leads to a dead end), hop into the water and climb the nearby ladder on the other side. Move to the body inside the wheelchair and pick up the [OLD NOTE FROM SEWER] lying beside him. There's no need to go through the first door on the right (which you already passed by); it's a dead end. The gates up ahead are locked tight. Move through the nearby doorway and up the ladder. Inspect the desk with the monitor to find the [BOILER ROOM NOTE]. Press the right button next to the door and move through the hallway.

 

 

 

 

Remnants

When you wake up, collect the newspaper [BODIES FOUND] and the [GREEN GEL BOTTLE] from the table. Follow the nurse and 'sign in' (save), then move to the next room. Before sitting down, inspect the floor behind the seat to find the [MAP FRAGMENT 1]. Sit down and apply the Green Gel to start the next chapter.

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

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

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

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

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

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

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

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

Make your way through the field and hide behind a small wall to the left. An enemy is banging on a door that Leslie went through just now. Do NOT approach him right away while he's still banging the door. Wait for him to turn around and when he starts moving to the right, sneak towards him by curving to the left first to make absolutely sure he can't see you, then sneak towards him as fast as you can to stab him in the back. Collect the [SYRINGE] he drops, but don't bother burning the corpse. Since you're still low on health, consider using the syringe.

Move through the cabin and make your way through the area up ahead until you reach a campfire. There's a little (Maria) statue standing on the nearby wall; smash it to find a [ORDINARY KEY]. Once you enter through the gate by smashing it open, there's no turning back.

After the cutscene, hide behind the stack of hay (but don't burn it). Wait for the first enemy to start moving away from you and sneak up to perform a stealth kill. Hide behind the nearby steps and locate the second enemy near the fire. Wait for him to move behind the nearby building and start following him once he does to perform another stealth kill. Now, check by the fire outside to find the [LAKESIDE TOWN NOTE], then enter the building to find [5 MATCHES] inside. inside. You can find a [SYRINGE] on the bed in the adjacent room. There's also a locker here in which you can hide if there are enemies on your tail. Exit the house via the other side and dismantle the trap for [TRAP PARTS].

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

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

Now's an excellent time to backtrack a little down the main trail and stealth kill the first enemy we saw; a piece of cake coming from this direction. He too drops [6 HANDGUN AMMO]. Better yet, the nearby cabin contains [1 HANDGUN AMMO], [3 MATCHES] and [1 PARTS].

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

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

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

Enter the building through the door and smash the wooden boxes in the corners to hopefully find some items. Check the couch here for [MAP FRAGMENT 2]. There's another wooden box near the corpse that should be broke. Don't bother using a match on this corpse; it's only there to have you waste your matches. The wooden barrels in the other corner also contain [1 PART]. The adjacent hall wall is rigged with a trap, good for [1 PARTS]. Smash

the wooden planks barricading the small room. This enemy will come alive, so either destroy it with your torch or kill it in a different fashion. Search the room itself now for [200 GREEN GEL] and an [ORDINARY KEY]. The other room contains [5 HANDGUN AMMO] and [500 GREEN GEL]. Again, don't bother wasting a match on this corpse. It doesn't leave anything behind and it's only placed here so that you might be tempted to waste a match on it.

You can now return to the area's main intersection.

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

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

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

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

TROPHY TIP: A LA CORVO

TROPHY TIP: A LA CORVO
This trophy STARTS at the section of the game where you are introduced to the tutorial on how to sneak-kill . The description of the trophy reads "Have they lost their minds? Better get past them without a fight.". That "don't fight" part starts at the sneak-kill section, which is what may make this trophy NOT POP for those who didn't know (somehow shooting the hell out of old Connely is OK though...).
So, let's get this trophy. Punch the enemy away from Leslie's shack and head on through. The enemy won't be able to keep up, no worries. You'll see the scene where the people turn into monsters. After that, what I like to do is just jog down to the gate, with a trail of enemies following me. TRY to use the gate handle and you'll wake up the two enemies lying on the ground. Now, run past them and hang a right. Duck under the trap wire that is by the stone wall and continue, past the fire to the wagon. You will lose the enemies here but I like to hide behind the nearby wall of hay until they all give up looking for me.
This resets enemy patrol paths. Once they are done looking for you, sneak to the wagon and then to the stone wall. There's an enemy watching the main path between the walls and another inside the last house, but none of them should see you. At the stone wall you'll see the awakened enemies will be doing some short patrol paths. Namely, one is right by the wall walking left and right. Now, you can actually wait for him to head right and then SNEAK PAST HIM, and sneak straight for the gate, sneaking past that tree just barely to the right. Don't slow down or doubt yourself. At the gate you can straight up just raise it with the wheel and head through. The trophy should pop once you get through the gate itself.
This is all best done while not worrying about items or collectables, but if you had to you could grab the document by the first house easily enough and still pull this off. I wouldn't bother with anything else though. On the plus side, you aren't wasting ANY items here.
As a fun fact, as of this writing the % of trophy holders (for PS4 at least) is 1.2%! Crazy low! As another fun fact, the name on this trophy, "Corvo" very likely refers to the main protagonist from "Dishonored", Corvo Attano.

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

 

 

 

 

Claws of the Horde

TIP: Before moving, aim at one of the crows and shoot it. They will drop random items for you.

