The evil within 2 where to find a sniper. Where to find the sniper rifle at the start of the game. Pistols, revolvers and magnums

Don't feel like waiting for the later chapters to fire one of the most powerful weapons in the game? No problem - the guide will help you become the owner of a sniper rifle almost at the very beginning of the passage.

Sniper rifle (Sniper Rifle) is definitely one of the best "barrels" in The Evil Within 2. It perfectly blows the heads of enemies at long distances and makes it easy to "clean up" even the most difficult parts of the locations.

Many believe that this powerful weapon can only be obtained starting from Chapter 11. The rifle lies in plain sight and is a kind of reward for diligence. At this point, many people think: “How I missed her before!”

In fact, the "sniper" can really be obtained much earlier, namely at the very beginning of Chapter 3. In general, it was the third chapter that turned out to be even too rich in excellent weapons, because in addition to a sniper rifle, you can find a crossbow, a shotgun and a pistol with a laser sight in it.

However, it's too early to rejoice - the initially found weapon is in an extremely deplorable state, and it must be repaired before use. How to do this will be described later, but first about the location of the broken rifle.

Where to find the sniper rifle in chapter 3

At the very beginning of Chapter 3, do not rush to go further, leaving the shelter. Exit and find the lane between the Visitor Center and the Jason Franklin Restaurant. There will be such an inconspicuous house. Its exact location is shown in the screenshot.

You need to climb the stairs, which is accessible from the outside of the room. There will be one enemy on the roof that can be killed by stealth if you get close enough, but it's okay if you spend one bullet on a headshot. She's worth it!

After killing an enemy, you can pick up a broken sniper rifle. There, on the roof, there will be ammunition. You cannot shoot from it, but in the inventory it is displayed as one of the key items.

Half done! Now you need to find spare parts to repair the weapon. They are with the deceased Mobius operative, who is located in the same location nearby. Finding it is easy because it is marked on the map with a special icon.

How to repair a sniper rifle

Having a broken rifle and spare parts for it, you need to make repairs. This is best done at the nearest auto repair shop (Union Auto Repair). Like the dead operative, she's marked on the map, so it's easy to find.

There will be two enemies at once in the auto repair shop, so take your time and proceed carefully. After dealing with the enemies, take Sebastian to the workbench and repair the rifle using spare parts through the crafting menu.

After that, the weapon will become combat-ready and will appear in the arsenal of the protagonist. Moreover, you will even have ammo to try out the novelty. Just don't get carried away, because ammo for a sniper rifle is not so common!

If used correctly, this weapon will allow you to penetrate into many previously inaccessible areas of the city of Union. Therefore, it is a good idea to go back and run through the places that are guarded by stronger opponents. Many of them can be shot from a safe distance. With proper accuracy, you can get by with one or two shots to "lay down" almost anyone. The main thing is to shoot accurately and not waste ammunition in vain.

Other guides

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

The Evil Within 2 (2017). Walkthrough

The Evil Within 2 Walkthrough (4)

  • general information .
  • Passage of episodes :
    Chapter 1
    Chapter 2. Something went wrong.
    Chapter 3. Resonance.
    Chapter 4 Behind the scenes.
    Chapter 5. Waiting.
    Chapter 6. On the hunt.
    Chapter 7. Thirst for Art.
    Chapter 8. Premiere.
    Chapter 9
    Chapter 10
    Chapter 11. Reunion.
    Chapter 12
    Chapter 13. Stronghold.
    Chapter 14
    Chapter 15
    Chapter 16. Purgatory.
    Chapter 17. Exit.

13. Stronghold

"Network": industrial premises

Having come to our senses, we learn that Torres has died. Taking her weapon assault rifle. This hideout has 1 red gel. In the middle of Union, Theodore's fortress appeared, to get to it, we go through the previous location.


business district

The entire area is overrun with monsters. We kill ordinary ones to get the gel. It is better to bypass two flamethrowers, they take too many rounds. But if we can kill them, for each we get a flamethrower canister. We connect 2 cylinders with a faulty flamethrower, and we get a new weapon - a flamethrower. Also, new secrets appeared on the location.

In a locked warehouse we will find 2 special parts.

Find inside the train.

Near the diner you can find pouch (sniper rifle).

Near Sykes' hideout there is pouch (shotgun).

Near the hotel "Obitel" there is pouch (assault rifle).


Add. task: last step

We arrive at the Sykes hideout. He's about to leave Union through the experimental facility. On his instructions, we go down into the dungeon to the experimental wing, inside we kill several obsessed, we solve the puzzle with the switches on the shield. In the last room, use the installation, Sykes will disappear, leaving us with a reward - slide (10/11) and double barreled shotgun.

We return to Sykes' hideout, on the table near the TV we find a paper note - document (37/40).


We get to the hotel "Obitel" in the south. Hoffman comes after us. Together with her, we are preparing for a campaign through the fire to the stronghold. In the dialogue, we refuse to go in order to first collect a couple of items in the hotel.

