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evil within the assignment letter scrap 5

Uncover Every Collectible in The Consequence DLC for The Evil Within

Image of Kevin Thielenhaus Legacy Author

Escape The Evil Within’s second story DLC The Consequence with every extra file, audio log, and secret letter scrap using these text tips and solutions.

Kidman’s journey into the mind of a madman is filled with clues to the mysterious agent’s past. Finding every scrap reveals a hidden note, while audio logs and personnel files fill in backstory. Finally, we get some answers concerning the nature of Mobius, what their goals are, and what Kidman’s motives truly are. Learn more about the story and get your hands on some trophies / achievements with the guide below.

Don’t miss out on all the goodies in the first two chapters. Check out our Evil Within: The Assignment DLC Collectible Locations Guide to answer a few questions.

The Consequence – Complete Collectibles Guide

Note : Safe codes are randomized.

Locked puzzle safes always contain one of eight letter scraps. Find them all to unlock an achievement / trophy and reveal a hidden message to Kidman.

Solutions are usually found nearby. Use the flashlight on surfaces to discover hidden red writing near the puzzle safes. The puzzles and solutions are often randomized, so it might take trial-and-error to solve.

Chapter 3: Illusions – Collectible Locations

Letter Scrap #1 : The first letter scrap is found after leaving the hospital room. As the area transforms into the dimly lit asylum, turn around and re-enter the starting room to find a puzzle safe on the desk. The solution is on the wall, ahead of the bed.

Audio Tape #1 : Return to the asylum hallway and enter the second door on the left from the nurse’s desk. The tape is on the chair inside the cell.

Audio Tape #2 : Eventually Kidman will enter Ruvik’s research lab. There are four dissected severed heads with their brains revealed. Look on the desk in the back corner, to the left of the white board.

Letter Scrap #2 : Entering the door marked “Dissection” you’ll find stairs leading down into another larger room. Don’t go down yet, instead turn left from the entrance to find a second puzzle safe on the desk. Match the blood stains on the tumblers to open it.

Audio Tape #3 : After opening the massive safe doors down below by inputting the correct square sequence, you’ll return to one of the strange Mobius hallways with wires running across the floor. Look on the cart along the right wall to get the next tape.

Letter Scrap #3 : At the Police Station, Kidman will enter Sebastian’s larger office and see a vision of the detective’s past. Leave through the door on the right, and you should see an “Exit” pair of doors ahead. Don’t go through yet, instead turn right and enter the first interrogation room on the left. There’s a safe on the shelves. Shine your flashlight through the one-way glass window to get the solution.

Personnel File #1 : Continuing through the exit doors, Kidman will return to Sebastian’s office. Look on the smaller table to the right of his desk to grab a file before entering the city proper.

Audio Tape #4 : Once Kidman encounters the first enemy in the city, you’ll enter a construction site interior area. Push the worker Haunted off his ledge, then enter the site. After turning left, you should see a white electrical box with the fourth tape.

Personnel File #2 : Continuing into an office building with a glowing red neon reception desk, look on the wall to the left of the cubicles entrance. There’ a Mobius file pinned to the wall.

Letter Scrap #4 : In the same office area, swivel around the glass half-walls to find a small break area. Next to the microwave, there’s a puzzle safe with glowing panels.

Chapter 4: A Ghost Is Born – Collectible Locations

Audio Tape #5 : After dropping out of the airduct and landing in a supply closet, look on the table with the lamp to get this chapter’s first audio tape.

Letter Scrap #5 : This one is easy to miss. Leave the supply closet and enter a hallway. Continue around the corner to the right and you’ll have two directions — a short dead-end hallway, and a fallen section of burning rubble ahead. Turn to the dead-end hall and shine your flashlight on it to reveal a secret door. The combination numbers are printed on the walls, pictures and white boards inside.

Audio Tape #6 : Another easy one is located at the red chair save point. In the passages, you should spot the black cat running down a hall to the right. Follow it to find the save chair and a end table with the tape.

Letter Scrap #6 : Kidman must navigate a dangerous restaurant and rescue Leslie. Once he’s free, he’ll run out of the burning room. Don’t follow him yet, instead use one of the dumbwaiter elevators with a green light to the left of the exit doors. Solve the puzzle safe to get another scrap.

Audio Tape #7 : In the grey concrete hallways, Kidman will come across a cart carrying another audio tape. This one is hard to miss. You’ll spot it during normal progress.

Letter Scrap #7 : Kidman appears in the horrible sadist chamber that Sebastian wakes up in at the start of the vanilla game. Enter the area behind the meat-covered table to find the puzzle safe. The solution is to the left of the table, there’s a series of crate you’ll need to kick to find the solution printed on the wall.

Personnel File #3 : Transported back into the Mobius facility, you’ll find another red chair save point before heading down stairs leading further down. Look on the metal table to the right of the leather-bound chair.

Letter Scrap #8 : Returning to the Mental Hospital, Kidman will step out into the central courtyard while it’s raining outside. Turn right and check the alcove next to the entrance doors to find another puzzle safe spattered with blood.

Audio Tape #8 : Back inside after leaving the courtyard, enter the room to the right with a missing door. There’s a red lamp illuminating your final collectible.

Source: [ 1 ]

Kevin Thielenhaus is a freelance writer for The Escapist. Find him on Twitter here.

An image of a character in Emio: The Smiling Man with a paper bag stuck over their head

Category: Walkthroughs Bayonetta 2: Video Walkthrough & Boss Strategies Guide The Escapist Staff Legacy Author The Escapist Staff Legacy Author Aug 30, 2017

Category: Walkthroughs Get the Best Until Dawn Ending With These 20 Twins Collectible Locations Kevin Thielenhaus Legacy Author Kevin Thielenhaus Legacy Author Aug 30, 2017

evil within the assignment letter scrap 5

The Evil Within The Assignments Letter Scrap Locations Guide

  • by SteelTron
  • 6 minutes read

Our The Evil Within The Assignments guide will provide you with The Evil Within The Assignments Letter Locations in which we show you all the different spots in the game where you can find the Letters. The Letter  locations  don’t have a exact place where to find them, instead you will need to look for them in the game. Here at GamerFuzion we provide you with our The Evil Within all letter location from all the chapters in the game. Follow our The Evil Within Guide to find all the letter locations. Once you find all the hidden letters you will unlock the A Warning achievement and trophy in the game.

TOC: The Evil Within The Assignments Walkthrough | Letter Scrap Locations

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6. The Evil Within The Assignment DLC

Playthrough 1

This will be your collectible playthrough, getting you used to the layout of the levels and picking up all the collectibles. The collectible video is linked below. Follow it to make sure you don't miss anything!

