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8. The Evil Within The Assignment DLC

Playthrough 1

This will be your collectible playthrough, getting you used to the layout of the levels and picking up all the collectibles. The collectible video is linked below. Follow it to make sure you don't miss anything!

Chapter 1: An Oath

You start off in the same place the ambulance crashed in the main game. Run forward, taking in the dialogue, until you get to a cave. Head in for a cutscene, and you end up on the ground floor. Immediately turn right and run down the passageway to collect Personnel File 1/3 . Turn around and make a right, continuing forward, ducking down and then jumping over the sandbags as the screen goes fuzzy. Melee the planks and squeeze through the tight passage in the cave for a drastic change in scenery.

cn_A

Grab the bottle in front of you here and wait for the Haunted to the left to move a bit closer. Throw the bottle in front of you to shatter on the wall, then move left and into the vent when he's distracted by the bottle. Crawl around and out of the vent, hitting the switch on the wall you emerge in front of. Go left and interact with the phone here to call the phone in the room to the left. Head out and towards that room, hitting the switch on the green button on the wall near that room. That should lock in the Haunted you attracted with that call and unlock

Lured an enemy with a phone call and locked them in a room. (Ch. 1)

Prank Call

Turn around and open the vent behind you, crawling through it and emerging in the storage room. Grab the keycard to the left, then hide in the locker before the Haunted breaks through the door for a short scene. Get out of the locker and head back the way you came, moving past the vent you got out of earlier, making a left at the end of the hall, and using your keycard on the door here. In this next room, scan your hand in front of you. Turn around and interact with the computer, then immediately take cover right where you stand by the desk. Remain in cover until the creature leaves through the wall.

cn_LT

In the next room, duck down and throw the bottle to the smaller room on the left. When the Haunted goes to investigate the noise, lock him in. Now move right across the room and make a left here to pick up the bottle up off the box here, moving left and sneaking into the cubicle here to pick up the keycard on the desk. Sneak back around to where you took the bottle, then move up and stay hidden behind the cubicle. Toss the bottle far back behind the cubicle across the room. When the Haunted runs in that direction, use the keycard on the door and move down the hallway, going through the vent on the right at the end of it. Move through the vent and get a checkpoint upon exiting.

At the bottom of the stairs, shine your light at the model of the nail here to line up the shadow of it with the Mobius symbol on the wall to reveal the door. Go through it and shine your light on the Mobius symbol on the left to reveal a desk containing Research Document 2/7 . Pick it up, watch the scene, and then head through the doors and down the stairs. Move past the plastic here and into the next room, using your light to make a projector appear on the stand for a scene. Move out of this room, and make a left into the doorway here, finding yourself in a room full of plastic curtains. Move into each room, 3 total, and reveal the plans on the poster boards with your light. This will trigger another scene that unlocks the door in this room. Move through it, and then open another sealed door at the end of the hall to the left.

Walk down the escalator, trying to scan your hand at the door here. When it comes up as invalid, move to the left and go down the elevator here for a scene. In front of you after exiting the elevator is a computer you need to interact with. Now interact with the head scanner for a short scene. Move into the next room and go down the stairs, into the next room and interacting with the hand scanner. When the Cadaver exits the vent, duck down and sneak into the vent. Move around, avoiding the Cadaver in here, and exiting the vent. Go up to the ladder here, and kick it down to rile up the Cadavers below you. Climb down, get into sneak, and move right. Watch the movement of the Cadaver here, finding an opening to sneak up the ladder when it moves away. At the top of the ladder, pick up a bottle here and solve the puzzle. The key is to make all of the buttons light up. Once you do, pick up Letter Scrap 3/8 from the safe and head back down the ladder.

Distract the Cadavers here with the bottle, and then sneak under the gate. Sneak under the next one, then hit the lever in this room to move the gate along. Sneak under the first one here, then the one immediately to the right. Go left and under the next gate, waiting for the Cadavers to be away from each other before sneaking under the gate closest to you. Once it snaps back into place, go in and to the left to move the container onto the Cadaver in the next room to kill it. Now, head out from this room and sneak over to the right, jumping onto the container once you reach that room.

