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The Assignment: Collectibles

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Mobius symbol

Throughout the chapters there are hidden collectibles. These include research documents, personnel files, torn letter pieces, tracks for the music player and models for the model viewer. Torn Letter pieces are in safes that look like The Keeper's head. Tracks look like a Gold Record with the Tango Gameworks logo, and models appear as a snail that you must focus your flashlight on until it turns into the Tango Gameworks logo.

Chapter 1: An Oath [ ]

  • Personnel File #1: KCPD Criminal Record

After being attacked by Connelly, go down the tunnel to your immediate right to find it on a chair.

  • Model #1: Oscar Connelly

After you grab the flashlight, head back towards a sectioned off area. It's on the lower shelf of a table.

  • Research Document #1: Entry #231

Follow Shade through the double doors. It's on the ground in front of the corpse.

  • Letter Scrap #1 First Letter

After you escape the first haunted it's on the desk to your right. Press the buttons in the order of the most to the least blood.

  • Track #1: Hidden Beginnings

In the hallway after the save point, look at the bottom of the fifth section of wall on the right.

  • Letter Scrap #2 First Letter

Instead of heading down the stairs, turn left and enter the vent. The safe is on the coffee table. The combination numbers are on 3 paintings, the motivational, Modern Art Keeper and the landscape on the left. Use your flashlight to reveal them, pay close attention to the number and color.

  • Model #2: Black Cat

After going down the stairs, turn right and enter the vent. The snail is at the far end.

  • Research Document #2: Entry #16

After getting past the light puzzle, shine your flashlight on the Mobius symbol to make a desk appear.

  • Model #3: Haunted (Mobius)

On a shelf from where you see Ruvik behind the glass.

  • Track #2: Authorization

After being introduced to a new type of enemy called Cadaver , enter the vent the second one came out of.

  • Letter Scrap #3 First Letter

Whiles navigating Biometrics you'll see a cadaver blocking a half open door, which you'll need to crawl under to pull a switch, instead head right and climb up the ladder. To open the safe turn on all the lights.

  • Personnel File #2: Recording #1: Recruitment

In the room with the neural scanner, on the desk.

  • Letter Scrap #4 First Letter

The safe is on a desk to your left when you ascend the stairs. The combination is at the far end of the balcony.

  • Research Document #3: Entry #229

Left of the double doors after descending the stairs.

Chapter 2: Crossing Paths [ ]

  • Track #3: Staying Out of Sight

After Killing the Invisible Haunted, go behind the barrier on the far right to find it sitting on a damaged wall.

  • Research Document #4: Entry #239

After killing the second invisible haunted it's on a desk in the room with the windows.

  • Letter Scrap #5 First Letter

After fending off Shade climb the ladder to the catwalk where she was. Use your flashlight to reveal the code on the pillar at the far end.

  • Letter Scrap #6 First Letter

Place the fuse on the left most socket of the panel to open the door to your left. Shine your flashlight on the Mobius symbol to reveal a secret tunnel. The combination is on the wall behind you.

  • Model #4: Cadaver

After getting the second fuse, a haunted will burst through the nearby door. Kill him with the trap or evade him and go through the door. Crawl under the hole in the wire fence on your left to find it.

  • Research Document #5: Entry #246

After getting all 3 fuses and restoring power to the gate, go through the door and it's sitting on a yellow barrel in the corner.

  • Track #4: Duel

When you reunite with Joseph turn around and run to far end of the room to find it sitting on the ground.

  • Research Document #6: Entry #215

At the top of the staircase shine your light on the Mobius symbol to reveal a door. Solve the puzzle (rotate the piece on the right once) inside by completing the symbol to reveal a secret panel containing the document.

  • Personnel File #3: Recording #13: Disposition

It's sitting on the rocking chair around the corner.

  • Model #5: Joseph (Haunted)

Behind a wagon is a hole in the wall, crawl under and break some boxes to find it on top of an animal cage.

  • Letter Scrap #7 First Letter

Inside a breakable box near the wrought iron gate. Turn on all the lights to open it.

