FAQ And Walkthrough - Guide for The Evil Within: The Assignment

Scroll down to read our guide named "FAQ And Walkthrough" for The Evil Within: The Assignment on PC (PC), or click the above links for more cheats.

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|       | |   | |   | |   | |   |                  S T R A T E G Y   G U I D E
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|   |     |   \ /   | |   | |   |                              B Y
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                       \ /      1 0 0 %   S P O I L E R - F R E E
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 ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯ ¯
            Platform:   PlayStation 4
             Version:   1.00
        Last Updated:   3/16/2015

               Email:   FAQs @ bkstunt .com
            Web Site:   http://bkstunt.com/
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              |_   _|         | __|           \ \    / /   
                | |   H  E    | _|   V I L     \ \/\/ / I T H I N
        ________|_|___________|___|_____________\_/\_/________________
    ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                          Table of Contents                           >==O
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 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] Credits.............................................................[BK600]


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                | |   H  E    | _|   V I L     \ \/\/ / I T H I N
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    ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..   
O==<                            Introduction                              >==O
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        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯

 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 http://www.gamefaqs.com/ps3/711439-the-evil-within/faqs/70314
 
 
 Anyways, its good to be with you all again! Let's do this!

 ~ Bkstunt


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 I also have a website you can visit to see what other guides I've written,
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                | |   H  E    | _|   V I L     \ \/\/ / I T H I N
        ________|_|___________|___|_____________\_/\_/________________
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O==<                               Controls                               >==O
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            _.——————._     PS3 GAME CONTROLS [CON-1]      _.——————._
           |    L2    |    ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯     |    R2    |
          /|—´¯¯¯¯¯¯`—|\                                /|—´¯¯¯¯¯¯`—|\
         //|    L1    |\\______________________________//|    R1    |\\
        ///'—´¯¯¯¯¯¯`—'—\¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯/—'—´¯¯¯¯¯¯`—'\\\
       //'               `.        S  O  N  Y        .´               '\\
      /'       .——.        '                        '        .——.       '\
     /         |UP|         \   ____        ____   /        ( /\ )        \
    (     .——.  \/  .——.     ) [ SL ]      [ ST > (    .——.  `——´  .——.    )
    |     |LT >    < RT|     |  ¯¯¯¯        ¯¯¯¯  |   ( [] )      ( () )   |
   .(     '——'  /\  '——'     )_       .——.       _(    `——´  .——.  `——´    ).
     \         |DN|            `.    ( PS )    .´           ( >< )        /
  ´   `.       '——'      .´¯¯`.  \    `——´    /  .´¯¯`.      `——´       .´   `
  |     `._             .  LA  .  )          (  .  RA  .             _.´     |
  |        ¯—._____.—.  '  L3  '  |__________|  '  R3  '  .—._____.—¯        |
  |                  /\  `.__.´  /¯¯¯¯¯¯¯¯¯¯¯¯\  `.__.´  /\                  |
  |                 /  `._    _,´              `._    _,´  \                 |
  |                /      ¯¯¯¯                    ¯¯¯¯      \                |
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                |   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|                  `.__.´                       |
 |                        '——'                                               |
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        ¯¯     |   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.
            

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| |   | ||  _  || |   | |  / /|__   __| | | ||  __  ||  _  || | | ||  __|| | | |
| |   | || | | || |   | | / /    | |  | | | || |  | || | | || | | || |   | | | |
| | _ | || |_| || |   | |/ /     | |  | |_| || |__| || | | || | | || | _ | |_| |
| || || ||  _  || |   |   (      | |  |  _  ||    __|| | | || | | || || ||  _  |
| || || || | | || |   | |\ \     | |  | | | || |\ \  | | | || | | || | ||| | | |
| || || || | | || |__ | | \ \    | |  | | | || | \ \ | |_| || |_| || |_||| | | |
|_______||_| |_||____||_|  \_\   |_|  |_| |_||_|  \_\|_____||_____||____||_| |_|
 ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯[BK300]

 The meat of the guide! Follow along to find all of the game's collectible
items and survive with ease!

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              |_   _|         | __|           \ \    / /   
                | |   H  E    | _|   V I L     \ \/\/ / I T H I N
        ________|_|___________|___|_____________\_/\_/________________
    ..-´¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯`-..
O==<                         CHAPTER ONE: AN OATH                         >==O
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 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. Head on through.

 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! 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. 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 silly
note: you can go into the vent in the stairs, although it leads nowhere. There
is a SNAIL inside though. What it is for, I have no idea...

(-NOTE-) I just learned you can shine your light on this snail to, um... yeah,
         just do it and pick up the [_MODEL_] that drops. Can't believe I
         didn't do this earlier!

 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?).

 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 left 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 and 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, 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. Turn left here and
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 (Facebook.com/Bkstunt)
         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: 

 
 Case# 8467-835-F4
 
 Description: 

 
 Case# 9264-836-X3
 
 Description: 


 Case# 7203-194-D3
 
 Description: 


 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==<                               Credits                                >==O
    ``-.___________________________________________________[BK-600]___.-´´
        ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
 
 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 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 © _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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