At the top of the ladder, go through the sliding doors and grab Personnel File 2/3 from the desk in this room, then interact with the scanner on the left. Turn around and use the hand scanner to lower the bridge here. Run across it to the elevator you came from, running behind the Haunted that rushes you from it. At the bottom of the elevator, run back up the stairs and use the hand scanner on the left. Up the stairs in this room, go to the row of cubicles to the left. On the right wall of this upper area. Shine your light on the row of blocks here. The remaining squares is the combination to the safe in the back of this area, which you can open for Letter Scrap 4/8 . Go down the stairs here, watching the elevator rise, then make your way down the staircases on the right of the elevator. At the bottom, on a machine to the left, you will find Research Document 3/7 . Go through the door in front of you, taking care to avoid the Haunted on the ground, then take a right and force the door open here.

Move up to the hand scanner here, and use it. Shade will emerge from the side wall here, and the trick is just to stay sneak around, using the servers here for cover. As long as you move around the corners and stay out of the light, you'll be able to avoid Shade by sneaking around one server cluster the entire time. When the elevator finally arrives, rush into it and head up. Exit the elevator, turn left twice, and go through the door here. Follow the path until you find Sebastian and Joseph, then approach them for a cutscene and

Cleared Chapter 1, "An Oath."

A Different Beginning

Chapter 2: Crossing Paths

Start off this chapter by using your light on the wall here to create a crevice wide enough to squeeze through. Move ahead in the sewers for a scene involving the TVs, ducking under the walkway here for an introduction to invisible enemies. Head right and grab the axe from the steel here, waiting for the Haunted to turn around. Get behind it and sneak kill it with the axe, moving out of the water and into the next room. Past the hallway, into the next room, go to the left an pick up another axe. Get the drop on the other invisible Haunted in this area, waiting for him to turn around after checking out the shelf you're hiding behind. Go straight into the next room, picking up Research Document 4/7 on the desk to the left. Go back out and turn the crank to raise the gate, then drop down and crawl through the pipe on the right.

After the scene, you have some shooting to do. Target the Cadavers when they're close and red and the Haunted as soon as you can get their heads in your crosshairs. When Shade drops down, shoot it in the light to make it flee. After getting back up, head up the ladder behind the pillar on the right, then use your light to examine the pillar over the right railing. This is the combination to the safe right in front of the ladder, which you can now unlock for Letter Scrap 5/8 . Climb back down the ladder, then make a right into the tunnel, following it until you yell for Joseph. Stay on this walkway, sticking to the left to find a fuse box and circuit breaker. Pick up the circuit, inserting it into the first slot in the box.

Go through this new area, making a left after the creepy doll in the water. Use your light here to open another tunnel, ascending the ladder at the end of it. Turn around at the top and use your light to find the combination to this safe on the wall, which you can open up for Letter Scrap 6/8 . Return to the tunnel, and climb the ladder on the opposite side. Raise the gate in front of the door and proceed through.

Go through this first room, and turn left down the hall, following it to a door. Right next to the door on the outside is a 2nd circuit. Pick it up, and go back the way you came. At the end of the hall, a Trauma will break through the glass. Turn around and run, going back to where the door was. When the Trauma starts to close in, duck under the fence here and keep moving around with sneak, sticking through the right side and ducking under fences. When you get to the door, force it open, and head for the crank. When you start to turn the crank, the Trauma will break the door down. Run back to where you started ducking under the fences, lure it back there, and then repeat the process. Use the crank once you're safe, then get through the door, and return to the circuit breaker.

Back up here, and insert the 2nd fuse into the 3rd breaker slot. You'll see a scene where a door behind you opens. Run to it and enter the tunnel here. Go up the stairs, then head through the red door on the left for a 3rd circuit. Upon exiting this door, Ruvik will seal the exit. A Haunted will burst through the door here, and you're going to want to run past it into the next room. Catch the attention of the 2 Haunted in here, and then run them around until you have all 3 clustered up. Once you do, stand on the trap on the floor, getting the Haunted on it with you. A spike will come up, hopefully killing at least 2 (and likely yourself, but that's alright) and unlocking

Used a single trap to kill two or more enemies in The Assignment. (Ch. 2)

Clutch!

