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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.

evil within assignment safe code

The Evil Within

evil within assignment safe code

Originally posted by Rollout : I'm pretty sure it's 11 on top and 2 on the bottom, no matter what.
Originally posted by Beat : Originally posted by Rollout : I'm pretty sure it's 11 on top and 2 on the bottom, no matter what.

evil within assignment safe code

Originally posted by OmegaVex : Originally posted by Beat : I just put them in and began with 1-1.2.3.4.5-20 2-1.2.3.4.5.6.7.8.9.10.11. Tadaa X)

evil within assignment safe code

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The Evil Within: The Assignment – Guide and Walkthrough

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Guide and Walkthrough (PS4) by Bkstunt_31

Version: 1.00 | Updated: 07/06/2015

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evil within assignment safe code

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The Assignment

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  • 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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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

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evil within assignment safe code

The Evil Within: The Assignment – Chapter 2: Crossing Paths Walkthrough

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Juli Kidman wakes up inside of a nasty room filled with bodies and bones. She doesn’t know where Joseph is, but he’ll have to fend for himself. She needs to search for Leslie .

When you gain control of Juli, search the room for the three star symbol you grew familiar with in Chapter 1: The Oath . Focus the flashlight beam on it to reveal a crack in the wall. Slide through it and be sure to keep the flashlight on because it’s dark on the other side.  

Walk to the left and watch as a bunch of televisions switch on mysteriously. Listen to the dialogue about Ruben Victoriano . When they switch off, continue in this direction until you hear glass breaking.  Now crouch and duck under the opening on the right.  

Stand up and shine the flashlight on the semi-transparent monster walking away from you. Don’t do anything to it yet. Instead, pick up the axe to the right to learn about Sneak Kills . Creep behind an enemy and press A or X to deliver a one-hit kill. For some odd reason this destroys the axe, making it a one-use weapon, but no matter. Sneak up behind the creature and tap A to make it dead.  

Continue forward and through the open entryway with the red door. Once inside, grab the axe lodged in the wall.   

Turns out there’s a monster in this room. Kill it with the axe or make a stealthy escape out the same door you entered from.  

If the creature sees you, run away! There are two doors leading into and out of that room, and you can basically loop around to throw your pursuer off Juli’s trail. In other words, kill that monster as soon as possible.  

Exit this room for good and look on the opposite side of the hallway for another red door. Push it and walk into the next room. Approach the desk and pick up Entry #239 . Listen to the recording.

Leave this room and look at the large metal gate blocking the path. Approach the wheel on the left and rapidly press A or X to turn it, causing the gate to lift.  

Enter and go down the ladder. Shine the light and search for a pipe next to some stairs. Crouch and go into the pipe. A monster will appear at the far end, but it quickly disappears and won’t hurt Juli. 

Drop down into the water and go right until you trigger a dramatic cut scene.

When you gain control, grab the pistol and kill (by our count) 17 monsters, the majority of which explode when they get in range; shoot these creatures before they blow up.

With those enemies destroyed, the primary antagonist will charge towards Juli. Wait until you have a clear shot and blast this creature’s face, aka the beam of light shining from its head. One blast is all it takes to make this adversary flee.  

Once Julie frees herself from the rubble, proceed forward and then turn left. Go into the tunnel and more TVs switch on. Keep moving until you see a ladder, then climb it to discover a red couch and black cat. Time to save!

After saving, look for the grate and press A or X to open it. Go into the air duct and walk straight ahead, then drop down. Round the bend to see Joseph , albeit momentarily. Keep moving until you come to a Junction Box Fuse . Walk over to the panel to the right and place one of the parts on the bottom left, which opens a door.  

Go into the room and down the ladder. Follow the path and search for that familiar three star pattern on a wall. Shine the flashlight to reveal a tunnel with a ladder on the opposite side. Climb the ladder and walk over to the box with the buttons. You must press select buttons to open the box, and the pattern is on the opposite wall in red paint. When the door to the box opens, pick up Letter Scrap 6 . Now climb down the ladder, through the tunnel and make a left. Walk to the end of the tunnel and up the next ladder.  

Turn the wheel to open the gate and enter the room. There are some monsters behind a fence, but you appear to be safe for now.  

Proceed through the next door and examine the science experiments contained within each chamber. Should we take bets on whether or not these things are dead?  

Look to the left and you’ll see a small space to crawl into. Do that and you’re in a morgue; note the body drawers. Go around the corner and through the red door. Approach the Junction Box and hit the switch.

