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Evil within 2 parts for a sniper rifle. Powerhouse powers

You can wield not only ordinary firearms. You will also have a deadly crossbow at your disposal.

Crossbow "Warden Crossbow" - unique weapon, shooting different types bolts (special ammunition) that suit different play styles. You can set up a trap with electric bolts, or pass silently thanks to freezing and harpoon bolts, or even create a hellish mess with explosive ones. You decide.


Walking around Union and exploring the buildings, you'll find some bolts, but if you want to use the crossbow regularly, you'll have to craft your own ammo. Just remember to collect any debris: fuse, black powder, nails, metal pipes, capacitors and, of course, ordinary gunpowder.

IN passing The Evil Within 2 there will come a time when you won't be able to go any further without a crossbow, and it's better to get one sooner rather than later. A great opportunity will come in the third chapter, when you receive the task of finding a broken sniper rifle, as well as several other types of weapons. Always remember the location of shelters where you can rest and heal.

Where to find the Guardian crossbow

Take out your communicator and look at the map on which O'Neil marked the location of Mobius's employee. You won't have to go far, but be quiet and careful so as not to run into enemies. When you get to the APC, pick up the Guardian Crossbow. After the cutscene, you will have a great opportunity to try out the electric bolts. And don't forget to pick up the harpoons there.


Why do we need different types of bolts, and what to craft them from?

The Guardian crossbow is one of the main weapons in The Evil Within 2. It is necessary to destroy several enemies and create traps. Get used to it, it will come in handy.

Electric Bolts (Shock). An electric discharge will jump from one enemy to another, knocking them down. After that, you should hurry and finish them off. Keep in mind that stronger enemies will not fall but will still take damage. Electrobolts can also be shot at fuse boxes to open locked electronic doors, or into puddles to kill multiple enemies at once. You will find the first electric bolts along with the crossbow itself.

They are created from a fuse and gunpowder.

Smoke. Their main task is to create a curtain that will allow them to hide from the enemy’s gaze. These bolts are very useful when you need to get past a lot of enemies and there isn't much cover nearby. After being upgraded at the workbench, they can even be used to kill. You will find the first ones in the Northern Shelter in the residential area.

Created from black powder and ordinary gunpowder.

Explosive. It is not difficult to guess that with their help you can make a lot of noise, tearing enemies to pieces. They are useful against larger enemies as they struggle to avoid explosions. In addition to flying nails, the surroundings may catch fire, but be careful not to fry yourself. You'll find several in a residential area at the Union Auto Repair Shop.

Made from gunpowder and nails.

Harpoon. Silent bolts are great for sneak attacks and tearing off limbs. Save them for moments when it's better to go stealth. Several lie in the Northern refuge, as well as near the location of the crossbow itself.

Made from metal pipes.

Freeze. Probably the least useful bolts of all. With their help you can freeze the enemy and destroy them, or slow them down for a short time. You'll find them in the Union Preserve at Torres Refuge.

Made from gunpowder and capacitors.

Other guides

  • All Evil Within 2 weapons - where to find a flamethrower, magnum, brass knuckles and more

The "Making Things a Little Easier" achievement in The Evil Within 2 is unlocked after using special weapon upgrade parts for the first time. Standard weapons are characterized by low efficiency. Special parts (High-Grade Weapon Parts) allow you to increase the characteristics and upgrade your weapon. All weapon upgrades in the game are carried out at workbenches located in Vaults or in Sebastian's office. Basic upgrades for weapons require ordinary parts, but for advanced upgrades, locked in the tree, you need to use special parts, which are occasionally found in red wooden boxes on Sebastian’s path while exploring Union locations. Often special parts are hidden in hard-to-reach or secret places, but are sometimes given as rewards for defeating bosses.

The easiest way to complete the "Things Will Be a Little Easier" achievement in The Evil Within 2 is to visit the B-34 Vault at the Auto Repair Shop in the Residential District and find enough special parts to make one advanced upgrade for the trophy. The auto repair shop is located in the northwestern part of the Residential area. We enter the auto repair shop, go into the back room, and activate the memory on the switch. Turn on the electricity on the brush by pressing the second and fourth toggle switches (counting from left to right). In the room, we lift the machine to the ceiling, go down through the hatch into the basement, walk along the corridor and scan the corpse for a fragment of memory. We bend down and climb along the tunnel; in the corridor we find two doors.

The B-34 vault door is locked with a combination lock. To break into a door, you need to find the correct four-digit code. At a dead end near the green barrels, we examine the soldier’s body and take away a special access card with a key. We approach the terminal and enter code 9676. If the inscription on the door differs from B-34, then we look at the key card and independently select the correct numbers according to the following principle: the letter is the vertical value, the numbers are the horizontal values. First, we find the desired column by letter, and then select the values ​​of the numbers opposite the desired numbers. For example, A-25 is written on the door - the code is 2542, since in cell A2 on the key card the number 25 is indicated, and in cell A5 - 42. After breaking the door, we inspect the storage room, take away special parts and return to the shelter to improve the weapon.

The "Powerhouse" achievement in The Evil Within 2 unlocks after finding all the weapons and compiling a complete weapon collection. In total, 15 weapons are hidden on Union territory: brass knuckles, knives, pistols, revolvers, shotguns, rifles and flamethrowers. New weapons appear gradually as the story progresses and the game progresses. To get the most powerful weapons The Evil Within 2 requires you to fulfill a number of conditions, for example, completing the game on a certain difficulty, or completing additional tasks. Not all weapons found are in perfect condition; some samples will have to be collected in parts, which are stored in tool boxes and scattered across locations. Weapon repair and restoration in The Evil Within 2 occurs at workbenches in shelters.

Award weapon

  1. Automatic pistol(Burst Handgun) - redeemed using the code from the “Last Chance / The Last Chance Pack”, which is given for pre-order The games Evil Within 2.

Prize weapon

  1. Magnum(Magnum) - Unlocked after beating the game for the first time on any difficulty.
  2. Brass knuckles(Brass Knuckles) - unlocked after beating the game on Nightmare or Classic level difficulties.

Steel arms

  1. Survival knife(Survival Knife) - appears when escaping from the Guardian with a chainsaw and returning to reality in Chapter 2, “Something Went Wrong.” You can't miss it.
  2. Axe(Hand Ax) - picked up from the bodies of enemies or lying on the ground in locations throughout the game.

Throwing weapon

  1. (Warden Crossbow) - lies on a weapons container behind a hummer at an impromptu checkpoint at the end of the main road in the western part of the Residential Area location in Chapter 3 "Resonance".