In the hotel on the table is Hoffman's diary - document (38/40).


Way through the fire

Hoffman will come with us and he will protect us from the wall of fire with a special device. We protect it from the attacking fiery monsters.

IN certain moment the force field of the installation will begin to narrow, we stand still and shoot back from a dozen enemies. A little later there will be another such moment.

At the end, Hoffman will die, and we will be thrown inside Theodore's church.

14. Burning altar

church hall

There are some resources on the sides of the church, in the center is a document (39/40) on the table.

There is a fork in the next room. On the right is a dead end with a mirror for saving, we will find it there pouch (assault rifle). On the left is the main path with a long staircase.


locked hall

We enter a large hall with bridges, here we are locked with several fiery enemies, we can kill all of them silently. We examine the hills on the ground, where the golems came from, there may be resources.

On the left in the corridor we can go down to a separate room. We burn two ordinary enemies, and when we enter and take all the items, we will be attacked by two fiery enemies. In the corridor, press the lever to open the gate in the main hall.

When we defeat all the enemies in the hall, we climb the spiral staircase. Upstairs on the table we take 1 red gel.


Corridors with valves

On the way, gas pipes with outgoing flames will interfere with us, we turn the valves to close them. Some pipes need to be turned off by shooting dampers, usually they are located under the ceiling.

On the right on the table we find the Scripture of Theodore 2 - document (40/40).

We pass to the far right corner, we will find pouch (pistols).

We reach the locked stairs, around you need to press all the levers, turn all the valves. Here we will be attacked by several dog monsters.


upper hall

On the stairs we get to the hall with a fiery cross.

We are not in a hurry to enter the doors, first we go down the vertical ladder to the central pit, we will see how Theodore gave the task to the photographer - memory fragments (20/24).

We meet again with Theodore. He will again cast the illusion of Lily on us, but this time the guilt will not work. Then he uses our forgotten fears - bosses from the previous part of the game.


Boss: Sadist. We find ourselves in a narrow corridor, a maniac with a chainsaw is chasing us. Here you just need to dodge in time and attack from behind. After that, we cut the enemy.

Boss: Guardian. We get into the basement to the safehead. We run in circles, collect cartridges, attack him from afar. He will appear again and again, and at the end two Guardians will attack at once. But in the end the safe will fall apart.

Boss: Laura. A multi-armed girl appears. Up close, she kills with one hit, so we constantly run from her. We do not spend cartridges, it needs to be driven into a fiery trap. We choose the moment while she is not around, alternately turn the two valves. After that, we lure her to the center, stun her with an electric or cryo-bolt, quickly press the lever. The girl is on fire.

To get the achievement, Laura must be killed with her flamethrower. It takes away little health, so first we make 5 shots from the magnum on normal difficulty, after that we finish with a flamethrower.

Having defeated all the bosses, we return to Theodore. It will not be possible to kill him, Mira will appear and do it for us.

15. End of this world

building debris

We defeated all enemies, but now a new danger has appeared - our wife Mira. Her white gel filled the entire world of Union, shattering it into smaller pieces. We follow Mira along the wreckage of buildings. When we go down, we look into the side room, there 1 special item.


Battle on the road

We go out on the road, we fight with the white obsessed. They are much stronger than ordinary enemies, but they are easily killed by this technique: we shoot them in the legs, and when they fall, we trample them.

1 fight. Several enemies.

2 fight. Dozens of common enemies.

3 fight. The boss will appear - a large double monster with a pillar. We shoot him at the red dot in the center, blow up the barrels near him. For the victory we get 10,000 gel.

We catch up with Mira, together with her we fall into her reality.

16. Purgatory

Memories of Mira

We appear in the white desert. At the top of the hill we see our house, in which Mira hid Lily's daughter, we gradually climb there. Along the way, we look at a few memories, tracking them with a communicator.

Kidman, Mira, Torres and Theodore concoct their plan - fragments of memories (21/24).

Mira plans to become a core instead of her daughter so she can be released- fragments of memories (22/24).

Mira saved her daughter, but Theodore claimed his rights to her, began to attack, and destruction began in Union - memory fragments (23/24).

On the way to the house there is a fragment of our police office, we save in it. Nearby we find 1 red gel.

Mira hid her daughter in her reality and took some of her power to protect her - fragments of memories (24/24).


Boss: Mira

Right in front of the house we meet Mira, she turns into huge monster from white gel. The shotgun is useless here because of the long distances, it is better to have a supply of ammo for the pistol and sniper rifle.

1 phase. First, we shoot her in the stomach, soon the armor will collapse, under it there will be a vulnerable heart. At this time, the boss attacks with his hands, you need to follow their movement and step aside. When we deal a lot of damage, blood will spurt out of it, which will turn into red spiders. Trampling spiders to replenish your ammo.

