The chapter starts off with a cutscene showing Juli waking up and crawling from a burning ambulance in a forest. You can investigate the vehicle, if you want. She will just comment on it. Follow the dirt path past the crow on the birdhouse and continue into the grass past an animal corpse to the right until you find a burning wood lantern above a cave entrance that is beneath a tree's roots. Another cutscene will play out.After you get back up and regain control, follow the path that is to the right of Juli. You will follow this corridor to a patient bed and find your first Personnel File, a criminal record report. After you get the report, head back to the main path you started on. Follow the path and you will find boards to kick through until a crack in the wall. Another cutscene will play.
When the cutscene finishes you will be at the new style of save point in The Assignment, a couch with a black cat with a red ribbon. Turn around and leave the office through the sliding double doors. The path to the left is locked off, so take the path to your right. Run through the green lit sliding double doors and continue along the path taking the left fork at the tree in the enclosure. You will come to a security checkpoint where you must hold the action button to scan Juli's hand to pass the security clearance. Walk through towards the escalators and you will automatically ride them up following the shadowy man. Follow him once you reach the top. Another cutscene will play out when you reach the next room.
After the cutscene finishes, you regain control of Juli in a dark version of the facility. Leave the curtain area and take a left towards the noisy door. You will find a flashlight in the door, grab it with the action button. Go through the doors that open and follow the path through the next doors into a storage room. Run through the storage room and head to the door on the right side of the room and hold the action button to open this type of door.
When you enter this hallway you will come across a man who locked himself in a security room. Facing the man in the room, turn around to the wall behind you where you will see a vent. Press the action button to initiate opening the vent and spam press it until it opens. Follow the ventilation shaft to the room the man was in. A new type of creature will have taken him out, climb out with the action button into the room. Leave through the now open door and exit the hall through the green lit double doors towards the reception area, that the monster left through. Walk towards the body laying on the ground, when you try to pick up the document by his head he will attack you. Shake him off and pick up the Research Document.
At the end of hallways will be a reception desk in front of double doors. At the reception desk is your first active haunted with a knife. Being unarmed, Juli needs to use stealth and distractions to get through unharmed. Run to the end of the hallways just before it turns left towards the doors. You can use the cover button to slide against the wall and taunt the enemy towards your location. Immediately move from the wall to the far side of the plants and use them as an obstruction of the haunted's view. You might need to backtrack and call for the haunted to give you more time before making your way towards the door because this haunted isn't distracted very long. Once you have lured the haunted away from the doors and can safely proceed towards them, use the action button to initiate opening the door and spam press it to open the door.
In the room will be a safe head with button combination lock. If you notice the safe will have blood covering four of the buttons to the lock, which helps you narrow the combination down. You will realize that they each have varying levels of blood on them, logically the combination will be the numbers with descending levels of blood covering them. Thickest coated button to lightest covered button. Mine was 6-5-1-7. When you open this safe, you will get your first Torn Letter scrap. Walk to the cart that is blocking the door and press the action button to move the cart away. Proceed through the door to the next hallway.
In the next hallway is another haunted whom you can't kill. But, there is a bottle laying next to a cart. Throw the bottle into the adjacent room to lure the haunted there. As soon as the haunted enters the room you must turn left and walk to the next vent to enter. Follow the vent to the next hallway where a haunted will run by. Leave the vent and there will be a door just in front of you and to your left to an office room. In the office will be a phone lit up and beeping. Use the action button on the phone to call the adjacent office room's phone. This will lure the haunted that is patrolling the hallway in front of that room. As soon as you finish the call, leave the room you're in turn right towards the room you called. The haunted should have gone into the room by then so turn left down the hall with the dripping ceiling and run straight to the vent and enter it. Follow the vent to a small locker room and pick up the keycard. As soon as you pick up the keycard haunted will enter the room you are in and approach the locker you entered. Don't worry though, the light creature will take out the haunted peeking in. Make sure the haunted patrolling the hallway isn't at the door and leave the locker and exit the room to the hallway straight ahead of the door. This is the hallway that was previously blocked off and you already opened the vent at the end of it, so enter the vent and follow it back to the hall with the offices. You can continue to the right and leave out the double doors, that are locked, with the keycard, or you can stay and have some fun with the patrolling haunted for a trophy.
With the keycard in your possession you can lock the office doors. Just like before you will go into the right office and place the call to lure the haunted into the left office. This time, you will go to the left office door and use the keycard to lock the haunted in there.