Pistols

  1. Semi-automatic pistol(Semi Automatic Handgun) - appears at the exit from the house after escaping from the Guardian with a chainsaw and returning to reality in Chapter 2, “Something Went Wrong.” You can't miss it.
  2. Pistol with laser sight(Laser-Sighted Handgun) - is in the hands of a torn man lying near a white car and a truck in the parking lot behind the auto repair shop in the northwestern part of the Residential Area location in Chapter 3, “Resonance.” To the north of the parking lot is a garage containing parts from a sniper rifle. The laser pistol has an increased rate of fire. As soon as the weapon is in Sebastian's hands, a mutant will jump out from behind the car and try to kill.
  3. Silenced pistol(Silenced Handgun) - awarded for completing the secondary mission “Getting Back Online”, which begins after rescuing a surviving operative from hordes of zombies in a parking lot with an overturned truck in the central part of the “Business District” location in Chapter 7 “Thirst” art." After rescuing Sykes, we reach the shelter and agree to restart the server in the location “The Marrow”. As a reward for carrying out the order, we take a pistol with a silencer from a container with provisions in Sykes's hideout.
  4. Revolver(Revolver) - opens after finding two documents and viewing the residual memory: Document “Torn Psychological Evaluation Report Top” (Chapter 3) - we go to explore the area south of the northern shelter in the Residential District, we study in the abandoned house 345 on Cider Avenue / Cedar Ave. TV and from the bedside table in the next room we select a red folder with a report. If you completely inspect the house and collect all the documents, then at the end you can... Residual memory (chapter 7) - we look at the memory of a shot man in the kitchen of the Juke Diner roadside diner, located in the eastern part of the Business District location. Document “Computer File: Pit Observatory” (chapter 11) - in the eastern part of the underground laboratory in the location “Network / The Marrow” we shoot at the shield of the jammed swing door with an electric bolt, run along the corridor to the disposal pit, kick out the white door to the control room and We inspect the computer.

Shotguns and shotguns

  1. Short shotgun(Sawed-Off Shotgun) - Unlocks during the completion of the secondary task "", which is given by O'Neill in the shelter in Chapter 3 "Resonance". In the auto repair shop, we listen to radio signals and learn about the location of the secret passage to the armory. We go into house 322 on Cedar Avenue, located in the eastern part of the Residential Area location, inspect the computer in the basement and move to the armory in The Marrow location. We run through compartment DS-CO4, in compartment DW-BO3 we go through the hole in the wall, kill zombies and break open the armory door through the shield. The weapon is hidden in a box in the corner of the room.
  2. Smoothbore shotgun(Full Barreled Shotgun) - stored in a weapon case in a locked warehouse in the northeastern part of the Business District location in chapters 6, 7, 11-13. The key to the warehouse lies on the body of a soldier near the hummer, in a nook south of the shelter, in the southwestern part of the Business District location. Here, hidden in a trash container, is a Mysterious figurine from.
  3. Double-barreled shotgun, or Sawed-off shotgun(Double Barreled Shotgun) - awarded for completing the secondary quest "", which appears only after completing all the secondary quests in Chapter 7 "Thirst for Art". We arrive at Sykes's hideout in the central part of the Business District location. The operative, using a computer, will be sent to the laboratory in the experimental wing in the “Network / The Marrow” location, where he will sit in a rescue bath-capsule and blow smoke into the room. After we enter the room, we take a unique weapon from the weapon box on the table.

Rifles

  1. Sniper rifle(Sniper Rifle) - a broken sniper rifle lies on the roof of a four-story brick warehouse in the western part of the Residential Area location in Chapter 3 "Resonance", not far from the checkpoint with a crossbow and O'Neill's hideout. Spare parts for a sniper rifle are stored in the garage behind the house in the northwestern part of the Residential Area location. Here in the garage on a workbench you can combine parts and repair a sniper rifle.
  2. Assault rifle(Assault Rifle) - located directly in front of the main character in the shelter “The Marrow: Facilities” at the very beginning of Chapter 13 “The Stronghold”.

Assault weapons

  1. Flamethrower(Flamethrower) - a broken flamethrower lies next to a body in the eastern part of the location “The Marrow” in chapter 11 “Reunion”. You can repair the flamethrower at the workbench in Sebastian’s house using two fuel tanks, which are taken from the Flamethrower Harbingers in the northeastern part of the “Business District” location in chapter 13 “Stronghold”. The first Harbinger is spraying fire near the starting shelter, the second is near the diner south of the shelter. You can get into Sebastian's house through the mirror in the shelter.

The site's walkthrough of the game will take you from the title screen to end credits games. You can find the location here collectibles, strategies against bosses, puzzle solving and much more. And if you didn’t find something, you can fill in the missing information yourself and receive bonuses.

Chapter 1. Into the Fire

In the first chapter you will get acquainted with the controls and the beginning of the plot of the new part of the horror game.

After a short cut-scene, you will immediately take control of Sebastian - a young detective and, in fact, main character. Don't hesitate, run to the burning house ahead. The front door will be locked and there will be no way to get inside the house, so you need to find another way to get into the house. From the door, turn to the right and examine the glass sliding panel - the main character will automatically break it, and you will find yourself in the building.

There is nothing to do on the ground floor, go through the kitchen and turn left, then open the door and go up the stairs. On the second floor, look for a door decorated with butterflies and the inscription "Lily" - this is the children's room that you need to explore. As soon as you find yourself in the room, a long cut-scene will begin where more information about what is happening will be revealed to you.

Immersed in virtual machine called STEM, move forward towards the objects that appear. You'll end up in front of a table with a walkie-talkie, pick it up and talk to Kidman. In the office, examine the drawings and photographs of the missing agents, and after a short cut-scene you will be transported to the second chapter.

Cabinet- your safe zone, where you can be transported through special points that you will find as you progress. Here you can review some documents and talk to your partner, as well as take a break before you start new chapter or go on a mission.

Chapter 2. Something went wrong

From the board in the office you will learn about the five missing members of the Mobius group. After studying the information, leave the office and go to the black cat that is sitting on the table. Lies next to her slide, take it and watch it on the projector.

After that, pick up the green gel, where it is, the black cat will indicate. Now you can leave this place using the mirror, but save before doing so. To do this, interact with the terminal to the right of the mirror. After watching the cutscene, go up the steps and approach the painting that shows a door. After examining it, turn around - a door should appear in front of you. After going through the door, go straight down the corridor to the room with Baker (last door on the left). His body is recorded in a memory, you can examine it in more detail by looking through the camera or entering the cube. But this is not at all necessary.

Go to the room on the left where the photographs were developed. On the table you can pick up photograph by William Baker, which refers to documents ( 01/40 ). Go to the next room and examine the floor, then move the rack and go along the corridor. Here you will hear a telephone ringing (hidden in a niche), answering it will not give you anything, so just go up to the second floor. You won’t be able to open the glass door; go a little to the left of it, bend down and get under the bars. In this room you can find another document - unusual letter (02/40).


Then go up to the third floor, go straight and go through the door. Here you will see a murder, which is also in a flashback. Quickly hide behind the sofa so that the maniac doesn’t see you. Walk around the sofa and wait for him to leave the room through the door you entered through. Examine the dead man and exit through the next door. Go to the corridor on the right, where the corpse lies. Go through the closed door and jump over the rubble. You can pick up from a small table in the left corner document - photo of another victim (03/40).