Now simply bait the Haunted into the traps, running right, and hitting the lever on the wall. Get into the shutter, and immediately hit the lever in here, locking out the Haunted behind you. Use the crank to raise the gate in here, then run like hell to the door. Kick it down, jump, climb the ladder, and insert the final fuse. Get back down the ladder and into the newly opened passageway. Follow this path, open the door, and check the barrels on the right for Research Document 5/7 . Jump down in front of you for a scene with Joseph.

After the scene, look right, and open the door with your light. Go up the stairs, opening another passage with your light. In this room, interact with the triangular object all the way on the right. Use your light to complete the logo on the wall to receive Research Document 6/7 from the hole in the wall you opened. Head out and through the doorframe next to you. Follow the hall for a scene and to initiate the boss fight.

You have to complete this fight without using the interactive electrical devices in the area, just by sneaking up on Joseph. You start off with an axe, so follow Joseph around this room in sneak until you get a good opportunity to get behind him for an attack. With one hit in, run right and pick up the axe off the machine in this room, then hide behind the projector. When Joseph moves through this area, get behind him for a 2nd hit. Run through the room ahead of you, swiping the axe from the table here, hiding behind said table for Joseph to wander by again. This final axe will put him down for a cutscene and

Survived the duel without using any electronic devices in the environment. (Ch. 2)

All You Need is Axe

After awakening in the house, move right until you see the shadow rocking on the wall. Go to it, making sure you pick up Personnel File 3/3 from the chair for

Collected all Personnel Files in The Assignment.

A Piece of My Past

Exit the house and drop down, walking to the statue until you see Leslie. Turn around and go up the stairs, smashing the crates here. Inside one, you'll find another box puzzle, which you need to light up completely for Letter Scrap 7/8 . Now return to where you dropped down continuing down this path for a searchlight. Return to the center, placing the searchlight on the table here. Rotate all the searchlights until they're positioned at the pillar, then go near where the 4th table is broken, and use your flashlight to complete the statue and unlock the door. Proceed through it.

Drop down and go straight here, past the scene with The Administrator. Duck under the wall here, continuing on until you find the couch. Right next to the couch is Research Document 7/7 , which will get you

Collected all Research Documents in The Assignment.

Doctor's Notes

Head back out, going right. Watch the scene with the Haunted here, then proceed through the doors. There's a Mobius symbol on the right. Illuminate it to create a tunnel. Pick up the bottle on the floor here, avoid the Cadaver, and break the wood on the left. Once the Cadavers move to investigate it, launch the bottle into the cemetery to attract the Cadavers and Haunted. If they happen to touch while searching for the bottle, you'll unlock

Got a Cadaver to grab and kill a Haunted. (Ch. 2)

Death Grip

Now go out and to the right, taking the double doors here. There's a small hole to the left. Duck down and enter it for an axe on the tomb here. Kill the torch Haunted wandering around, and then climb the ladder behind the building ahead of you. Ring the bell here by interacting with it, then run and jump down back the way you came from, sneaking under the hole once again. Avoid the Cadaver emerging from the tomb, walk to Leslie and talk to him. The Haunted should be cleared out, so you'll get a scene and move through the gate. Go up the stairs until you see Ruvik, and then check the last hole on the left for a safe (bloody fingerprint puzzle again) for Letter Scrap 8/8 . Go into the Archive in the pause menu and piece the letter together for

Completed the hidden letter in The Assignment.

A Warning

Continue on past Leslie down the path, and make a left to the narrow passageway. Drop down and go to the gate. When Leslie catches up, Kidman will tell him to hide. Use your flashlight to open the right passage, move to the center of the area, and then use it again to open the monument for the Winged Idol. Open the passage next to it, taking the Ox-headed Idol from the monument in front of you and the Cross-bearing Idol from the one behind it. Now return to the gate and place the Cross-bearing idol on the area marked VII, the Ox-headed Idol on V, and the Angel Winged Idol on XIV. This will open the gate, triggering the Giant when you go through.

Simply run left here, avoiding the Giant and faking him out when he rushes you. Run through the open gate. Now, go up the stairs and through the door for one of the most awesome cutscenes in this game, which reveals a lot about the story. After it ends, you'll be stuck in a running sequence.

