ChaptersInto the Labyrinth

Into the Labyrinth

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  1. 1

    Toluca Prison — The Cafeteria

    After a scene featuring Eddie, take a close look at the prison's cafeteria.

    CafeteriaGluttonous Pig Tablet

    Grab the Gluttonous Pig Tablet from a cart, then exit past the body by the door. A nearby table holds the prison map.

  1. 2

    Three Tablets

    Double back and take the first door on the right (per the map). Follow it to a set of showers, where the Seductress Tablet sits on the floor of the far stall.

    Back in the central hallway, head to a cell block (the third of four, counting from the top) — Cell 9 holds the Wax Doll on a makeshift altar. Exit through the opposite door, then head north into another cell block (the second from the top) — Cell 7 holds the Oppressor Tablet.

  1. 3

    The Gallows

    With all three tablets, backtrack out the way you came in and check the map for a large room to the right. A gallows sits in the middle with three slots for the tablets — set them, then head back to the door for a Horseshoe.

  1. 4

    The Lighter and the Hunting Rifle

    Return to the cell block where you found the last tablet, this time exiting the other side. Head right through the last door across the room, cross it, and continue to the next hallway. A side room here holds a Lighter. Ignore the door directly ahead and instead head left into the next one you find.

    Following the map, cut through this room to the one on the far side, where a Hunting Rifle is waiting (along with supplies).

  1. 5

    Down Into the Labyrinth

    Head south to unlock a gate leading back to the hallway with the map. Right as you cross it, you'll spot a square hatch in the floor. Combine the Horseshoe, Wax Doll, and Lighter — the resulting tool lifts the hatch open.

    Climb down: the only open path is through a set of double doors, into a morgue. Nothing to do here — cross it and exit through the double doors on the far side for another hole. Keep dropping: another door, another hole, and eventually an elevator that starts moving on its own once you step on (there's a slow descent, with a few supplies to grab along the way).

    At the bottom, you're at the entrance to one of the game's most infamous stretches: the Labyrinth.

  1. 6

    The Labyrinth

    No Map Here

    Unlike most of the game, you won't have a map for this area — James sketches one as you go, but the directions below assume you're navigating blind, the way the game intends.

    Head left at the first fork (the door straight ahead is for later). A dead-end branch appears shortly after — keep going straight. At the next intersection, take the left path, turning corners as needed, then continue straight. Two more paths appear, both leading to stairs down — take the left one.

    You'll reach a circular room of narrow corridors — follow it to a door (stay alert, you may not be alone). On a table ahead, grab the Great Knife, then backtrack up the ladder you came from. Turn right, then left again (back at the earlier two-path junction), take the other path this time to a hole with stairs down.

    On this new floor, walk until you find another set of stairs — go up. You'll come face to face with an altar: a cube-shaped stone with rotatable faces.

  1. 7

    The Cube Puzzle and a Pivotal Scene

    On Easy or Normal, the solution is to rotate the cube so the face with yellow eyes is facing you and upside-down (you can rotate it either direction to line it up). This unlocks a door, leading down a single path into one of the series' most memorable scenes.

    Afterward, return to the cube room and head back up the stairs. On the opposite wall, near the ladder hole, a panel holds a pair of Cutters.

  1. 8

    Back to the Beginning

    Check the map and head all the way back to the very first room of the Labyrinth, through the path directly ahead that you skipped earlier. A wired-shut door blocks the way — cut through it with the Cutters.

    Head down the stairs and go straight, turning the corner. At the first junction, take the right path (instead of straight) and climb a set of stairs. Continue to another junction with paths on both sides — take the right one, then descend stairs at the end of the corridor.

    You'll reach a room where you seem to be walking in circles — hug the left wall as you go, and you'll eventually find a path leading to another staircase up. In this new hallway, keep going straight until another left/right choice — go right, and yes, another staircase down awaits.

    In this next hallway, take the first left turn you see (stick close to that wall so you don't miss it); a few corners later, stairs lead up. From there, continue to yet another staircase down.

    A few more steps bring you to a path on the left with stairs at the end — go up, where you'll find a save point and a new door. Walking further triggers a scene that leads straight into a boss fight — you've made it through the Labyrinth.

  1. 9

    Boss Fight: Angela's Father

    Angela's Father

    Boss · Medium

    Sometimes the worst monsters really are family. Angela's story catches up with her here in a cramped arena against a fast, towering abomination. Firepower and constant movement matter more than any specific attack pattern — your call between Rifle and Shotgun.

    Attacks
    • Fast lunges for its size
    • Closes distance quickly in the tight arena
    Strategy
    • Hunting Rifle or Shotgun
    • Keep moving constantly — the room is small and it doesn't give you much breathing room

    The fight ends, but the chapter isn't over yet.

  1. 10

    The Hanged Men Puzzle

    Exit the room and turn right for a door; another door immediately to your right leads into a new puzzle room.

    Puzzle roomSix hanged bodies

    Six bodies hang here — one was innocent, and the answer changes with difficulty. Leave this room and walk the full hallway to the door on the left (not the one at the end) to read a message on the wall that tells you which one. On Normal, it's the one hanged for starting a fire.

    Return to the room with the bodies, note which position matches, then head to the room with the ropes and pull the corresponding one. Back in the body room, your pick will have vanished, dropping the Falsely Accused Key.

  1. 11

    The Cemetery

    Head through the door at the end of the hallway you skipped earlier. A gate secured with handcuffs blocks the way on the right — use the Falsely Accused Key to open it and reach a new stairwell.

    In this next hallway, ignore the side path for now and continue to the door at the end (the cell Maria was held in). Backtrack to the path you skipped and take the stairs up — you're now in a cemetery.

    It's dark and disorienting, but the goal is to head left and find an empty grave with your own name on it. Nonsensical as it sounds, climb in and continue straight to a door. What follows is a new scene, and — sorry, no break this time — another boss fight.

  1. 12

    Boss Fight: Eddie

    Eddie Dombrowski

    Boss · Medium

    A genuinely tense fight — Eddie isn't fast or complicated, but he shoots back, and aims well. Once you've dealt enough damage, he'll run for an adjoining cold-storage room; corner him there and keep the pressure on until he finally goes down.

    Attacks
    • Ranged gunfire, aimed accurately
    • Flees to a cold-storage room once badly hurt
    Strategy
    • Whichever gun has the most ammo to spare
    • Chase him down once he retreats — don't let him regroup

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