The Evil Within 2

The Evil Within 2

705 ratings
The Evil Within 2 - Collectibles (Picture Guide)
By Slayverine
A mostly spoilerfree guide with lots of pretty pictures which show the location of a lot of Collectibles and missable items in the game.
In detail: Files, Keys, Residual Memories, Mysterious Objects, Pouches, Photo Slides, High-Grade Weapon Parts and Red Gel.

All Collectibles were obtained in a new game on Nightmare Difficulty. Basically the order in which items are listed should work on every difficulty with maybe the exception of classic difficulty (and Akumu if you own a Bethesda Account). To not give away too much of the story the names of the files und Photographic Slides will be put in spoiler tags. Point on the blackened text to show the file names. If Collectibles can be obtained earlier I will also put hints in blackened text.

If map data was available for an area, the location of the Collectible will be shown with a screenshot of the map too. The cursor will point to the location of said Collectible on the map. Click on the screenshots to view them in higher resolution.

PLEASE NOTE: In rare cases Photographic Slide 11 (Chapter 13) is bugged and can't be obtained! It happened to me with Patch 1.0.3 on my second playthrough, but other players had that problem with earlier versions of the game too. The first and third playthrough were fine.

Some notes on High-Grade Weapon Parts and Red Gel:
- If you acquired the game with the Pre-Order DLC, you will receive one extra High-Grade Weapon Part early in the game.
- One jar of Red Gel and one High-Grade Weapon Part each is found in one of the lockers in Sebastian's Room. I listed these items in Chapter 14, when the last locker keys are acquired, because I don't know if they can be received from the first opened locker on or if they are received after opening a certain number of lockers or if it is completely random when you receive them. Therefore the actual number of Red Gel and High-Grade Weapon Parts received may differ from the number in the guide from a certain point in the game up to Chapter 14. I received the jar of Red Gel from a key in Chapter 07 and the High-Grade Weapon Part from a key in Chapter 11.
- Red Gel and High-Grade Weapon Parts can and must be collected again in New Game+ if you want the achievements for maxing out Sebastian's skills and weapons. One Playthrough won't be enough to acquire all the Red Gel and High-Grade Weapon Parts needed for that. Files, Keys and Slides once obtained will transfer to New Game+ though.

More info on certain items can be found at the end of the guide. These paragraphs may contain light spoilers.

While TEW2 isn't as gruesome as TEW1, my bad English will make up for that. Apologies. Nevertheless, I hope this guide helps.
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Chapter 1
Prologue

That's no Collectible, sorry.


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Chapter 2 [Sebastian's Office 1, Art Gallery 1, Residential Area (Outskirts)]
Sebastian's Office

Photographic Slide 01 Castellanos Family

On the desk with the Slide Projector and the Furball at the start of the chapter.


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Art Gallery 1

File 1 Photo of William Baker

After discovering a rather obscure work of art and before checking out the store room, look next to the sink in the photographic darkroom.


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File 02 Extravagant Letter

Go to the Second Floor in the staircase foyer and look for a half-raised metal gate. The file is located on a table behind that gate.


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File 03 Photo of Another Victim

After visiting the staircase foyer a second time, look on the first floor for a corridor with a red door to your right and enter it. The file sits on a table at the end of the room.


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Residential Area (Outskirts)

File 04 Journal in Abandoned House

Find it in the study of the first building.


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File 05 Photo of Castellanos Family

Automatically obtained after exiting the first building in the residential area.


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High-Grade Weapon Parts 00

Obtained shortly after receiving the previous Collectible, if you unlocked the Pre-Order-DLC. The contents of the Pre-Order-DLC can't be obtained again in New Game+!


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Chapter 3 Part 1 [Residential Area (South), The Marrow: Armory]
Light Spoiler regarding the route I took and weapons to grab:
From the Safe House I explore the southern area, then get the shot gun in the house northeast from the church, afterwards I explore the western area to get the Laser-Sighted Handgun. I continue on north to repair the Sniper Rifle.

Residential Area (South)

Key 01

On a bench in front of the Union Visitor Center.


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Key 02

Behind the altar inside the church.


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File 06 Mobius Communicator Log - Replacement Parts

On the roof of the building to the left of the church. Search the corpse at the south end of the roof.


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Residual Memory 01 Hayes and Turner Hatch Their Plan

At the dumpster dock of Krimson's Supermarket, west side of the residential area.