Chapter 1: An Oath

You start off in the same place the ambulance crashed in the main game. Run forward, taking in the dialogue, until you get to a cave. Head in for a cutscene, and you end up on the ground floor. Immediately turn right and run down the passageway to collect Personnel File 1/3 . Turn around and make a right, continuing forward, ducking down and then jumping over the sandbags as the screen goes fuzzy. Melee the planks and squeeze through the tight passage in the cave for a drastic change in scenery.

cn_X

Grab the bottle in front of you here and wait for the Haunted to the left to move a bit closer. Throw the bottle in front of you to shatter on the wall, then move left and into the vent when he's distracted by the bottle. Crawl around and out of the vent, hitting the switch on the wall you emerge in front of. Go left and interact with the phone here to call the phone in the room to the left. Head out and towards that room, hitting the switch on the green button on the wall near that room. That should lock in the Haunted you attracted with that call and unlock:

Lure an enemy with a phone call and lock them in a room. (Ch. 1)

Prank Call

Turn around and open the vent behind you, crawling through it and emerging in the storage room. Grab the keycard to the left, then hide in the locker before the Haunted breaks through the door for a short scene. Get out of the locker and head back the way you came, moving past the vent you got out of earlier, making a left at the end of the hall, and using your keycard on the door here. In this next room, scan your hand in front of you. Turn around and interact with the computer, then immediately take cover right where you stand by the desk. Remain in cover until the creature leaves through the wall.

cn_L2

In the next room, duck down and throw the bottle to the smaller room on the left. When the Haunted goes to investigate the noise, lock him in. Now move right across the room and make a left here to pick up the bottle up off the box here, moving left and sneaking into the cubicle here to pick up the keycard on the desk. Sneak back around to where you took the bottle, then move up and stay hidden behind the cubicle. Toss the bottle far back behind the cubicle across the room. When the Haunted runs in that direction, use the keycard on the door and move down the hallway, going through the vent on the right at the end of it. Move through the vent and get a checkpoint upon exiting.

At the bottom of the stairs, shine your light at the model of the nail here to line up the shadow of it with the Mobius symbol on the wall to reveal the door. Go through it and shine your light on the Mobius symbol on the left to reveal a desk containing Research Document 2/7 . Pick it up, watch the scene, and then head through the doors and down the stairs. Move past the plastic here and into the next room, using your light to make a projector appear on the stand for a scene. Move out of this room, and make a left into the doorway here, finding yourself in a room full of plastic curtains. Move into each room, 3 total, and reveal the plans on the poster boards with your light. This will trigger another scene that unlocks the door in this room. Move through it, and then open another sealed door at the end of the hall to the left.

Walk down the escalator, trying to scan your hand at the door here. When it comes up as invalid, move to the left and go down the elevator here for a scene. In front of you after exiting the elevator is a computer you need to interact with. Now interact with the head scanner for a short scene. Move into the next room and go down the stairs, into the next room and interacting with the hand scanner. When the Cadaver exits the vent, duck down and sneak into the vent. Move around, avoiding the Cadaver in here, and exiting the vent. Go up to the ladder here, and kick it down to rile up the Cadavers below you. Climb down, get into sneak, and move right. Watch the movement of the Cadaver here, finding an opening to sneak up the ladder when it moves away. At the top of the ladder, pick up a bottle here and solve the puzzle. The key is to make all of the buttons light up. Once you do, pick up Letter Scrap 3/8 from the safe and head back down the ladder.

Distract the Cadavers here with the bottle, and then sneak under the gate. Sneak under the next one, then hit the lever in this room to move the gate along. Sneak under the first one here, then the one immediately to the right. Go left and under the next gate, waiting for the Cadavers to be away from each other before sneaking under the gate closest to you. Once it snaps back into place, go in and to the left to move the container onto the Cadaver in the next room to kill it. Now, head out from this room and sneak over to the right, jumping onto the container once you reach that room.

At the top of the ladder, go through the sliding doors and grab Personnel File 2/3 from the desk in this room, then interact with the scanner on the left. Turn around and use the hand scanner to lower the bridge here. Run across it to the elevator you came from, running behind the Haunted that rushes you from it. At the bottom of the elevator, run back up the stairs and use the hand scanner on the left. Up the stairs in this room, go to the row of cubicles to the left. On the right wall of this upper area. Shine your light on the row of blocks here. The remaining squares is the combination to the safe in the back of this area, which you can open for Letter Scrap 4/8 . Go down the stairs here, watching the elevator rise, then make your way down the staircases on the right of the elevator. At the bottom, on a machine to the left, you will find Research Document 3/7 . Go through the door in front of you, taking care to avoid the Haunted on the ground, then take a right and force the door open here.

Move up to the hand scanner here, and use it. Shade will emerge from the side wall here, and the trick is just to stay sneak around, using the servers here for cover. As long as you move around the corners and stay out of the light, you'll be able to avoid Shade by sneaking around one server cluster the entire time. When the elevator finally arrives, rush into it and head up. Exit the elevator, turn left twice, and go through the door here. Follow the path until you find Sebastian and Joseph, then approach them for a cutscene and:

Clear Chapter 1, "An Oath."

A Different Beginning

Chapter 2: Crossing Paths

Start off this chapter by using your light on the wall here to create a crevice wide enough to squeeze through. Move ahead in the sewers for a scene involving the TVs, ducking under the walkway here for an introduction to invisible enemies. Head right and grab the axe from the steel here, waiting for the Haunted to turn around. Get behind it and sneak kill it with the axe, moving out of the water and into the next room. Past the hallway, into the next room, go to the left an pick up another axe. Get the drop on the other invisible Haunted in this area, waiting for him to turn around after checking out the shelf you're hiding behind. Go straight into the next room, picking up Research Document 4/7 on the desk to the left. Go back out and turn the crank to raise the gate, then drop down and crawl through the pipe on the right.

After the scene, you have some shooting to do. Target the Cadavers when they're close and red and the Haunted as soon as you can get their heads in your crosshairs. When Shade drops down, shoot it in the light to make it flee. After getting back up, head up the ladder behind the pillar on the right, then use your light to examine the pillar over the right railing. This is the combination to the safe right in front of the ladder, which you can now unlock for Letter Scrap 5/8 . Climb back down the ladder, then make a right into the tunnel, following it until you yell for Joseph. Stay on this walkway, sticking to the left to find a fuse box and circuit breaker. Pick up the circuit, inserting it into the first slot in the box.

Go through this new area, making a left after the creepy doll in the water. Use your light here to open another tunnel, ascending the ladder at the end of it. Turn around at the top and use your light to find the combination to this safe on the wall, which you can open up for Letter Scrap 6/8 . Return to the tunnel, and climb the ladder on the opposite side. Raise the gate in front of the door and proceed through.

Go through this first room, and turn left down the hall, following it to a door. Right next to the door on the outside is a 2nd circuit. Pick it up, and go back the way you came. At the end of the hall, a Trauma will break through the glass. Turn around and run, going back to where the door was. When the Trauma starts to close in, duck under the fence here and keep moving around with sneak, sticking through the right side and ducking under fences. When you get to the door, force it open, and head for the crank. When you start to turn the crank, the Trauma will break the door down. Run back to where you started ducking under the fences, lure it back there, and then repeat the process. Use the crank once you're safe, then get through the door, and return to the circuit breaker.

Back up here, and insert the 2nd fuse into the 3rd breaker slot. You'll see a scene where a door behind you opens. Run to it and enter the tunnel here. Go up the stairs, then head through the red door on the left for a 3rd circuit. Upon exiting this door, Ruvik will seal the exit. A Haunted will burst through the door here, and you're going to want to run past it into the next room. Catch the attention of the 2 Haunted in here, and then run them around until you have all 3 clustered up. Once you do, stand on the trap on the floor, getting the Haunted on it with you. A spike will come up, hopefully killing at least 2 (and likely yourself, but that's alright) and unlocking:

Use a single trap to kill two or more enemies in The Assignment. (Ch. 2)

Clutch!