  • Research Document #7: Entry #201

On the end table next to the red sofa.

  • Letter Scrap #8 First Letter

In the catacombs, the room full of holes, in it's the very last hole on the far end of the room. Same as before, the most blood to the least.

  • Track #5: Insubordination

It's in the tunnel Kidman tells Leslie to hide in.

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Locate Models and Music Tracks in The Consequence DLC to The Evil Within

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We already covered the primary collectibles, but there’s a secondary set of bonus items scattered across the twisted mindscapes of The Evil Within’s second story-based add-on The Consequence . Find every additional music track and model viewer unlockable with these locations.

If you’re the type to pay attention to the main menu, you’ll see a few additional options included with these DLC chapters. New music tracks can be collected and heard, along with special diorama-like 3D models that reveal backstory to old characters or provide exposition on new creatures. We’ve got locations for all ten bonus collectibles in the list below, if you’re so inclined to squeeze some extra value out of The Consequence .

Go back and get everything in the first story add-on with the tips on our Evil Within: Assignment DLC Collectible Locations to piece together a secret note and earn extra achievements / trophies.

The Consequence – Music & Model Collectible Locations

There are two types of extra collectibles in The Consequence — gold LP statues and Tango snail models. Collecting these optional items unlocks new OST tracks in the music player or new characters in the model viewer.

When you come across a snail, hold your flashlight beam steady until it transforms into a Tango Gameworks logo, making it available to collect.

Chapter 3: Illusions – Collectible Locations

Music Track #1 : Taking the stairs down into a lab in the Mobius facility, you’ll reach a heavy trash bin blocking your way forward. There’s a room to the left with the first soundtrack collectible.

Model Snail #1 : Entering Ruvik’s lab, you’ll eventually reach a disgusting room filled with eyeballs surrounding a Mobius nail logo. Before revealing the door, look to the left of the eyes. There’s a basin containing a snail.

Music Track #2 : Through the double doors of the Krimson City Police Department, look on the desks to the left in the main detective office. You should spot the gold LP before passing the Japanese-themed desk.

Model Snail #2 : In the same area, enter Sebastian’s office. Against the left wall is an open piece of luggage. Look inside to spot a second snail.

Music Track #3 : Moving through the city exterior, you’ll enter an office through a wrecked concrete wall. Past the neon-lined reception desk, look for a soda pop machine against the left wall in the break area ahead. Press the button and a gold record statue will drop out.

Chapter 4: A Ghost Is Born – Collectible Locations

Music Track #4 : In the maintenance passage, you’ll drop into a hallway with two directions. To the left, you’ll see a cat run down the path leading to a red chair save point. To the right is a dead end with a music track.

Model Snail #3 : Continuing through the maintenance area, you’ll exit into an elevator lobby. The doors on the right elevator are slightly open. Approach and squeeze through — there’s a snail clinging to the wall at eye-height to the left once you’re inside.

Model Snail #4 : Moving on, you’ll reach a short set of stairs to the right behind a metal cage with open double doors ahead. Before going through the doors, check beneath the stairs. There’s a hidden snail that’s tricky to spot until your flashlight reveals it.

Music Track #5 : This one is tough. After appearing in the asylum basement, you’ll escape Mobius and return to the underground sewer guarded by Haunted. Before reaching the doors at the end of the sewer path, a door opens to the right with a Ruvik Haunted. Kill this extremely deadly enemy and look inside his room to get the last music track collectible.

Model Snail #5 : After defeating a phase of the Mobius boss, you’ll enter a large open area with four pillars. Immediately turn right from your spawn point to find the last snail clinging to the back-right pillar.

Source: [ 1 ]

Kevin Thielenhaus is a freelance writer for The Escapist. Find him on Twitter here.

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8. The Evil Within The Assignment DLC

Playthrough 1

This will be your collectible playthrough, getting you used to the layout of the levels and picking up all the collectibles. The collectible video is linked below. Follow it to make sure you don't miss anything!