There's a [SYRINGE] lying on the table next to a lantern. Smash the boxes to collect [RANDOM ITEMS], then head down the trail and smash the wooden barrel near the stairs for another [RANDOM ITEM]. Head upstairs. If your hobby is burning corpses, you're in luck, as you'll find [3 MATCHES] and a stack of bodies. Burn them, then head upstairs to reach the next area.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Head down the ladder to find an [AXE] near the lantern (if you want it). You can hear your old friend the executioner chained away in the back of the shack as well. Either disarm or avoid the bomb on the right side of the shack and head outside. Disarm the bear trap for [1 PART] and open the nearby chest. Open it only partially to avoid triggering a trap inside. It contains a [GRENADE], an [EXPLOSIVE BOLT] (for a yet to be gotten crossbow) and [4 SHOTGUN SHELLS] (for - you've guessed it). The disarmed trap contains, of course, [2 PARTS]. There are also boxes and a barrel to be smashed nearby for a [RANDOM ITEM].

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

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

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

Enter the building, but prepare to fight several enemies. One of them will come down the stairs; flip the switch when he's just down the stairs to spike him. It's quite possible that soon enough, two more enemies will come running through the door nearby the switch; use your axe on the first, and collect the torch from the first enemy you killed, then run to the switch on the stairs. You can use it in the same fashion to kill the third enemy, and a fourth will come downstairs around this time. Since you still have your torch ready, it shouldn't be much of a problem. Once they are dead, check the small cabinet near the window you came in at for [500 GREEN GEL], then head upstairs to find [3 MATCHES] on a cabinet, two [HARPOON BOLTS] near the open doorway and the [AGONY CROSSBOW] at the far end of the walkway. Go back downstairs (or stealth kill the sniper on the balcony now).

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

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

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

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

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

Head upstairs. There's an enemy standing by the window in the room with the open doorway, but be careful you're not seen by the patrolling enemy on the walkway outside, who passes this window every now and then. After taking out the enemy in this room, wait for the one outside to move away and perform a second stealth kill. You can no go back inside to collect a few items. The cabinet near the stairs, with the burning candle, contains [2 SHOTGUN SHELLS]. The rack in the nearby room (where you killed the enemy near the window) contains another [3 SHOTGUN SHELLS]. The cabinet near the window contains a [SYRINGE].

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

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

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

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

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

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

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

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

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

 

 

 

 

 

The Patient

Destroy the nearby boxes for several [RANDOM ITEMS]. There are a couple of directions you can take from here; we'll start by exploring the left side of the area. Move down the street and head up the stairs on the left side.. the doctor will tell you he hears something. Move back down and hide behind the small hay carriage nearby. A big fat zombie will enter the scene. Wait for it to come down and it'll just move back and forth at this point. A stealth kill is possible and not very hard either. The cabin that it came out of (upstairs) contains the [MAP FRAGMENT 5], [3 HANDGUN AMMO] and a *rigged* chest which in turn holds a [FLASH BOLT] and a [GRENADE]. Head back to the square and go to the right; move up the steps of the house on the right and smash the barrels to find a [RANDOM ITEM], then go inside. The small cabinet contains [3 MATCHES], and you can move to a hidden room from the corner with the bookshelves. The drawers contain [3 HANDGUN AMMO], there's [300 GREEN GEL] on the round table, and a [SYRINGE] behind the small painting. The [VILLAGER'S NOTE] is lying on the bed.

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

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

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

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

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

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

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

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

You'll end up in a bloody area. Before you approach the single door behind you, there are several things you might want to do, if only to orient yourself in this new environment.

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

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

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

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

 

 

 

 

Inner Recesses

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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



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

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

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

TROPHY TIP: NOT PART OF THE JOB DESCRIPTION This trophy is ROUGH. Seriously. Well... it's not as bad as it could be, I suppose. To get it, you have to get through the entire ambush section without letting Joseph get HURT. That's right: you have to protect an AI character who can't get a SCRATCH ON HIM. Easier said then done, and this is why this trophy is probably best saved for a NEW GAME + playthrough and best done on a casual difficulty setting. Nevertheless, we are here to help you out in any way possible. As you start off above Joseph he will need some help right away. I like to throw a grenade out on the left side of the tank (two enemies are coming into the area from that side) and then fire off a flash bolt by Joseph to buy time to get to him. Once you get down there, you can start head-shotting enemies advancing on him (the upgraded pistol is useful here) but also get close to him as three more enemies are coming in from the door behind him. A grenade or explosive bolt will really help. From that opening gambit, things get much more hectic. Joseph will (smartly) run off, often to one of the sides and continue to try to shoot who he can. Here it is best to make sure he is not in any immediate danger and then put out some shock traps and/or roll over whoever you can. Kill with speed and give no quarter: the quicker you thin out the enemy number the more likely Joseph gets through this. Protecting him is the first priority. If you can beat off the ground waves, you are in VERY good shape. If not, you may as well just reload the auto-save (which should be saved before you open the doors to this section). Once the ground enemies are done, Joseph will point out the dynamite enemies, who you should of course interrupt with pistol shots and let the dynamite do its thing. A host of enemies comes from above, out of the room to the left of the doors. You could chuck a grenade at the doorframe / in the door to help as there is a pause in the action. From there though be sure to get downstairs. The only other wave will come from the far end of the room where there are no iron doors or bars. An explosive trap there will help. Once you get to the part where you have to go to the control panel to help Kidman out, you have this in the bag. Kill the two enemies on the way, input the numbers Joseph will give you (22, 5 - every time) and then the trophy should pop shortly after that. Joseph must remain COMPLETELY HEALTHY throughout the whole ordeal. If you are able to heal him at all you've failed. If you get the odd scratch it doesn't seem to matter though: I've been hit with an axe and still got the trophy. I also had to try about 5-6 times for this one before I got it. The % of players who have this trophy on PS4 is currently at 1.9%, and I would believe it. Good luck to you guys!

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

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

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

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

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

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

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

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

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

You can now go back to the save hub, where you can collect the [MISSING PERSON POSTER - FERNANDO] from the notice board next to the big clock in the lobby.

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

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







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