Now simply bait the Haunted into the traps, running right, and hitting the lever on the wall. Get into the shutter, and immediately hit the lever in here, locking out the Haunted behind you. Use the crank to raise the gate in here, then run like hell to the door. Kick it down, jump, climb the ladder, and insert the final fuse. Get back down the ladder and into the newly opened passageway. Follow this path, open the door, and check the barrels on the right for Research Document 5/7 . Jump down in front of you for a scene with Joseph.

After the scene, look right, and open the door with your light. Go up the stairs, opening another passage with your light. In this room, interact with the triangular object all the way on the right. Use your light to complete the logo on the wall to receive Research Document 6/7 from the hole in the wall you opened. Head out and through the doorframe next to you. Follow the hall for a scene and to initiate the boss fight.

You have to complete this fight without using the interactive electrical devices in the area, just by sneaking up on Joseph. You start off with an axe, so follow Joseph around this room in sneak until you get a good opportunity to get behind him for an attack. With one hit in, run right and pick up the axe off the machine in this room, then hide behind the projector. When Joseph moves through this area, get behind him for a 2nd hit. Run through the room ahead of you, swiping the axe from the table here, hiding behind said table for Joseph to wander by again. This final axe will put him down for a cutscene and:

Survive the duel without using any electronic devices in the environment. (Ch. 2)

All You Need is Axe

After awakening in the house, move right until you see the shadow rocking on the wall. Go to it, making sure you pick up Personnel File 3/3 from the chair for:

Collect all Personnel Files in The Assignment.

A Piece of My Past

Exit the house and drop down, walking to the statue until you see Leslie. Turn around and go up the stairs, smashing the crates here. Inside one, you'll find another box puzzle, which you need to light up completely for Letter Scrap 7/8 . Now return to where you dropped down continuing down this path for a searchlight. Return to the center, placing the searchlight on the table here. Rotate all the searchlights until they're positioned at the pillar, then go near where the 4th table is broken, and use your flashlight to complete the statue and unlock the door. Proceed through it.

Drop down and go straight here, past the scene with The Administrator. Duck under the wall here, continuing on until you find the couch. Right next to the couch is Research Document 7/7 , which will get you:

Collect all Research Documents in The Assignment.

Doctor's Notes

Head back out, going right. Watch the scene with the Haunted here, then proceed through the doors. There's a Mobius symbol on the right. Illuminate it to create a tunnel. Pick up the bottle on the floor here, avoid the Cadaver, and break the wood on the left. Once the Cadavers move to investigate it, launch the bottle into the cemetery to attract the Cadavers and Haunted. If they happen to touch while searching for the bottle, you'll unlock:

Get a Cadaver to grab and kill a Haunted. (Ch. 2)

Death Grip

Now go out and to the right, taking the double doors here. There's a small hole to the left. Duck down and enter it for an axe on the tomb here. Kill the torch Haunted wandering around, and then climb the ladder behind the building ahead of you. Ring the bell here by interacting with it, then run and jump down back the way you came from, sneaking under the hole once again. Avoid the Cadaver emerging from the tomb, walk to Leslie and talk to him. The Haunted should be cleared out, so you'll get a scene and move through the gate. Go up the stairs until you see Ruvik, and then check the last hole on the left for a safe (bloody fingerprint puzzle again) for Letter Scrap 8/8 . Go into the Archive in the pause menu and piece the letter together for

Complete the hidden letter in The Assignment.

A Warning

Continue on past Leslie down the path, and make a left to the narrow passageway. Drop down and go to the gate. When Leslie catches up, Kidman will tell him to hide. Use your flashlight to open the right passage, move to the center of the area, and then use it again to open the monument for the Winged Idol. Open the passage next to it, taking the Ox-headed Idol from the monument in front of you and the Cross-bearing Idol from the one behind it. Now return to the gate and place the Cross-bearing idol on the area marked VII, the Ox-headed Idol on V, and the Angel Winged Idol on XIV. This will open the gate, triggering the Giant when you go through.

Simply run left here, avoiding the Giant and faking him out when he rushes you. Run through the open gate. Now, go up the stairs and through the door for one of the most awesome cutscenes in this game, which reveals a lot about the story. After it ends, you'll be stuck in a running sequence.

Run straight to the camera until the floor collapses, then burst through the gate. Run until you see an opportunity to turn left and take it. Continue on until you can run right, and be sure to do so. Next time you need to turn will be a right, then run straight until a scene. After this, just run straight and hug the walls that the shadow claws aren't attacking from. After a few claws, you will burst into the sunlight and receive:

Clear Chapter 2, "Crossing Paths."

Not as it Seems

Playthrough 2 - KURAYAMI

KURAYAMI mode is exactly the same as a normal run of the game. The only difference is that the environment is much darker, with the only illumination coming from your flashlight and the occasional enemy. If you need help navigating a part, refer back to the normal walkthrough above and follow it just the same. Completing the game on KURAYAMI will unlock:

Clear The Assignment in KURAYAMI Mode.

Not Afraid of the Dark

The Evil Within Wiki

Welcome to The Evil Within Wiki . This wiki contains unmarked spoilers!

NOTE: The wiki is currently under maintenance.

The Evil Within Wiki

Torn Letters

The two Torn Letters are collectibles found in The Assignment and The Consequence . They are notes written by Ruvik that were torn into fragments and hidden around the maps in small safes. When reassembled, they can be read and will provide more insight into his thoughts, as well as the incident in The Evil Within .

  • 1 Torn Letters
  • 2 Letter Scraps
  • 4 Achievements

Torn Letters [ ]

First Letter

Second Letter

Newspaper

I sensed it the moment Marcelo triggered the machine . He had removed my mind from the core. He thought he figured out how to get around me, but he is such a fool. The brain is nothing but matter. My consciousness is omnipresent. I can see them all: their memories, their thoughts... their fears. And by pulling in so many people I will consume them all. From the weakest first, each mind gives me more power to conquer. Where does my world end and reality begin? From now on, that line begins to blur.

Location: See the Letter Scraps list below.

TEW1 Torn Letter 2

This machine, this system... I was reborn inside and I will be reborn again. For every person STEM touches, a seed of myself will be within them. Piece by piece I will corrupt you, consume you. I envision a world where a mere glance of the eye will allow me to spread on to the next. Just as you said, I am a ghost, but now I have a vessel in all of you. The man from Mobius ... he entered here lusting for some sort of power long ago. As for you... Kid ... even if you happen to escape, I will leave my mark on you as I did to him.

Letter Scraps [ ]

1

After navigating past the first patrolling the hall, Juli will end up in a lit room with a cart blocking her way forward. The safe containing this scrap will be on a desk to her right. The four-digit combination is random each playthrough, but is always marked with bloody fingerprints, with the correct order being one with the most blood to one with the least.

2

After spotting in the hall, Juli will come across a save point. From this save point, proceed down the hall past the automatic doors, but don't follow the two Haunted at the foot of the stairs into the next room yet. Instead, round the left corner and duck through the vent into the nearby lounge. The safe will be on a coffee table with three color-coded dials, the combination of which can be found on three large pictures nearby: the motivational image, Modern Art Keeper and the landscape photograph. Shine the on these pictures to see the numbers.

3

4

5

6

7

8

1

2

3

4

5

6

7

8

  • When arranging the letter scraps with a PlayStation or Xbox gamepad, using the D-pad and tapping the directional keys slightly can help with precise placement, since the analog stick causes the pieces to move very quickly.
  • The letter scraps need not be perfectly placed for the whole letters to assemble. Just putting them close enough to each other in the correct arrangement is enough, and the complete letters will snap into place when the last pieces are moved into position. Do try to place them within the given frames, however.