2 phase. Vulnerable points will appear behind her shoulders. We are waiting for a blow with our hand, we dodge, we shoot at the yellow growth. After taking enough damage, the arm will fall off and grab us. We shoot at the yellow growth on the arm itself.

3 phase. We repeat the same with the second hand.

4 phase. We shoot the monster in the face. She will attack with tentacles instead of arms at this time.

When defeated, the boss will melt into a white liquid. We enter the resulting lake, take out our wife, she is again conscious and cured of possession.

17. Exit

Sebastian gets to his house.

At this point, Kidman real world begins to carry out his part of the plan. In the control room, we shoot back from the Mobius agents. The administrator manages to hide, he continues to communicate with us, standing on top.

Knife- issued automatically in the second chapter.

semi-automatic pistol- in the process of passing the same second chapter, you will find yourself in the house (after receiving the knife). The gun is in the nightstand near the door. This gun is your first firearms in the game and it is simply impossible to miss it.

Axe- a weapon that replaces a knife, which breaks after the first use. They can be picked up from the corpses of opponents or simply found on the ground. The first hand ax can be found on the side road northeast of the safe house. Not bad for the early game, when there can be a shortage of ammo.

Overseer's Crossbow- can be found in the process of passing the third chapter. From the safe house, follow to the southwestern part of the map. Here, at the end of the street near the intersection, you will see a white car, and behind it is a box with a crossbow and a single bolt to shoot.

laser pistol- go to the western part of the Residential Zone. There is a parking lot here - climb it by jumping over the fence and search the body. This is a good weapon for medium distances, from which you can make accurate shots.

Shotgun- everything is located in the same third chapter. From the safe house, follow the narrow path to the northeast. House number 322 with a green door will stand here. Enter the found house, go down to the basement using the mine, and then use the computer to access the armory. You will find yourself in another location where you will need to go through several doors and a tunnel. After reaching the room, use the wall console to open the locked door, behind which is the cherished weapon.

Sniper rifle- Early in the third chapter, after leaving the safe house, there is a two-story building on the left. You need to climb to its roof, where the corpse of the operative will lie, and next to it is a broken sniper rifle. To fix it and start using it, you need to find spare parts. To do this, go to the barn, which is located in the north-west of the location (the very corner of the map). Here you will find the necessary parts and a workbench for repairing a rifle.

Flamethrower- you can get it in the eleventh chapter, after killing the boss. The weapon will be broken, and it can only be repaired in the thirteenth chapter. You have to knock out 2 fuel tanks from opponents, and then use crafting to make a flamethrower.

Assault rifle- can be obtained in the safe house in the thirteenth chapter.

Magnum- To obtain this powerful weapon, you must complete the entire story on any difficulty level and start a new game.

As in the previous part games Evil Within, as you progress you will find and access different kind weapons. In this guide, we will tell you about each weapon and how to find it.

Pistol with laser pointer
Location: third chapter.

In the residential area of ​​Union, head to the story marker to the northeast auto parts store. Go around the gate behind the store and break the chain. Get over the fence using the blue box. Check the burnt car, where is the gun you need. But be prepared to fight the enemy.

Sniper rifle
Location: third chapter.

Not far from the safe house there is a brick building on the roof of which lies a broken rifle. To repair it, head to the northwest garage and collect the parts, after which you can use the workbench to repair it.

Shotgun
Location: third chapter.

In the third chapter, activate side quest Robber's signal. As you progress through it, you will interact with a computer in the basement, which will give you access to the armory. Complete the mission and get your shotgun.

Crossbow
Location: fourth chapter.

Go to the southwestern residential area. Nearby there is a military truck with the body of a soldier nailed to a box. Collect the arrows and crossbow from the crate.

Flamethrower
Location: 11/13 chapter.

Getting a flamethrower is not as easy as other weapons. It is necessary to kill the boss in chapter 1 and pick up the broken weapons, but you can't use them until you reach chapter 13. In chapter 13, to get the fuel tanks, you will have to defeat two enemies. One of the tanks is located near the initial safe house, and the second at the southern safe house next to the Diner.

Now that all the spare parts are there, it remains only to kill those two opponents and the flamethrower can be assembled.

! If you use this weapon on Laura in chapter 14, you will get an achievement.

The site walkthrough will take you from the title screen to end credits games. Here you can find collectible locations, boss strategies, puzzle solutions, and more. And if you didn’t find something, you can add the missing information yourself and get bonuses.

Chapter 1

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

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, so you can't get inside the house through it, so you need to find another way to get into the house. From the door, turn right and inspect 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, and 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, which you need to inspect. Once you're in the room, a lengthy cutscene will begin, where more information about what's going on will be revealed to you.

After immersing yourself in a virtual machine called STEM, move forward to the objects that appear. As a result, you will find yourself in front of a table with a walkie-talkie, take it 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 read some documents and talk to your partner, as well as take a break before starting a new chapter or going on a mission.