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Residual Memory 02 Hayes and Turner Split Up

Inside the northeastern house from the Church.


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The Marrow: Armory

Key 03

Inside the elevator on the way back from the actual armory inside The Marrow.


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Chapter 3 Part 2 [Residential Area: West]
Residential Area (West)

Pouch 01 Handgun Ammo Pouch 1/5

Enter the eastern set of derailed train cars through the southernmost car and search the corpse at the end of it.


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Key 04

Behind an overturned car between the two sets of derailed train cars.


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High-Grade Weapon Parts 01

Enter the western set of derailed train cars through the second train car from the south and smash the crates in the first train car.


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Mysterious Object 01 Mysterious Mask

Enter the western set of derailed train cars through the second train car from the south and search the northern part of it.


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Residual Memory 03 Train to Nowhere

Enter the eastern set of derailed train cars through one of the northern wagons and check out the northern end of the northernmost train car.


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Red Gel 01

Enter the eastern set of derailed train cars through one of the northern wagons and check out the northern end of the northernmost train car.


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Key 05

Close to the entrance door of the house opposite from the Union Auto Repair Shop.


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Residual Memory 04 Turner Loses Contact

Inside the office of the Union Auto Repair Shop.


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Residual Memory 05 Fatal Witness

In the tunnel underneath the Union Auto Repair Shop.


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File 07 Report #00592: Disposal Request

On a desk inside the underground office reached from the Union Auto Repair Shop.


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High-Grade Weapon Parts 02

In the locked underground storage room reached from the Union Auto Repair Shop.


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Key 06

At the outer western wall of the Supply Shed in the far northwestern area.


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Chapter 3 Part 3 [Residential Area (Center), Residential Area (East)]
Light Spoiler regarding the route I took:
I explore the central area from north to south, afterwards the eastern area from south to north.

Residential Area (Center)

Residual Memory 06 Batten Down the Hatches

Inside the garage of the northern Safe House.


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File 08 Report #00122: Recruits

On a counter inside the northern Safe House.


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Residential Area (East)

File 09 Welcome to Union Pamphlet

On a counter inside the Union Visitor Center.


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Residual Memory 07 Turner Meets His Gruesome End

Inside the cellar of the Union Visitor Center after having witnessed Residual Memories 01, 03 and 06.


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File 10 Turner's Communicator Log

On a desk inside the cellar of the Union Visitor Center after having witnessed Residual Memories 01, 03, 06 and 07.


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Mysterious Object 02 Mysterious Weapon Replica

On the roof of a shed south from the Szilard House Inn.


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Pouch 02 Shotgun Ammo Pouch 1/4

On the northern end of the balcony of the Szilard House Inn.


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Pouch 03 Handgun Ammo Pouch 2/5

Found on a corpse a bit west from the Szilard House Inn.


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File 11 Woman's Journal

Inside the house at 336 Cedar Avenue lying on a table in the southwestern room.


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Photographic Slide 02 Where It All Began

Inside the house at 336 Cedar Avenue lying on a table in the southwestern room, shortly after picking up File 11 and wandering through the house for a bit.


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Chapter 3 Part 4 [Residential Area (North), Tredwell Trucking]
Residential Area (North)

File 12 KCPD Request for Psychological Evaluation

Inside the garage at 345 Cedar Avenue on a gurney.


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File 13 KCPD Request for Psychological Evaluation Report (Top)

After picking up File 12, find this on a nightstand in the bedroom.


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Photographic Slide 03 News Article Of House Fire

After picking up Files 12 and 13 and wandering through the uncharted parts of the house find this Slide sitting on a wheelchair.


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Red Gel 02

After picking up Photographic Slide 03 find the Red Gel in the living room.


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Key 07

On the strut of The Pit Stop road sign at the northeasternmost street crossing.


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Key 08

Up high in a corner of The Pit Stop's northern outer walls. Shoot it Throw a bottle at the statue.


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Tredwell Trucking

Mysterious Object 03 Mysterious Machine

In the back of the delivery truck in the east of the yard.


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File 14 Report #00654: Core Displacement

On a power console inside the first room on the second floor of the warehouse.


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High-Grade Weapon Parts 03

On the workbench next to the power console inside the first room on the second floor of the warehouse.


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Chapter 4 [Sebastian's Office 2, The Marrow: Operations, City Hall Area (South)]
Sebastian's Office 02

Key 09

As a prize inside the shooting range for Target Practice on Very Hard.


