Chapter 5: Inner Recesses
The chapter will commence in a long hallway with a few entryways on the left and right sides. Make sure to check every one of them, getting the Green Gel, Matches and ammo as you go. When you come back to the hall you may be confronted with a visually undetectable creature. A trick to slaughtering these is to search for them by moving objects or venturing into water. When you have your enemy's area identified, take him down with an impact from your Shotgun and burn the body.
At the point when all loot is gathered and there are no more enemies to take care of, go to the door at the far end of the hall, passing through the washroom and into a room with an opening in the floor. Detective Sebastian Castellanos (you) will remark that it would appear that he needs to go down, so we'll take his recommendation and do simply that.
Tip: Prior to the start of the part you may have been guided to an arrangement of lockers by the pleasant woman at the reception desk. These lockers are opened with keys, and keys can regularly be found in the statues that are strewn about the levels. For this situation, when you drop through the floor you'll need to melee the rodent and get yourself another key for future utilization.
With key in hand, slither under the half blocked entryway and observe the one before you and the other on the right. The one before you requires a Keycard, and the one to the right will lead you to an arrangement of rooms that will inevitably uncover a dead body that is in ownership of said Keycard.
As you go through the arrangement of rooms looking for the card, be watchful for a greater amount of those invisible rascals. Keep in mind to put water and objects in the middle of you and them, then hit them with the Shotgun when you know their location. Abstain from utilizing the Handgun here, the Shotgun's spread makes it the perfect apparatus for the occupation.
Tip: Don't neglect to plunder each one room you pass through. We may not generally let you know about every individual box of Matches or Shotgun shells, yet you absolutely want to pick them up as you go.
When you at long last discover the body laying close to a toppled table, grab up the Hospital Keycard and backtrack the distance to the bolted entryway. Head through it and take the darkened corridor in the only direction you can, then go down the stairs until you end up secured in a room with no entryways and no windows.
After enough time in that room you'll see three openings in the wall. Each time you look through one it will uncover a door to the right of the opening. Head through these entryways and plunder the room, then press one of the buttons to enact the spikes. Retreat from the room and rehash this procedure for each of the three gaps and entryways. When you're set, you ought to see a substantial blood stain on the wall in the main room, and approaching it will uncover an alternate entryway that you can pass through. Despite the fact that we aren't 100 percent sure, we didn't recognize any contrast between pressing either the left or right button in each of the three rooms. It may have simply been the designers playing with our psyches, in which case... well done.
When you head out of that room, pass through the following corridor to trigger a cut scene with your buddy, Joseph. At the point when the scene is over you'll need to follow the on-screen prompts to heal him, then fight the good fight. There are a couple of side rooms to investigate here and there, however generally you're simply moving in the only direction forward that you can, looting up and murdering and strange creatures in your vicinity.
Your next item of interest will be an entryway with three bombs wired to it, spotted at the base of a set of stairs. Your mate, Joseph, will handle the bombs, and when you head into the following room a cut scene will assume control.
Once you regain control you'll need to ascend the nearby ladder, passing through the double doors to advance the story, or the single route to the right to return to the reception area and purchase any upgrades you can afford.
Regardless of what you pick, when you do pass through the double doors you'll spot Julie "Kid" Kidman, who is locked in a box in the middle of the room. You're in for a respectable battle here, so verify you’re loaded up on ammunition for your firearms, and also Explosive Bolts for your Agony Crossbow. When you're prepared to toss down with some insidious enemies, jump down into the center of the room and get to business.
Tip: Take out bunches of enemies with Explosive Bolts from your Agony Crossbow, and shoot Dynamite carrying adversaries to make them drop their payload. Regardless of which alternative you're utilizing at the time, stay well back to abstain from getting damage or kicking the bucket.
At the point when the final one of the unpleasant creatures from the last wave are down, Joseph will remark that Kidman needs help. Take after his directions, then head through the barred door to follow the cable to its root. You'll need to battle through a few adversaries, however it’s truly nothing that your Handgun or Shotgun can't deal with. Simply keep knocking them down until you reach the Control Panel, setting it to 22 and 5 to set Kidman free.
After another cut scene you'll have to drop through the floor and squeeze into a split in the wall. This is another situation with a couple of side rooms and foes, however there is truly one and only right approach to go. Do a bit of investigating and a ton more shooting, however continue traveling through the straight level until you end up rejoined with Joseph and Kidman.
The grouping that you'll end up in now is truly simply a mixture of cut scenes and scripted occasions, so in the wake of getting sucked through the bloody floor by some appalling looking hands, go through the hall, being mindful so as not to set off any of the traps.
Tip: once more, make a point to do a bit of side room investigating. There is a mirror/portal that will take you again to the medical attendant with the Save area and upgrade features. Not to dole anything out, but now would be a perfect time to backup your progress.
As you go along the passage, utilize the third-person perspective to your advantage, looking at two stationary foes waiting to ambush you. In the event that you've got it, an Explosive Bolt will do pleasantly for this part. In any case, when they are down you'll need to make your way through the following few rooms and passages until you trigger the (near) chapter ending boss fight.
We're not certain what to call this creature but yelling, slithering, shouting, insane, arachnid like woman appears to be noticeably suitable. Arrange those words in whatever order you need, but regardless you're prone to concoct a sensible depiction for this boss.
Again to the business at hand.
Once the creature shows up you'll need to run back the way you came. You'll hit a dead end, however you'll additionally perceive that when the monster follows you it takes damage from the flames... Take note of this massive clue.
Head into the room where you initially encountered the arachnid creature of death, looting up and afterward leaving and taking a left. This will lead you to an area with a few stairs, catwalks and even a ladder or two. You'll likewise recognize hazardous explosive barrels. These things are key to winning the boss battle.
When you're assaulted, go along the catwalks until you spot a ladder that seems to lead to a side shaft. Jump down, then duck into the narrow hall. At the point when the brute takes after you, use the lever on the wall to set it blazing with flames and trap it for a brief time. You can repeat this process a few times, and in the long run you'll kill the yelling woman of your nightmares. As another option, you can likewise draw the creature onto a portion of the unstable barrels, shooting them with your Shotgun to enact more harm. Whatever you choose to do, make setting this thing ablaze your top priority.
Once the battle is over (congrats) you'll get a glimpse of some double doors. Go through them and proceed to trigger a cut scene. When it finishes, execute the creatures that have spawned forth, then approach their bodies and detach them from the hive-like center. Once the final creature has been removed you’ll have complete this chapter.