Chapter 2

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. Next to her lies slide, take it and look at 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 before that, save. To do this, interact with the terminal to the right of the mirror. After watching the cut-scene, go up the stairs and approach the painting that shows the 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 (the last door on the left). His body is recorded in the memory, you can study it in more detail by looking through the camera or entering the cube. But it is not necessary to do this at all.

Go to the room on the left, where the photos were shown. On the table you can pick up photo of Wilm Baker, which refers to documents ( 01/40 ). Go to the next room and inspect the floor, then move the rack and go down the corridor. Here you will hear a phone call (hidden in a niche), the answer to it will not give you anything, so just go up to the second floor. You won’t be able to open the glass door, from it go a little to the left of it, bending down, make your way 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 the murder, which is also in the flashback. Quickly hide behind the sofa so that the maniac does not see you. Go around the sofa and wait for it to leave the room through the door you entered. Examine the dead 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 blockage. From a small table in the left corner you can pick up document - photo of another victim (03/40).

Climb 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). Go further 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 be opened only 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 is how you find the door. You will be photographed outside the door. When you wake up, take the photo from the mirror. After that, a multi-headed girl with a saw will attack you.

You just need 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 in the far left corner (if you stand with your back to the door). There you will find a ladder near the wall, climb it into the open ventilation. Crawl straight 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 hide in the house. Automatic regeneration will only restore your health up to a certain point, in order to replenish more, you need to make or find healing syringes. Open the door in front of you and go to the table where you can pick up your first syringe. So far, you only have one, and there will never be an abundance of them, so try to save all consumable things. Before you leave the house, inspect the living room, there is on the table document - diary in an abandoned house (04/40).

Once outside, you will immediately find a gun and another document - photo of the Castellanos family (05/40). After that, go down the street and inspect the corpse in the car, then follow the woman into the house. Kill her by shooting with a pistol (try to aim at the head), after that you can explore the house. You can get a syringe from the first-aid kit, there is gunpowder on the second floor (needed to create cartridges). After examining the house, exit it and go left. Break the wooden crates using the knife, they often contain various items. Then keep walking forward down the street until you see two people running away from the monsters. Only one of them will manage to hide in the house. You have to duck and hide behind the car. Wait for the right moment to sneak up on the enemy from behind and stealthily kill him (not everyone can be killed stealthily, and it’s even impossible to sneak up on some monsters unnoticed, so be careful), do the same with the second one. Do not 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 stairs, this will take you to the hideout. After the cutscene, you will meet Liam O'Neil and start a new chapter.

Chapter 3

After talking with 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 with the help of a coffee machine you can replenish your health, you can find cartridges and medicines in the boxes, you can make various items and improve weapons on the workbench. After that, move to 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 found green gel. Some upgrades will require red gel or high quality parts that can be found as you progress through the game.

After familiarizing yourself with the mechanics of skills, go outside. At this point, the main character will get the communicator. With it, you can find story objectives, to do this, rotate it until a prompt appears on the screen to press a specific 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 go along 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 pavement with the first pouch, which will increase the number of carried cartridges.

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

Unusual signal

Move to the green marker, and then take out the communicator in the right place and get close to the dark silhouettes of the spirits. When you are close to them, a prompt will appear to press a certain key, by doing this you will receive memory fragment (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 distant train and go inside. Go through the cars, sorting out opponents, at the end you will find the corpse of a girl, where there is another resonance point (it will appear on your map when approaching). Come and take out the communicator, so you get memory fragment (2/24). And nearby you can pick up your first red gel, which lies near the corpse of a girl.

Exit the train cars and follow the green resonance trail that will take 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 far room and activate the memory on the communicator, so you get memory fragment (3/24).

After that, turn on the electricity using the shield you saw in the flashback. To do this, click on the second and fourth toggle switches from left to right. Try to be quiet, as a strong enemy (a dead man of white color) roams next to you, he is dangerous because he cannot be secretly killed, and he is generally stronger than the rest. Pick up the nearest car, duck down and go down through the hatch into the basement. Walk a little forward and to the left, where there will be a corpse. Activate the communicator, thanks to this you will find another memory fragment (4/24). Crouch down and make your way through the completed tunnel. You will find yourself in a corridor where there are doors on the left and right. The door on the left is closed to the code terminal, but there is a corpse lying in front, after searching which, you will receive map. She will help you choose desired 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 cleaning out the arsenal, go to the room opposite, collect useful items, kill enemies and lift the load on the loader. So you can move the cart and free the exit to the outside.

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 pick up a resonant signal. Pick up the communicator and follow the trail that will lead you inside the house nearby. In this house, go to the back room and take it from the table document - diary of a woman (08/40). Here you will be attacked by the ghost of a woman. Avoiding the ghost, inspect the house. Here you will find a door with a combination lock, which requires a card. Find another door nearby, go through it and turn into the door on the right. Through this chamber, make your way to the next one, using the hole in the wall, and from the cabinet with the photo, get map. Now you can go back. Run to the door and open it with the card. After moving to another world on the same table will appear new item - slide.