From there, go back the way you came into the science lab. Surprise! The test subjects are alive and break out of their holding containers. Exit the lab and begin turning the wheel to open the gate. Run through the door and down the ladder. Hang a left and climb the ladder that leads back to the first Junction Box. Insert the part into the space on the right and a gate will open.  

Go down the ladder and enter this next stretch of tunnel. Turn right and go up the stairs, then head right again. There are several holes on the floor and we didn’t bother walking over those.  Instead we walked on the left side and opened the red door leading to the Junction Box.  

Switch off the box and go back through the red door. If you attempt to leave this area a hooded figure appears and seals off the exit. Now you’re stuck in here with a monster!

Give it the slip by entering the only remaining door in this area, only to discover two more monsters in the next room. Immediately crouch behind cover and use it to your advantage to avoid confrontation.

Approach and then hit the switch to open the grate, slip inside and activate the next switch to close the gate. Turn the wheel to open the door, and run like hell to the next door, avoiding monsters as you go.  

Now drop down and go up the ladder that leads to the original Junction Box puzzle. Insert all three parts to open a heavy looking metal gate. From there, drop down and head in that direction. Once inside, walk up the wooden pallets and push open the door. Walk to the left and drop down to find Joseph. Time to find another way out.

The solution is on a wall, with that familiar three star symbol. Shine the flashlight in its direction to make a door appear. Run down the hallway to discover a red leather couch and a cat. Save your game and put this area behind you.

After saving, walk up the long spiral staircase. At the top is a door on the left, but don ’ t bother going in there yet. Instead, continue walking forward until you see three red stars on the wall. Focus the flashlight beam to discover a door. Open it and you will immediately see this same symbol (in black) on the wall in front of you. In addition, there are three red sculptures in the center of this room. Press the switch on each sculpture, then go to the one on the right (if you are facing the black stars), walk back a few paces and shine the flashlight in its direction. Ideally, the sculpture should “ complete ” the bottom star. Focus the flashlight and a secret passage will appear. Go inside and grab Entry #215 .  

Go back to the platform near the spiral staircase and go through the door we previously told you to avoid. At the end, push open the next door and watch the cut scene.  

When you ’ re in control of Juli, your current objective is to kill Joseph, who seems possessed. With axe in hand, use cover to your advantage, sneak up behind this guy and perform a melee attack. Should he grab on to you, shake the left analog stick to get him off Juli. Thankfully he ’ s easily fooled, and you should have no trouble hiding despite it being a small room.

Unfortunately one whack with an axe isn ’ t enough. With Joseph dazed, run through two metal doors that open on their own and pick up the axe on top of the small machine, then duck behind cover before Joseph enters this room. Use the three rows of chairs to sneak around, and with Joseph ’ s back to Juli, let him have it!  

Immediately run into the adjoining lab and hide near a machine you can interact with. Wait for Joseph to walk by and activate this machine, which will temporarily blind him.  

At this point he whips out his pistol and fires off several rounds, so you want as much distance and cover between you and him. Although he stops shooting, the shooting will resume if he sees you.  

Look for another one of those flashing machines, wait for the best moment and then switch it on to blind Joseph again. There is an axe nearby, so be sure to pick it up. Now it ’ s a matter of repeating the same process as before. Creep up behind this guy and deliver the final blow. Now it ’ s cut scene time.  

Juli wakes up in a room that looks like nothing you ’ ve seen in The Assignment . Although there ’ s no couch to save, you ’ ve reached a checkpoint.  

Exit this room and go right to discover a shadow of what seems like a woman in a rocking chair. Get close and the shadow will point, then disappear once you round the corner. In fact, there ’ s no one in the rocking chair. There is, however, Recording #13: Disposition on the chair, so pick that up and read/listen.  

When that ’ s over, go back the way you came and out through the only door that opens. Now Juli is outside. Walk down the stairs on the right and then left to enter what appears to be a plaza. Follow the path left and walk through a hung piece of cloth. Approach the statue and Juli will see Leslie, who immediately high tails it through an archway.  

The scenery changes somewhat. A door now fills the archway that Leslie ran through, and the statue is gone. There is, however, a Search Light shining in its direction. Walk over to the other one and press A or X to focus its beam in the same direction. Then approach the third, only to discover the actual light isn ’ t there.

Return to the plaza, passing through that piece of cloth and follow the path all the way around. You ’ ll discover the final Search Light at the end on the left. Pick it up and go back to where the statue used to be. Place the remaining Search Light on its pedestal and twist it in the right direction.  

