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The Assignment

  • 2.1 Enemies
  • 4 Concept Art

Chapter 1: An Oath

The Chapter opens up with Marcelo Jimenez's notes from one of his trials. He details the following:

They existed together, but each saw things in their own ways. It was as if each patient's consciousness filled in the blanks, creating their own reality.

- Test notes from Trial 716-AX

Dr. Marcelo Jimenez

Kidman is assigned to take on the mission of retrieving Leslie from the STEM. She enters the machine, and while in the forest she is attacked by Oscar Connelly and falls off a cliff. She then hears Mobius talking to her, and later attempts to use a keypad. The keypad does not recognize her, forcing her to find the computers to get access, dodging Haunted , Cadaver and the Shade on the way.

Ruvik appears later and traps Kidman. She is saved by Sebastian and Joseph, only for her and Joseph to fall through the ground, as in the main game. 

Chapter 2: Crossing Paths

The Shade attacks Kidman while she is trapped by fallen rubble. Joseph then turns into a Haunted and attacks Kidman. After she defeats him, the world changes and Kidman is brought back to a familiar location from her past. After getting past some Haunted and Cadavers, she finally finds Leslie and takes him to the church.

Ruvik appears and attacks Kidman by controlling Leslie. She points her gun at Leslie and both Leslie and Ruvik disappear. The Administrator then asks her what she is doing and tells her they need Leslie alive. Kidman responds that this is not possible and that they don't know what Ruvik is capable of. The Administrator chases her, forcing her to run. Once Kidman has escaped, the game ends.

Gameplay [ ]

The Assignment 's gameplay differs heavily from The Evil Within , as Juli cannot use any firearms throughout the DLC. The only tools at Juli's disposal are the Flashlight , Bottles , and on occasion, Axes . It is impossible to directly engage any enemies, so stealth is crucial to survival and the system has been updated to accommodate for the fact that Juli is unable to engage in open combat with the enemies for most of the DLC. Kidman can take cover and peek around corners, lure enemies by calling out from cover, throw bottles from cover, and open doors while crouching.

The Assignment also introduces a new gameplay mode called KURIYAMI, which disables all light in the DLC besides the flashlight. Enemy placements are still the same as they are on Survivor Difficulty

Enemies [ ]

  • The Haunted
  • The Shade and Cadaver were originally going to be featured in the main game.
  • Kidman shares many animation rigs with Sebastian in the main game, though there were some new ones recorded that are exclusive to her.

Concept Art [ ]

TEWDLC 6

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  • The Evil Within
  • 2 Sebastian Castellanos
  • 3 Laura (Creature)

the evil within the assignment

The Evil Within: The Assignment

The Evil Within: The Assignment (2015)

Set before and during the events of the main game, it revolves around Juli Kidman, explaining what she was doing inside Ruvik's mind after being separated from Sebastian and Joseph, while al... Read all Set before and during the events of the main game, it revolves around Juli Kidman, explaining what she was doing inside Ruvik's mind after being separated from Sebastian and Joseph, while also delving into her past and revealing her true motives. Set before and during the events of the main game, it revolves around Juli Kidman, explaining what she was doing inside Ruvik's mind after being separated from Sebastian and Joseph, while also delving into her past and revealing her true motives.

The Evil Within: The Assignment (2015)

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The Evil Within: The Consequence

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  • March 10, 2015 (United States)
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The Evil Within: The Assignment and The Consequence review

Asylum partners.

If last year's The Evil Within saw Resident Evil creator Shinji Mikami reclaiming the survival horror gameplay he popularised, this double-whammy of DLC sees the genre pioneer playing around with toys from other horror games' playroom.

Taken together, The Assignment and The Consequence tell the story of Juli Kidman, erstwhile partner of the main game's hero, Sebastian, and explain just what she was up to during her prolonged absences from the core plot. It turns out that not only was she facing her own gauntlet of creepy beasts and unnerving boss fights, she was also involved in a plot that is arguably more important than Sebastian's B movie blundering.

Kidman is on the trail of Leslie Withers, the young male patient whose disappearance kicks off The Evil Within's original campaign. We learn that far from being some rookie partner cop, she's actually working undercover for a sinister agency, overseen by an ominous boss who is part Half Life's G-Man and part Slender. The storyline that follows is largely incomprehensible even by survival horror standards, told as it is largely through optional audio logs and text documents, with only the key plot points being laboriously spelled out in florid cut-scene dialogue.