Achievements [ ]

-
.
  • The handwritten letters are worded slightly differently from their transcripts in the game.
· · Collectibles

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The Evil Within: The Assignment Collectibles

The Evil Within: The Assignment Collectibles

Here’s the The Evil Within: The Assignment Collectibles locations guide wrap up, so detective Juli Kidman can find all 18 The Evil Within: The Assignment Collectibles in the new survival-horror game DLC on PS3, PS4, Xbox 360, Xbox One & PC.

The total of collectibles in The Evil Within: The Assignment includes 8 hidden Letter Scraps, 7 Audio Tapes, and 3 Personnel Files in this locations guide. – As you can tell, there’s a lot to collect and you will be rewarded in-game for each new discovery.

The Timeline for all these in-game collectables item locations is listed below.

Index of The Evil Within: The Assignment Guides:

  • This Page: The Evil Within: The Assignment Collectibles
  • Next Page: The Evil Within: The Assignment Walkthrough
  • Next Page: The Evil Within: The Assignment Achievements & Trophies Guide
  • Next Page: The Evil Within Walkthrough
  • Next Page: The Evil Within Cheats
  • Next Page: The Evil Within Achievements Guide
  • Next Page: The Evil Within Trophies Guide
  • Next Page: The Evil Within Collectibles

All The Evil Within: The Assignment Collectibles are found in this video guide:

Timeline in minutes for the Collectibles Locations Guide:

Chapter 1: An Oath

• 0:00 – Personnel File #1 • 0:13 – Audio Tape #1 • 0:28 – Letter Scrap #1 • 0:45 – Letter Scrap #2 • 1:15 – Audio Tape #2 • 1:38 – Letter Scrap #3 • 2:25 – Personnel Files #2 • 2:39 – Letter Scrap #4 • 3:13 – Audio Tape #3

Chapter 2: Crossing Paths

• 3:33 – Audio Tape #4 • 3:46 – Letter Scrap #5 • 4:20 – Letter Scrap #6 • 5:08 – Audio Tape #5 • 5:23 – Audio Tape #6 • 6:06 – Personnel File #3 • 6:23 – Letter Scrap #3 • 6:56 – Audio Tape #7 • 7:09 – Letter Scrap #8

Unlockable Achievements / Trophies:

Finding all The Evil Within: The Assignment collectible locations and picking them up will help unlock the following Achievements or Trophies:

* “Doctor’s Notes” (40 Gamerscore / Bronze Trophy) — Collect all Research Documents in The Assignment. * “A Piece of My Past” (15 Gamerscore / Bronze Trophy) — Collect all Personnel Files in The Assignment. * “A Warning” (15 Gamerscore / Bronze Trophy) — Complete the hidden letter in The Assignment.

Video Credit: GamerForEternity

Are you getting all collectibles in The Evil Within: The Assignment?

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  • The Assignment

The Evil Within - The Assignment - Trophy Guide and Roadmap

By Aeirou March 12, 2015 in The Assignment

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Jar of Mayo

Not a registered member? Got any questions, suggestions, or concerns about the guide? Then why not join the forums today! This guide is only intended to be used by playstationtrophies.org, and cannot be copied or rephrased in any way. If you find this guide posted elsewhere, then please contact the guide writer ( Aeirou ), and let them know. Thank you.

http://i.imgur.com/uGLIfaF.png

  • Estimated trophy difficulty: 2/10
  • Offline trophies: 10 (7(B), 3(S))
  • Online trophies: N/A
  • Approximate amount of time to 100%: 3-6 Hours
  • Minimum number of playthroughs: 2
  • Number of missable trophies: None, Chapter Select
  • Glitched trophies: 0
  • Does difficulty affect trophies?: Yes, you must play on KURAYAMI
  • Do trophies stack?: PS4/PS3/Region Versions have separate lists.
  • Do cheat codes disable trophies?: N/A

Useful Links:

  • Evil Within - The Assignment - Collectible Guide

The Assignment is the first available downloadable content for The Evil Within. Unlike the main game where you followed the story through the eyes of Sebastian, the DLC puts you in control detective Juli "Kid" Kidman. The story of this DLC offers the back story of why Kidman was really with you and what connections she may have to to Project STEM. Unlike Sebastian, Kidman is unarmed for the majority of her story and the gameplay focuses more on stealth then you will have experienced in the main game. The Assignment is episodic in nature, meaning that while this DLC begins to tell the story of Juli Kidman, you'll have to wait for the next DLC to finish her story.

In terms of trophies, you're looking at about an afternoons worth of gameplay. The Assignment features nothing on par with AKUMU difficulty from the main game, and the miscellaneous trophies can easily be earned along your first or second trip through the story. The DLC does require two playthroughs minimum. This is unavoidable. You need to beat the game on Survival in order to unlock KURAYAMI mode. There aren't any trophies in the DLC that will keep you from regaining your 100% and there are also no glitched trophies. Please note that the trophy guide below does include spoilers to identify areas and locations for specific trophies. If you do not want to play with spoilers, considering obtaining any collectibles and miscellaneous trophies on your second playthrough.

Step One: Survival

For this step you'll be playing through The Assignment on Survival difficulty. There are no upgrades to worry about, unlike the main game, and a large portion of both chapters is heavily stealth based. You're going to focus on completing the four miscellaneous trophies while gathering the collectibles along the way. The DLC is very short and you should complete this step in about three hours.

In this step you will earn;

(B)

Step Two: KURAYAMI + Clean Up

For this step you'll play through the game on KURAYAMI difficulty. This difficulty's challenge is that you can only navigate your surroundings by using your flashlight. You'll also pick up any collectibles or miscellaneous trophies that you may have missed the first time around. See the trophy guide below for further tips and walkthroughs regarding each trophy.

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Lure an enemy with a phone call and lock them in a room. (Ch. 1)

In Chapter 1: "An Oath", after you go through the vent avoiding one of your first enemies you'll come out into a hallway across from a hand scanner pad. Use the hand scanner pad to unlock the door and turn the light green. There's no need to enter this room. Move down the hallway to your left towards the room next to it. Be careful not to attract the attention of the enemy patrol down the corridor to your left in front of the next room. Enter the room and on the desk to your left use the phone. This phone will call the phone in the room you opened a moment ago and the enemy will be drawn to the noise of the ringing phone. Wait for the enemy to enter the room and quickly move down the hallway and activate the hand scanner again. When the light turns red, the door will lock, trapping the enemy and unlocking the trophy.

There is another opportunity to earn this trophy later in the chapter after you see Leslie and reach the first save point. Just after this room you'll enter into a room with two enemies. The phone is on the desk to the left of the box nearest you when you enter the room. Throw a bottle to the back left corner of this room and then use the phone to call the cell phone in the room in the back left corner. After the enemy goes into the room to investigate the noise, hit the switch next to the door to trap him inside. Once the door is locked, the trophy will unlock.

For additional assistance refer to the following video;

Use a single trap to kill two or more enemies in The Assignment. (Ch. 2)

In Chapter 2: "Crossing Paths" you will have to gather three fuses to open various doors in the sewers to progress in the story. After picking up the third valve and heading back the way you came, Ruvik will manipulate the room and turn the door you came from into a wall. The locked door you couldn't open on your way to the fuse will be open and a haunted will be coming through it at any second. You also may have noticed the circles on the floor near the crates in this room. When you stand on the circles, or more importantly when enemies do, the trap will begin to prime by making a noise similar to a jet starting up. What you're going to do is run towards the door the haunted comes out of and kick it open. Move forward into the room until you get the attention of the two haunted in the room and run back out towards the trap. Run across the trap and stand just outside of it. The haunted enemies will come for you and run across the trap, activating it. If it kills at least two of them then the trophy will unlock. If not, allow the remaining enemy to kill you and try again.