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

Shotgun pouch- on the side of the two-story pillbox, climb the yellow ladder and go along the balcony. Hitting the trap, get rid of the enemy running at you. At the end of the balcony there will be a corpse and a crate with a shotgun pouch inside.


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

When you have examined both Resonant Points on the quest, a new one will appear, which will point to the tourist center. Before you go further, it is better to move to the shelter, replenish supplies there and recover.

In the tourist center, go to the far door, which will automatically open. Climb down and activate the communicator to activate another one. memory fragment (6/24). After looking at it, take it off the table document - Turner's communicator log (11/40). Picking up this journal will update your map with dead Mobius employees, from which you can pick up various supplies or ammunition. If you try to get out, you will be photographed again. Run forward, deal with opponents and get out to freedom. Go back to Liam at the hideout and tell him what you saw. This is how you get the quest reward" Unusual signal" and complete it.

Parts for a sniper rifle- Go to another hideout on the map where the marker on the map is pointing. Passing the auto repair shop (it 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 lie. Now you will be able to repair the found rifle through the workbench or inventory.

At the gate of the new shelter, shoot an electric bolt at the shield to raise the garage door. Kill the enemy inside, then use the communicator to locate memory fragment (7/24).

Enter the hideout through the door on the left and on one of the tables (next to the crate) take document - report 00122: recruitment (12/40). Go to the Pit Stop diner, it is indicated by a marker on the map. On the way to the bench, don't miss figurine with a key(landmark - a field with enemies and next to the pointer). A new enemy roams nearby, as soon as he sees you, he will start making 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 decode the signal, approaching Lily's ghost. Go inside, go to the far door and try to open it. There is a hole nearby, move the cabinet and climb through it inside. Take it on the floor Lily doll.

Go around the diner and find the window that leads from the far back room. Here, examine the dumpster to find traces of a ghost. Having received a mark on the map, go towards it. As soon as you move away from the diner, you will be attacked. After defeating the enemies, continue to go to the marker. After reaching 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 than the auto repair shop).

After examining the places, Sebastian will conclude that Lily ran to the warehouses. Go to the territory and inspect the door, in order to open it you need to supply electricity. Find the wire that leads to just the right shield, go around the containers and break the chain. Behind it, deal with the enemies and use the shield. By switching 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 to the top. 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 cut-scene, head back outside and head back to O'Neal while 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

After receiving a gas mask from Liam, get 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 in the shelter, talk to Kidman. After take document - report 00122 (14/40), located near the entrance to the shelter. Now you can use your computer to navigate to the "Network". Go forward along the corridor, go into the room on the right and use the computer on the table (near the corpse) to get document - e-mail "Union Growth" (15/40).

Crossbow pouch "Guardian"- get out on the balcony and go down. Here all the doors are locked, but opposite there is a yellow staircase - climb 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 set up two waves. By completing this simple task, you will disable the locking system. And now enemies will start appearing from three locked doors. You have no choice but to shoot them.

Having dealt with the enemies, you can inspect the premises and collect resources, after that go through the door with the monitor. Once at the tunnels, lower the switch, which will merge the water, then go down the stairs. Cross over to the other side and climb higher, there is another switch that will lower the bridge. Keep moving forward, when Sebastian puts on his 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 a weapon, so try to move carefully and not climb on the rampage. When you get to the white door with the electronic lock, pay attention to the wires - you need to walk on them. Once at the fork, turn left into a dark tunnel. Turn on the flashlight to find figurine with a key, which stands on the 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 bulbs by lowering the toggle switches in the correct order - 1, 2, and 4.

Go through the opened door and go up the stairs. Climbing upstairs, Sebastian will take off his gas mask, and you will return to normal mode cameras. Use the computer on the table to the left. There you will receive document - "Expansion and Data" email (16/40).
After that, run down the corridor. Behind the white door, approach the corpse and use the communicator to open memory fragment (8/24). Return to the front door of the room, here on the right side of it there is an air vent - make your way through it. In the room, use the computer to move the location with the city hall. After resting in the shelter, get out, where a new chapter will already begin.

Chapter 5

Go to the green marker, near the gazebo, use the communicator in order to get memory fragment (9/24). Once near the passage to the city hall, it will be blocked by barbed wire. Examine the corpse, nailed to the soldier's head document - photo by Sebastian Castellanos (17/40). After climbing over the wire, you will find yourself in the courtyard. 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 touch it, then the slow-motion photography mode is activated. To get started, simply run away from the boss, explore the battle arena to find these traps, and learn 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 fail to activate them, or you use them unsuccessfully, just wait for a heavy blow from the Guardian, run back and take a couple of shots. There is also a partition with two doors, where you can hide for a while while the boss breaks 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 plot information and give you Harrison's communicator. After the conversation, go through the door ahead and continue forward into the large hall with the murder scene. There is 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. Here, on the wall on the left, there is a painting that serves as a clue to the puzzle. Here, under the picture in a vase, take the red roses. Take the necklace on the cabinet and hang it on the mannequin, then turn it towards the camera. Insert roses into a white vase, then use the camera. Focus the image and take a picture. After taking a picture, the picture will be transformed into a real corridor.