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Key 10

As a prize inside the shooting range for the Chain Challenge.


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The Marrow: Operations

File 15 Email: Union Growth

After arriving in The Marrow, take the way north and look at one of the computer monitors.


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Pouch 04 Warden Crossbow Ammo Pouch 1/3

Inside the central room spanning two floors and several doors, go to the southern room on the second floor and investigate the corpse.


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Key 11

In the sewer area follow the path until you go past an electronically locked door. Continue and go left on the next crossing. The statue sits on a barrel in front of a grate.


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File 16 Email: Expansion and Data Goals

After automatically unequipping the mask, go up the ladder and look at the computer monitor in front of the western wall.


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Residual Memory 08 Trapped in The Marrow

Inside the northern room with the collapsed mitddle at the eastern edge.


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City Hall Area (South)

Red Gel 03

Arriving at the underground Safe House, find the Red Gel next to the mirror.


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Key 12

In front of the southern wall of the Safe House.


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Chapter 5 [City Hall Area, City Hall: Interior 1, Art Gallery 2, City Hall: Interior 2]
CIty Hall Area

Residual Memory 09 Before the Collapse

In the gazebo northwest from the Safe House.


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Pouch 05 Medical Pouch 1/2

On a corpse northeast from the Safe House.


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File 17 Photo of Sebastian Castellanos

At the gate in front of City Hall.


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City Hall: Interior 1

File 18 Report #00977: Urgent Structural Issues

On a desk in the First Floor Mail Room inside City Hall.


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Art Gallery 2

File 19 Krimson Post Article

In the long corridor inside the Art Gallery-section, inspect the side table with a lamp on it.


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File 20 Photo of Murdered Mobius Operative

After passing a few corridors inspect the desk in the back room of the dressing room.


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File 21 Handwritten Note

In the room with the neatly arranged figurines look at the desk next to the door.


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City Hall: Interior 2

File 22 Report #00213: Union Social Maintenance

Passing the Second Floor balcony walkway you reach an office. After opening the door go straight ot the desk.


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Key 13

Back on the First Floor go from the stairs to the Main Hall and look straight. You should already see the statue.


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If you didn't like the picture in Chapter 1, maybe this is more to your liking. Still no actual Collectible though.


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Chapter 6 [The Marrow: Facilities 1, Union Business District: North]
The Marrow: Facilities

Pouch 06 Handgun Ammo Pouch 3/5

On a corpse inside a store room, take the second door to the left after passing the gate.


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Key 14

Pass the chain-link fence and turn north. Look up to the pipes and wires.


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Photographic Slide 04 Sebastian and Myra

After going down the stairs, passing more rooms and arriving in a computer room, inspect the desks.


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Mysterious Object 04 Mysterious Bobblehead

Inside the storage room behind a crate after passing two corridors full of "sticky white goop".


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File 23 Report #00532: Displacement Protocols

Inside a small storage room a bit northwest from the Safe House.


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File 24 Email: Core Candidates

On the monitor in front of the southern wall in the Safe House.


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Red Gel 04

On a sofa in front of the eastern wall in the Safe House.


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Union Business District: North

High-Grade Weapon Parts 04

In a bag sitting on the sofa in the Safe House.


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Residual Memory 10 Waiting for Stevens

Just exit the Safe House door.


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Light spoiler regarding the start of Chapter 7:
Chapter 7 begins as soon as you inspect the Grand Theatre Entrance. It is possible to explore almost the whole Union Business District before doing that.
Chapter 7 [Union Business District: West, Union Business District: East 1, Union Business District: South, UBD East 2]
Medium spoiler regarding Sykes and associated Collectibles:
To get all Collectibles it's necessary to save Sykes, otherwise you will miss three Collectibles in Chapter 13 - 2 Photographic Slides and 1 File.

Medium spoiler regarding the route I took:
My main goal was to save Sykes as early as possible to take on the side mission and unlock the Mobius boxes for extra ammo and crafting/upgrade materials. From the Grand Theatre I go south to the Krimson Plaza, save Sykes, go back to The Marrow, then back to Sykes. After that I walk through the centre area to explore the eastern area and last but not least the southern area.

Union Business District: West

Key 15

Across the street and behind the fence from John's Coffee and Bakery.


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Pouch 07 Shotgun Ammo Pouch 2/4

On a corpse in an alley behind the Southwestern Safe House.


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Union Business District: East 1

Key 16

On a pillar in front of the Union Credit Building, south from the northern Safe House.