Alternatively, there is also a trap in the room that the haunted comes in from that you can use to kill two enemies with if you'd prefer. You will have to run past all enemies towards the back right of the room to group them up. Run around the large set of crates and back towards the trap. Stand on the edge of the trap so that the enemies will stop on top of and activate it. If the trap kills at least two enemies, the trophy will unlock.

The final opportunity for you to enter this trophy will be in the graveyard after hearing that the bell lures away the Haunted enemies. In the same spot you earned Death Grip, you can lure this same group of enemies to the wooden board trap to the right side of this small area. If two or more Haunted fall in the pit, the trophy will unlock.

Survive the duel without using any electronic devices in the environment. (Ch. 2)

In Chapter 2: "Crossing Paths" you'll get to a event when you are forced to fight the maniac version of Joseph. During this fight you will have to stealth attack Joseph in the back three times in order to end the fight. For the trophy, simply finish this encounter without interacting with electronic devices or noise makers. You start with one axe given to you in the cutscene. From your starting position, the second axe is stuck in the mattress of the bed on your far left. The third axe, from your starting position, is immediately behind you in the room stuck in the podium. Use all three on Joseph to finish the fight and unlock the trophy.

Get a Cadaver to grab and kill a Haunted. (Ch. 2)

In Chapter 2: "Crossing Paths" you will get to a church graveyard area just after hearing the bell call away two haunted. When you enter this area, there will be three enemies devouring a corpse nearby. Take cover behind the broken wall nearby and call them towards you. Run around the opposite end of wall past the corpse they were eating and turn right through the archway. Slow down here because there is a cadaver patrolling the area. Crouch walk past the Cadaver with the Haunted following you and the Cadaver will latch on to the haunted and explode. The trophy will unlock shortly afterwards.

Collect all Research Documents in The Assignment.

Throughout both chapters of The Assignment, you will encounter and collect seven documents that tell the research story of Project STEM. These collectibles look like manila folders with cassette tapes resting on top of them. Collect every tape in order to unlock the trophy.

Link to collectible guide here: http://www.playstationtrophies.org/forum/the-assignment/263030-evil-within-assignment-collectible-guide.html?posted=1#post5069899

Collect all Personnel Files in The Assignment.

The personnel files in this DLC are collectibles related the Kidman's back story and the company she works for outside of the Krimson City Police Department. This files look like manila folders with the star logo on the cover of them and there are only three to be found in this DLC.

Complete the hidden letter in The Assignment.

There are 8 letter scraps throughout The Assignment that are locked away in the safe of the gatekeepers. You must find these 8 safes and solve their puzzles in order to obtain each letter scrap. Once you have them all you must go into the pause menu, then into your archives, and assemble the letter scraps into it's full form. The trophy will unlock once you have done so.

Clear The Assignment in KURAYAMI Mode.

Kurayami, appropriately meaning "darkness" in Japanese is a mode in which the game is shrouded in overwhelming darkness. The only way to see is by using your flashlight and other light sources in the environment. This is far less difficult to beat than AKUMU mode from the main game because a large portion of the DLC is done is stealth and hits are not automatic deaths. Kurayami can not be played as a first playthrough and must be unlocked by beating the DLC on survival difficulty.

Kurayami Mechanics

  • No light aside from your flashlight and enemy sources
  • No detection indicator when or if an enemy nearby reacts to you or other sources.
  • Enemies do not react to your flashlight at all, so feel free to use it at will.
  • While some enemies react to sight, all enemies react to sound so move slowly because Kidman is mostly unarmed.
  • If you happen to take damage, standing still for a period of time will heal you back up to full health.

:circle:

Clear Chapter 1, "An Oath."

Story related, cannot be missed.

The trophy will unlock in the Chapter End screen, also allowing you the opportunity to save before starting the next chapter.

Clear Chapter 2, "Crossing Paths."

The trophy will unlock in the Chapter End screen, also allowing you the opportunity to save and use New Game+ to begin KURAYAMI mode.

ESYLD for the amazing text headers.

Vyrastas for the trophy guide template.

JeNeI and ValiantWarrior94 for additional methods for the Clutch! trophy.

Harry94_ for additional input and all videos.

Dark_Raven666 for all collectible images and additional input.

Raven gave me this as well and I thought it was worth sharing, lol.

Reserved...

janne-da-arc24

Yeah, I started the DLC today and managed to finish enough to get a guide up and ready for others considering buying the dlc or playing through it. Hopefully it helps someone. It's a fun little trip down the side story.
I have something to look forward to this weekend then Does the DLC give any new info about the story or just story info told from a different viewpoint?

It's backstory story for Kidman. Yes, it's from her point of view and there are a few tie-in scenes to what the other characters are doing. The story is Kidman though and navigating her own little nightmare world.

Warbear

Very detailed and the banner looks great. Can't wait to use this when I get around to playing the DLC.

Great guide!   Very detailed and the banner looks great. Can't wait to use this when I get around to playing the DLC.

(P)

You have to the game first silly! You still haven't played it a lot!
Thanks       She can still give feedback on the guide without fear of suffering chair abuse.

Sorry if I sounded hostile :/

Great guide. I must add that Clutch can be achieved in the forrest area of Ch.2, where the Death Grip trophy can be achieved.

Just grab the bottle from the hidden wall near the Cadaver, go back to the wooden trap, throw a bottle then lure the enemies towards it.

All three enemies fell for me and thus achieved Clutch trophy.

Unlike u i played the Chinese version so i'm still waiting for the dlc coming out.

Great guide thanks, it seems that the Kurayami mode is similar to Outlast, lol.

Great guide. I must add that Clutch can be achieved in the forrest area of Ch.2, where the Death Grip trophy can be achieved.   Just grab the bottle from the hidden wall near the Cadaver, go back to the wooden trap, throw a bottle then lure the enemies towards it.   All three enemies fell for me and thus achieved Clutch trophy.

I'll look into it today and add the method with credits to you.

Thanks for the feedback everybody, and I hope you can play the DLC soon loveaya.

ValiantWarrior94

I'll look into it today and add the method with credits to you.   Thanks for the feedback everybody, and I hope you can play the DLC soon loveaya.

That method isn't his

If you read the Video Trophy Guide's post you'll realise.I'd pointed out this exact same area before him?

Therefore I'll be expecting.the credit, rather than him stealing it from me

It's possible he discovered it himself as you did and shared it here rather then trying to steal credit from you.

Anyway, Thank you for contributing.

Terminator

Other than the Flashlight, what are the differences between KURAYAMI and AKUMU ?

Akumu is an entirely different animal. Kurayami is like survival but someone turned off all the lights. I mean it's pitch black. Upping the brightness on your TV will only make the black, grey. There are enemies that can kill you in one hit like Akumu, but it's a one hit death regardless of difficulty. Normal enemies with grab you but can be shaken off like in survival. Since Kidman's story is done almost entirely in stealth, the objective for most rooms is keep track of and bypass enemies.