Go up to the second floor and go through the glass door, which will now be open (behind it you could see a woman who could not be helped). Continue through the balcony until you find a creepy exhibit. Here, interact with the sign, and then go to the elevator on the left (it will only open after examining the sign with the inscription "Rebirth").

After going down, go through the hole on the left. Behind him, go to the sign in the form of an eye on the wall, turn around, go to the camera and turn around again. This will reveal the door. You will be photographed outside the door. When you wake up, take the photo from the mirror. After this, a multi-headed girl with a saw will attack you.

You will just have to run away from her. Run along the corridor, running around the boxes, and when the door closes, you need to quickly find a way out. It is located in the far left corner (if you stand with your back to the door). There you will find a ladder near the wall; climb up it into the open ventilation. Crawl straight ahead until you see a hole. After jumping down, you again need to run away from the monster, but this time you will not be able to hide from it. When you are grabbed, escape from the clutches by pressing the indicated buttons. If you did everything right, you will have a knife and you will hide in the house. Automatic regeneration will only restore your health up to a certain point; to restore more, you need to make or find healing syringes. Open the door in front of you and go to the table, there you can pick up your first syringe. For now you only have one, and there will never be an abundance of them, so try to save all consumable items. Before leaving the house, look around the living room, there is a document - diary in an abandoned house (04/40).

Once on the street, you will immediately find a pistol and another document - photo of the Castellanos family (05/40). After that, go down the street and examine the corpse in the car, then follow the woman into the house. Kill her by shooting her with a pistol (try to aim for the head), after which you can explore the house. You can get a syringe from the first aid kit; on the second floor there is gunpowder (necessary for creating cartridges). After examining the house, exit it and go left. Break wooden boxes using a knife, they often contain various items. Then continue forward along the street until you see two people running away from monsters. Only one of them will be able to hide in the house. You must bend down and hide behind the car. Wait for the right moment to sneak up on the enemy from behind and kill him covertly (not everyone can be killed covertly, and some monsters are even impossible to sneak up on unnoticed, so be careful), do the same with the second one. Don't forget to collect green gel from corpses (drops out after killing monsters). After examining the area, go to the house where the man ran away. Inside, turn left and go down the steps, which will take you to the shelter. After the cutscene, you will meet Liam O'Neill and begin a new chapter.

Chapter 3. Resonance

After talking to Liam you will receive additional task"Unusual signal." It will also mark your location crossbow, which is located in the armored personnel carrier.

Inspect the shelter, here you can use the coffee machine to replenish your health, you can find ammunition and medicine in the drawers, and you can make various items and improve weapons at the workbench. After this, move towards the exit from the shelter; nurse Tatyana will stand in your way. Follow her to Castellanos' office. Sit in a wheelchair, with its help you will be transported to the hospital. Here you can buy upgrades using the green gel you find. Some upgrades will require red gel or parts High Quality, which can be found as you progress through the game.

After familiarizing yourself with the mechanics of the skills, go outside. At this moment, the main character will take out a communicator. With its help, you can find plot objectives; to do this, turn it until a hint appears on the screen about pressing a certain key. When you find the desired target, cross the road and enter the white church. Kill the enemies and go behind the altar with the corpse, on the floor you will find figurine with a key.

Pouch- the first level pouch can be found if you follow the road to the right of the church and turn left along it (but do not go straight). After some time, a corpse lies on the asphalt with the first pouch, which will increase the number of carried cartridges.

Go outside and face the tourist center, so you will see an alley on the left - that's where you go. There is a ladder there that will take you to the roof of another building. Go up the steps, then up the fire escape. At the top, kill the enemy and search two corpses, on one of them you can find document - "Communicator Log: Parts" (7/40). Here on the edge of the roof you can pick up faulty sniper rifle. Opposite the building with Liam, to the left of the church, is the visitor center (a building with large doors). Standing next to him on the bench figurine with a key. In the building, go to the edge of the counter and take document - "Welcome to Union" booklet (6/40). The door to the basement is locked (remember this place).

Unusual signal

Move to the green marker, and then in the right place, take out the communicator and get close to the dark silhouettes of the spirits. When you are near them, a prompt will appear asking you to press a certain key, by doing this you will receive fragment of memory (1/24).

Next, you will need to visit two more places with resonance. But before that, check the train cars on the left side. Go to the far train and go inside. Go through the carriages, dismantling the opponents, at the end you will find the corpse of a girl, where there is another resonance point (it will appear on your map as you approach). Come and take out the communicator, so you will receive fragment of memory (2/24). And nearby you can pick up your first red gel, which lies near the girl’s corpse.

Get out of the cars and follow the green resonance trail, which will lead you inside the auto repair shop. Take figurine with a key, it is located on the porch of the house, which is located opposite the open entrance to the workshop.

Pistol with laser pointer- After taking the figurine, go around the workshop on the left side to find a door in the mesh fence. Shoot the chain and enter the closed area. Climb over the fence and approach the corpse near the car. Kill the enemy and take the gun.

After entering the auto repair shop, go to the back room and activate the memory on your communicator, so you will receive fragment of memory (3/24).

After that, turn on the electricity using the panel that you saw in the memory. To do this, click on the second and fourth toggle switches from left to right. Try to behave quietly, as a strong enemy (a white dead man) is wandering around next to you; he is dangerous because he cannot be killed covertly, and he is generally more powerful than the rest. Lift the nearest car, bend down and go down through the hatch into the basement. Go a little forward and to the left, where there will be a corpse. Activate the communicator, thanks to this you will find another fragment of memory (4/24). Bend down and make your way through the tunnel you have made. You will find yourself in a corridor with doors on the left and right. The door on the left is closed to a code terminal, but there is a corpse lying ahead, after searching which you will receive map. She will help you choose the right code, to do this, look at the locked door (remember the letter and numbers), then interact with the code terminal (a map with a table and numerical values ​​will appear on the right) and find the desired column by letter. The following combinations are possible: 7696 And 9676 . After clearing the arsenal, go to the room opposite, collect useful items, kill the enemies and lift the load on the forklift. This way you can move the cart and clear the way out.

Opposite the auto repair shop, to the right of the house (where you found the figurine), you will find a garage - go there. Right behind it you will catch a resonant signal. Pick up the communicator and follow the trail that will lead you inside a house nearby. In this house, go to the back room and take it from the table document - woman's diary (08/40). Here you will be attacked by a ghost of a woman. While avoiding the ghost, look around the house. Here you will find a door with a combination lock that requires a card. Find another door nearby, go through it and take the door on the right. Make your way through this chamber to the next one, using the hole in the wall, and take it out of the cabinet with the photo map. Now you can go back. Run to the door and open it with the card. After moving to another world, a new item - slide.

