Complete walkthrough for Part 22 of The Evil Within, guiding you through the mansion, including item locations, enemy encounters, and puzzle solutions.
Walkthrough
- 1Head to the cell area to continue. Back in 'reality', inspect the barricaded dead end behind you for [500 GREEN GEL] and crates.
- 2Explore the area to your right for another [500 GREEN GEL].
- 3Find [MAP FRAGMENT 15] on a broken pillar by the main path.
- 4Continue to the mansion. Inspect the right side for barrels and a crate with random items.
- 5Explore the left side of the area to find a separate section with an [EXPLOSIVE BOLT] in a wall, [500 GREEN GEL], and [1 SHOTGUN SHELL] on the ground.
- 6Face the mansion doors and inspect the tree to the right to find an [ORDINARY KEY] (the statue is in the branches).
- 7Approach the mansion's main entrance steps and inspect the right side for another [500 GREEN GEL].
- 8Inside the mansion, find a [SYRINGE] on a chair on the left.
- 9Find [500 GREEN GEL] under the left stairs.
- 10You are now in the main hall. The large door in front will close.
- 11The red door in the upper left corner leads to the save hub. Find the [KRIMSON POST NEWSPAPER CLIPPING] in the small room.
- 12Inside the save hub, find the [BODIES FOUND NEAR ESTATE] newspaper and the [MISSING PERSONS POSTER - RUBEN].
- 13Head back to the mansion. Explore the single door to your left (under the stairs) and search the dining room for [300 GREEN GEL] and the [MANSION DINING ROOM NOTE].
- 14Continue through the next hall. Beware of a bomb in the next room.
- 15Take out the two enemies feasting in the next room, and another enemy that likely emerges. Find [4 HANDGUN AMMO] to the right in this room.
- 16In the last room, find [1000 GREEN GEL] between shelves and a [FLASH BOLT] on the shelves.
- 17Destroy the statue on the highest shelf by the door for another [ORDINARY KEY].
- 18Solve the puzzle on the table: insert the probe into the green area (F-7; CONSENT) of the brain image, which is the lower right portion of the LEFT hemisphere.
- 19Return to the main hall. Pick up the axe dropped by one of the last enemies if possible.
- 20On your way back to the main hall, be ready for an enemy jump-scare.
- 21In the main hall, a blood injection into the door will have activated.
- 22Head through the double doors on the other side of the main hall (under the stairs).
- 23Inspect this room for [3 MATCHES] and a [SYRINGE] on the table.
- 24The door in the right corner leads to a storage room with [500 GREEN GEL], [2 SNIPER RIFLE ROUNDS], and random items.
- 25The other door in the hall leads to a room with a bomb behind crates. Find [300 GREEN GEL] and [2 SHOTGUN SHELLS] inside.
- 26Continue through the hall and find [2 HARPOON BOLTS] in a chair on the left side of the piano room.
- 27Find a [GRENADE] near the piano and the [MANSION MUSIC ROOM NOTE] under the wall safe.
- 28Head back to the main hall. Go upstairs.
- 29Go through the double doors in the middle. Find [300 GREEN GEL] and the [LOWER SAFE DIAL].
- 30Look up at the ceiling to find a statue; shoot it for an [ORDINARY KEY].
- 31Head through the door on the left in the main hall.
- 32Crouch and sneak up on the enemy inside this room for a stealth kill. Find [2 SHOTGUN SHELLS] on the desk and [300 GREEN GEL] on a small table.
- 33Climb the ladder, kill the 'corpse', and collect the [UPPER SAFE DIAL].
- 34Count the spectators (white heads) on the painting: 11.
- 35When you climb down, several enemies appear. Stealth kill one, defeat the others.
- 36Head back to the main hall, then downstairs and through the double doors to the piano room.
- 37Enter the safe dials: 11 for the upper dial and 2 for the lower dial.
- 38A new experiment appears. Insert a probe into the blue 'hope' center, roughly between the two existing probes but slightly to the left.
- 39Head back to the main hall. Kill the two enemies on the way.
- 40If you need to go back to the storage room, there is now an enemy with its back turned that can be stealth killed.
Tips
- Ruvik will appear every five minutes or so and attempt to kill you for about 30-40 seconds. Do not shoot him, as this makes him teleport closer and use an instant-kill move. Simply move around and wait for him to leave. The main hall is ideal for this.
- Be aware of bombs and enemies in various rooms. Use area-affecting weapons if possible.
- The safe in the music room cannot be used yet.
- The locked door on the right upstairs cannot be opened yet.
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