Difference being.I posted that technique in another thread

Therefore really does need attributing to me.or.I'll be reporting him for stealing ideas without giving credit

Same.to you

Difference being.I posted that technique in another thread Therefore really does need attributing to me.or.I'll be reporting him for stealing ideas without giving credit Same.to you

This is usually the time where I would post a smart-ass response because your being rude but I will try this the proper way for once.

Please stop being rude and demanding things. Threatening people is never a good way to ask for something and you will make more friends and get farther being nice and asking kindly.

The fact of the matter is that it was a technique.I discovered and.posted here in the video guide thread 8 hours before he.posted it in here

Therefore.it does appear hrs attempting to steal my thunder

The fact of the matter is that it was a technique.I discovered and.posted here in the video guide thread 8 hours before he.posted it in here Therefore.it does appear hrs attempting to steal my thunder

Maybe so, but no one can prove he saw your post and stole it. He very well could have found it on his own. We don't know. But the guy posted it here before you did so obviously he is going to get credit for it. Aeirou has already explained this to you politely but you keep demanding to get credit for it. Please, just let it go.

Nobody cares, if you were polite about it and not a jackass maybe people would take you more seriously.

Anyway, guide looks great! Starting the DLC now.

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  • What did the letter say in "The Assignment?" SPOILERS
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  • Walkthrough *

9. The Evil Within The Consequence DLC

Playthrough 1

This will be your collectible playthrough and also the one where you'll get used to the layout of the levels and how to navigate them. Below is the collectible video. I recommend following it so you don't miss anything I mention.

As soon as you start off, go to open the door and find yourself back in familiar surroundings. After the change, turn around and examine the wall on the right with your light. This is the combination of the safe on the desk, so go over and open it up for Letter Scrap 1/8 . Go into the door on the left and speak to Tatiana. After your brief conversation, the wall breaks down a bit. You'll need to explore the rest of this area to make it crumble entirely. Start by going back into the hallway with the doors, and examine the door on the left with the glow coming from it. After the scene, enter the room and retrieve Research Document 1/8 from the stool here. Now turn around and exit this room, checking every door in this hallway. Now head back to the main hall, going through the iron door that leads to the upgrade station in the main campaign for another cutscene. Go through the left door, back to where the lockers are, for a confrontation with an old friend. You'll get the last scene as you go back to the main hall again, after which you can use your light to create a door in the wall here.

After the TV scene in this room, head straight forward until you reach a room where Kidman talks about the STEM terminal in the facility. Turn around and head right to create another doorway. Go straight from this door until you see a Haunted run away. Follow it until you come to a door you have to force open. After you do so, you'll be thrown into a cutscene. Your flashlight breaks, as does the Haunted. Pick up the chemical lights from the wall behind you, keeping in mind you have to make it through the next sessions using less than 10 of them. Find the right railing, and follow it around until you come to a ladder you can descend.

At the bottom of the ladder, find the Haunted you tossed down here to see he has a bit of a struggle left in him. Stomp him out, round the corner, and duck under the grate here. Go around this area to the right and walk straight, making a left to get into the red door. Hug the left wall here to find a staircase going down, then continue to follow the left side of these rooms until you find more stairs. Eventually, you'll come to a fenced area. Head right in this room to find a lever. Pull it for

Turned on the generator using no more than 10 chemical lights. (Ch. 3)

Fumbling in the Dark

Now make your way back up in the light, pausing to grab the axe from the corpse at the top of the stairs. In the next room, a door will fall over and attract the Haunted. Hide from them, and move back to the ladder, the same way you got to the door in the first place. At the top of the ladder, head all the way back to the door you passed earlier with the hand scanner next to it. Then use it and head down the stairs.

At the bottom of the stairs, move the container right in front of you. Move in front of it, and use the hand scanner in this new area. Then go through the newly opened door and grab Research Document 2/8 from the desk in front of you. After the scene, the room changes around you. Head through this new door, go right, and end up facing Shade again. Watch it open the door for you, then immediately attack as you pass through. Run straight and to the left, entering an office room. Go up to the door and scan your hand, then spend the time dodging our old buddy by sneaking either around the cubicle or desk near the scanner. Once the door opens, run around the room to the right, and open up the vent in here.

In the next area, Shade is on you immediately, so run right and scan your hand before it catches up to attack. This room is exactly the same as the one from The Assignment, so use the same tactic of hiding behind the servers, walking around them until the elevator comes. Inside the elevator, crouch down, and avoid the shoe coming from above you. Exit the elevator and run down the bloody hallway into a Cadaver filled room. Bait the Cadavers into attacking, running into the hallway you came from, forcing them to explode before reaching you. With the Cadavers dead, duck under the grate to the left of the shelf to open another sealed door.

Go forward and around this room into the doorway here. Grab your new flashlight and keep it equipped to open up the hallway in this room. Proceed down it, making a left as soon as you open the door. Examine the safe here, and match up the blood on the dials to the blood on the safe itself for Letter Scrap 2/8 . Go downstairs, and use your light to create a scene in this room. Then find the combination to the door on the board to your right. After opening the door, check the cart halfway down the hall for Research Document 3/8 . Proceed on to the STEM terminal, going behind it to force open the door here.

In this next room head forward until you come to a ladder you can climb down (?) for a long time, eventually ending at the KCPD. Go up the stairs through 2 doors here, and you'll find yourself in a scene. Go right and immediately right again to find a door to enter. Use your light to look through the window for the combination to the safe in the room with you, which you can open now for Letter Scrap 3/8 . Leave this room and make a right, following the path here for another scene. Repeat this process for a 3rd scene, making sure you pick up Personnel File 1/3 from the desk to the right after the scene ends. Head through the doors one more time for a scene.

Go down the stairs and jump down onto the collapsing building. Go onto the beams here, heading left, and getting the tutorial to shoving enemies (its the same thing as sneak killing) so be sure to introduce it to the nearby Haunted. Make a right afterwards, then a left down the stairs. On the right side, on a machine, is Research Document 4/8 . Go down the stairs and drop down, moving right in sneak. Watch the Haunted here, moving close to him as he stupidly approaches the ledge. Shove him off when he stops to admire the view. Turn around and watch the Haunted here, shoving him when he turns around and gets close to the ledge as well. Hit the lever here, moving across the beams and climbing up the HOTEL sign across from it.

Head left through the hole in the wall, and be sure to acquire Personnel File 2/3 from the doorframe on the left. Move to the vending machine, and go left to the safe here, thinking of it as " If the buttons are ordered from 1-16 with 1 being the top left and 16 being the bottom right, the order is 3, 9, 16, 6, 1." courtesy of Senyth. Pick up Letter Scrap 4/8 from this safe. Now go to the vending machine and hit it 15 times. After doing this, turn around ,and go to the right to watch a painting fall from the wall. Go up to it and interact with the hole in the wall. This does absolutely nothing for gameplay, but it's funny as hell. After that wonderful detour, turn back around and force the doors open at the end of the hall. In this room, grab the first fragment from the right. Now, duck under the wall to the left and run around the side of this room. At the top left desk of this office area contains the other fragment. Just avoid the Haunted here, which is rather easy. Return to the sculpture after getting the 2nd fragment, putting both on it and using your light to open the elevator here. Head inside for a scene.