Prank Call Example
Follow the dark hallway you enter through double doors that open before you. There will be another biometric hand scanner on the double doors in front of you so use it. You will hear that your agent status was revoked and cannot use the scanner to get through. Head to the computer terminal behind the counter and use it to try and get by. The light creature will come in to the room so you can hide behind the counter under the computer terminal to hide. The creature will open its own doorway and exit the room showing you another key to gameplay in The Assignment. You must use your flashlight to reveal objects and creatures that are invisible. The red painted areas, usually the Mobius logo, signifies a place of significance to shine light on. Go to the logo and focus your light on it to open a door to the next room.
Walk up to the cage in the room to get a teaser of what's happening in Sebastian's version of reality. You will be in the botanical hallway again. Follow the hallway through the double doors to the left again. You will be back where you started in the normal facilities. This time, the doors on the right will be open so go through them to another room with a save couch. Follow the stairs up and to another hallway with decorative walls.
Along the right side on the floor will be a Soundtrack collectible.
Exit through the double doors into a more well lit section of the building with a couple haunted. They will leave into a room that they will now patrol at the foot of the stairs.
Before following the haunted, head around the walled off offices at the far side of the room you entered to find a small opening to crawl through. In the office is a safe with three colored dials. Scattered through the office are the numbers for the combinations represented by colored paint that is visible with your light shone on them. The first clue is to the left of the safe on a poster on the wall, when you focus your light on it the light reveals a yellow number (mine was 6). Run through the small room behind the picture to the wall with two picture frames on it, shining your flashlight on the left picture will reveal a blue number (mine was 14). If you turn around and shine your light on the large poster on the wall covered in blood, the light will reveal a Red number (mine was 2). Enter the combination into the safe to get the second Torn Letter scrap.
Leave the room through the crevice you crawled in through and head down the stairs. At the bottom of the stairs is a bottle. In the room is also a vending machine that will give you another couple of bottles that you can use to distract the haunted in the next room. You can throw the first bottle to the far left corner of the room to distract the haunted while you run to the room directly to the left of the doors you entered. There is a phone in the closet that you must interact with to allow you to call it as a distraction. Leave the room and head back to the vending machine and pick up another bottle. Throw the second bottle in the same spot and run to the blue lit keycard. When you grab the keycard run to the phone that you was revealed to be usable after interacting with the cell phone. This will cause the two haunted to run to the small closet where you can now run to the lock and use the card to lock the haunted in there. Use the keycard to exit through the double doors that one of the haunted was blocking off before.
Follow the hallway and you will see a double door that is blocked off so enter the vent to the right of it. Follow the path down the stairs to a light shining on a Mobius logo. You will notice that the Mobius logo on the wall is incomplete so you can't shine your light on it to open a door. There is the 7(?) piece on the pillar to the right of the incomplete logo and you must shine your light on the piece where it aligns with the logo on the wall to open the next door. Walk through the room to where Juli mentions the heavy air. On your left will be a microscoe and what looks like an incomplete desk with a stranded chair. The wall has a Mobius logo on it that you can shine your light on to reveal another Research Document. A small ghost cutscene will play out. After the ghosts disappear a door will appear that you must exit through. Follow the path through the next room and continue through the single door to a red lit room. In the room is a filing cabinet with a Mobius logo on it, shine your light on it to reveal a projector and another cutscene occurs. Exit the room and follow the ghosts through the double doors to the left.
Each of the sections of this room will have Mobius logos on boards that reveal blueprints to parts of the STEM research operation. After revealing the research, another ghost cutscene occurs and the lights go out. The light creature knocks on the double doors and leaves, but they open. Exit through them. Follow the hallway and at the end will be a malfunctioning pair of doors, to the left is a locked door to leave through. Walk down the escalators to see Sebastian and Joseph walking by where Juli was before. The doors leading to the area is locked and your authorization has been revoked so you can leave yet. Head through the path to the area labeled Biometrics. At the end is an elevator and a save couch to save your progress. Take the elevator and another brief cutscene plays out.
After exiting the elevator, walk up to the computer terminal and use it. The lights in the room ahead will turn on and another computer terminal will be available. Use the terminal to scan your face. The double doors in the room will open and the next room will light up. Exit and watch out for the bodies laying on the floor that will attack you.
Before heading down the stairs, notice a body laying in front of a vent. There will be another Soundtrack collectible in the vent, so grab it.