Chapter 1: An Oath

You start off in the same place the ambulance crashed in the main game. Run forward, taking in the dialogue, until you get to a cave. Head in for a cutscene, and you end up on the ground floor. Immediately turn right and run down the passageway to collect Personnel File 1/3 . Turn around and make a right, continuing forward, ducking down and then jumping over the sandbags as the screen goes fuzzy. Melee the planks and squeeze through the tight passage in the cave for a drastic change in scenery.

cn_A

Grab the bottle in front of you here and wait for the Haunted to the left to move a bit closer. Throw the bottle in front of you to shatter on the wall, then move left and into the vent when he's distracted by the bottle. Crawl around and out of the vent, hitting the switch on the wall you emerge in front of. Go left and interact with the phone here to call the phone in the room to the left. Head out and towards that room, hitting the switch on the green button on the wall near that room. That should lock in the Haunted you attracted with that call and unlock

Lured an enemy with a phone call and locked them in a room. (Ch. 1)

Prank Call

Turn around and open the vent behind you, crawling through it and emerging in the storage room. Grab the keycard to the left, then hide in the locker before the Haunted breaks through the door for a short scene. Get out of the locker and head back the way you came, moving past the vent you got out of earlier, making a left at the end of the hall, and using your keycard on the door here. In this next room, scan your hand in front of you. Turn around and interact with the computer, then immediately take cover right where you stand by the desk. Remain in cover until the creature leaves through the wall.

cn_LT

In the next room, duck down and throw the bottle to the smaller room on the left. When the Haunted goes to investigate the noise, lock him in. Now move right across the room and make a left here to pick up the bottle up off the box here, moving left and sneaking into the cubicle here to pick up the keycard on the desk. Sneak back around to where you took the bottle, then move up and stay hidden behind the cubicle. Toss the bottle far back behind the cubicle across the room. When the Haunted runs in that direction, use the keycard on the door and move down the hallway, going through the vent on the right at the end of it. Move through the vent and get a checkpoint upon exiting.

At the bottom of the stairs, shine your light at the model of the nail here to line up the shadow of it with the Mobius symbol on the wall to reveal the door. Go through it and shine your light on the Mobius symbol on the left to reveal a desk containing Research Document 2/7 . Pick it up, watch the scene, and then head through the doors and down the stairs. Move past the plastic here and into the next room, using your light to make a projector appear on the stand for a scene. Move out of this room, and make a left into the doorway here, finding yourself in a room full of plastic curtains. Move into each room, 3 total, and reveal the plans on the poster boards with your light. This will trigger another scene that unlocks the door in this room. Move through it, and then open another sealed door at the end of the hall to the left.

Walk down the escalator, trying to scan your hand at the door here. When it comes up as invalid, move to the left and go down the elevator here for a scene. In front of you after exiting the elevator is a computer you need to interact with. Now interact with the head scanner for a short scene. Move into the next room and go down the stairs, into the next room and interacting with the hand scanner. When the Cadaver exits the vent, duck down and sneak into the vent. Move around, avoiding the Cadaver in here, and exiting the vent. Go up to the ladder here, and kick it down to rile up the Cadavers below you. Climb down, get into sneak, and move right. Watch the movement of the Cadaver here, finding an opening to sneak up the ladder when it moves away. At the top of the ladder, pick up a bottle here and solve the puzzle. The key is to make all of the buttons light up. Once you do, pick up Letter Scrap 3/8 from the safe and head back down the ladder.

Distract the Cadavers here with the bottle, and then sneak under the gate. Sneak under the next one, then hit the lever in this room to move the gate along. Sneak under the first one here, then the one immediately to the right. Go left and under the next gate, waiting for the Cadavers to be away from each other before sneaking under the gate closest to you. Once it snaps back into place, go in and to the left to move the container onto the Cadaver in the next room to kill it. Now, head out from this room and sneak over to the right, jumping onto the container once you reach that room.