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Residual Memory 11 Parts and Pieces

South from the northern Safe House, the parking lot next to the Union Credit Building.


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Key 17

At the dumpsters in the parking lot between the train cars and Juke Diner.


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Pouch 08 Sniper Rifle Ammo Pouch 1/3

On a corpse in front of the western outer wall of Juke Diner.


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Key 18

Next to the electric sign above the front entrance of Juke Diner.


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Residual Memory 12 After Life

In the kitchen inside Juke Diner.


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Photographic Slide 05 Sebastian in Despair

Visiting Juke Diner a second time, find the Slide in the kitchen again.


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Union Business District: South

File 25 Barkeep's Journal

On a table in the southwestern corner of Devil's Own Taproom.


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Key 19

On top of a building in the southern alley southwest from Devil's Own Taproom.


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Residual Memory 13 Failed Rescue

Follow the southern alley southwest from Devil's Own Taproom to the dead end in the west.


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Mysterious Object 05 Mysterious Action Figure

Follow the southern alley southwest from Devil's Own Taproom to the dead end in the west and look inside the big blue trash bin.


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Union Business District: East 2

High-Grade Weapon Parts 05

Having acquired the key at the dead end close to Residual Memory 13 and completed the side mission for Sykes, inspect the Storage Room south from the Northeastern Safe House.


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The name of this car make is German for "butcher" and should be a Collectible. Unfortunately it's not.


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Chapter 8 [Grand Theatre]
Grand Theatre

Residual Memory 14 Stefano's Affirmation

Go up the stairs to the top and take a look at the portrait.


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Key 20

Inside the "redesigned" corridor, you have to climb down to a lower area shortly after entering. Before doing that, locate the Statue behind a low wall on the other side of the floor taking a u-turn. When getting close to that wall, remember that the statue is on the other side of that wall.


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Red Gel 05

On a table in the photographic darkroom after traversing the "redesigned" corridor.


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Chapter 9 [Catacombs]
Light spoiler regarding at which point in time it is possible to obtain the next three items:
After arriving in the cell block, you have to go to the right and follow the path to a room where you have to operate a crank. After that the cell doors are open.

Catacombs

Key 21

After the long corridor passage you reach a big cell block. To the left are three cells. In the middle one is the statue.


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Pouch 09 Warden Crossbow Ammo Pouch 2/3n

After the long corridor passage you reach a big cell block. Go straight to the exit door, than go into the room to your right. Find the pouch on one of the chairs at the table.


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File 26 Burnt Page from 'Submit to Freedom' 1

After the long corridor passage you reach a big cell block. Go straight to the exit door, than go into the room to your right. Find the file on the table in front of the insignia.


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Residual Memory 15 The Tortured

After passing the exit gate of the first cell block, get into the last cell to your right to find it.


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Key 22

After having a fiery argument, you will reach a hall with a mechanism on the floor and two tall statues. The left one presents the small statue on a platter.


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Chapter 10 [Union Nature Preserve]
Union Nature Preserve

Key 23

Before leaving the building through the smaller room, look at the ceiling.


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Pouch 10 Sniper Rifle Ammo Pouch 2/3

At the back of the vehicle behind the burning building.


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Chapter 11 Part 1 [Union Nature Preserve Safe House, Sebastian's Office 3, The Marrow: Facilities 2, The Marrow: Restricted Lab]
Union Nature Preserve Safe House

File 27 Torre's Journal

On a desk in front of the northern wall inside the big room of the Safe House.


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High-Grade Weapon Parts 06

On the shelf in the Mirror Room.


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Sebastian's Office 3

Photographic Slide 06 Sebastian and Kidman

On the shelf under the bulletin board.


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Light spoiler regarding possible optional exploration:
It is now possible to explore the Union District Area of Chapter 13 and also complete a new Side Mission for Sykes if you have saved him in Chapter 6/7 and completed his first Side Mission. It's easier to do the Chapters in Order though.

The Marrow: Facilities 2

Photographic Slide 07 Mobius Tag

After passing the security door, turn left and look at the altar.


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Residual Memory 16 Hoffman Gets a Strange Call

Inside the Safe House you will pass through.


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File 28 Computer File: Hoffman's Notes

Look at the monitor in the Center of the Safe House room.


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Pouch 11 Shotgun Ammo Pouch 3/4

Pass through the long corridor after the Safe House and search the corpse leaning on the wall to the left.