Focus your own flashlight beam in the direction of the statue and it will magically reappear. This causes the archway door to open. Move in that direction to drop down into a cave. Although you remain in control of Juli, a cut scene will play.

When the cinematic concludes, you should be in front of a jail cell. Turn right and crouch under the tiny archway to gain access to the next area. You ’ ll see a red leather couch directly ahead, and now is a great time to save. Before doing this, look at the small table next to the couch and collect Entry #201 .

When the game puts you in control of Juli, head back out through that little archway and go right down the new path. You’re back outside and will hear a bell in the distance, which attracts the attention of two monsters.   

Walk in their direction and push open the heavy-looking door. There’s a brief cut scene and Leslie is still on the run. Unfortunately there are some monsters in the way.

Go right over some wooden planks (they will break) and shine the flashlight on the three red star symbol on the wall. This grants access to a new area… with monsters of course. Pick up the bottle on the floor and throw it to distract these creatures, then run ahead and to the left. Break through the wooden boards and go back outside. Use the grave stones and crypts to avoid the enemies and reach the door Leslie ran through.

Kick open the door and walk through it to activate a checkpoint. There are a handful of enemies guarding a gate, and the bell should be on Juli’s left. Move in that direction and you’ll find a space for Juli to fit through. Pick up the axe and sneak kill the torch-carrying enemy that enters this area.

Move towards the bell and explore a bit until you find a ladder. Climb it and then walk over to ring the bell. With the monsters distracted, drop down and quickly run over to the door to interact with Leslie. What a weirdo, right?  

Leslie now joins Juli, so go right and through the entrance. Large stones will block this path, but that’s OK because you don’t need to go backwards.  

Proceed forward up the long flight of stairs and then go right to trigger a jump scare. Nothing harmful, we promise.  

Walk through the next entryway and up the stairs that lead outside. Make a left and then a quick left so Juli is on her way to a scary-looking church. Drop down and then continue along the path, up the stairs to a metal door you cannot open.

Turn around and go back down the stairs. This will trigger monsters to appear, prompting Juli to tell Leslie to hide. There’s also that red star symbol on a wall, so go ahead and shine the flashlight in its direction to gain access to a new area. In fact, you’ll almost immediately see those same red stars on a wall to the left. Focus the beam and walk through.  

There’s a door on the left, but first go right and look for those stars again, but in black, on a mausoleum.  Focus the beam and collect the Ox-Headed Idol . Now turn around and shine the flashlight beam on the next group of stars, then snatch up the Cross-Bearing Idol .  

Go to the door and flip the switch for a fun little jump scare. Unfortunately this doesn’t cause the door to open.  

Now go back the way you originally came and you’ll see the black stars on another crypt to the left. Shine the beam and grab the Winged Idol . Now make a right and go back to where Leslie is hiding. Look at him and you’ll see a Music Track , which you can grab by walking around to the other side.  

Go to where Leslie is hiding, walk up the stairs with the locked door and make note of the four pedestals nearby. You must place the previously collected idols in a specific order to open this door.  

Facing the door, place the Winged Idol on the pedestal on the right. On the left, put the Ox-headed Idol on the pedestal closest to the door, and finally put the Cross-Bearing Idol on the remaining empty pedestal.

Leslie comes out of hiding as soon as the door unlocks. Walk through this door to record a checkpoint. As soon as that happens the door shuts and a large monster chases after Leslie. This is now your problem, so duck behind the boxes and don’t let it see Juli. Instead, move between cover points and make a run towards the partially open gate to rejoin Leslie.  

The monster tries to bust through the gate but cannot, and seems to lose interest, so turn around and walk up the church steps. Approach the door and press A or X to launch a cut scene.   

Uh-oh, Ruvik’s here. Something bad is about to happen.  

When the smoke literally clears, you’re on the run towards the TV screen, Crash Bandicoot style. The floor will give way and now you see things from the familiar over the shoulder perspective. Dash through the door and continue running from your pursuers, making a quick left when one of them appears directly in front of Juli. Continue following the path and making quick turns when things go awry. Thankfully you pass through checkpoints along the way.  

Towards the end, long outstretched hands try to grab Juli, and you need to steer her to the opposite walls to avoid getting snatched. Keep running until Juli busts through a door and the chapter concludes. Enjoy the cut scenes that follow.  

Learn how to beat The Evil Within: The Assignment Chapter 1: The Oath , and for more, read our free walkthrough for the entire game.

