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The Assignment: Collectibles

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Mobius symbol

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 turns into the Tango Gameworks logo.

Chapter 1: An Oath [ ]

  • Personnel File #1: KCPD Criminal Record

After being attacked by Connelly, go down the tunnel to your immediate right to find it on a chair.

  • Model #1: Oscar Connelly

After you grab the flashlight, head back towards a sectioned off area. It's on the lower shelf of a table.

  • Research Document #1: Entry #231

Follow Shade through the double doors. It's on the ground in front of the corpse.

  • Letter Scrap #1 First Letter

After you escape the first haunted it's on the desk to your right. Press the buttons in the order of the most to the least blood.

  • Track #1: Hidden Beginnings

In the hallway after the save point, look at the bottom of the fifth section of wall on the right.

  • Letter Scrap #2 First Letter

Instead of heading down the stairs, turn left and enter the vent. The safe is on the coffee table. The combination numbers are on 3 paintings, the motivational, Modern Art Keeper and the landscape on the left. Use your flashlight to reveal them, pay close attention to the number and color.

  • Model #2: Black Cat

After going down the stairs, turn right and enter the vent. The snail is at the far end.

  • Research Document #2: Entry #16

After getting past the light puzzle, shine your flashlight on the Mobius symbol to make a desk appear.

  • Model #3: Haunted (Mobius)

On a shelf from where you see Ruvik behind the glass.

  • Track #2: Authorization

After being introduced to a new type of enemy called Cadaver , enter the vent the second one came out of.

  • Letter Scrap #3 First Letter

Whiles navigating Biometrics you'll see a cadaver blocking a half open door, which you'll need to crawl under to pull a switch, instead head right and climb up the ladder. To open the safe turn on all the lights.

  • Personnel File #2: Recording #1: Recruitment

In the room with the neural scanner, on the desk.

  • Letter Scrap #4 First Letter

The safe is on a desk to your left when you ascend the stairs. The combination is at the far end of the balcony.

  • Research Document #3: Entry #229

Left of the double doors after descending the stairs.

Chapter 2: Crossing Paths [ ]

  • Track #3: Staying Out of Sight

After Killing the Invisible Haunted, go behind the barrier on the far right to find it sitting on a damaged wall.

  • Research Document #4: Entry #239

After killing the second invisible haunted it's on a desk in the room with the windows.

  • Letter Scrap #5 First Letter

After fending off Shade climb the ladder to the catwalk where she was. Use your flashlight to reveal the code on the pillar at the far end.

  • Letter Scrap #6 First Letter

Place the fuse on the left most socket of the panel to open the door to your left. Shine your flashlight on the Mobius symbol to reveal a secret tunnel. The combination is on the wall behind you.

  • Model #4: Cadaver

After getting the second fuse, a haunted will burst through the nearby door. Kill him with the trap or evade him and go through the door. Crawl under the hole in the wire fence on your left to find it.

  • Research Document #5: Entry #246

After getting all 3 fuses and restoring power to the gate, go through the door and it's sitting on a yellow barrel in the corner.

  • Track #4: Duel

When you reunite with Joseph turn around and run to far end of the room to find it sitting on the ground.

  • Research Document #6: Entry #215

At the top of the staircase shine your light on the Mobius symbol to reveal a door. Solve the puzzle (rotate the piece on the right once) inside by completing the symbol to reveal a secret panel containing the document.

  • Personnel File #3: Recording #13: Disposition

It's sitting on the rocking chair around the corner.

  • Model #5: Joseph (Haunted)

Behind a wagon is a hole in the wall, crawl under and break some boxes to find it on top of an animal cage.

  • Letter Scrap #7 First Letter

Inside a breakable box near the wrought iron gate. Turn on all the lights to open it.

  • Research Document #7: Entry #201

On the end table next to the red sofa.

  • Letter Scrap #8 First Letter

In the catacombs, the room full of holes, in it's the very last hole on the far end of the room. Same as before, the most blood to the least.

  • Track #5: Insubordination

It's in the tunnel Kidman tells Leslie to hide in.

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  • Walkthrough *

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 Collectibles

The Evil Within: The Assignment Collectibles

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

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

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

Index of The Evil Within: The Assignment Guides:

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

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

Timeline in minutes for the Collectibles Locations Guide:

Chapter 1: An Oath

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

Chapter 2: Crossing Paths

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

Unlockable Achievements / Trophies:

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

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

Video Credit: GamerForEternity

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

the assignment letter scraps

The Evil Within The Assignments Letter Scrap Locations Guide

  • by SteelTron

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

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

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The Evil Within: The Assignment – Guide and Walkthrough

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Guide and Walkthrough (PS4) by Bkstunt_31

Version: 2.00 | Updated: 07/01/2015 Highest Rated Guide

View in: Text Mode

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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.

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Uncover Every Collectible in The Consequence DLC for The Evil Within

Image of Kevin Thielenhaus Legacy Author

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

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

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

The Consequence – Complete Collectibles Guide

Note : Safe codes are randomized.

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

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

Chapter 3: Illusions – Collectible Locations

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

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

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

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

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

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

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

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

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

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

Chapter 4: A Ghost Is Born – Collectible Locations

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

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

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

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

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

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

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

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

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

Source: [ 1 ]

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

COMMENTS

  1. The Assignment: Collectibles

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

  2. Collectibles

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  5. Ch1. An Oath

    Letter Scrap 1 In the room will be a safe head with button combination lock. If you notice the safe will have blood covering four of the buttons to the lock, which helps you narrow the combination ...

  6. Guide for The Evil Within

    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.

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

    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 ...

  8. The Evil Within

    The Assignment DLC Collectible Guide There are a total of 18 collectibles in the DLC that you must find in order to obtain all collectible related trophies in The Assignment. Each collectible is listed below in the order that they appear in the game. ... Letter Scrap #6. During the event where you are trying to collect three fuses, after using ...

  9. Ch. 2 Crossing Paths

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

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

  13. The Evil Within The Assignments Letter Scrap Locations Guide

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

  14. Collectible Guide (Letter Scraps, Personnel Files, Research Documents

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  15. The Evil Within: The Assignment

    There is another safe in this room. This one has three colored key dials. To get the code to this safe, shine your flashlight on the pictures in this room to find colored letters you can input (again, the code is random). Open up the safe once you can for [_LETTER SCRAP 2_]. Head out of this room now back to the stairs.

  16. The Evil Within: The Assignment DLC

    After collecting all 8 pieces of the torn letter go the archives and piece the letter togetherMy video with all the safe combinations...https://www.youtube.c...

  17. The Evil Within: The Assignment

    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 ...

  18. Uncover Every Collectible in

    Letter Scrap #7: Kidman appears in the horrible sadist chamber that Sebastian wakes up in at the start of the vanilla game. Enter the area behind the meat-covered table to find the puzzle safe.

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    8 - Letter Scrap #8 - 11:27. 9 - Entry #264 - 12:08. How to piece the letter together - 12:30. ... Overview Walkthrough The Assignment Walkthrough The Consequence Walkthrough.

  20. Letter Scraps 1-20

    Letter Scraps 1-20. By Claire Farnworth. 36-50. Letter Scraps 21-35. There are 50 of these to collect in San Andreas. You can use any character to pick them up and you do not need to visit anyone to initiate this mission. As you get closer to a scrap, you will hear a noise like a piece of paper fluttering in the wind.

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  22. Letter Scraps 1-25

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