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High-Grade Weapon Parts 07

On a table in the side room close to the elevator to the Restricted Labs.


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The Marrow: Restricted Labs

File 29 Computer File: Security Protocols

After stepping out of the elevator, go into the room to your left and look at the computer monitor.


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Residual Memory 17 Hoffman Has Clearance

After entering the Restricted Labs and going close to the center of the room, the Memory starts automatically.


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Key 24

Inside the main room of the Restricted Labs go towards the red-lit door. From there turn to your left and look up at the lamps hanging from the ceiling. On one of them sits the statue.


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File 30 Torre's JournalReport: STEM Integration Irregularities

In the northwestern area inside the main room of the Restricted Labs look at the whiteboard. To get there, go to the red-lit door and go left.


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Chapter 11 Part 2 [The Marrow: Restricted Labs]
The Marrow: Restricted Labs

File 31 Report: Irregularity Studies

From the main room of the Restricted Labs go into the room to the east, then through the door to the north. The file sits on a lift.


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Red Gel 06

From the main room of the Restricted Labs go into the room to the east, then through the door to the north to find the Red Gel close to a shrouded corpse.


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File 32 Computer File: Pit Observatory

Get into the corridor south from the main room of the Restricted Labs and into the small office to your right. Examine the computer monitor.


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The following two Collectibles are available if you picked up everything listed in this guide up to now. If you did not pick up all files, it may not be possible to find the next two files. Here's a very light spoiler, which Collectibles you have to pick up to trigger the availability of the follwoing two files:
Chapter 3, File 11: 'Woman's Journal'; Chapter 6/7, Residual Memory 12: 'After Life' and Chapter 11, File 32: 'Computer File: Pit Observatory'

File 33 Letter from Police Chief

In the uncharted territory, after going down the stairs und through the room, you arrive inside a hallway. Go through it until there are small rooms to your left and right. This file sits atop the gurney in the room to your left.


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File 34 Torn Psychological Evaluation Report (Bottom)

In the uncharted territory, after going down the stairs und through the room, you arrive inside a hallway. Go through it until there are small rooms to your left and right. Find this file on the desk in the room to your right.


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Photographic Slide 08 Reality After STEM

After picking up File 32, return a bit later to the office to find this slide on the desk.


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Residual Memory 18 All is Lost...

From the main room of the Restricted Labs take the stairs to the Second Floor and examine the room to the south east.


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Pouch 12 Medical Pouch 2/2

From the main room of the Restricted Labs take the stairs to the Second Floor and search the corpse in the room to the south east.


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File 35 Computer File: Operative Case

From the main room of the Restricted Labs take the stairs to the Second Floor and make your way to the rooms to the north west. Inside the back room to the north look at the computer monitor.


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Residual Memory 19 His Master's Voice

From the main room of the Restricted Labs go north, make your way through the big L-shaped room and enter a small room, where you can't miss this memory.


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High-Grade Weapon Parts 08

From the main room of the Restricted Labs go north, make your way through the big L-shaped room and enter a small room. The box sits on a table to the right from the entrance door.


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Key 25

From the main room of the Restricted Labs go north, make your way through the big L-shaped room, the small room after and the long corridor. In the following room, trigger the cutscene and before doing anything else after said cutscene, look behind the machine in front of you.


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The labs are cold, dark and dreary, but she's still having the time of her life pulling gallons of fluid out of the tiled floor.


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Chapter 12 [Bottomless Pit, Sebastian's Home 1]
Bottomless Pit

Pouch 13 Handgun Ammo Pouch 4/5

At the start of the chapter, walk forward and look for a statue lit by candles to your right. The pouch sits on a stone in front of the statue.


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File 36 Burnt Page from 'Submit to Freedom' 2

After passing the gate, go straight to the burning statue. The file sits on the altar in front of the statue.


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Pouch 14 Warden Crossbow Ammo Pouch 3/3

Inside the area with the great churning oil pumps go straight to the gravestone and look to your right for a statue with candles in front of it. The pouch sits behind the statue. Did you buy the official strategy guide that provides "precise locations" of "every Collectible in Union" to not have to rely on guides such as this one? Well, tough luck, because THIS POUCH ISN'T COVERED IN THE OFFICIAL STRATEGY GUIDE! It's generally easy to miss some of the pouches when using the official strategy guide.


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Sebastian's Home 1

Photographic Slide 09 Lily at Home

On the cabinet in Lily's room.