Exit the elevator and melee the planks in your way here, moving along the given path until you get to the gondola area after seeing Sebastian. Run right by the SWAT Haunted here, as it can't hurt you much. In the little shed at the back of the area, you finally get a gun and some ammo, so use the first bullet on the barrel by the SWAT. His death brings in a few more Haunted, so use barrels or bullets to dispatch them. Go into the room they burst from for some ammo and a lever that stops the gondola. This will spawn a few more Haunted for you to kill. Proceed over the gondola, follow the hallway, and launch into a boss battle after the scene.

Shade is rather easy to kill. When it doesn't have you in its line of sight, move out from cover and shoot the light. It isn't able to be injured anywhere else or when the light is off, so keep strafing around a pillar until it loses you, shoot it, and repeat. After 4-5 shots, Shade finally falls. Stomp out it's face, then head down the hallway here for another scene. This puts you into another forced running section, where you start by running forward. Take a right at the shutter. Go straight until the intersection here, where you'll go left, left, right as the boards get thrown up around you. After the boards, run right for

Cleared Chapter 3, "Illusions."

Things Fall Apart

After losing your gun to the surprise of no one, head right to find a Ruvik portrait. Interact with it to burn it, and then duck down under the burnt painting. Continue on, seeing the elevator Seb shoots fall in front of you. Crouch after the elevator, picking up Research Document 5/8 from the desk to your right after dropping down. Continue on ahead, watching as Leslie runs to the right. Follow him, watching the scene as he runs into the next room. Now, from this point on, you can't kill any enemies or be spotted (indicator turns red) until you get to the end of the hotel. Start off by moving around the table, getting the Haunted to commit to one side. Move up and to the right, moving to the back of the dining room to find a bottle. Toss it as far back as you can, getting the Haunted here to run around the tables. When it's clear, burn the portrait to free Leslie and move through the doors.

In this next hallway, move straight until you see a Mobius symbol on the wall. Use your light to open it up, and then check the wall for a number and color. Move around the room to find the yellow number on the painting and the blue one to right. Use these to open the safe in here for Letter Scrap 5/8 . Leave this room, and take 2 left turns, dropping down to a lower floor when you can. Make another left here, following the cat to Research Document 6/8 . Leave this room and head right, forcing the door open into a freezer. Pick up the bottle on the right here then go down the stairs on the left, sneaking to avoid the Cadaver. Move to the back left of the room, into the vent, carefully. After coming out into the meat locker, toss the bottle to the far right hand corner, moving in to pick up the key card from the left. Now head back, being careful of Cadavers, and then move the container on the right to attract all of them to you. Stick to the wall on the right, moving back to find the card reader on the door. Use it and escape this room. Continue on, spotting the dumbwaiter on the wall behind some crates. Hit the switch below the green light for

Saved Sebastian's life in the hotel. (Ch. 4)

A Real Hero

Proceed on until you find the kitchen, which is a tricky part to overcome. Sneak down and grab the bottle on the right, moving up when the coast is clear. Before reaching the portrait, toss the bottle far left into the room. This should distract the Haunted and allow you to burn this first portrait. Now turn around, sneaking, and get to the back of this room where you had come from. Watch the Haunted on the right, checking left for that Haunted as well, running straight and ducking under the grate here once they turn away. Move left in here, popping out of the grate when the Haunted leaves to burn portrait 2. After this, turn around and re-enter the grate, following it all the way straight. Peer out the hole, and when no Haunted are looking, sneak out and go through the left door to burn the portrait and get a scene to end this section. Now, very importantly, examine the dumbwaiter in this room before leaving. It contains a safe, similar to the other light safe we did earlier, with the combination being 2, 5, 13, 11, 16, 4. This gives you Letter Scrap 6/8 . Now move out and head down the hall with Leslie for stairs that lead to double doors, a cutscene, and

Got through the hotel without being spotted or killing any enemies. (Ch. 4)

There Will Not Be Blood

Walk into the light and through the double doors for a scene. You're back in Beacon. Head right, avoiding the Haunted that are wandering the area. Wait behind the cart with the bottle (or toss a bottle far left) for the Haunted to move past it, then go to the door Leslie went through and force it open. Smash the monitors in the security room to open up the way to proceed, so head back and down the new stairs here to find the morgue. Use your light to create a scene on one of the slabs here. After it's done, ride the elevator up a floor for another scene. Head through the double doors, make a left in the hall, and pick up Research Document 7/8 from the cart right in front of you.

Head right and down the stairs, and then go left and use your light on the table in the back. After the scene, use your light to the right, then back to the left opposite side of the table, and then finally through the sliding doors. This will change the area, so now you can break the boxes on the left to find a solution on the wall for the safe in the back right corner of this room. Open it up for Letter Scrap 7/8 . Go to the door in the back, following the path Sebastian took all that time ago in Chapter 1 of the main game. Move past the grate here into the door for a change of scenery. Go up the stairs and to the back, finding the vent on the left. Go through it for a scene.

Move up to the door the Haunted shot through, going in when it's safe. Take the axe off the wall and sneak up on the Haunted for a kill to take his weapon. Pick up shells from the front of the room, and then shoot the lock off the door to proceed. I personally did find the need to kill everything in this room, so start with the 2 Haunted on the ground floor. Another 2 will rush down the stairs, so kill them as well. Pick up the ammo in here, then proceed up the stairs and to the left. Blow up the Cadavers here, then proceed through the vent. Use your light on the Mobius symbol to open the vent to the blood pool, then drop down.

Run around the pool and grab the ammo from the cart, blasting the Cadaver as soon as it comes up on the railing. Run and jump right, immediately getting onto the ladder before the Haunted attacks. Move ahead, blasting the head off the Haunted here and blowing up the Cadaver crawling up on the right. Another Cadaver will come up on the right here, so blow him up, move into the gate, and skirt past the awakening Haunted here. Move down the hall as the area changes once again.

Move up for a scene with The Administrator, then use your light to open the path past the gate here. Go through it, then examine the table next to the save point on the right for Personnel File 3/3 and

Collected all Personnel Files in The Consequence.

Becoming an Agent

Collect the ammo and move down the escalator, then out the sliding doors. To the right is a safe. Match up the blood on the dials again for Letter Scrap 8/8 . Assemble the letter in the Archive menu for

Completed the hidden letter in The Consequence.

This is Just the Beginning

Now, walk to the double doors ahead of you. In this area, off to the right, is a room with Research Document 8/8 on a desk. Snag it for

Collected all Research Documents in The Consequence.

It's All Your Fault

Move to the end of the hall and call the elevator. Hold out here against some Haunted, but make sure you save at least one shotgun shell. Just stand with your back to the elevator, only firing when the Haunted get too close. Take the elevator up when you can, watching the scenes. At the top of the elevator, you'll see Leslie run into the next room. Go to Ruvik's brain in the middle of the room, and put a shell into it for

Didn't really Defeat Ruvik before the final showdown. (Ch. 4)

Stick to the Script

Now follow Leslie for a scene and to initiate a confrontation. The first part of the fight is quite easy. Stand in place, waiting for all the shadow clones to close in. When they vanish, run around a bit. A single shadow will appear to grab you. Shoot him when he does. Repeat this process a few more times, using your light on the symbols on the ground for more ammo if you need it. After this, you'll be put in another area, fighting against 2 Kidman clones. They like to get in close to grab you. Discourage them with the shotgun. Shells can be found by using your light on some walls, so look for the symbols here. Run around this area, getting the clones to charge you before shooting them at close range for maximum damage. Once both are dead, you'll be taken to another area.