Now you can go outside. There's a huge two-story estate right across the road, but you don't need it. You need the house that is on the left. When approaching this house, the communicator will work; use it to find the source of the resonance. Enter the house, go through the white door in the narrow hallway to enter the garage. In the garage, take it from the gurney to the left of the car document - request for examination (9/40). When the nightmare begins, take it from the bedroom document - survey report (10/40), which the ghost of a doctor was looking at. Continue moving through the nightmare until you find yourself at the Lighthouse Asylum. Pick it up there slide, lying on wheelchair, and then go inside and examine the man on the chair. After getting out of the nightmare, take the bolt from the dead man's chest.

Shotgun pouch- on the side of the two-story pillbox, climb the yellow ladder and walk along the balcony. Having hit the trap, get rid of the enemy running towards you. At the end of the balcony there will be a corpse and a box containing a shotgun pouch inside.


Move through the rooms, killing enemies until you reach a dead end. There are two doors here - the left one can be opened if you shoot an electric bolt at the shield on the side (you don’t have that yet) - the door itself will open you with a rather pointless cut, so it’s better not to waste the bolt. Open the door on the right; to do this, combine two waves so that they match in amplitude and frequency. Inside you can find weapon - shotgun. Gather supplies and then return to Union. Run along the second resonance signal, which you discovered after the first one along the additional one (look at the map). In the house, go to the back room, killing the enemies, and use the communicator to find fragment of memory (5/24). Further through the door, behind the boxes, find a hatch and go down. There is a computer here, use it to get into the “Network” arsenal.

When you have examined both resonance points according to the task, a new one will appear, which will point to the tourist center. Before moving on, it is better to move to a shelter, replenish supplies there and recover.

At the Visitor Center, go to the far door, which will automatically open. Go down and activate the communicator to activate another fragment of memory (6/24). After looking at it, take it from the table document - Turner Communicator Magazine (11/40). By picking up this magazine, your map will be updated, and dead employees of the Mobius Corporation will be marked on it, from which you can pick up various supplies or ammunition. If you try to leave, you will be photographed again. Run forward, deal with your opponents and get out to freedom. Return to Liam at the hideout and tell him what you saw. This way you will receive a reward for the quest" Unusual signal" and complete it.

Parts for sniper rifle- Go to another shelter on the map, where the marker on the map points. Passing the auto repair shop (will be on your left), approaching the marker you will find a house that will be locked. But behind it there is a garage where parts for a sniper rifle are located. Now you can repair the found rifle through the workbench or inventory.

At the gate of the new shelter, shoot an electric bolt into the panel to raise the garage door. Kill the enemy inside, then use your communicator to reveal fragment of memories (7/24).

Enter the shelter through the door on the left and on one of the tables (next to the box) take document - report 00122: recruitment (12/40). Go to the Pit Stop Diner, the marker on the map points to it. Don't miss the bench on your way figurine with a key(landmark - field with enemies and next to the pointer). A new enemy is wandering nearby; as soon as he sees you, he will begin to make noise and attract the attention of other monsters; it is better to kill him from a long distance (use a rifle). Near the diner, turn on the communicator and decipher the signal, getting closer to Lily's ghost. Go inside, go to the far door and try to open it. There is a hole nearby, move the cabinet and crawl through it inside. Take it on the floor Lily doll.

Go around the diner and find the window that leads from the back utility room. Here, examine the trash container to find traces of the ghost. Having received a mark on the map, go in its direction. As soon as you move away from the diner, you will be attacked. After defeating the enemies, continue towards the marker. Having reached the marked place, use the communicator and follow in the footsteps of your daughter. Periodically you need to interact with objects that are on the ground (they will be highlighted). Repeat the same steps near the shipping company (a little further from the auto repair shop).

After examining the places, Sebastian will conclude that Lily ran to the warehouses. Go into the territory and inspect the door; to open it you need to supply electricity. Find the wire that leads exactly to the desired panel, go around the containers and break the chain. Behind it, deal with the enemies and use the shield. By flipping the switch, you turn on the electricity. Now go through the door that was previously locked. Break the board and go along the left wall, make your way under the shelves, kill the monster and go up the yellow stairs. In the first room on the shelf lies document - report 00654: core separation (13/40). In the next room, pick up the second doll from the floor. After watching the cutscene, go back outside and return to O'Neil, fighting your way through the enemies. From him you will receive a gas mask and a password for the computer in the northern shelter, which are necessary to move through the tunnel leading to exit B2 and the transition point to the location with the city hall.

Chapter 4. Behind the Scenes

Having received a gas mask from Liam, you will receive a new goal - you need to get to the northern shelter (you were there) and use the computer to enter the “Network”. From now on, you can use the shooting range in the hospital (for simple training or testing new skills), to do this, use the white door in the office. Once at the shelter, talk to Kidman. Afterwards take document - report 00122 (14/40), located near the entrance to the shelter. Now you can use your computer to navigate to the “Network”. Walk forward along the corridor, go into the room on the right and use the computer on the table (near the corpse) to get document - Union Growth email (15/40).

Crossbow pouch “Guardian”- get out onto the balcony and go down. All the doors here are locked, but opposite there is a yellow staircase - go up it and open the door. In the room on the corpse you can find a crossbow pouch.
After taking the pouch, return to the locked doors and approach the door with the screen. Here activate the communicator, you need to configure two waves. By completing this simple task, you will disable the locking system. And now enemies will begin to appear from the three locked doors. You have no choice but to shoot them.

Having dealt with the enemies, you can inspect the premises and collect resources, then go through the door with the monitor. Once at the tunnels, lower the switch that will drain the water, then go down the stairs. Get over to the other side and climb higher, there is another switch that will lower the bridge. Continue forward and when Sebastian puts on the gas mask, you will switch to first person view. A large number of enemies will be waiting for you ahead, but you can only use a knife or an ax as weapons, so try to move carefully and not get into trouble. When you reach the white door with the electronic lock, pay attention to the wires - you need to follow them. Once at the fork, turn left into a dark tunnel. Turn on the flashlight to discover figurine with a key, which stands on a barrel.

Break it and take the key, then return to the fork and move further along the wires. The wires will lead you to an electrical panel with four toggle switches. To activate it, you need to light all the lights, lowering the toggle switches in the desired order - 1, 2, and 4.

Go through the opened door and go up the stairs. Once upstairs, Sebastian will remove the gas mask, and you will return to normal camera mode. Use the computer that is on the table on the left. There you will receive document - email "Extension and Data" (16/40).
After that, run along the corridor. Behind the white door, approach the corpse and use the communicator to open fragment of memory (8/24). Return to the front door of the room, there is a ventilation hole on the right side of it - make your way through it. Use the computer in the room to move to the location with the mayor's office. After resting in the shelter, get out, where a new chapter will begin.

Chapter 5. Waiting

Go to the green marker, use the communicator near the gazebo to get fragment of memories (9/24). Once near the passage to City Hall, he will be blocked by barbed wire. Examine the corpse, nailed to the soldier's head document - photo by Sebastian Castellanos (17/40). After crossing the wire, you will find yourself in the yard. And here a Guardian with several heads of girls will appear from the corpses, who uses a circular saw as his main weapon.