Run straight to the camera until the floor collapses, then burst through the gate. Run until you see an opportunity to turn left and take it. Continue on until you can run right, and be sure to do so. Next time you need to turn will be a right, then run straight until a scene. After this, just run straight and hug the walls that the shadow claws aren't attacking from. After a few claws, you will burst into the sunlight and receive

Cleared Chapter 2, "Crossing Paths."

Not as it Seems

Playthrough 2 - KURAYAMI

KURAYAMI mode is exactly the same as a normal run of the game. The only difference is that the environment is much darker, with the only illumination coming from your flashlight and the occasional enemy. If you need help navigating a part, refer back to the normal walkthrough above and follow it just the same. Completing the game on KURAYAMI will unlock

Cleared The Assignment in KURAYAMI Mode.

Not Afraid of the Dark

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The Evil Within: The Assignment 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 Evil Within collectibles locations guide

evil within assignment collectibles

With the horrors lurking around every corner in The Evil Within , we certainly wouldn't blame you if you wanted to rush through sections of it as quickly as possible to save your sanity. However, if you want to earn the Every Nook and Cranny Achievement / Trophy then you'll need to look everywhere to track down those elusive collectibles.

If you don't fancy doing that yourself then fear not, as our handy guide will point out where all the required trinkets can be found. Brace yourself, and read on...

If you want to grab every useful item, make sure you also check out our The Evil Within Locker Key and Statue Locations Guide .

Table of Contents:

  • Chapter 1 - An Emergency Call
  • Chapter 2 - Remnants
  • Chapter 3 - Claws of the Horde
  • Chapter 4 - The Patient
  • Chapter 5 - Inner Recesses
  • Chapter 6 - Losing Grip on Ourselves
  • Chapter 7 - The Keeper
  • Chapter 8 - A Planted Seed Will Grow
  • Chapter 9 - The Cruelest Intentions
  • Chapter 10 - The Craftman's Tools
  • Chapter 11 - Reunion
  • Chapter 12 - The Ride
  • Chapter 13 - Casualties
  • Chapter 14 - Ulterior Motives
  • Chapter 15 - An Evil Within

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evil within assignment collectibles

The Evil Within Wiki

Welcome to The Evil Within Wiki . This wiki contains unmarked spoilers!

NOTE: The wiki is currently under maintenance.

The Evil Within Wiki

The Assignment

  • View history
  • 2.1 Enemies
  • 4 Concept Art

Chapter 1: An Oath

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

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

- Test notes from Trial 716-AX

Dr. Marcelo Jimenez

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

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

Chapter 2: Crossing Paths

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

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

Gameplay [ ]

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

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

Enemies [ ]

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

Concept Art [ ]

TEWDLC 6

  • The Evil Within
  • 2 Sebastian Castellanos
  • Gameumentary
  • Review in 3 Minutes
  • Design Delve
  • Extra Punctuation
  • Zero Punctuation
  • Area of Effect
  • Escape the Law
  • In the Frame
  • New Narrative
  • Out of Focus
  • Slightly Something Else
  • Terms of Service
  • Privacy Policy

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.

evil within assignment collectibles

The Evil Within

evil within assignment collectibles

Chapter 1: An Oath

Video walkthrough no damage / all collectibles included.

The chapter starts off with a cutscene showing Juli waking up and crawling from a burning ambulance in a forest. You can investigate the vehicle, if you want. She will just comment on it. Follow the dirt path past the crow on the birdhouse and continue into the grass past an animal corpse to the right until you find a burning wood lantern above a cave entrance that is beneath a tree's roots. Another cutscene will play out.After you get back up and regain control, follow the path that is to the right of Juli. You will follow this corridor to a patient bed and find your first Personnel File, a criminal record report. After you get the report, head back to the main path you started on. Follow the path and you will find boards to kick through until a crack in the wall. Another cutscene will play.

Mobius Facility (Normal)

When the cutscene finishes you will be at the new style of save point in The Assignment,  a couch with a black cat with a red ribbon. Turn around and leave the office through the sliding double doors. The path to the left is locked off, so take the path to your right. Run through the green lit sliding double doors and continue along the path taking the left fork at the tree in the enclosure. You will come to a security checkpoint where you must hold the action button to scan Juli's hand to pass the security clearance. Walk through towards the escalators and you will automatically ride them up following the shadowy man. Follow him once you reach the top. Another cutscene will play out when you reach the next room. 