Godzilla in Dave the Diver

IMAGES

  1. The Evil Within

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  2. The Evil Within

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  3. The Evil Within

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  4. The Evil Within

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  5. The Evil Within Chapter 9 safe code & puzzle

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  6. The Evil Within Chapter 9 Safe Combination's

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VIDEO

  1. GÜLBAHAR İLE YENİDEN

  2. THE EVIL WITHIN : THE ASSIGNMENT

  3. The Evil Within: The Assignment Star Door Puzzle

  4. Tomb Raider

  5. The Evil Within: The Assignment (Part #1) Прохождение с озвучкой и со всеми предметами (100%)

  6. The Evil Within Assignment game breaking bug PC. please help fix :(

COMMENTS

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

    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 ...

  2. Collectibles

    The Evil Within: The Assignment Guide. Start tracking progress. Create a free account or ... The code for the safe is implanted on the safe numbers itself, the first number of the code is the one ...

  3. The Evil Within

    All 8 safe locations and combos...After collecting all 8 scraps go to archives and piece it together for the achievement/trophy.There are 4 safes in each cha...

  4. Ch1. An Oath

    The Evil Within: The Assignment. Tango Gameworks Mar 10, 2015. Rate this game. Overview Walkthrough Collectibles Achievements and Trophies. The chapter starts off with a cutscene showing Juli ...

  5. 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.

  6. Guide for The Evil Within

    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 ...

  7. The Assignment: Collectibles

    Throughout the chapters there are hidden collectibles. These include research documents, personnel files, torn letter pieces, tracks for the music player and models for the model viewer. Torn Letter pieces are in safes that look like The Keeper's head. Tracks look like a Gold Record with the Tango Gameworks logo, and models appear as a snail that you must focus your flashlight on until it ...

  8. The Evil Within

    TimelineChapter 10:00 - Personnel Files #10:13 - Audio Tape #10:28 - Letter Scrap #10:45 - Letter Scrap #21:15 - Audio Tape #21:38 - Letter Scrap #32:25 - Pe...

  9. Ch. 2 Crossing Paths

    The Evil Within: The Assignment Guide. Start tracking progress. Create a free account or ... So click on the safe rotate the lock to the left to number 18, rotate the lock to the right to number 8 ...

  10. [SPOILERS] Chapter 9 Safe Code? :: The Evil Within General Discussions

    jtcLIVE Nov 15, 2014 @ 5:03pm. The code comes from the painting where you find the dials. When you find the upper dial, there is a picture of 9 hanging people. When you find the lower dial, you find a picture of 2 people. (The dials might need to be switched, can't remember.) The code comes from how many people are in the painting above the ...

  11. The Evil Within

    The safe containing the scrap is on the coffee table. In order to open this safe, you have to input the numbers on each dial of the corresponding color. To find the numbers for each dial, use to focus your flashlight on the pictures around the room. The numbers are colored to match the dials on the same. Open the safe to obtain the scrap.

  12. 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.

  13. The Evil Within: The Assignment

    The Evil Within: The Assignment - Chapter 1: An Oath Walkthrough ... and go right to a locked door. Approach the keypad on the left, press the button when prompted and Juli will input the code. Still locked! ... Study their movements. When the first monster passes Juli, go left and duck into the "safe" area. Directly ahead is another ...

  14. 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 ...

  15. Cheats and Secrets

    updated Mar 12, 2015. IGN's The Evil Within: The Assignment cheats and secrets guide gives you the inside scoop into every cheat, hidden code, helpful glitch, exploit, and secret in The Evil ...

  16. 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...

  17. Guide for The Evil Within

    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 ...

  18. Cheats and Codes

    The Evil Within contains several types of Cheats and Codes that can be used to alter the way the game plays, giving the player access to invulnerability, unlimited ammo, and more! Please be aware ...

  19. The Evil Within: The Assignment

    Press the switch on each sculpture, then go to the one on the right (if you are facing the black stars), walk back a few paces and shine the flashlight in its direction. Ideally, the sculpture should "complete" the bottom star. Focus the flashlight and a secret passage will appear. Go inside and grab Entry #215.

  20. 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 ...

  21. The Assignment Walkthrough

    The Assignment Walkthrough. By Vampire Horde , Shawn Saris , Mike , +7.4k more. updated Apr 27, 2015. Below you will find a walkthrough for The Evil Within The Assignment. Each section is broken ...

  22. Preparatory for Early College Graduation 2024

    Preparatory for Early College Graduation 2024 at Joe R. Sanchez Stadium

  23. Walkthrough

    Below you will find out walkthrough for The Evil Within. Each section is broken up into Chapters, just like in the main game. If you are looking for specific secret items, make sure to check out ...