It's in gameplay terms that this double bill of side story differentiates itself from its parent title. Where The Evil Within was pure survival horror, with ammo management, exploration and inventory-based puzzling, The Assignment and The Consequence are both stripped back to the bone. For the vast majority of their playing time, Kidman has no weapons and is armed only with a flashlight. Instead, evasion is her main skill. There were flourishes of this cover-based sneaking in the main game - most notably in that opening slaughterhouse chase - but this is pretty much a pure stealth game.

the evil within the assignment

It's a choice that ensures these expansions feel very different, but it also pushes the game engine beyond what it's comfortably capable of. The jerky camera and stiff movement, so devilishly nostalgic during Sebastian's adventure as he roamed mansion corridors and carefully lined up headshots, prove far more deadly when used to deliver this amount of creeping around.

Entering and exiting cover is a stodgy affair, while running away when spotted is rarely successful thanks to Kidman's wheezing lack of fitness. She can jog maybe ten feet before stopping to catch her breath, and since these stories offer no upgrade paths, you're stuck with this bizarre lethargy for the duration. Balancing this out is the fact that you don't need health syringes to patch yourself up after a scrap. Simply remain still, or hide in cover, and Kidman is back to full health in a few seconds.

Recharging health in a survival horror game? You can probably hear the genre purists sucking their teeth in disapproval already, and it does feel that the odd balancing of the DLC is down to the limitations of the original engine coupled with make-do solutions to the problems that throws up.

The result is an experience that is both surprisingly easy and often frustrating. Whenever you die it's generally because of sluggish movement or unhelpful camera angles, but then trial and error gets you past most enemies without too much fuss. They're never very smart, but most are at least unique to this DLC.

the evil within the assignment

There are blind crab-like corpse creatures that scuttle about in fixed patterns, only attacking with an instant death explosion if you bump into them. There are invisible enemies that only appear when caught in the glare of your flashlight. At best, you're able to take them down by finding hatchets and using them for a stealth kill. Inexplicably - and illogically - you can only do this once, the effort of retrieving these useful weapons from the bodies of enemies apparently too much effort for Kidman.

There are only a few moments where guns are used. One, in The Assignment, is a stationary shooting gallery where you don't get to keep the gun afterwards. The Consequence is a little more action-oriented, eventually granting you a pistol and later a shotgun. These prove essential against the game's Keeper boss character, which is basically Rocky Horror's Frank N. Furter crossed with a lighthouse by way of BioShock's Big Daddy.

In terms of pure mechanics, it's a real mixed bag. It's the context that really makes the difference, as both episodes are even weirder than the main game and take great delight in f***ing with your head. The bewildering location shifts come thick and fast - one of the benefits of having a mind-messing machine as your McGuffin of choice - and you're never entirely sure what's coming next.

Often, a new enemy or gameplay idea will be introduced for only a short while and then never used again. When so much DLC is blatantly an excuse to recycle assets, the willingness here to add fresh things is worthy of praise. When it does bring you back to familiar locations, it's always for a clever reason - playing with your knowledge of what else has happened in that spot, or offering a genuinely ingenious alternative perspective on things you did in the main story.

the evil within the assignment

That generosity continues throughout, too. The collectables are nothing to get excited about - the same files and recordings scattered throughout the core game - and the only puzzles are simple and small in nature compared to Mikami's previous work. They really only come into play via a series of hidden safes, inside of which you'll find fragments of letters. Tucked away in self-contained secret areas, the solutions are almost always in the same room.

Yet when you finish both The Assignment and The Consequence, you'll unlock a New Game + option for those who fancy another run through, and Kurayami Mode, which ups the difficulty by switching off all the lights and forcing you to rely only on your flashlight to see what's going on. Coupled with the decent length of the episodes themselves - each lasting between three and four hours on average - and you've got DLC that goes above and beyond what is generally expected from add-ons released six months after a blockbuster launch.

I just wish it wasn't so clumsy where it counts, since there are few gameplay styles more off-putting than poor stealth, and the stealth here is often very poor indeed. Fans committed to the loopy storyline will probably be able to look past that and enjoy the surreal ride for its narrative and atmospheric pleasures. However, such frustrations can't help but drive a large rusty nail into the heart of an otherwise generous pair of expansions.

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The Evil Within: The Assignment Review

Choose to accept it.

The Evil Within: The Assignment Review  - IGN Image

It’s remarkable how much of a departure The Evil Within’s first story DLC, The Assignment, is from the main game. Where the original is all about bullets and confrontation - albeit with a blundering lug of a character - The Assignment is more about staying in the shadows, avoiding enemies, and keeping a cool head in the face of terrifying monsters. It’s the sleek black cat to The Evil Within’s big shaggy dog, and a great addition to Game Director Shinji Mikami and Tango Gameworks’ new survival horror universe.

The Assignment offers up a thrilling three-and-a-half hours in The Evil Within’s grimy universe. Its stealthy gameplay, beautifully designed environments, and refreshingly grounded protagonist make it stand out from the main game, and a cliffhanger ending suggests there’s much more good stuff to come in part two: The Consequence.