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Mysterious Object 06 Mysterious Symbol

On the credenza in Sebastian's home office.


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Things involving snails are not Collectibles in this game. That's sad. Remember the sound when illuminating the snails with the flashlight in Kidman's missions in TEW1? Best part of the dlc.


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Chapter 13 Part 1 [Union Business District 2: East, The Marrow: Experimental Wing]
Very light spoiler regarding the route I took:
I explored the east first, then the south, after that the central area and last but not least the west.

Union Business District 2: East

Red Gel 07

On a shelf in the Mirror Room of the northeastern Safe House.


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Key 26

After going through the Safe House door, inspect the corner in the small room.


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High-Grade Weapon Parts 09

In a Mobius Crate inside the Storage Room south from the northeastern Safe House. I think this one can only be obtained if you obtained the Storage Room key in Chapter 6/7. Additionally it's a definitive requirement to complete Sykes' side mission in Chapter 6/7 to get that one. While this and the next Collectible are hard to miss, I'd like to mention that you won't find a single word on this item in the official strategy guide.


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High-Grade Weapon Parts 10

On the desk inside the Storage Room south from the northeastern Safe House. I think this one can only be obtained if you obtained the Storage Room key in Chapter 6/7. While this and the previous Collectible are hard to miss, I'd like to mention that you won't find a single word on this item in the official strategy guide.


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Pouch 15 Shotgun Ammo Pouch 4/4

On a seat in the northern train car.


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Key 27

On a shelf inflicting wonky hit detection on statues holding keys inside the restroom of Juke Diner.


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Key 28

Inside the backroom in Devil's Own Taproom.


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Key 29

Sitting on the stoplight support bar above the intersection to the northwest of Devil's Own Taproom.


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Pouch 16 Assault Rifle Ammo Pouch 1/3

From the intersection to the northwest of Devil's Own Taproom, go south and turn to the east. You find the pouch on a corpse.


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Key 30

Search the ruins of a building south from Sykes' Safe House.


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Light spoiler regarding the availability of the next three Collectibles:
The following three items are only available if you saved Sykes and completed his side mission in Chapter 6/7.

The Marrow: Experimental Wing

Photographic Slide 10 Too Much Power

On a tray table inside the northeastern room.


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Chapter 13 Part 2 [Union Business District 2: West, Sebastian's Office 4, Union Business District 2: West 2]
Union Business District 2: West 1

File 37 Message from Sykes

On Sykes' desk in his Safe House.


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Sebastian's Office 4

Photographic Slide 11 Last One IN RARE CASES BUGGED!

Having viewed Slides 1 to 10 follow the black cat directly after viewing the last slide. The cat will lead you to the wheelchair, where you can find the last slide. NOTE: In rare cases the cat won't lead you to the wheelchair. Instead it will bring you green gel. It happened on my second full playthrough, while I had no trouble on my first playthrough.


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Union Business District 2: West 2

Pouch 17 Sniper Rifle Ammo Pouch 3/3

On the corpse in the parking lot north from Sykes' Safe House.


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Pouch 18 Assault Rifle Ammo Pouch 2/3

On a corpse behind the Sanctuary Hotel.


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File 38 Hoffman's Journal

After entering the Sanctuary Hotel, make clear, that you aren't done yet in this area and search the room. The file is inside the bag on the table.


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Mysterious Object 07 Mysterious Mug

After entering the Sanctuary Hotel, make clear, that you aren't done yet in this area and search the room. The mug sits behind the reception desk on the counter.


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Chapter 14 [Stronghold, Sebastian's Office 5]
Stronghold

File 39 Theodore's Scripture 1

First Floor: Go straight until you reach the altar. The file sits on it.


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Pouch 19 Assault Rifle Ammo Pouch 3/3

First Floor: In the room with the elevator go up the stairs to the right, turn right and then left to reach a room with a mirror. Find the pouch between some books on the sidetable.


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Key 31

Second Floor: Coming from the first floor you reach a wide room with lots of machinery. Keep to the right until you reach a room, that has a passage leading away to your left. Inside that passage there is a dumping hopper with the statue in it.


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Red Gel 08

On the landing between the Second and Third Floor, this one can't be missed.


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File 40 Theodore's Scripture 2

Third Floor: Taking the stairs from the second floor, you reach a side chamber between the Second and the Third Floor. The file sits on a worktable.


