Capital 11 The Evil Within The Assignment

Once the elevator smashes to the bottom, you will get out and be in the city. Swim forward and walk up the red car to your left. Climb up it and walk forward, but take note of the merry-go-round to your right. On one of the horses is a Key statue. When the horse gets near you, shoot it and grab the key before it passes by.

After grabbing it, carry on through the streets. The buildings will rise and fall but worry not, as it won't hurt you. Eventually you will crouch into one of the crumbling buildings. There isn't much in the first couple rooms, but when you go through the door, hang a right and go into the room you find. Inside is a Map Fragment and a new weapon, the Magnum! This is the strongest weapon in the game, so use it sparingly.

Once you have them, leave and go down the hall. Half way down the ceiling will fall in. Jump down and back onto the streets. As you walk through these streets, the walls will sometimes close in, but never to the point to kill you. Once you are through, grab the items by the washing machines, then move towards the next area but make sure to sneak, as the next spot is full of enemies.

You can sneak through this next area, or go in guns blazing. Take note though of the ones in masks. Previously these were breakable, but now they are medal. This means you can only shoot them in the back of the head, or you must take body shots. Again this only applies to the ones in the masks, so take note of which ones are wearing them.

Climb up the van and jump the fence. When you do, the enemies will start moving. After you clear them all out, try to exit the area.

When you try to leave, an alarm will trigger and more enemies will appear. Your goal is to run through the door the enemies came out of and grab the keys off the ground. It's in your interest to do this quickly, as the enemies will just keep respawning if you take to long. Once you have them, some enemies with guns will come in. One will rush you, the others take up positions in the area, so make sure to snipe them with the rifle. Of course the other enemies will also continue spawning, so again, do this quickly or else you will be dealing with a lot of baddies.

Your goal is to run to the door you tried opening before. Unlock it and go through. The enemies will stop spawning now, but any who are alive may try to chase you, so either keep moving, or deal with them. You can just keep moving forward. Walk down the edge of the broken street towards the crouching enemy. When you get close, you will fall in some water. Before swimming through the pipe, turn around and swim back. There is a statue here. You will need to push it towards a car so that you can stand on the car and shoot it.

Once you have it, swim through the pipe and a short scene will play. There are monsters in the water, which is surely a bad thing. You will also notice bodies hanging above the water. The key to the next few areas is shooting the bodies once, dropping them into the water. This will distract the creature for a few seconds, allowing you to swim from object to object. For this, shoot one body then swim to the car.

While on the car, the monster will knock you off, so quickly swim forward and get out of the water before he grabs you. For the next area, shoot the body closest to you, then quickly jump in the water and start swimming. Follow the path now, smashing the boxes and grabbing some items. Jump down and start grabbing the items you see. There are also some bodies around, but ignore them. When you get near the cop car, you will get jumped by a new enemy.

This is a Ruvik clone. It will chase you and have arms coming out of the ground also chasing you. Although you may think it's a boss, it isn't. Simply rush up to it and pump it full of shotgun blasts, or even whip out the Magnum and kill it in 2-3 shots. Once it dies, all the other enemies will die along with it. With it dead, check to grab any items you may have missed then move on. When you enter the next area, a mirror will crack, and you will be drawn into the hospital area. The usual items can be found here, so grab the Newspaper off the stand, and a Missing Person Poster from the bulletin board.

Leave the hospital when you are ready, and walk along the path until you have to crouch under a shutter. The next area is going to get wild, so make sure your guns are all reloaded. You will see an enemy run away, and as you approach the small building with enemies caged up, the shutter will open and more will run out. This will happen several times, with each group of enemies coming prepped with new weapons.

Kill each group, then wait for the next to spawn. You can hide behind the waist high metal wall, or even further back if you choose. Eventually two guys with rifles will come out. Once they are dead, the shutter will stay open. Walk inside, grab the items and climb up.

The next area is safe for now, so make sure to smash all the boxes and pick up any items you can. When ready, climb the stairs and turn on the generator. When you do, more enemies with guns will spawn, as well as some who will rush you with melee weapons. There is no real way to sneak through this, so simply blast them all with the rifle and carry on. With them dead, climb the ladder where the ones with the guns came from. At the top will be a yellow cart you can get in.

As you ride across this expanse, enemies will run in and try to kill you. If you wait until they are standing near the edge, you can shoot them once and they will fall to their death. If they happen to be by some barrels, you can also light them up that way. Try not to waste to much ammo here, the pistol is more than enough to make them fall usually. Some enemies can be ignored all together if you get low on ammo, and if you crouch, many attacks will fly past the cart.

Once you reach the end, turn right and crawl under the debris. If you follow this path to the end, you can find some Green Gel. Now go back and proceed left from the cart. Run and jump the gap to grab the ammo, then fall down. Make sure to grab the Map Fragment that is tucked away here, under the overhang from where you just jumped.

This page contains the walkthrough for Chapter 11 of The Evil Within 2, Reconnecting.

Chapter 11 starts in Torres's safe house. Loot everything you can from the area. There's a Mobius supply box with a freeze bolt inside, which will get you the ability to craft them on your own, so make sure you search thorougly. Grab Torres's Journal from the table in the back of the room, then go through the open door in the back of the room and into The Marrow using the terminal in the back room.

Once you get inside the marrow, exit the room you're in, then go down the hall, up the stairs and around the corner to your right. You'll find door CE-C03. To the left of it is a fuse box. Flip all four switches to open the door and proceed through.