Boss: Guardian

This is the boss you need to defeat in order to progress. There are three places in the yard with a stretched wire - a trap, if you hit it, the slow-motion photography mode will be activated. To start, just run from the boss, explore the battle arena to find these traps and study the habits of the Guardian. You need to lure the boss into these traps and shoot him while the slow mode is running. If you can't activate them, or you use them poorly, just wait for a heavy blow from the Guardian, run back and fire a couple of shots. There is also a partition with two doors, where you can hide for a while while the boss breaks down the doors. After defeating the monster, collect the dropped gel (5000 units), and then enter the city hall building.

Talk to the wounded soldier, he will tell you the plot information and give you Harrison's communicator. After the conversation, go through the door ahead and continue forward into Big hall with the murder scene. There's not much to do here, go through the door on the left, turn left and go up the stairs. On the second floor, go behind the curtain and look around. There is a painting hanging on the wall to the left here that serves as a clue for the puzzle. Here, under the painting in the vase, take the red roses. Take the necklace on the stand and hang it on the mannequin, then turn it towards the camera. Place the roses in the white vase, then use the camera. Focus the image and take the photo. After taking a photo, the picture will be transformed into a real corridor.

While passing the corridor, do not miss the document - article in the Crimson Post (18/40), it will lie on the coffee table near the painting with the inscription “Appreciate the masterpiece.” After examining all the paintings, turn around and see that a new one has appeared on the wall. Examine it, and then run to the end of the corridor, here a door will open on the side. Approaching another picture, a maniac will start talking to you, after the conversation the door will open behind you. In the back room, take the document - photo of a dead Mobius employee (19/40) which lies on the table. Go down the stairs and approach the chair with the head of a mannequin. When you find yourself in a room with many frozen people, go to the door and take it from the table to the left of it document - note (20/40).

Boss: Obscura

Indoors, activate the emitter and watch the cut-scene. A boss will appear - Obscura - you cannot kill her, but you can stun her for a short time. Periodically, she photographs the emitter, which will lead to its temporary shutdown. Your task: simply survive until the end of the countdown. If the Obscura has stopped time, then find it and fire a few shots until the countdown starts again. When the time runs out, the monster will disappear.

Exit through the door and go forward, when you find yourself on the second floor balcony, turn left to enter the room. Here on the table lies document - report 00213: Union social management (21/40). After this, return to the murder room, a new passage will appear there. He will be behind him figurine with a key. Go right, go through several rooms and find another one in the room with bookcases on the table document - report 00977: structural damage (22/40). After finishing examining the rooms, leave the city hall and talk with your partners, after which the next chapter will begin.

Chapter 6. On the hunt

Syringe pouch- after leaving the city hall, go left and find the corpse of a soldier, you will take a pouch from him.

Return to the computer, which will take you to the “Network”. Here, exit the room and go forward, opening the two doors on the left side (one of them will be locked with a combination lock using a frequency).

Pistol pouch- behind the far door on the left side there will be a corpse on which you will find a pouch.
Follow the corridor on the side, kill the enemies, and then go downstairs. Move to the room with monitors. Here the main character will stop to view a memory. When you finish viewing, take the slide that is on the table.

Run along the corridors, avoiding the dangerous monster. But in the end you still have to shoot him with a pistol. When you find yourself in front of a door with a red symbol indicating a shelter, do not rush to enter. First, open the door nearby with the combination lock and screen. Inside the room on the table lies document - report 00532: Core Branch (23/40). In the room with the Network computer you will watch another cut-scene. After talking with Hoffman, use the computer nearby to save document - “Core Candidates” email (24/40). Using the computer, go to the location with the theater.

On the street, use your communicator to detect fragment of memories (10/24). Go left and try to open the warehouse, but this requires a key. Go to the gas station and examine the burning corpses. Here you can activate the communicator and find fragment of memories (11/24). After this, a monster will appear that looks like a Guardian. Proceed as usual, but this time without the possibility of slowing down. Killing him will require many more shots than the previous time. Find a corpse on a chair in the far room, use the communicator next to it to see fragment of memories (12/24). After this, try to leave the cafe. When you hear music, go to the jukebox where it comes from. Suddenly the woman from your nightmares will appear. Walk forward and see a woman climb out of the mirror. Quickly escape through the door, keep running until you escape the nightmare (interact with the mirror to select the correct door). After this, in the hand of the murdered man who is sitting on a chair, a slide. Take it and go outside.

Pouch for a sniper rifle- After exiting through the main entrance of the diner, walk a little forward and turn left, around the corner of the cafe. Search the corpse on the porch, you will find a pouch on it.

Walk across the street from the diner and as you walk down the street you'll find the devil's personal bar. Take it inside from the table (on the right side) document - bartender's diary (25/40). After this, examine the map, you need to go to the left of the diner to find an area closed by a fence (from there you can hear shots and cries for help). After opening the gate, run towards the soldier on the overturned truck if you want to activate the additional task “Out There”.

Shotgun pouch- Before you start the optional task “Out There,” go outside and go right, through the gate that led you here. Walk along the street and then turn the corner, in the alley there will be blue boxes with a white witch wandering behind them. Kill her and jump over the boxes; you can take a pouch from the corpse of the Mobius soldier.

Follow the marker that is marked on your map, which is at the bottom of the location. You need a street where a garbage truck is parked. Kill the enemies, turn into the alley on the right and use the communicator near the girl's corpse. So you can find fragment of memories (13/24). Search her to pick her up key, which will open a warehouse (was at the very beginning of the location).

Long-barreled shotgun- Returning to the warehouse, kill the monster and collect supplies from the warehouse. In one of the boxes you will pick up a new shotgun.

When the scary woman appears, try to open the door, but you won't be able to. Hide from her in the corner and wait for reality to take you over.

Silenced pistol- can be found by completing the additional task “Back in touch”. After moving to the “Network”, go to the marker. By turning on the server, you will unlock boxes that were previously locked. Return to Sykes in Union and report that the job is done. Open the container in this shelter, there will be a new pistol.

Going to the entrance to the theater, you will see that the path is blocked by two paintings. If you have already carefully studied the location, you might have noticed these paintings - one in the Devil’s personal bar, and the other in the Abode Hotel. The necessary markers will appear on the map, and the communicator will point to the resonance points, so this chapter will end.

Chapter 7. Thirst for art

First of all, go to the Devil's personal bar. Go to the back room and interact with the painting in the hallway that has a bag on its head. You will be transported to another reality. The door here is locked, your task is to find the key. Turn around and run to the end of the corridor. Take the key from the severed hand, and then go back, avoiding traps and enemies.

Approaching the grate, open it with the key, bend down and move to the right, passing the tripwires, until you see an accessible passage to the left to the mannequin. As you approach, interact with the mannequin from the back. The first work has been destroyed, go to the Abode Hotel.

Climb to the second tier and interact with the painting. Here you need to open the grate again, which will require you to find another key. Go to the far left room, avoiding the Obscura. Take the key and open the grate, but first distract the monster while you are at the far end of the corridors. After that, run to the grate and lift it.