Mobius Facility (Haunted)

After the cutscene finishes, you regain control of Juli in a dark version of the facility. Leave the curtain area and take a left towards the noisy door. You will find a flashlight in the door, grab it with the action button.   Snail #1 – (in Ch. 1) When you get the flashlight, go BACK to where Kidman got out of the chair. In one of the little side areas beside the main area with the chair. The snail is hiding on one of the metal tray carts.   Go through the doors that open and follow the path through the next doors into a storage room. Run through the storage room and head to the door on the right side of the room and hold the action button to open this type of door.

When you enter this hallway you will come across a man who locked himself in a security room. Facing the man in the room, turn around to the wall behind you where you will see a vent. Press the action button to initiate opening the vent and spam press it until it opens. Follow the ventilation shaft to the room the man was in. A new type of creature will have taken him out, climb out with the action button into the room. Leave through the now open door and exit the hall through the green lit double doors towards the reception area, that the monster left through. Walk towards the body laying on the ground, when you try to pick up the document by his head he will attack you. Shake him off and pick up the Research Document.

At the end of hallways will be a reception desk in front of double doors. At the reception desk is your first active haunted with a knife. Being unarmed, Juli needs to use stealth and distractions to get through unharmed. Run to the end of the hallways just before it turns left towards the doors. You can use the cover button to slide against the wall and taunt the enemy towards your location. Immediately move from the wall to the far side of the plants and use them as an obstruction of the haunted's view. You might need to backtrack and call for the haunted to give you more time before making your way towards the door because this haunted isn't distracted very long. Once you have lured the haunted away from the doors and can safely proceed towards them, use the action button to initiate opening the door and spam press it to open the door.

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 down. You will realize that they each have varying levels of blood on them, logically the combination will be the numbers with descending levels of blood covering them. Thickest coated button to lightest covered button. Mine was 6-5-1-7. When you open this safe, you will get your first Torn Letter scrap. Walk to the cart that is blocking the door and press the action button to move the cart away. Proceed through the door to the next hallway. 

In the next hallway is another haunted whom you can't kill. But, there is a bottle laying next to a cart. Throw the bottle into the adjacent room to lure the haunted there. As soon as the haunted enters the room you must turn left and walk to the next vent to enter. Follow the vent to the next hallway where a haunted will run by. Leave the vent and there will be a door just in front of you and to your left to an office room. In the office will be a phone lit up and beeping. Use the action button on the phone to call the adjacent office room's phone. This will lure the haunted that is patrolling the hallway in front of that room. As soon as you finish the call, leave the room you're in turn right towards the room you called. The haunted should have gone into the room by then so turn left down the hall with the dripping ceiling and run straight to the vent and enter it. Follow the vent to a small locker room and pick up the keycard. As soon as you pick up the keycard haunted will enter the room you are in and approach the locker you entered. Don't worry though, the light creature will take out the haunted peeking in. Make sure the haunted patrolling the hallway isn't at the door and leave the locker and exit the room to the hallway straight ahead of the door. This is the hallway that was previously blocked off and you already opened the vent at the end of it, so enter the vent and follow it back to the hall with the offices. You can continue to the right and leave out the double doors, that are locked, with the keycard, or you can stay and have some fun with the patrolling haunted for a trophy. 

With the keycard in your possession you can lock the office doors. Just like before you will go into the right office and place the call to lure the haunted into the left office. This time, you will go to the left office door and use the keycard to lock the haunted in there. 

Prank Call Example

Follow the dark hallway you enter through double doors that open before you. There will be another biometric hand scanner on the double doors in front of you so use it. You will hear that your agent status was revoked and cannot use the scanner to get through. Head to the computer terminal behind the counter and use it to try and get by. The light creature will come in to the room so you can hide behind the counter under the computer terminal to hide. The creature will open its own doorway and exit the room showing you another key to gameplay in The Assignment. You must use your flashlight to reveal objects and creatures that are invisible. The red painted areas, usually the Mobius logo, signifies a place of significance to shine light on. Go to the logo and focus your light on it to open a door to the next room. 

Walk up to the cage in the room to get a teaser of what's happening in Sebastian's version of reality. You will be in the botanical hallway again. Follow the hallway through the double doors to the left again. You will be back where you started in the normal facilities. This time, the doors on the right will be open so go through them to another room with a save couch. Follow the stairs up and to another hallway with decorative walls.