At the top of the ladder, go through the sliding doors and grab Personnel File 2/3 from the desk in this room, then interact with the scanner on the left. Turn around and use the hand scanner to lower the bridge here. Run across it to the elevator you came from, running behind the Haunted that rushes you from it. At the bottom of the elevator, run back up the stairs and use the hand scanner on the left. Up the stairs in this room, go to the row of cubicles to the left. On the right wall of this upper area. Shine your light on the row of blocks here. The remaining squares is the combination to the safe in the back of this area, which you can open for Letter Scrap 4/8 . Go down the stairs here, watching the elevator rise, then make your way down the staircases on the right of the elevator. At the bottom, on a machine to the left, you will find Research Document 3/7 . Go through the door in front of you, taking care to avoid the Haunted on the ground, then take a right and force the door open here.

Move up to the hand scanner here, and use it. Shade will emerge from the side wall here, and the trick is just to stay sneak around, using the servers here for cover. As long as you move around the corners and stay out of the light, you'll be able to avoid Shade by sneaking around one server cluster the entire time. When the elevator finally arrives, rush into it and head up. Exit the elevator, turn left twice, and go through the door here. Follow the path until you find Sebastian and Joseph, then approach them for a cutscene and

Cleared Chapter 1, "An Oath."

A Different Beginning

Chapter 2: Crossing Paths

Start off this chapter by using your light on the wall here to create a crevice wide enough to squeeze through. Move ahead in the sewers for a scene involving the TVs, ducking under the walkway here for an introduction to invisible enemies. Head right and grab the axe from the steel here, waiting for the Haunted to turn around. Get behind it and sneak kill it with the axe, moving out of the water and into the next room. Past the hallway, into the next room, go to the left an pick up another axe. Get the drop on the other invisible Haunted in this area, waiting for him to turn around after checking out the shelf you're hiding behind. Go straight into the next room, picking up Research Document 4/7 on the desk to the left. Go back out and turn the crank to raise the gate, then drop down and crawl through the pipe on the right.

After the scene, you have some shooting to do. Target the Cadavers when they're close and red and the Haunted as soon as you can get their heads in your crosshairs. When Shade drops down, shoot it in the light to make it flee. After getting back up, head up the ladder behind the pillar on the right, then use your light to examine the pillar over the right railing. This is the combination to the safe right in front of the ladder, which you can now unlock for Letter Scrap 5/8 . Climb back down the ladder, then make a right into the tunnel, following it until you yell for Joseph. Stay on this walkway, sticking to the left to find a fuse box and circuit breaker. Pick up the circuit, inserting it into the first slot in the box.

Go through this new area, making a left after the creepy doll in the water. Use your light here to open another tunnel, ascending the ladder at the end of it. Turn around at the top and use your light to find the combination to this safe on the wall, which you can open up for Letter Scrap 6/8 . Return to the tunnel, and climb the ladder on the opposite side. Raise the gate in front of the door and proceed through.

Go through this first room, and turn left down the hall, following it to a door. Right next to the door on the outside is a 2nd circuit. Pick it up, and go back the way you came. At the end of the hall, a Trauma will break through the glass. Turn around and run, going back to where the door was. When the Trauma starts to close in, duck under the fence here and keep moving around with sneak, sticking through the right side and ducking under fences. When you get to the door, force it open, and head for the crank. When you start to turn the crank, the Trauma will break the door down. Run back to where you started ducking under the fences, lure it back there, and then repeat the process. Use the crank once you're safe, then get through the door, and return to the circuit breaker.

Back up here, and insert the 2nd fuse into the 3rd breaker slot. You'll see a scene where a door behind you opens. Run to it and enter the tunnel here. Go up the stairs, then head through the red door on the left for a 3rd circuit. Upon exiting this door, Ruvik will seal the exit. A Haunted will burst through the door here, and you're going to want to run past it into the next room. Catch the attention of the 2 Haunted in here, and then run them around until you have all 3 clustered up. Once you do, stand on the trap on the floor, getting the Haunted on it with you. A spike will come up, hopefully killing at least 2 (and likely yourself, but that's alright) and unlocking

Used a single trap to kill two or more enemies in The Assignment. (Ch. 2)

Clutch!