Open the door, crouch down and make your way past the next trip wires, sneak up to the mannequin and cut it. Now the path to the theater is clear, return to it and go inside the building.

Chapter 8. Premiere

Inside the theater, go up to the top tier. Before going into the theater hall, where there are chairs for spectators, find Stefano’s creation, which is located on the second tier, use the communicator and find a piece of memory (14/24). After watching the cutscene, run after Stefano.

Boss: Stefano

After everything collapses into several pieces, make your way forward, avoiding detection of the huge eye. When he starts moving to the right, follow him, periodically running for cover. Then, after waiting for the eye to start moving back, pass by and run further. This must be repeated several times until you pass the location.

After going down the stairs, go along the corridor and open the door. After the cutscene, the battle with Stefano will begin. The fight with him will not be too difficult as it might seem. First, “get used” to his behavior (attacks, movement) - it will take about 5 minutes, the main thing is not to rush. Electric bolts that stun him will be very effective in battle. If they are not there, a simple pistol and shotgun will do the job just fine (the necessary ammo will be scattered around the location).

Throughout the entire battle, Stepheno will try to take a picture of you (this will greatly slow you down), as soon as you see the camera in the boss’s hands, immediately run away from the line of sight. In the first phase, the boss teleports four times and then tries to run towards Sebastian with a knife. After dodging the attack, fire a couple of shots from a pistol or shotgun and run away. This continues until it enters the second phase. Here he will teleport more often and do it chaotically. Plus, a huge eye will appear on the location, which attacks with tentacles. In this phase, choose a convenient far corner for yourself and shoot from this place. Also, red cubes will be added to his arsenal, which will explode - it is better to avoid them. And when Stefano runs furiously towards you, shoot him to knock him down. After defeating the boss, watch the cutscene and the chapter will end there.

Chapter 9. New Evil

Follow forward to the ritual altar, which will take you to a completely different place. Go through the door, go down the steps and find yourself in a room with four torture chairs. Collect loot and move on. When you go down the steps, take them to the right to find a small loophole leading to a secret supply room. Once you've collected everything, go back and continue on your way.

Go down to the basement, where there is a locked grate ahead and a mechanism with a missing handle. The basement is filled with detention cells, which are locked by default. I recommend first inspecting each camera and shooting all the monsters with a pistol (one accurate shot to the head). This is done for the reason that after you take the desired lever, all the cameras will open. All lying opponents with intact heads are alive, so it’s better to kill them right away. In one of the chambers on the left wing, if you look at the locked door leading further, there is a figurine with a key. Don't forget to pick it up after everything here opens.

Go to the cameras in the right wing and near the last one, a little further, remove the handle from some device. All cameras will open. Collect loot from killed enemies and go to another mechanism to which you need to attach a handle. But don't rush. To the right of it there is a grate leading to a separate room. There is a table on which lies a document - the first page of “Submit to Freedom” (26/40). There is also a table and a bench - on the bench there is a pouch for the Guardian crossbow.

Now lift the grill using the handle. There are several cells in this corridor. You need the second camera on the right. Enter there and kill the prone Mobius soldier. To the left of it there is a passage in the wall. Crouch down and crawl there to use the communicator in another chamber and find a piece of memory (15/24).

Do the same with the second camera on the left. Only it will be initially open - go there, destroy the boxes and you will see a passage leading to the next room, with a corpse and pistol cartridges. The corpse by the door is a living zombie, so kill it in advance with a well-placed headshot.

After a series of various visions and nightmares, you will find yourself in a room with burning zombies. Kill them, and then go to the wall with the burning sign. Soon a passage will appear here, and you can use the mirror to buy upgrades for Sebastian, as well as open the lockers. Go into a huge hall with metal plates and channels on them. The path forward is blocked by a grate - you need to open it.

Go up the yellow stairs and you will see four valves. Turn the leftmost valve to adjust the plate closest to the grille. This can be done as easily as possible - turn the narrow part of the plate towards the grill. But in general, it is best to first adjust the second lever from left to right so that the left plate, with its channels, aligns with the outer two outputs.

Next, rotate the center section so that the wider channel lines up with the top one (at least pointing toward the grille). Then turn the left valve to flip the far plate (closest to the grille) so that the narrow part is directed towards the grille. Finally, turn the rightmost valve so that the channels on the right plate line up with the channels on the right edge.



Now go down and go forward, after the cutscene a new chapter will begin.

Chapter 10. Originally hidden

Here you will meet a new companion, whose name is Esmeralda Torres, after having killed all the monsters, work your way through the crowd of zombies together, and when you enter the room, you can calmly talk with her and find out the information of interest.

After the conversation, simply follow your companion, helping her deal with her opponents. When meeting a new enemy with a flamethrower, he will quickly disappear, but will leave behind several fiery zombies.

Hide behind cover and shoot them (try to shoot straight in the head), if you run out of ammo, you can sneak attack from cover or leave all the enemies to your partner (but this will take a very long time). Having made your way through the hordes of enemies, you will find yourself at a tree with a red flag, there will be a new shelter nearby, go down there. After talking with your allies, a new chapter will begin.

Chapter 11. Reunion

Find in the shelter document - Torres' diary (27/40) lying on the table. From the diary you can find out what exactly prompted Torres to take part in the operation to rescue Lily. Inside the box located in the shelter, you will find the first cryobolt. Pay attention to what Kidman will say in the conversation about some gift left in Castellanos' office. There is a mirror in the next room - move into the office and go exactly to the detective’s office, where the information board hangs. Right below it you will find slide.

Use your computer to return to the Network. Search the room, take it away capacitor, which will be useful to you later. Go out and at the gate, use the electrical panel on the side, switch all the toggle switches to open it. Turn left where the burnt corpse is. Near the door there is a red stand with candles - on it lies slide.

Enter the room on the right, where the corpse of a Mobius soldier with a syringe lies. There is a cart here that can be pulled aside to access a supply crate. Go to Hoffman's hideout, here you can see fragment of memories (16/24), so you will find out that the girl went to the other end of the laboratory, into the restricted area. Explore the computer to get document - file "Hoffman Records" (28/40). Go to the restricted area, behind the corridor there will be a corpse of a Mobius soldier with shotgun pouch. Take the elevator down. There are security turnstiles and two dead guards ahead. On the left, through the window, you can see a computer and a room with a mirror. Use your computer to get document -file “Security Protocols” (29/40). Pass by the laboratory with the flasks, go forward and see another one fragment of memories (17/24). You will learn that you can only go through the door if you have a cerebral chip. Now your task is to find him. To do this, stand facing the door that requires a cerebral chip. Go behind the screen on the left, where there is a corpse on a gurney. Will be attached to the wall document -report "Failure of Integration in STEM" (30/40). Turn left from the door and you will find stairs leading upstairs. First, go to the left of the stairs to find a small door leading to the morgue. Enter there and turn into the far room on the left. On the gurney you will find document -Crash Investigation report (31/40). After that, open the gate by shooting an electric bolt at the shield. Run forward along the tunnel and enter the room on the right. Interact with the computer to get document - file "Observation of the pit" (32/40).