Along the right side on the floor will be a Soundtrack collectible.

Exit through the double doors into a more well lit section of the building with a couple haunted. They will leave into a room that they will now patrol at the foot of the stairs. 

LETTER SCRAP 2

Before following the haunted, head around the walled off offices at the far side of the room you entered to find a small opening to crawl through. In the office is a safe with three colored dials. Scattered through the office are the numbers for the combinations represented by colored paint that is visible with your light shone on them. The first clue is to the left of the safe on a poster on the wall, when you focus your light on it the light reveals a yellow number (mine was 6). Run through the small room behind the picture to the wall with two picture frames on it, shining your flashlight on the left picture will reveal a blue number (mine was 14). If you turn around and shine your light on the large poster on the wall covered in blood, the light will reveal a Red number (mine was 2). Enter the combination into the safe to get the second Torn Letter scrap. 

Leave the room through the crevice you crawled in through and head down the stairs. At the bottom of the stairs is a bottle.   Snail #2 –  The vent right before the room with 2 haunted in it and two phones and a key card. There’s a snail in the vent under the stairs by the soda machine.   In the room is also a vending machine that will give you another couple of bottles that you can use to distract the haunted in the next room. You can throw the first bottle to the far left corner of the room to distract the haunted while you run to the room directly to the left of the doors you entered. There is a phone in the closet that you must interact with to allow you to call it as a distraction. Leave the room and head back to the vending machine and pick up another bottle. Throw the second bottle in the same spot and run to the blue lit keycard. When you grab the keycard run to the phone that you was revealed to be usable after interacting with the cell phone. This will cause the two haunted to run to the small closet where you can now run to the lock and use the card to lock the haunted in there. Use the keycard to exit through the double doors that one of the haunted was blocking off before.

Follow the hallway and you will see a double door that is blocked off so enter the vent to the right of it. Follow the path down the stairs to a light shining on a Mobius logo. You will notice that the Mobius logo on the wall is incomplete so you can't shine your light on it to open a door. There is the 7(?) piece on the pillar to the right of the incomplete logo and you must shine your light on the piece where it aligns with the logo on the wall to open the next door. Walk through the room to where Juli mentions the heavy air. On your left will be a microscoe and what looks like an incomplete desk with a stranded chair. The wall has a Mobius logo on it that you can shine your light on to reveal another Research Document. A small ghost cutscene will play out. After the ghosts disappear a door will appear that you must exit through.   Snail #3 –  When you're in that room where you go down the stairs and see Ruvik standing behind the glass with the white screen over it… if you go over by the computer equipment or shelves behind/beside the stairs there's the snail hiding between some beakers or something like that.   Follow the path through the next room and continue through the single door to a red lit room. In the room is a filing cabinet with a Mobius logo on it, shine your light on it to reveal a projector and another cutscene occurs. Exit the room and follow the ghosts through the double doors to the left.

Each of the sections of this room will have Mobius logos on boards that reveal blueprints to parts of the STEM research operation. After revealing the research, another ghost cutscene occurs and the lights go out. The light creature knocks on the double doors and leaves, but they open. Exit through them. Follow the hallway and at the end will be a malfunctioning pair of doors, to the left is a locked door to leave through. Walk down the escalators to see Sebastian and Joseph walking by where Juli was before. The doors leading to the area is locked and your authorization has been revoked so you can leave yet. Head through the path to the area labeled Biometrics. At the end is an elevator and a save couch to save your progress. Take the elevator and another brief cutscene plays out. 

After exiting the elevator, walk up to the computer terminal and use it. The lights in the room ahead will turn on and another computer terminal will be available. Use the terminal to scan your face. The double doors in the room will open and the next room will light up. Exit and watch out for the bodies laying on the floor that will attack you.

Gramophones #2 –  When you meet the first cadavers, the one vent in the room where you scan your arm... not the one you have to go through to continue but the OTHER one has a record inside 

Walk down the stairs and through the rooms to another terminal that scans your hand. Some new creatures crawling on the ground will appear and be in the room you just came through. Leave through the vent that was knocked open in your room and follow it. Juli will notice that they are blind when you come across one in the vent that doesn't notice you. Continue along the vent and exit the vents until you can drop down from an overhang. Continue along the path to a ladder that you can knock down to get down. 

