12. Underground: Revealing the Truth
After the scene, be prepared to mash A and then X to free yourself. Look around for two FIRST AID KITS, the LAIR MAP, a HEALTH DRINK, and your CEREMONIAL DAGGER. That's going to be one of your only weapons for a while.
Head towards the area in sector 2 with rooms 211 and 212. There's an Order member in 212 and another one in the adjoining room, but he won't attack until you break the glass in-between. Relieve the corpse in 212 of his STEEL PIPE. There's SHOTGUN AMMUNITION in the little shelves, a book on the table, the SECTOR 3 KEY on the key rack and your MK 23 HANDGUN by the monitors. Exit out the door of this room (noting the list of names on the wall) and check to your left by the machinery up ahead for the last CHILD'S DRAWING.
Two Order members of the pipe variety will jump you as you backtrack. Focus on one at a time and you will be fine. Head towards sector 3. After using your key, you should see another Order member patrolling this area. Hang outside the hall opposite 302 to hear some guys talking. Pry the door open to fight them. It's possible to get them one at a time. Inch forward with your light off until you see the outline of one of them. Quickly flash him with your light and he'll attack you while his buddy stays back. Follow this hallway and listen for a scream. Head to room 320 to initiate a scene.
When it's over, climb over the gate to your left, push the shelf out of the way, and pry open the door. Curtis will attack you. Equip the knife, get him in your sights, and slash away. That saw is so slow that Curtis can't even lift it up before you do a whole knife combo on him. He wasn't even worthy of having to press X to finish him, but that doesn't mean he doesn't get a gory finishing move.
Go back into 320 to get a FIRST AID KIT, a HEALTH DRINK, and a book on the cult. There's a ROOM 301 KEY on the wall in the area where you fought Curtis. Rejoin Elle and do the gate trick to get out. Watch out when you reenter sector 3: two Order members will attack, one of which has a rifle. Focus on the one with the pipe. Rifle guy is a really bad shot; he will even shoot his buddy instead of you, he's so bad. Empty your pistol on him and finish up with the knife or pipe.
Unlock 301 for lots of goodies. To your immediate left is a memo about Shepherd's Glen. Keep right, and look for PISTOL AMMUNITION in the shelves here. Through the stretchers and dividers is all your stuff in a bag and more PISTOL AMMUNITION to your left. The last SERUM lies back behind all the shelves, as well as a HEALTH DRINK.
Go back to the glass separating the two rooms. Look left for a flyer (Coffee and donuts?! Those monsters!) and right for a letter. Break the glass and raid this room for a FIRST AID KIT and a list of names of people who've been brought to this hellhole.
Our destination is sector 1. Head to sector 2 and go north through the door here. Do the gate trick one last time after getting rid of the Order member. 113 is the only open door. Look left upon entering for the POLICE MARKSMAN RIFLE. (Svairt has hypothesized that health drinks missed during the game can be found along the same wall as the rifle, back in the corner of the room, so if you feel you have missed some, check here to restock.) Check the shelves for SHOTGUN AMMUNITION, and by the glass for a FIRST AID KIT and a book to read. Break the glass to see Wheeler. He's not dead yet, and whether or not you save him is the last decision you'll make that affects your endings (though Wheeler does not actually affect two of them).
Exit out the only open door. In sector 1 proper, note the sound effects. We've heard this once before... There's a memo on the left wall as you head east. There's only one way to go here. In the circular room is our last big puzzle.
The Founding Families
Look at the pillars around this area and use your dagger to "unlock" four of them, making the text on the red windows legible. Make special note of the symbols on both the pillars and the top of the windows, two for each family. Now check the set-up on the floor: three inner circles and an outer ring, very much like the Halo of the Sun we saw earlier. The prescription pad on the floor is the only clue we have as to how the symbols should be set: that's Dr. Fitch's place.
The symbols on the pillar represent the inner ring and the stained glass windows, the outer. Dr. Fitch's inner ring symbol is a stick figure. However, there are two stick figures on the inner ring. Make note of the Bartlett and Holloway inner pillar symbols, the mountains and the air, and check the machine in this room that controls the floor rings. There's only one way to get the stick figure in Dr. Fitch's spot while getting the mountains and air in the other two rings. Turn the inner dial twice using X.
Now for the outer dial. Check the Fitch's stained glass to see that their other symbol is an eye. Holloway's is a scale and Bartlett's is I'm not sure what. Looks like a triangle with some squiggly lines. Again, even though there are multiple symbols on the ring, there's only one way to position them so they match their respective families. Turn the outer ring 8 times to match the family symbols in the inner and outer circles.
How come there was no Shepherd family emblem in that puzzle? Well, because we need that to open this new door. Use the left analog stick up and down to rotate a ring, and push it left or right to switch between rings. The Shepherd family inner ring picture is a drop of water. The outer ring image looks like a trident of sorts. The door should open when the two are matched.
Examine all the tombs here until you get to the Shepherd family's.
Amnion's legs give him great reach, so break out all of your ranged weapons and shoot until your ammo is gone. Like with Siam, you need to get distance between you two before you can safely fire because Amnion will knock you to the floor and continue to pummel you if you don't get back up quickly. Along with swiping with his legs, Amnion can spew putrid sea water to knock you down, too. Unless you went crazy and used up all your ammo before this fight, you should have enough to knock Amnion into his second form. If not, you need to play the dodging game to get close. I would recommend the knife for this because Amnion is fast and will not give you much time to take a swing with anything else. The best time to go in for a melee attack is when he is spitting water because he rears up, occupying his legs, and it takes him a bit to recover his stance.
The second stage is more dangerous because Amnion's front legs are now completely free to grab you and throw you around like a rag doll, which means no going near his main body. This stage is easier though because Amnion will get his front legs caught in the floor when he goes to grab you and misses, leaving you with the perfect opportunity to get close. Don't go in to attack him until he's got his legs stuck. This form will still spew sea water and swipe like crazy, so just hang back until you see the tell-tale rear and lunge. If you're having problems getting him to make himself vulnerable, try getting close to him. He won't try to attack if you're not in his range; rather, he'll just follow you around and try to spit water on you. It shouldn't be too long before you see him collapse on his back legs, belly perfectly exposed for a finishing move.
Enjoy or lament your ending afterwards. If you happened to get all of Josh's
photos, you get an extra scene after the credits, regardless of what ending you