When you try to return the same way, you will be attacked by a woman. Avoid her by hiding behind pillars and a couch. First try to go to the right, but the woman will throw over a whole pillar, blocking your path. Go left. Run to have time to go down the steps. Below you will have to change the direction of movement in order to get out of the trap and not fall into the eyes of a strange woman.

Run forward along the corridor and in the hall with the wheelchair, turn right to find it on the table around the corner. document -examination report (33/40). Now move to the left side of the hall to find a document -letter from the chief of police (34/40). In the end, Castellanos will finish off the piece of himself left in STEM after the Beacon, so you will have revolver. Also take it from the table near the computer slide.

Go back and go up the steps. After killing the enemies, go to laboratory No. 3. Go to the far room, where an unknown man lies on the operating table. Interact with the computer in the far left corner to get document -file “The Case of the Agent” (35/40). Now on the same floor, go to laboratory No. 2. Use your communicator to view fragment of memories (18/24). Search the Mobius soldier's body to collect syringe pouch. In laboratory No. 3, which is on the second tier, go into the room where a person is lying on the operating table. Examine the hanging signs - there will be various code combinations. Try entering each of them at the terminal located at the feet of the dead man. Sooner or later the code will work and the device will be pulled out of the employee’s head cerebral chip. Take it and open the locked door.

Boss: Flamethrower

When you reach Laboratory No. 4, you will meet Yukiko and Liam. The latter is the boss and your acquaintance, who will have to be killed. If you have the skill to shoot a sniper rifle (as well as the necessary skills), a few headshots will be enough for you. Otherwise, you will have to hide behind the columns for a long time and wait for the right moments to shoot with a pistol or shotgun. Bolts are only effective if used on specific objects, such as a nitrogen tank or electrical panel. The first will cause significant damage to the flamethrower, and the second will stun for a short time. Also use switches to activate the fire extinguishing system. After defeating him, talk to Yukiko and pick up faulty flamethrower, lying next to Liam.

Use your communicator to view fragment of memories (19/24). Next, go forward along the corridor, into the room with the device that Liam asked to blow up. Bypass the device and destroy it figurine with a key. Now talk to Torres and order her to detonate the device.

Chapter 12. Bottomless Abyss

You will find yourself in an unknown place where Theodore dragged you. Go to the light source, turn right and go to another one to pick up pistol pouch. Next, you will need to move around the location, killing opponents. First, kill the enemies, and then turn the lever at the gate.

The next location is replete with monsters - you need to get to the stairs leading down. Go down and watch a long cut scene. When you see a burning statue, go up to it and take it from the altar document

Go outside and you will see an enemy with a flamethrower. It is IMPORTANT for you to kill him, because upon death he will drop one of the two missing flamethrower parts. Also go towards the theater, but turn to the left of it. Go down to the rift and go up to the parking lot on the left. You can use a communicator to make it easier to detect the resonance point. Go to the corpse of the dead Mobius soldier, search his body and take it pouch for sniper rifle.

Go into it, talk to the man who will point to the computer. Interact with it to move to the experimental sublevel. Kill the enemies in the corridor, and then move through the air duct into the next room. Kill the enemies, get to the electrical panel and do everything you usually do. In my case, it was necessary to lower the first, second and fourth toggle switches. Go to the door to the laboratory, and when you are inside, Sebastian will automatically contact Sykes. After the cutscene and Sykes disappearance, go to the room with the capsule (bathtub) and take it from the stand slide(To get the last slide, go back to the office, talk to Kidman, the black cat will point to the slide). Take it out of the box in the left corner double barrel shotgun.

There are several enemies with flamethrowers at the location in Union - kill another one, take the part and make another new weapon through handicraft in your inventory - flamethrower.

Also in the laboratory with the capsule you can read a report about the emergency exit from STEM. Thus, it remains to be seen whether Sykes managed to escape.

After doing this side quest go to Sykes's hideout and find on the table document - letter from Sykes (37/40).

Go back outside. In the alley with the garbage truck, which is to the right of the Devil's personal bar, lies the corpse of a soldier with assault rifle pouch. Another assault rifle pouch you can find it on the corpse lying behind the Abode Hotel. Also, don’t forget to visit the Devil’s personal bar to find in the corridor where Stefano’s painting was figurine with a key. Go inside the Abode Hotel, after which Sebastian will contact Hoffman. After your conversation with Hoffman, take your time and look around. On the table opposite the fireplace lies document - Hoffman's diary (38/40).

When you're ready, tell Hoffman about it. Follow the girl, periodically killing opponents. Pay attention to containers that fall under the protective sphere and replenish your ammunition in time. You can take some ammunition from Hoffman herself from her belt. Eventually you will overcome the wall of fire.

Chapter 14. The Burning Altar

Run forward, not missing scattered resources, go up the steps and be sure to pick up from the altar document - writing of Theodore I (39/40). Open the door ahead. First check the passage on the right. In the room with the mirror, on the table you will find last pouch for assault rifle. After that, go left, so you will find yourself in a hall with suspended burning cells. Fiery opponents will appear, which you can simply shoot. Next, run into the passage where pipes with fire are visible. Approach the grid, behind which the fire is visible, and go down the steps to the right of it. Shoot the opponents behind bars and pull the lever. After a while the grate will rise. Search the room, and then return upstairs, because the second grate should also rise.

Go through another doorway, follow the corridor to the right (there will be a liquid nitrogen tank in the corridor) and in the room near the wall find the same lever (it’s not so easy to notice). Pull it. You will see the gate you need open. Follow them and up the steps. Turn the valve to turn off the fire, and then go a little higher up the steps. Enter the room on the left and take it from the table ahead document - writing of Theodore II (40/40).

Climb up and shoot the small lever at the top to turn off the fire pipes. You should remember this mechanic from the first part of the game. Move along the right wall to find a door. When you get close to it and try to open it, enemies will attack you - kill them. Behind the door on the table is the penultimate shotgun pouch. Next, make your way through several fiery barriers, kill the monsters and take the elevator to Theodore. When you get up, don't rush! Open the communicator and use the stairs at the back of the room to go down into the pool of blood. Here you can find fragment of memories (20/24).

After the cutscene you need to run away from the psycho with a chainsaw, after the video you can kill him. After this enemy, you will need to fight the safe-head. After killing them three times, you will begin another cut-scene, when it ends, another creature will attack you - you can kill it quite quickly. To do this, lure her into the fire, or you can always shoot her. This concludes the chapter.

Chapter 15. The end of this world

Returning to Union, you will see what Mira did to him. Now the city is even more fragmented, there are more enemies, and they have become even stronger. Follow Mira through the ruins of the city. Don't miss the special detail that can be found in the room when you go below.