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Pouch 20 Handgun Ammo Pouch 5/5

Third Floor: Passing the flame-nozzle barrier after the stairs leading to the Third Floor, turn right and walk towards the door. Enter the room and look to your left. The pouch sits on a table and - the same as pouch 14 in Chapter 12 - THIS POUCH ISN'T COVERED IN THE OFFICIAL STRATEGY GUIDE!


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Key 32

Third Floor: In the room with the stairs leading to the Fourth Floor. Before going up said stairs, look to your left up to the pipes. The statue sits on one of them.


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Residual Memory 20 Evil Alliance

After stepping out of the elevator, go to the opposite side of the room with the big pool of blood and climb down the ladder.


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Sebastian's Office 5

Red Gel 09

One of the contents of the lockers in Sebastians Room. I don't know if the contents are completely predefined and received in a random order or if it's at least randomized which kind of ammo you receive or if basically everything with the exception of Red Gel and High-Grade Weapon Parts is randomized. There is some debate in the Steam forums and on the Internet, but I found nothing absolute.


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High-Grade Weapon Parts 11

One of the contents of the lockers in Sebastians Room. I don't know if the contents are completely predefined and received in a random order or if it's at least randomized which kind of ammo you receive or if basically everything with the exception of Red Gel and High-Grade Weapon Parts is randomized. There is some debate in the Steam forums and on the Internet, but I found nothing absolute.


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Chapter 15 [The End]
The End

High-Grade Weapon Parts 12

Go through the door next to the mirror close to the beginning of this chapter.


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There's nothing more to see (or collect) in this Chapter, so let's somewhat visualize my game experience.

Sebastian contemplating the drastic changes to everything after The Evil Within 1.



"What have they done to me in this game? I had it rough in TEW 1 but was still strong-willed and even the occasional drinking never affected my work. It somewhat subtly hinted at the player that I was not okay, but still fighting. Now I am a complete trainwreck, constantly whining. In TEW 1 I said what was neccessary and kept to myself when there was nothing to say. In TEW 2 I can't shut up, constantly talk to myself and get wasted at the bar. Did they not learn from Dead Space 3 and Chris in Resident Evil 6 that this is a laughable starting situation for game heroes who have been through so much before these games? And what's the reason to have that Communicator? To have exposition constantly shoved down your throat? What has become of the principle 'show, not tell' in visual media, which was so prevalent in TEW 1? Why feels everything so weak and incompetent in this game with the exception of stealth? In TEW 1 all those monstrosities were deadly, but my arsenal was too. A shot gun blast easily put 3 enemies to the ground to get some breathing room, here it has trouble stopping one single enemy. Why does a level 3 Harpoon-Bolt kill a Hysteric when shot in the head, but a Harpoon Bolt with the expensive EX upgrade doesn't anymore? Why feels everything so tedious? Why take animations so long for everything? What have they done, Slayverine?" - "I don't know, Sebastian. I guess, a few people don't like protagonists, who seldom say something. We grew up with Sergio Leone's Dollar Trilogy, where an almost silent Clint Eastwood became the hero of a generation of men. It seems that times have changed. For the worse. I once read, it makes today's younger generations uncomfortable to not have constant audial feedback. And a few people don't like games, where you have to slowly uncover the story and maybe give the game another go to put everything together. Even though Bloodborne and it's magnificent way of communicating lore is a thing. But all that's not your fault. Also, after TEW 2 got released, the review score of TEW 1 on Steam got a lot better. People finally saw what a great work of art they had with TEW 1. I, too, really like to go back to TEW 1. You were a great protagonist there and the whole game worked a lot better with what it offered. It had a vision." - "Thank you, Slayverine. You are a true friend." - "Yeah, yeah, I know. Can I get back to TEW 1 now? The constant whining, unnecessary talking, abysmal storytelling and forced walking sequences really annoy me more and more with each consecutive run." - "You want to leave me alone with TEW2, Slayverine?" - "Exactly, Sebastian. I won't touch this game ever again in my life. Now you deal with it." - "You're a ♥♥♥♥, Slayverine."
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Story exposition in TEW 2.



The arm: Every character in TEW 2 you meet.
The spoon: The story of the game and motivation and feelings of the characters.
The kid: You.
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Chapter 16 [Limbo]
Limbo

Residual Memory 21 Saving Lily

Follow the path. Find this Residual Memory under a banner on the left side of the path.


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Residual Memory 22 Last Goodbyes

Follow the path. Find this Residual Memory next to a pillar and a statue on the right side of the path.