Passing the corridor, do not miss the document - article in Crimson Post (18/40), it will lie on coffee table near the picture with the inscription "Rate 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 from the side. Approaching another picture, the maniac will start talking to you, after the conversation the door will open behind you. Take the document in the back room - photograph of a dead Mobius employee (19/40) which lies on the table. Go down the stairs and approach the chair with the mannequin head. When you find yourself in a room with a lot of frozen people, go to the door and take it from the table to the left of it document - note (20/40).

Boss: Obscura

In the room, activate the emitter and watch the cut-scene. A boss will appear - Obscura - you can't kill her, but you can briefly stun her. Periodically, she photographs the emitter, which will lead to its temporary shutdown. Your task: just 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 balcony of the second floor, turn left to get into the room. Here on the table lies document - report 00213: Union social management (21/40). After that, return to the hall with the murder, a new passage will appear there. Behind him will figurine with a key. Go right, go through several rooms and in the room with bookcases on the table, look for another one. document - report 00977: structural violations (22/40). Once you've finished inspecting the rooms, exit the city hall and talk to your partners, after which the next chapter will begin.

Chapter 6

Pouch for syringes- after leaving the mayor's office, 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, leave 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.
Go along the corridor on the side, kill the opponents, and then go down. Move to the room with the monitors. Here the main character will stop to view the memory. When you're done watching, take the slide that's on the table.

Run through the corridors avoiding dangerous monster. But in the end, you still have to shoot him with a pistol. Once in front of a door with a red symbol indicating a shelter, do not rush to enter. First, open the door nearby with a combination lock and a screen. Inside the room on the table lies document - report 00532: Core branch (23/40). In the room with the "Networks" computer, you will watch another cut-scene. After talking to Hoffman, use the nearby computer to save document - e-mail "Candidates for the role of the Core" (24/40). Use the computer to go to the location with the theater.

When outdoors, use your communicator to find memory fragment (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 memory fragment (11/24). After that, a monster will appear that looks like a Guardian. Proceed as usual, but this time without the possibility of slowing down. It will take a lot more shots to kill him than the previous time. Find a corpse on a chair in the back room, use the communicator next to it to see memory fragment (12/24). After that, try to exit the cafe. After hearing the music, approach the jukebox from which it comes. Suddenly, a woman from nightmares will appear. Go forward and see how the woman gets out of the mirror. Quickly escape through the door, keep running until you get out of the nightmare (interact with the mirror to select the correct door). After that, in the hand of the murdered man, who is sitting on a chair, will appear slide. Take it and go outside.

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

Walk across the street from the diner and as you walk down the street you will find the devil's personal bar. Inside from the table (on the right side) take document - bartender's diary (25/40). After that, examine the map, you need to go to the left of the diner to find the area closed by the fence (shots and cries for help are heard from there). After opening the gate, run to the soldier on the overturned truck if you want to activate the additional task "Out There".

Shotgun pouch- Before you start the optional mission "Out There", go outside and go to the right, through the gate that led you here. Go down the street, and then turn the corner, there will be blue boxes in the alley, behind which the white witch wanders. Kill her and jump over the boxes, you can take the 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 the garbage truck is standing. Kill the enemies, turn into the alley on the right and use the communicator near the girl's corpse. So you can find memory fragment (13/24). Search her to take her key, which will open the warehouse (it was at the very beginning of the location).

Long Shotgun- Returning to the warehouse, kill the monster and gather supplies in the warehouse. In one of the boxes you will pick up a new shotgun.

When the frightening woman appears, try to open the door, but you will fail. Hide from her in the corner and wait for reality to carry you.

Silenced pistol- can be found by completing the additional task "Connected Again". After moving to the "Network", go to the marker. By turning on the server, you will unlock the boxes that were previously locked. Return to Sikes in Union and report that the deed is done. Open the container in this hideout, there will be a new gun.

Having gone to the place of passage to the theater, you will see that the path is blocked by two paintings. If you have already carefully studied the location, you may have noticed these paintings - one in the Devil's personal bar, and the other in the Abode Hotel. The required markers will appear on the map, and the communicator will point to resonance points, and this chapter will end.

Chapter 7

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 thrown into another reality. Here the door 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 opponents.

Having approached the grate, open it with the key, bend down and move to the right, bypassing the stretch marks, until you see an accessible passage to the left to the mannequin. As you get closer, interact with the mannequin from the back. The first work is destroyed, go to the Abode Hotel.