Next you will need to fight the possessed when you go out onto the road. They are stronger than previous enemies, but they can be knocked down and finished off. In total, you need to survive such battles three times, each time there will be more enemies, so do not waste ammo. Having caught up with the world, you will go to another location and begin a new chapter.

Chapter 16. Purgatory

Go through the door to see what happened to the world. Run after Mira, killing ordinary monsters.

Walk forward through the snowy area and use the communicator near the pillar to listen fragment of memories (21/24). Go right and listen to another one near another pillar fragment of memories (22/24). After this, move right towards the tall building to view the next fragment of memories (23/24). Go up towards the house, look at another one fragment of memories (24/24) and follow up, where a cut-scene will start.

Boss: Mira


Here you will begin the battle with the boss - Mira. First of all, carefully examine the boss, all of him weak spots can be seen immediately. After that, take your strongest weapon and shoot in the center of the stomach, after the explosion, shoot in the arm. After destroying it, shoot off the second arm, and then shoot in the head. You can replenish ammunition by killing spiders and destroying frozen opponents.

Chapter 17. Exit. The final

In this chapter everything is much simpler. You need to get to the house and go up to the second floor, to Lily’s children’s room.


At the same time, you will have to control Kidman, who must destroy several Mobius soldiers. Otherwise final chapter games are a long cut scene.

This completes the walkthrough on the site!

The Evil Within was a truly difficult game, no matter what you say about it. She treated all players equally harshly, whether they were new to the genre or veterans. The second installment in the franchise, The Evil Within 2, differs from its older brother in many ways, and in a good way, but it can still be incredibly difficult. In this The Evil Within 2 guide, we'll share with you a few tips and tricks that will help you get the hang of this challenging game.

Always be on your guard!

Yes, this is a rather strange piece of advice, considering that The Evil Within 2 is already a survival horror game. Players should already be aware of this, right? The thing is that the game will constantly arrange all sorts of surprises for you. Ambushes from enemies, various traps, unexpected scene transitions, unfair conditions for survival, and the like - all this is present in The Evil Within 2.

Try to calculate absolutely every possibility in your head, since the setting of this game suggests just that. Do you see some loot in the distance and are already rushing towards it at full speed? It’s better for you to stop and carefully examine the environment around the loot: are there any enemies, traps or dangers nearby? Sometimes, loot may be lying in plain sight just for you to try to pick it up.

Also constantly analyze the situation around you as you move around the world. The Evil Within 2 has acquired open world with dynamic opponents that will appear from time to time in different parts of the world. You should not run headlong through supposedly quiet streets, otherwise you may quickly begin to regret it. In general, you need to be extremely careful in the world of STEM, as you never know how the playing field may change.

Tell matches “No!”

If you're a veteran of the first part of this unusual franchise, then you remember how enemies always had to be set on fire with matches. Yes, it was quite a fascinating mechanic, but after some time after getting acquainted with it, it becomes clear that it becomes incredibly boring and generally even frustrates the game towards the end.

In The Evil Within 2, everything has changed and the match mechanic is no longer there. That's right! There is no longer any need to constantly try to set the enemy on fire during combat, since if enough damage is dealt to him, he will die. It is enough to shoot the monster and it will disappear into oblivion. Yes, on the one hand, it makes the game easier, but on the other, it removes that unnecessary micromanagement that bothered everyone.

However, you should not think that there is no longer a need to finish off your opponents. Some of the enemies may simply lose their balance and fall to the ground. However, deceased enemies can still be visually distinguished from those who are simply stunned. Always check whether someone was killed or not, otherwise you will bitterly regret it in a few seconds.

You can shoot not only in the head

Again, let's return to the first part of this franchise. Players of The Evil Within know that shooting any parts of the body other than the head was absolutely useless. The enemies acted as sponges and it was possible to inflict significant damage on them only by shooting in the head or what was left of it. However, even after shooting about two or three times in the head, the kill was not guaranteed.

That's changed in The Evil Within 2, as shooting body parts makes perfect sense. Opponents can be killed by shooting them in the torso a couple of times. Therefore, if you understand that you cannot fight off enemies with headshots, then you can calmly shoot at their torso and limbs. However, there will also be opponents in the game who have certain weak points, so you will have to aim well there.

Enemies have become much more mobile

In The Evil Within 2, your opponents have become much more mobile this time. In the first part, all sorts of zombies could lazily dodge your shots, but in the second part they became fast and incredibly agile. Yes, so strong that it is very difficult to hit them close, especially with semi-automatic weapons. Always try to maintain at least some minimum distance between yourself and your enemies.

Most of the enemies in The Evil Within 2 will attack you primarily in close combat, in which they will definitely overpower the former detective Castellanos (unless they are outnumbered). Fortunately, the game has a huge number of tools with which you can increase the distance between you and your opponents, for example, the most common shotgun or special bolts for the Agony crossbow.

Open World Exploration

Compared to the first part, which was almost always linear, The Evil Within 2, to the surprise of many players, acquired a real open world. The game has become much richer: now you have the opportunity to perform additional missions, a map has appeared, a huge amount of loot is scattered around the world, dynamically appearing opponents and much more.

To get the most out of The Evil Within 2, we recommend that you do not focus on the main missions, as the optional content will further expand the game for you. Search every corner, find loot, secrets and simply unusual places. If you are diligent enough you will get more points, parts to improve weapons, weapons themselves, etc. The Evil Within 2 gives you complete freedom of action in the surreal town of Union.

Difficulty of the original The Evil Within

At the time of the original The Evil Within's release, players were divided into two camps: players who approved of the game's difficulty, and players who berated the game and the developers for constantly having to look at the loading screen. The Evil Within 2 has become lighter than its older brother due to total rework gameplay, which, of course, was only beneficial. The endless feeling of disappointment at the death of the main character is now much weaker than in the previous part.

However, some players still liked the high difficulty original game. What should they do in this case? The developers were not at a loss and thought of everything: when choosing difficulty, you can choose the “Nightmare” difficulty, which will allow you to again feel the same torment of The Evil Within. If you are one of those hardcore players who are used to conquering “mountain peaks,” then feel free to choose the “Nightmare” difficulty.

If you decide to complete The Evil Within 2 on Nightmare, then get ready for a pretty tough challenge. What is changing? Well, if on previous difficulties you could survive without collecting all the resources, then on nightmare difficulty such a luxury is not allowed. Resources will always be scarce and there will always be not enough for crafting. The same applies to ammunition, which will be very limited. Well, of course, the balance of damage and health will be changed.

However, if you want the ultimate difficulty that will really make you sweat, you'll need to beat The Evil Within 2 once to unlock Classic Difficulty. So, if you decide to play the second part of this survival horror game on Classic difficulty, you need to know a few things about it.

First, your game will stop automatically saving gameplay. Secondly, you will be able to manually save the game, but only a limited number of times. Thirdly, the ability to upgrade Sebastian and improve weapons will be taken away from you. So if you want a real challenge, you can find it in Classic difficulty for The Evil Within 2.

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