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Residual Memory 23 Myra Betrayed

Follow the path. Find this Residual Memory in front of the big hole in the building on the right side of the path.


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Red Gel 10

Follow the path and get into the building through the big hole in the wall. Find the Red Gel next to the mirror.


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Residual Memory 24 Freeing the Core

Follow the path. Find this Residual Memory under a lone tree on the way up the slope.


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Chapter 17 [Sebastian's Home 2]
Sebastian's Home 2

Mysterious Object 08 Mysterious Toy

On the shelf in the living room.


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info: Red Gel
To acquire all skills, 11 jars of Red Gel are necessary. It's possible to get 9 jars of Red Gel in each playthrough. One additional jar can be obtained once for using a locker key. There's an achievement for acquiring all skills.

If you thoroughly search your surroundings and kill just about every single enemy, it may be possible to have just enough Green Gel to get every single skill at the end of a New Game (tested on Nightmare difficulty). Meaning once the first Red Gel is found in Chapter 3 of New Game+, it's possible to complete the skill tree.
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info: High-Grade Weapon Parts
10 High-Grade Weapon Parts are needed to upgrade all regular weapon types (Pistol, Shotgun, Sniper Rifle, Assault Rifle, Magnum) to level 3. To fully upgrade the Warden Crossbow, 6 High-Grade Weapon Parts are needed, 1 to level up the Crossbow to Level 2 and 1 part each for the different types of bolts. In Total: 16 High-Grade Weapon Parts are needed.

It's possible to get 11 High-Grade Weapon Parts in each playthrough. One additional Part can be obtained once for using a locker key and another additional Part if the Pre-Order-DLC is installed. There's an achievement for fully upgrading all weapons.

With the Pre-Order-DLC all necessary High-Grade Weapon Parts to upgrade the weapons and bolts to their highest level can be obtained during Chapter 3 of New Game+, without the Pre-Order-DLC at the end of Chapter 6.Unfortunately, to get the achievement for fully upgrading all weapons it is necessary to grind some more for regular weapon parts as the EX upgrades for the bolts and the maximum firepower upgrades for the weapons are really expensive. I had to play until Chapter 11 of New Game+, but it may be possible earlier to have all ressources for the upgrades.
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info: Slides
Though these can't be collected again in New Game+, they can be used again with the projector.

The Slides also feature different dialogue, depending if you talk to Kidman about each one before the story progression in Chapter 10 or after.
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info: Keys
32 keys can be acquired and - the same as files, pouches and slides - carry over to New Game+. Meaning keys that have been obtained in New Game, can't be collected in New Game+ again. The locker contents which have been taken in New Game won't be replenished. Locker contents which haven't been taken in New Game, can be grabbed in New Game+.
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info: NG+ Bonus Weapons
After receiving File 05 in Chapter 02 of New Game+, the Magnum and the Brass Knuckle are given to the player. The Magnum can even be upgraded at the workbench and ammunition can be crafted too (it's necessary for another achievement to craft every single type of item once).
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57 Comments
DubsDelirious 7 Oct @ 11:26pm 
Man this is a awesome guide!! thank you heaps!
Ramen Llama 15 Apr @ 8:21am 
You're a gem, cheers for this!
admiral_butthead 10 Feb @ 5:11am 
Great guide thanks. I find this a lot easier than watching and constantly starting/pausing a video
Yuno Savoureux 28 Oct, 2022 @ 3:19am 
a little bug for me i can't pick up the turner communicator log
Boboso 16 Sep, 2022 @ 10:59pm 
Thank you so much for this guide!
Slenderminion 10 Jun, 2022 @ 10:54am 
A fantastic guide, simple and clear. It has made finding the remaining files and keys a lot easier. Now I just need to do a third playthrough of the game since I somehow still managed to miss a key somewhere. Thankfully my opinion of the game heavily differs, so it won't be that bad.
Slayverine  [author] 6 Jun, 2022 @ 5:41pm 
Thank you very much, I'm glad it helps!
Hokago Tea Time 4 Jun, 2022 @ 11:42am 
Very good and comprehensive guide, thank you very much.
Grimm 6 Apr, 2021 @ 5:14am 
Pretty smart to include most of the collectible in chapter 3 since the difficulty will spike after you finish the chapter. good guide!!
JohnyTea 3 Mar, 2021 @ 5:22am 
Outstanding! Thank you for the time you took to write this guide.