In This Article

The Evil Within: The Assignment

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Find Every Safe, File, and Audio Log in The Evil Within’s Assignment DLC

Image of Kevin Thielenhaus Legacy Author

Piece together Kidman’s past in The Assignment DLC for The Evil Within using our complete collectibles guide, showing you how to solve every puzzle and crack every safe.

Grab all eight letter scraps to piece together a final secret message in this DLC, finally offering up a few answers to the twisty events surrounding The Evil Within and its brain-centric story. Kidman’s role finally makes a little more sense, and all the Personnel Files and Audio Logs provide more details into her past and the mysterious Mobias organization. Get all the clues before the second part comes out — scroll down for hints and tips revealing every collectible location in The Assignment .

Find even more hidden goods and pull extra hours out of Resident Evil: Revelations 2 — browse the complete Episode 3 collectibles guide and prepare for the explosive finale.

The Assignment – Complete Collectibles Guide

Note : Safe codes are randomized.

When hunting for Letter Scraps, look for locked safes in the environment. There are several types of puzzles you’ll need to solve to open them; a finger print number key puzzle, an alternating light puzzle, and a pattern puzzle.

Collect all eight scraps to complete the hidden letter and unlock the “A Warning” trophy / achievement.

Search for Mobius symbols to find secrets. Mobius symbols are black or red spray-painted markings with stars and a nail. Sometimes these symbols are incomplete. Look for statues to shine your flashlight onto to match the complete Mobius icon.

Chapter 1: The Oath – Collectible Locations

Personnel File #1 : At the start of the first chapter, Kidman will drop into a cave after being attacked by a Haunted cop. Down the path, watch for a branching road on the right. There’s a chair in the dead end with the first file.

Audio Tape #1 : This tape is hard to miss. After leaving the pristine Mobius facility, you’ll go down a hallway with a dead body in the center. The tape is right next to the body. Picking it up will trigger the Haunted to attack.

Letter Scrap #1 : Entering a well-lit room with lockers, you’ll need to move a pushcart to exit. Before exiting, look on the table to the right. Press the keys from thickest blood finger-print to the lightest.

Letter Scrap #2 : After escaping the creepy spotlight monster, you’ll eventually reach a larger two-story room with stairs leading down to double-doors where two Haunted patrol around cubicles. Before going downstairs, look in the blocked hallway past the windowed rooms. There’s a crawlspace here. The safe is on the coffee table inside. The code is written on the paintings.

Audio Tape #2 : When Kidman reaches a wall with the Mobius symbol, she’ll need to shine her flashlight on the statue on the right to complete the image. The wall disappears to reveal double-doors — check the back left corner for another red Mobius symbol. Shine light on it until a desk appears with the tape.

Letter Scrap #3 : In the bottom floor of the Biometrics wing, Kidman needs to kick down a ladder then avoid blind exploding cadavers. From the ladder, sneak right and you’ll encounter a cadaver blocking the path forward. Sneak right of that cadaver to find another ladder. Climb up to find another safe. Light up all the squares to unlock it.

Personnel File #2 : Look on the desk in the brain scanner office of Biometrics. This is the last device Kidman needs to use before she can activate the bridge hand-scanner.

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 left office level to find a light shining on red squares — follow the pattern and light up the corresponding squares on the safe to open it. Shine your light on the red squares to reveal the correct pattern.

Audio Tape #3 : From the same large office room, head down the stairs in the back-right. In the basement, look to the left of the double doors to spot this chapter’s final collectible.

Chapter 2: Crossing Paths – Collectible Locations

Audio Tape #4 : In the sewers, Kidman will encounter invisible stalkers that only become visible in her flashlight beam. Kill the first in the water, then kill the second in the storeroom upstairs. There’s a metal gate you need to open with a crank wheel — ignore it for now and enter the office door to the left of the crank. The tape is on a desk inside.

Letter Scrap #5 : After falling into the sewer and shooting the swarm of Haunted and Cadavers that attack, Kidman will crawl out of the debris. There’s a ladder on a pillar to the back-right of the room. Climb up and look on the pillar to the right of the catwalk with your flashlight to reveal a code.

Letter Scrap #6 : In the sewers, Kidman will need to collect three plugs to power the exit door. Climbing down from the circuit board, look for a wall marked with a red Mobius symbol. Reveal the secret pipe and climb up the ladder to find a safe. Shine Kidman’s flashlight on the red squares opposite the safe to reveal the code.

Audio Tape #5 : Following the plug sequence, Kidman will enter a square-shaped sparse room with a long hallway and a drop to the left. Before dropping down, check the yellow barrels in the back-right corner to grab an audio tape.