Walk down the stairs and through the rooms to another terminal that scans your hand. Some new creatures crawling on the ground will appear and be in the room you just came through. Leave through the vent that was knocked open in your room and follow it. Juli will notice that they are blind when you come across one in the vent that doesn't notice you. Continue along the vent and exit the vents until you can drop down from an overhang. Continue along the path to a ladder that you can knock down to get down.
This area is flooded with the new creature and you can get by without using bottles with good timing. Stay crouched and walk out and you will see a creature to your right eating a body that you can sneak past. Right after you pass this one there is another that walks in a circle to your right. You can observe the pattern and just need to sneak by it to the ladder behind where it walks back to.
At the top of this ladder is another safe puzzle. You must get all the buttons on the safe to light up yellow which will reward you with your third Torn Letter scrap.
If you don't have a bottle, grab the bottle that is on the shelf and climb back down the ladder. Another creature is blocking the space you need to crawl through so throw a bottle at the wall and let him run to it and quickly crawl under both separators to a small section with a lever to pull. This lever will activate the sliding door system that will be used to exit the area.
In the next section there will be a similar lever to open the doorway but this large door will reset after reaching the end of its rail so you have to time everything. There will be a creature that patrols back and forth in front of the door and you just have to time it so you can walk through the door when the creature isn't there. There will be two more creatures patrolling in here so time your movements and use the small coves that they don't walk through to your advantage. Ironically, I find following the creatures the easiest way since your crawl speed and their's is quite similar. Time your pace so that you can exit through the gap that opens to the right behind the first creature. There will be an enemy free section with a yellow cart. Walk up to and push the yellow cart to kill one of the creatures on the other side and grant access to the escape ladder. There is a bottle you can pick up here, as well. Time your walk around the pillar until you get back to the sliding door and there is a small section you can sit at to wait for the door to open again before leaving and climbing up the cart and ladder to safety.
At the top of the ladder will be another room with a computer terminal that you need to use. The terminal will scan your head and grant you access to unlock doors again. Go to the table where you will pick up another Personnel File next to a microscope. Exit the room and use the biometric scanner to lower lift to cross. Head back to the elevator and open it. A haunted will pop out aggravated but you can just run in the elevator and avoid it. You will come back to the ground floor again that you saw Leslie, Joseph, and Sebastian at. Use the save couch if you need to.
Go up and back to the large doors that are locked and you couldn't unlock before. Use the biometric scanner and follow the path up to where you spotted Leslie.
If you turn to the left and head to the closest office desk you will find another safe. Turn right and run to the end of this section and on the wall to your right will be a large grid similar to the buttons on the safe. Shine your light on the grid to reveal the answer to your puzzle and match up the buttons on the safe to the revealed answer to get your fourth Torn Letter scrap.
Now you can leave the area by following the path straight ahead and down the stairs. Just to the left of the doors to leave will be another Research Document. Head through the doors and follow the path to a pair of double doors you have to force open. You will be in a server room and see the elevator Joseph and Sebastian took.
When you activate the elevator the power in the server room will crash and a light creature will come out of the pipes on the right side of the elevator. You must avoid its beam of light because it slows you down until it catches up and eats you. I recommend activating the elevator and going to the opposite corner of the room to give yourself the best chance. You will be trying to avoid the creature until the power resumes. Near the end of the encounter the servers will start creating electric barriers that prevent certain paths from being used. I didn't have to really deal with it if you just run in a square around the room and time your crouching with the short server stacks. If you get spotted, you have to break line of sight ASAP because the creature will catch you quickly. As soon as the power resumes, run to the elevator to continue to the next area.
When you reach the top curl around the elevator the left and exit through the green lit door and follow up the stairs and along the path until you come to the glass doors where you see Sebastian and Joseph. When you open the doors a cutscene will play out showing you a different twist on what was happening during the story and end the chapter.
Ch. 2 Crossing PathsPrevious
| March 10, 2015|
Buy it here
|Tango Gameworks||Bethesda Softworks|
Experience survival horror from a new perspective with The Evil Within: The Assignment, an expansion pack to the terrifying game The Evil Within. This is the first of a two-part, story driven experience where players take on the role of detective Juli Kidman, Sebastian Castellanos’ mysterious partner, in a concurrent story that looks to answer some of the questions surrounding her whereabouts during The Evil Within. Along the way she will encounter disturbing new enemies, discover new mysteries, and uncover new horrors.
The Assignment gives fans of The Evil Within the perfect opportunity to discover detective Kidman’s hidden motivations and her mysterious connection to Mobius, the shadowy group thought to be behind the gruesome events of The Evil Within.= Wiki Sections =