When you open the door, look to your left to find an altar with a slide on it. Collect the slide and make your way toward exit D5, Hoffman's safe house.

Once you grab the slide, follow the wall markings for Exit D5 to find Hoffman's safe house. When you arrive in Hoffman's safe house, you'll find she isn't there, but a resonance in her place. Play the resonance to discover Hoffman has left to meet O'Neal in the restricted area of The Marrow.

Before you leave the safe house, search Hoffman's computer to find another file for your collection.

Search the corpse on the left side of the room near the elevator to find a shotgun ammo pouch.

Once you pass through the metal detectors on your way into the Restricted Labs, turn left, and check out the computer in the office to find the file.

Exit through the door labeled "Restricted Area" in Hoffman's safe house, then run down the hallway until you find an elevator. Take the elevator down to reach the Restricted Labs. Go through the metal detectors and take a left to find a small room containing a mirror and a computer. Examine the computer to find a file. Exit the room and make a left, then go through the door to enter a white hallway. Go through the white hallway and through the door at the end of it. The next room is full of tanks, but there isn't anything to do with them. Go through to the back of the room and exit to find another resonance that will show Hoffman going through a door that requires a Unity Cerebal Chip to enter.

Turn around to find a door with a fuse box next to it across the room. Shoot the fuse box on the other side of the room with an electric bolt to open the door. Crawl under the door to find a room with mine cart tracks lining the floor. At the end of the tracks is a pit, with an office on the right.

Before you leave the office next to the pit, make sure to examine to computer inside to find another file.

Examine the pit, then enter the office and examine the computer to find a file. When you go to exit the area, Sebastian will once again encounter The Anima. The Anima is impervious to all attacks and will kill you instantly if it finds you. Sneak around it using rubble and columns as cover.

Take the stairs down, where The Anima will follow you. Take the path to the right to cause a body tray to eject from the wall, blocking your path. When this happens, The Anima will rearrange the items in the room, opening a new path for you to take.

Crawl through the center of the room, near where The Anima is patrolling. As long as you remain behind cover, it shouldn't see you. Look to your left to find a small gap between a pillar you can crawl through. Once you've made it to the other side, move forward until another body tray ejects from the wall.

Go around the pillar to get around the body trays, which will cause The Anima to rearrange the room again. From there, you should see a clear path to the exit. At this point you can stand and run, as The Anima won't be able to catch up in time. Get through to double doors to escape, after which you'll be returned to the office outside the pit.

EditSlide And Files

After returning from your encounter with The Anima, make sure to grab the slide from the desk next to the computer before leaving the area.

After grabbing the slide, make your way down the hallway and go into the room on your right. Search the room to find the report on a desk.

Next, go across the hall to the room on the opposite side to find the letter on a gurney.

Before you go upstairs, go around the staircase to your right to find Lab 1. Go through the doors in the back of the lab to find to find Report: STEM Integration Irregularities.

Leave the lab, turn right and continue until you reach the wall, then turn left. You'll see an opening in the curtains. Go through the curtains, then make your way to the back wall to find a projector. Look at the white board the projector is on to find Report: Irregularity Studies.

Once you have both files, make your way back to the staircase near the back of the room and go upstairs. At the top of the stairs, turn left and go around the corner. Enter the door marked "2" to enter Lab 2 where you will find a resonance point. Tune into the resonance point, then search the corpse on the floor nearby to find a Medical Pouch. Once you're done in Lab 2, exit and turn right. Continue until you hit the wall, then turn left. You'll see a door marked "3", indicating it leads to Lab 3. Go to Lab 3 and pass through the room full of corpses on gurneys and into the next room where you'll find a dead Mobius operative on a table. Interact with the keypad at the end of table and enter the code 0128 to remove the chip from the operative's brain.

Before you leave the lab, search the computer in the back to find the file.

As soon as you have the chip, the power will go out. Exit the lab and make a left, then follow the wall to the other side of the room. Be careful as you pass Lab 2, as a Lost will jump out at you. Keep following along the wall until you reach the stairs, then go down.

Be careful as the first floor is now overrun with Lost, including one of the more dangerous, acid-spitting variety. Set traps with your explosive bolts and lure the acid-spitter to them to make short work of it, then head to the door and wait for it to open as it scans the chip.

Take the items in the duffle bag in the next room and keep going until you find a door marked with a four. a short cutscene will play before you find yourself in a fight with the flamethrower enemy from before, who is revealed to be O'Neal.

The fight with O'Neal is one of the toughest in the game. O'Neal's flamethrower covers a large area in a tight space, and his flames stay lit. Use the lever in the back of the room to activate the sprinklers and put out the flames periodically to give you room to move.

Use the pillar near the back of the room to shield yourself from O'Neal's flamethrower. Wait for him to shoot flames and take cover behind the pillar, then take a shot at him. He's slow to ready his flamethrower, making it easy to tell when he's about to attack. Fight O'Neal around the pillar and use the sprinkler as necessary.

If you have freeze bolts, use them to stop O'Neal in his tracks and get a free shot with another weapon to do big damage. When O'Neal reaches half of his life, he'll remove his mask and start charging you. Be careful to avoid this attack as it does big damage.

Once you've taken O'Neal out, grab the Broken Flamethrower from his dead body, then head into lab four and view the memory fragment, and grab any other items in the room.

Use the mirror to return to Sebastian's Room if needed. Go through to the next room to find what appears to be a Stable Field Emitter. Sebastian will call Torres over, talk to both Torres and Hoffman, then arm the bombs to destroy the device to complete the chapter.

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Chapter 10

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