Audio Tape #6 : Kidman chases Joseph to a circular stairwell. There’s a save point at the bottom of the steps. Up the stairs, pass the first door on the left to find a secret Mobius symbol. Open it with the flashlight, then turn the statue on the right once. Shine your light on the pointer-like symbol and back up to complete a second Mobius symbol. The tape appears in the small alcove.

Personnel File #3 : Returning to the creepy old town, Kidman appears in her family’s house. Leaving the first room, go down the hall to the right. There’s a creepy shadow pointing, but nobody is in the chair — instead, there’s a personnel file.

Letter Scrap #7 : Outside the house, follow the stone wall left to a dead-end gate. This is where Sebastian first entered the statue square. There’s a wooden platform covered in crates. Smash the crates to reveal a hidden safe. Light up all the squares to unlock the safe.

Audio Tape #7 : Past the statue puzzle, Kidman will crawl through a stone passage. There’s a save point with three hanging body bags. The audio tape is to the right of the chair.

Letter Scrap #8 : Reunited with Leslie, Kidman reaches a strange room with circular pipes on the left. Check out the pipes in the back of the room to discover the final safe. This is another bloody finger-print puzzle, just press the bottoms from most-thick to least-thick.

Source: [ 1 ]

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

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8. 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_A

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

Lured an enemy with a phone call and locked 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_LT

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

Cleared 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

Used 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

Survived 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

Collected 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

Collected 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

Got 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

Completed 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

Cleared 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

Cleared The Assignment in KURAYAMI Mode.

Not Afraid of the Dark

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The Evil Within: The Assignment – Guide and Walkthrough

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Guide and Walkthrough (PS3) by Bkstunt_31 / AbsoluteSteve

Version: 2.10 | Updated: 07/01/2015 FAQ of the Month Winner: October 2014

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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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  6. The Evil Within’s First DLC, The Assignment, Launches March 10th

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  1. The Evil Within

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  5. The Evil Within: The Assignment Chapter 3: Crossing Paths Part 1

  6. THE EVIL WITHIN: THE ASSIGNMENT

COMMENTS

  1. The Assignment

    The Assignment is the first DLC for The Evil Within, as well as the first of a two-part DLC, the second being The Consequence. Set before and during the events of the main game, it revolves around Juli Kidman, explaining what she was doing inside Ruvik's mind after being separated from Sebastian and Joseph, while also delving into her past and revealing her true motives. Chapter 1: An Oath The ...

  2. Walkthrough

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  3. The Evil Within: The Assignment on Steam

    Experience survival horror from a new perspective with The Evil Within: The Assignment. 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...

  4. The Evil Within: The Assignment Guide

    Learn how to play as detective Juli Kidman in this survival horror expansion pack to The Evil Within. Find out her role, motives, and connection to Mobius in this story-driven experience.

  5. The Evil Within: The Assignment

    https://www.theevilwithin.comFor many that have completed The Evil Within, the mysteries surrounding Sebastian's partner, Juli Kidman, are among the most dis...

  6. The Evil Within: The Assignment

    The Assignment affords fans of The Evil Within the opportunity to discover detective Kidman's furtive motivations and her opaque connection to Mobius, the shadowy group thought to be behind the gnarly events of The Evil Within. The first of a 2-part, story-driven experience in which players assume the role of detective Juli Kidman, Sebastian ...

  7. The Evil Within: The Assignment

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  8. The Assignment Walkthrough

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  9. -60% The Evil Within: The Assignment on GOG.com

    Experience survival horror from a new perspective with The Evil Within: The Assignment. 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.

  10. The Evil Within: The Assignment

    The Evil Within: The Assignment. Experience survival horror from a new perspective with The Evil Within: The Assignment. The first installment of a two-part, story driven expansion for The Evil Within, players take on the role of Detective Juli Kidman, Sebastian Castellanos' mysterious partner, in a concurrent story that illuminates her ...

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  13. The Evil Within: The Assignment

    As you head down the stairs, the light will turn off. LOVELY. Follow the. right-hand side down here by the barriers until you hit a small wall, then. go to the left a bit and keep following the right wall until it forces you. to curve right into another room (you can throw a light down the hallway here.

  14. 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.

  15. The Evil Within: The Assignment (Video Game 2015)

    The Evil Within: The Assignment: Set before and during the events of the main game, it revolves around Juli Kidman, explaining what she was doing inside Ruvik's mind after being separated from Sebastian and Joseph, while also delving into her past and revealing her true motives.

  16. The Evil Within: The Assignment and The Consequence review

    Where The Evil Within was pure survival horror, with ammo management, exploration and inventory-based puzzling, The Assignment and The Consequence are both stripped back to the bone. For the vast ...

  17. The Evil Within: The Assignment Review

    The Assignment offers up a thrilling three-and-a-half hours in The Evil Within's grimy universe. Its stealthy gameplay, beautifully designed environments, and refreshingly grounded protagonist ...

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

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