Climb to the second tier and interact with the painting. Here you again need to open the grate, for which you will need 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 from the back of the corridors. After that, run to the grate and pick it up.

Open the door, duck and make your way past the next stretch marks, sneak up on the mannequin and cut it. Now the path to the theater is free, return to it and go inside the building.

Chapter 8

Inside the theater, go up to the upper tier. Before you go to the theater hall, where there are chairs for the audience, find Stefano's creation, which is located on the second tier, use the communicator and find a fragment of memories (14/24). After watching the cut-scene, run after Stefano.

Boss: Stefano

After everything breaks into several pieces, make your way forward, avoiding the detection of a huge eye. When he starts to move to the right, follow him, occasionally running into cover. Then, after waiting for the eye to start moving back, walk past and run on. So you need to repeat several times until you pass the location.

After going down the stairs, go down the corridor and open the door. After the cut-scene, the battle with Stefano will begin. The fight with him will not be too difficult, as it might seem. To begin with, "get used" to his behavior (attacks, movement) - it will take about 5 minutes, the main thing is not to rush. In battle, electric bolts that stun him will be very effective. If they are not there, a simple pistol and a shotgun can do a great job with him (the necessary ammo will be scattered around the location).

Throughout the fight, Stefeno will try to take a picture of you (this will greatly slow you down), as soon as you see the camera in the hands of the boss, run away from the line of sight. In the first phase, the boss makes four teleports, and then tries to run to Sebastian with a knife. After dodging the attack, take a couple of shots from a pistol or shotgun and run away. So until he goes into the second phase. Here he will teleport more often and do it randomly. 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 at you, shoot him to make him fall off his feet. After defeating the boss, watch the cut-scene and the chapter will end there.

Chapter 9

Follow forward to the ritual altar, which will take you to a completely different place. Go through the door, go down the stairs and find yourself in a room with four torture chairs. Collect the loot and move on. When you go down the stairs, turn right behind them to find a small loophole leading to secret room with supplies. After collecting everything, return 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 that you first inspect each cell and shoot 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 whole 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 up.

Go to the cameras in the right wing and near the last, a little further, remove the handle from some device. All cameras will open. Collect loot from the killed enemies and go to another mechanism to which you need to attach the 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 is a pouch for the Guardian crossbow.

Now lift the grate using the handle. There are several cells in this corridor. You need the second camera on the right. Enter there and kill the lying Mobius soldier. To the left of it there is a passage in the wall. Crouch and crawl there to use the communicator in another chamber and find a memory fragment (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 at the door is a living zombie, so kill it beforehand accurate shot to the head.

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

Climb the yellow stairs and you will see four gates. Turn the leftmost valve to adjust the plate closest to the grate. To do this is as easy as shelling pears - with the narrow part turn 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 is aligned with the two extreme outputs.

Next, rotate the center piece so that the wider channel matches the top one (at least towards the grille). Then turn the left valve to flip the far plate (closest to the grate) so that the narrow part is facing towards the grate. Finally, turn the rightmost valve so that the channels on the right plate line up with those on the right side.



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

Chapter 10

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

After the conversation, just follow your companion, helping her deal with opponents. Encountering a new enemy with a flamethrower, he will quickly hide, but will leave behind several fire zombies.

Hide behind cover and shoot them (try to shoot accurately in the head), if you run out of ammo, you can attack stealthily from cover or leave all the enemies to your partner (but this will be very long). 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 the allies, a new chapter will begin.

Chapter 11

Find in the shelter document - Diary Torres (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 crate located in the hideout, you will find the first cryobolt. Pay attention to the fact that in the conversation Kidman will talk about some gift left in the office of Castellanos. There is a mirror in the next room - move to the office and go to the detective's office, where the information board is hanging. Right underneath you will find slide.

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

Enter the room on the right, where the corpse of a Mobius soldier with a syringe is lying around. There is a cart here that can be pushed back to access a supply crate. Go to the Hoffman hideout, here you can see memory fragment (16/24), so you will know that the girl went to the other end of the laboratory, to the restricted area. Study the computer to get document - Hoffman Records file (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. Ahead are security turnstiles and two dead guards. On the left, through the window, you can see a computer and a room with a mirror. Use a computer to get document -file "Security Protocols" (29/40). Go past the laboratory with flasks, go ahead and see another one memory fragment (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, which requires a cerebral chip. Go behind the screen on the left, where a corpse lies on a gurney. Will be attached to the wall document -STEM integration failure report (30/40). Turn left from the door and find a ladder leading up. 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 wheelchair you will find document -failure investigation report (31/40). After that, open the gate by shooting an electric bolt at the shield. Run forward through the tunnel and enter the room on the right. Interact with the computer to get document - Pit Watch file (32/40).