This area is flooded with the new creature and you can get by without using bottles with good timing. Stay crouched and walk out and you will see a creature to your right eating a body that you can sneak past. Right after you pass this one there is another that walks in a circle to your right. You can observe the pattern and just need to sneak by it to the ladder behind where it walks back to.

LETTER SCRAP 3

At the top of this ladder is another safe puzzle. You must get all the buttons on the safe to light up yellow which will reward you with your third Torn Letter scrap.

If you don't have a bottle, grab the bottle that is on the shelf and climb back down the ladder. Another creature is blocking the space you need to crawl through so throw a bottle at the wall and let him run to it and quickly crawl under both separators to a small section with a lever to pull. This lever will activate the sliding door system that will be used to exit the area.

In the next section there will be a similar lever to open the doorway but this large door will reset after reaching the end of its rail so you have to time everything. There will be a creature that patrols back and forth in front of the door and you just have to time it so you can walk through the door when the creature isn't there. There will be two more creatures patrolling in here so time your movements and use the small coves that they don't walk through to your advantage. Ironically, I find following the creatures the easiest way since your crawl speed and their's is quite similar. Time your pace so that you can exit through the gap that opens to the right behind the first creature. There will be an enemy free section with a yellow cart. Walk up to and push the yellow cart to kill one of the creatures on the other side and grant access to the escape ladder. There is a bottle you can pick up here, as well. Time your walk around the pillar until you get back to the sliding door and there is a small section you can sit at to wait for the door to open again before leaving and climbing up the cart and ladder to safety. 

At the top of the ladder will be another room with a computer terminal that you need to use. The terminal will scan your head and grant you access to unlock doors again. Go to the table where you will pick up another Personnel File next to a microscope. Exit the room and use the biometric scanner to lower lift to cross. Head back to the elevator and open it. A haunted will pop out aggravated but you can just run in the elevator and avoid it. You will come back to the ground floor again that you saw Leslie, Joseph, and Sebastian at. Use the save couch if you need to. 

Go up and back to the large doors that are locked and you couldn't unlock before. Use the biometric scanner and follow the path up to where you spotted Leslie.

LETTER SCRAP 4

If you turn to the left and head to the closest office desk you will find another safe. Turn right and run to the end of this section and on the wall to your right will be a large grid similar to the buttons on the safe. Shine your light on the grid to reveal the answer to your puzzle and match up the buttons on the safe to the revealed answer to get your fourth Torn Letter scrap.

Now you can leave the area by following the path straight ahead and down the stairs. Just to the left of the doors to leave will be another Research Document. Head through the doors and follow the path to a pair of double doors you have to force open. You will be in a server room and see the elevator Joseph and Sebastian took. 

LIGHT CREATURE 'BOSS'

When you activate the elevator the power in the server room will crash and a light creature will come out of the pipes on the right side of the elevator. You must avoid its beam of light because it slows you down until it catches up and eats you. I recommend activating the elevator and going to the opposite corner of the room to give yourself the best chance. You will be trying to avoid the creature until the power resumes. Near the end of the encounter the servers will start creating electric barriers that prevent certain paths from being used. I didn't have to really deal with it if you just run in a square around the room and time your crouching with the short server stacks. If you get spotted, you have to break line of sight ASAP because the creature will catch you quickly. As soon as the power resumes, run to the elevator to continue to the next area. 

When you reach the top curl around the elevator the left and exit through the green lit door and follow up the stairs and along the path until you come to the glass doors where you see Sebastian and Joseph. When you open the doors a cutscene will play out showing you a different twist on what was happening during the story and end the chapter.

Up Next: Chapter 2: Crossing Paths

Top guide sections.

  • Walkthrough
  • The Assignment Walkthrough
  • The Consequence Walkthrough
  • The Executioner Walkthrough

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In this guide.