Use your light on each pillar for shotgun ammo. In here, you have to run forward and duck behind the cover here when The Administrator sends out a shockwave. Start by ducking down on the right, wait for the wave, and then break away and run to the next piece of cover. After the next wave, charge him to initiate the final stage of the fight. 2 large hands will emerge behind him, one of which will lift itself up to reveal the nail symbol. When it does, shoot it and run to the opposite side of the walkway you're on. Each hand only needs 2 shots each to be put down, and ammo can be found on both sides of the walkway with your light. After both hands are down, use your shotgun on The Administrator himself. You'll find yourself in a corridor. Walk up to the enemy on the ground, and after some dialogue, pull the trigger for a few scenes and

Cleared Chapter 4, "A Ghost is Born."

Where Do We Go From Here?

Playthrough 2 - KURAYAMI

KURAYAMI mode is exactly the same as a normal run of the game. The only difference is that the environment is much darker, with the only illumination coming from your flashlight and the occasional enemy. If you need help navigating a part, refer back to the normal walkthrough above and follow it just the same. Completing the game on KURAYAMI will unlock

Cleared The Consequence in KURAYAMI Mode.

None More Dark

COMMENTS

  1. The Assignment: Collectibles

    Letter Scrap #5 First Letter; After fending off Shade climb the ladder to the catwalk where she was. Use your flashlight to reveal the code on the pillar at the far end. Letter Scrap #6 First Letter; Place the fuse on the left most socket of the panel to open the door to your left. Shine your flashlight on the Mobius symbol to reveal a secret ...

  2. Collectibles

    The Evil Within: The Assignment Guide. ... (6-5-1-7). Letter Scrap 2 - You will come to a point where you must use the computer to gain access to the system unlocking the door you will follow the ...

  3. Find Every Safe, File, and Audio Log in The Evil Within's Assignment

    Letter Scrap #4: In the massive room where Leslie ran through that's accessed after using the hand-scanner, go upstairs and to the cubicles on the left to find a safe. Continue forward on the ...

  4. Ch. 2 Crossing Paths

    The Evil Within: The Assignment Guide. Start tracking progress. ... LETTER SCRAP 5. In the room there is a ladder on one of the pillars leading up to the walkway above you. You will find another ...

  5. The Assignment DLC : Collectibles : All Letter Scraps

    An Amateur Guide to All the Letter Scraps for The Assignment DLC for The Evil Within. This is live commentary and footage from my first playthrough for the g...

  6. Guide for The Evil Within

    The Evil Within The Assignment DLC. ... This is the combination to the safe right in front of the ladder, which you can now unlock for Letter Scrap 5/8. Climb back down the ladder, then make a ...

  7. The Evil Within

    Letter Scrap #1. After evading your first Haunted and entering the room where you had to mash to open the doors, there's a safe on your right on the desk. In order to open the safe, push the buttons in order from the one the has the most blood on it, to the one with the least blood on it. The scrap is inside the safe.

  8. Uncover Every Collectible in The Consequence DLC for The Evil Within

    Escape The Evil Within's second story DLC The Consequence with every extra file, audio log, and secret letter scrap using these text tips and solutions. Kidman's journey into the mind of a ...

  9. Ch1. An Oath

    The Evil Within: The Assignment Guide. Start tracking progress. Create a free account or ... Mine was 6-5-1-7. When you open this safe, you will get your first Torn Letter scrap. Walk to the cart ...

  10. The Evil Within The Assignments Letter Scrap Locations Guide

    The Letter locations don't have a exact place where to find them, instead you will need to look for them in the game. Here at GamerFuzion we provide you with our The Evil Within all letter location from all the chapters in the game. Follow our The Evil Within Guide to find all the letter locations. Once you find all the hidden letters you ...

  11. Guide for The Evil Within

    The Evil Within The Assignment DLC. Playthrough 1. This will be your collectible playthrough, getting you used to the layout of the levels and picking up all the collectibles. ... This is the combination to the safe right in front of the ladder, which you can now unlock for Letter Scrap 5/8. Climb back down the ladder, then make a right into ...

  12. Torn Letters

    The two Torn Letters are collectibles found in The Assignment and The Consequence. They are notes written by Ruvik that were torn into fragments and hidden around the maps in small safes. When reassembled, they can be read and will provide more insight into his thoughts, as well as the incident in The Evil Within. When arranging the letter scraps with a PlayStation or Xbox gamepad, using the D ...

  13. The Evil Within: The Assignment DLC

    The Evil Within: The Assignment DLC - Collectibles Guide - Chapter 2 (Letters, Files, Documents)There are a total of 18 collectibles in The Assignment DLC. T...

  14. The Evil Within: The Assignment Collectibles

    The total of collectibles in The Evil Within: The Assignment includes 8 hidden Letter Scraps, 7 Audio Tapes, and 3 Personnel Files in this locations guide. - As you can tell, there's a lot to collect and you will be rewarded in-game for each new discovery. The Timeline for all these in-game collectables item locations is listed below.

  15. The Evil Within: The Assignment

    works just by following these simple steps: - Highlight the "Section Code" of the section which you wish to go and copy it. (CTRL+C). - Press CTRL+F to bring up the search sub-menu. - Paste (CTRL+V) the "Section Code" and press ENTER twice to be where you. wanted to be.

  16. The Evil Within

    There are 8 letter scraps throughout The Assignment that are locked away in the safe of the gatekeepers. You must find these 8 safes and solve their puzzles in order to obtain each letter scrap. Once you have them all you must go into the pause menu, then into your archives, and assemble the letter scraps into it's full form.

  17. The Evil Within: The Assignment DLC

    There are a total of 18 collectibles in The Assignment DLC. They consist of Personnel Files, Letter Scraps and Research Documents. There are 9 in Chapter 1, ...

  18. It's All Your Fault achievement in The Evil Within

    How to unlock the It's All Your Fault achievement. Senyth. 22 Apr 2015 23 Apr 2015 24 Apr 2015. 15 0 0. All personnel files, letter scraps, and research documents in the Consequence: Chapter 3 ...

  19. What did the letter say in "The Assignment?" SPOILERS

    It also said that Jimenez disconnected his brain from the STEM system already in a effort to get rid of him. It didn't work. So that means that the brain Sebastian tore out in the main game wasn't real. I don't think the scene where Seb pulled out the brain is real, he's still dreaming. He woke up twice.

  20. The Consequence Collectibles

    The Evil Within Guide. ... 2 - Letter Scrap #5 - 06:52. 3 - Entry #232 - 08:06. 4 - Letter Scrap #6 - 08:28. 5 - Entry #188 - 09:25. ... The Assignment Walkthrough;

  21. The Evil Within

    All 8 safe locations and combos for this DLC. After collecting all the letter scraps go into the document menu and piece them together for the hidden letter ...

  22. Guide for The Evil Within

    It contains a safe, similar to the other light safe we did earlier, with the combination being 2, 5, 13, 11, 16, 4. This gives you Letter Scrap 6/8. Now move out and head down the hall with Leslie ...

  23. Ghetto Inflation: An Interactive Timeline

    In March, bread dropped from 8 to 4.5 marks, potatoes dropped from 2.3 marks to 1.4, then rising to 1.8, jumping further to "over 2 marks" within a few days, and two weeks later, down to 1.2 ...

  24. The Evil Within : The Assignment

    The Evil Within The Assignment (Full Game Movie Playthrough) DLC Longplay Gameplay Walkthrough Letsplay Part 1, Ending. No Commentary Full HD 1080P. Difficul...