The Evil Within: Complete Survival Guide

Everything you need to survive Sebastian Castellanos' nightmare: resource rules, green gel upgrade priorities, the Agony Crossbow, chapter-by-chapter pointers from the 15-chapter campaign, missable achievements, difficulty modes, the Kidman and Keeper DLC, and PC settings.

Researched September 2026 — current as of PC update 1.03 (December 2014), the last listed patch. Live games change; check the linked sources if something differs.

Quick Start

  1. Burn, don't shoot. Knocked-down Haunted can get back up. A match on a downed enemy kills it for good, and it kills anything else in the fire too. Matches are your most efficient "weapon."
  2. Sneak kill everything you can. Crouch, approach from behind, and hit the prompt. Sneak kills are instant and ammo-free.
  3. Spend green gel on stamina and health early. Running away is a core skill, and the default sprint is short.
  4. Disarm traps for crossbow parts. Bear traps, proximity bombs, and tripwire bombs can be disarmed (with a quick timing minigame) for Parts, which craft Agony Crossbow bolts.
  5. Smash every Madonna statue. Each hides a key that opens a locker in the safe haven hospital.
  6. Look for glowing mirrors. Stepping into a cracked mirror takes you back to the safe haven hospital to save, upgrade, and open lockers.
  7. Aim for heads, then stomp or burn. Headshots are much more efficient; kicking or matching a downed enemy prevents it from getting back up.
  8. Hide when overwhelmed. Lockers, beds, and closets work. Break line of sight first.
  9. Casual is fine for a first run. Survival is the "intended" difficulty; Nightmare and AKUMU are for repeat runs.

Core Mechanics

Resources

Resource Where it comes from What it is for
Green Gel Jars, defeated enemies, containers Permanent upgrades at the upgrade chair
Parts Disarmed traps, drops Crafting Agony Crossbow bolts
Matches Scattered pickups Burning downed enemies (and groups)
Syringes / Med kits Pickups Healing
Keys Madonna statues Safe-room lockers with ammo, gel, and more
Ammo Pickups, lockers Handgun, Shotgun, Sniper Rifle, Magnum

Capacity for ammo is limited, which is why the "Stock" upgrade branch (extra carry capacity) is valuable.

The safe haven

The hospital hub gives you:

Upgrades (green gel)

Upgrades are split into branches. Priorities differ by playstyle, but this order works for most runs:

Priority Upgrade Why
1 Sprint duration (Physical) Escaping is the best defense
2 Max health (Physical) Survive mistakes and grabs
3 Match capacity / Stock More matches means more safe kills
4 Agony Crossbow bolt damage/effects Crossbow is your "problem solver"
5 Handgun and Shotgun (damage, capacity) Your everyday weapons
6 Syringes / healing effectiveness Late-game consistency
7 Sniper Rifle and Magnum Strong but ammo-starved

Tip: fully upgrade something rather than spreading gel thin. "My Best Friend" (one weapon fully upgraded) and "Hardbody" (all attributes) are both upgrade achievements, and the full-weapon ones stack toward "Unstoppable Arsenal."

Weapons

Weapon Role
Handgun Headshots on regular Haunted; most common ammo
Shotgun Crowd control, knockdowns up close
Sniper Rifle Long-range threats and weak points
Magnum Emergency damage on big threats
Agony Crossbow Special bolts: Harpoon, Explosive, Shock, Flash, and Freeze are the core types
Melee / thrown bottles Stagger, distract, set up sneak kills ("Bloody Bar Brawl")
Grenades, torches, axes Situational pickups

Crossbow bolt tips:

Stealth and combat rules

Chapter Pointers

The campaign has 15 chapters. These are short pointers, not full walkthroughs, focused on the moments with achievements or common deaths. Several Steam achievements are tagged with a chapter number in their description; the low-numbered ones (Ch. 1-4) are often from the Kidman DLC, so read the full description before chasing one.