The Evil Within

IMAGES

  1. The Evil Within

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  2. The Evil Within: The Assignment

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  3. The Evil Within "The Assignment"

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  4. The Evil Within: The Assignment DLC

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  5. The Evil Within The Assignment All 18 Collectibles Achievement/Trophy Guide 1080p HD

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  6. The Evil Within THE ASSIGNMENT Walkthrough Part 2 CH1

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VIDEO

  1. GÜLBAHAR İLE YENİDEN

  2. The Evil Within™: The Assignment

  3. The Evil Within

  4. 이블 위딘 어사인먼트 (한글자막) 파트1

  5. 이블위딘DLC 어사인먼트] #2 이블위딘 또다른 주인공 (The Evil Within Assignment)

  6. 이블 위딘 어사인먼트 (한글자막) 파트2

COMMENTS

  1. The Assignment: Collectibles

    The Assignment: Collectibles. Throughout the chapters there are hidden collectibles. These include research documents, personnel files, torn letter pieces, tracks for the music player and models for the model viewer. Torn Letter pieces are in safes that look like The Keeper's head. Tracks look like a Gold Record with the Tango Gameworks logo ...

  2. Collectibles

    Taking a few steps after the cut-scene you will see a split in the cave system, go right until the end where you will find the first file on the chair. Recording #1: Recruitment - Ahead of the ...

  3. 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. Collectibles pertaining to the Doctor's Notes trophy are blue, A Piece of My Past is purple ...

  4. The Evil Within

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

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

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

  6. Guide for The Evil Within

    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 ...

  7. The Evil Within: The Assignment DLC

    There are a total of 18 collectibles in The Assignment DLC. They consist of Personnel Files, Letter Scraps and Research Documents. There are 9 in Chapter 1, ...

  8. The Evil Within: The Assignment Collectibles

    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.

  9. Ign:Main Page

    The Evil Within: The Assignment. Tango Gameworks Mar 10, 2015. Rate this game. Related Guides. Overview Walkthrough Collectibles Achievements and Trophies. Reviews • Best Picks • Persona 3 ...

  10. Walkthrough

    Mar 13, 2015. Below you will find out walkthrough for The Evil Within. Each section is broken up into Chapters, just like in the main game. advertisement. If you are looking for specific secret ...

  11. The Evil Within collectibles locations guide

    Here's how it works. The Evil Within collectibles locations guide. With the horrors lurking around every corner in The Evil Within, we certainly wouldn't blame you if you wanted to rush through ...

  12. The Evil Within: The Assignment DLC

    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...

  13. The Evil Within: The Assignment

    My Linktreehttp://www.chriskoekenberg.nlFollow me on Social Mediahttp://www.instagram.com/kloakatvhttp://www.twitter.com/kloakatvMy NFT Projects I do for fun...

  14. The Assignment

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

  15. Uncover Every Collectible in The Consequence DLC for The Evil Within

    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.

  16. The Evil Within: The Assignment Guide

    Bethesda Softworks. Experience survival horror from a new perspective with The Evil Within: The Assignment, an expansion pack to the terrifying game The Evil Within. This is the first of a two ...

  17. Steam Community :: Guide :: The Evil Within

    The Evil Within 2 - Collectible Guide. A Guide for The Evil Within 2. By: Plasma SKX. In This Guide We Shall Find All Collectibles And That Does Include Ammo/Upgrade Pouches 1. If You Die "PICK UP" The Collectibles Again Or If you Hit A Checkpoint or Save Game, You Wont Need To Go Back 2.

  18. The Evil Within

    The Assignment is the first available downloadable content for The Evil Within. Unlike the main game where you followed the story through the eyes of Sebastian, the DLC puts you in control detective Juli "Kid" Kidman.

  19. Collectibles

    The Evil Within is one scary game, which also happens to have dozens of collectibles scattered throughout the environment. We have taken it upon ourselves to ... The Assignment Walkthrough;

  20. Ch. 2 Crossing Paths

    Grab the fuse from the small box and put it in the large system to open the door next to you. Go through it and drown the ladder. Follow the path to the cross section and take the left. Shine your ...

  21. Chapter 1: An Oath

    Snail #1 - (in Ch. 1) When you get the flashlight, go BACK to where Kidman got out of the chair. In one of the little side areas beside the main area with the chair. The snail is hiding on one ...

  22. The Evil Within The Assignment All 10 Soundtracks And Models ...

    This Guide will show you where all of the Soundtracks and models (snails) are in the evil within the assignment. There is a total of 5 soundtracks and 5 mode...