When you try to return the same way, a woman will attack you. Avoid her by hiding behind the pillars and the couch. At first, try to go to the right, but the woman will throw a whole pillar, blocking your path. Go left. Run to make it down the stairs. At the bottom, you will have to change direction in order to get out of the trap and not get into the eyes of a strange woman.

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

Go back and go up the stairs. After killing the enemies, go to the laboratory number 3. Go to the back room, where an unknown man lies on the operating table. Interact with the computer in the far left corner to get document -file "Agent case" (35/40). Now on the same floor, go to the laboratory number 2. Use the communicator to view memory fragment (18/24). Search the Mobius soldier's body to get pouch for syringes. In laboratory number 3, which is on the second tier, go into the room where a man lies on the operating table. Examine the hanging signs - there will be various code combinations. Try to enter each of them on the terminal located at the feet of the dead man. Sooner or later, the code will work, and the device will pull out of the head of the employee cerebral chip. Take it and open the locked door.

Boss: Flamethrower

When you reach Lab #4, you will meet Yukiko and Liam. The latter is the boss and your friend, who will have to be killed. If you have the sniper rifle skill (as well as the necessary skills), a few headshots will suffice. Otherwise, you will have to hide behind the columns for a long time and wait for convenient moments to fire a pistol or a shotgun. Bolts are only effective when used on certain objects, such as a nitrogen tank or an electrical panel. The first will deal significant damage to the flamethrower, and the second will stun for a short time. Also use the knife switches to activate the fire extinguishing system. After defeating him, talk to Yukiko and pick up faulty flamethrower lying near Liam.

Use the communicator to view memory fragment (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 figurine with a key. Now talk to Torres and order her to blow up the device.

Chapter 12

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 after that turn the lever at the gate.

The next location is full of monsters - you need to get to the stairs leading down. Go down and watch a lengthy 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 parts of the flamethrower. Also go towards the theater, but turn 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 pinpoint the resonance point. Go to the corpse of a dead Mobius soldier, search his body and take sniper rifle pouch.

Go into it, talk to the man who will point to the computer. Interact with him to move to the experimental sublevel. Kill the enemies in the corridor, and then move through the air duct to the next room. Kill opponents, get to the electrical panel and do everything you normally 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 cut-scene and the disappearance of Sykes, go to the room with the capsule (bathroom) and take it from the stand slide(To get the last slide, return to the office after talking to Kidman, the black cat will point to the slide). Take it out of the drawer in the left corner double barreled shotgun.

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

Also in the pod lab, you can read the STEM emergency exit report. Thus, it remains to be seen if Sykes managed to get out.

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

Return to the street. In the alley with a garbage truck, which is to the right of the Devil's personal bar, the corpse of a soldier with pouch for assault rifle . One more assault rifle pouch you can find on a corpse lying behind the Abode Hotel. Also, do not forget to visit the Devil's personal bar, so that in the corridor where Stefano's painting was, you can find figurine with a key. Go inside the Abode Hotel, after which Sebastian will contact Hoffman. After talking with Hoffman, take your time and look around. On the table in front of the fireplace lies document - diary Hoffman (38/40).

When you're ready, tell Hoffman about it. Follow the girl, periodically killing opponents. Pay attention to the containers that fall under the protective sphere, and replenish ammunition in time. It will be possible to take some cartridges from Hoffman herself from the belt. In the end, you will overcome the fiery wall.

Chapter 14

Run forward without missing the scattered resources, climb the stairs and be sure to take it from the altar document - the writing of Theodore I (39/40). Open the door ahead. Check the passage on the right first. In a room with a mirror, on the table, look for final assault rifle pouch. After that, go left, so you will find yourself in a hall with hanging burning cells. Fiery opponents will appear, which you just need to 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 opponents behind bars and pull the lever. After a while, the grate will rise. Search the room, and then go back upstairs, because the second grate should also rise.

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

Climb up and shoot the small lever at the top to turn off the fire tubes. You should remember this mechanic from the first part of the game. Move along the right wall to find a door. When approaching it and trying 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, use the stairs at the back of the room to go down into the pool of blood. Here you can find memory fragment (20/24).

After the cut-scene, you need to run away from the psycho with the chainsaw, after the cut-scene you will be able to kill him. After this opponent, you will need to fight the safehead. After killing them three times, you will start another cut-scene, when it ends, another creature will attack you - you can kill it pretty quickly. To do this, lure her into the fire, or you can always shoot her. This will end the chapter.

Chapter 15

When you return to Union, you will see what Mira did to him. Now the city is fragmented even more, 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 down below.

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

Chapter 16

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

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

Boss: Mira


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

Chapter 17 The final

This chapter is much easier. You need to get to the house and go up to the second floor, to Lily's children's room.


In parallel, you will have to manage Kidman, who must destroy several Mobius soldiers. Otherwise, the final chapter of the game is a lengthy cutscene.

On this passage on the site is completed!