Chapter Key moment Tip
Ch. 1 The opening escape from the Sadist through Beacon Mental Hospital Learn hiding and sneaking here; nothing is worth fighting yet
Ch. 2-4 The village and early outdoor areas; the Sadist returns Use matches on groups at doorways and learn trap disarming
Ch. 5 Rising water section ("Not Part of the Job Description": get out without a scratch) Move fast and plan the route
Ch. 6 Rescuing someone hanging on ("Everybody Gets One") Explore fully; gel and keys are plentiful
Ch. 7 A threat that "won't stay dead" ("I Don't Have Time for This!") Avoid fighting when you do not have to
Ch. 8 A quiet cave section ("Item Management": put the gun away and keep quiet) Holster weapons to avoid noise
Ch. 10 Burning a pursuer ("Bathed in Flames") Use the environment rather than ammo
Ch. 12 Protecting a bus ("Not a Scratch on Her!") Prioritize threats that reach the vehicle
Ch. 14 Getting a generator panel running ("Entry Level Electrician") Explore before you commit
Ch. 15 The finale Stock up; bring explosives and Magnum ammo

Notable bosses and threats include Ruvik (the main antagonist), the Keeper (the box-headed executioner), the Sadist (chainsaw), and the multi-limbed Laura. General rules: fire works on Laura, the Keeper respawns from its safe-boxes in its chapter, and running is always an option.

Difficulty Modes

Difficulty Available Notes
Casual From start Forgiving; "First Step into Darkness"
Survival From start Intended balance; "Another Day on the Job"
Nightmare After finishing the game Much harder; "Master of Horror"
AKUMU After finishing the game Almost anything kills you in one hit; "You Asked For It."

New Game+ carries your upgrades, which makes Nightmare and AKUMU far more manageable.

Achievements Worth Planning

Achievement Requirement How to handle
It Is What It Is Finish without upgrading any skills with green gel Dedicated run; Casual recommended
The Quick and the Dead Clear under 5 hours New Game+ with upgrades; skip optional exploration
There Will Not Be Blood Get through the hotel without being spotted or killing enemies (Ch. 4) Kidman DLC hotel section; patience and stealth
Every Nook and Cranny Collect every collectable Use chapter select after finishing
Master of Unlocking Open all lockers in the save room Smash every Madonna statue
Unstoppable Arsenal Fully upgrade all weapons Late or NG+
Full House 5 kills with each type of Agony Bolt Mix bolts throughout
Drop It Like It's Hot Kill 3 living enemies with one match Wait for a group at a trap or doorway
Blow Up the Playing Field 10 kills with a secret explosive weapon Available after finishing the game
Kurayami achievements Clear the DLC on KURAYAMI Mode Kidman DLC post-game

Chapter select exists after completion, so missables are really "missed for this run" rather than permanent.

DLC

DLC You play as Focus
The Assignment Juli Kidman Stealth-only survival, no guns for most of it
The Consequence Juli Kidman Continuation; more tools, bigger reveals
The Executioner The Keeper First-person brawler/beat-'em-up

Both Kidman DLCs have collectibles ("Personnel Files," "Research Documents") and hidden letters. The DLC is worth it if you liked the main story's mystery; Kidman's side explains much of what Sebastian does not see.

PC Settings and Fixes

Common Mistakes to Avoid

Advanced Tips

FAQ

How long is The Evil Within? 15 chapters; a first careful run is typically in the 15-20 hour range. "The Quick and the Dead" asks for under 5 hours on a practiced run.

Is The Evil Within scarier than the sequel? It is more linear and more resource-starved; The Evil Within 2 (October 2017) is more open.

What do the keys do? They open lockers in the safe haven hospital, which contain ammo, supplies, and green gel.

How do I get back to the safe haven? Walk into a cracked mirror.

What is AKUMU mode? The hardest difficulty, where almost everything kills you in one hit. It unlocks after finishing the game.

Is it worth getting the DLC? Yes if you enjoyed the story. The Assignment and The Consequence answer many of the base game's questions through Kidman.

Can I remove the black bars? Yes. A patch added a letterbox toggle to settings.

Sources