Now simply bait the Haunted into the traps, running right, and hitting the lever on the wall. Get into the shutter, and immediately hit the lever in here, locking out the Haunted behind you. Use the crank to raise the gate in here, then run like hell to the door. Kick it down, jump, climb the ladder, and insert the final fuse. Get back down the ladder and into the newly opened passageway. Follow this path, open the door, and check the barrels on the right for Research Document 5/7 . Jump down in front of you for a scene with Joseph.

After the scene, look right, and open the door with your light. Go up the stairs, opening another passage with your light. In this room, interact with the triangular object all the way on the right. Use your light to complete the logo on the wall to receive Research Document 6/7 from the hole in the wall you opened. Head out and through the doorframe next to you. Follow the hall for a scene and to initiate the boss fight.

You have to complete this fight without using the interactive electrical devices in the area, just by sneaking up on Joseph. You start off with an axe, so follow Joseph around this room in sneak until you get a good opportunity to get behind him for an attack. With one hit in, run right and pick up the axe off the machine in this room, then hide behind the projector. When Joseph moves through this area, get behind him for a 2nd hit. Run through the room ahead of you, swiping the axe from the table here, hiding behind said table for Joseph to wander by again. This final axe will put him down for a cutscene and

Survived the duel without using any electronic devices in the environment. (Ch. 2)

All You Need is Axe

After awakening in the house, move right until you see the shadow rocking on the wall. Go to it, making sure you pick up Personnel File 3/3 from the chair for

Collected all Personnel Files in The Assignment.

A Piece of My Past

Exit the house and drop down, walking to the statue until you see Leslie. Turn around and go up the stairs, smashing the crates here. Inside one, you'll find another box puzzle, which you need to light up completely for Letter Scrap 7/8 . Now return to where you dropped down continuing down this path for a searchlight. Return to the center, placing the searchlight on the table here. Rotate all the searchlights until they're positioned at the pillar, then go near where the 4th table is broken, and use your flashlight to complete the statue and unlock the door. Proceed through it.

Drop down and go straight here, past the scene with The Administrator. Duck under the wall here, continuing on until you find the couch. Right next to the couch is Research Document 7/7 , which will get you

Collected all Research Documents in The Assignment.

Doctor's Notes

Head back out, going right. Watch the scene with the Haunted here, then proceed through the doors. There's a Mobius symbol on the right. Illuminate it to create a tunnel. Pick up the bottle on the floor here, avoid the Cadaver, and break the wood on the left. Once the Cadavers move to investigate it, launch the bottle into the cemetery to attract the Cadavers and Haunted. If they happen to touch while searching for the bottle, you'll unlock

Got a Cadaver to grab and kill a Haunted. (Ch. 2)

Death Grip

Now go out and to the right, taking the double doors here. There's a small hole to the left. Duck down and enter it for an axe on the tomb here. Kill the torch Haunted wandering around, and then climb the ladder behind the building ahead of you. Ring the bell here by interacting with it, then run and jump down back the way you came from, sneaking under the hole once again. Avoid the Cadaver emerging from the tomb, walk to Leslie and talk to him. The Haunted should be cleared out, so you'll get a scene and move through the gate. Go up the stairs until you see Ruvik, and then check the last hole on the left for a safe (bloody fingerprint puzzle again) for Letter Scrap 8/8 . Go into the Archive in the pause menu and piece the letter together for

Completed the hidden letter in The Assignment.

A Warning

Continue on past Leslie down the path, and make a left to the narrow passageway. Drop down and go to the gate. When Leslie catches up, Kidman will tell him to hide. Use your flashlight to open the right passage, move to the center of the area, and then use it again to open the monument for the Winged Idol. Open the passage next to it, taking the Ox-headed Idol from the monument in front of you and the Cross-bearing Idol from the one behind it. Now return to the gate and place the Cross-bearing idol on the area marked VII, the Ox-headed Idol on V, and the Angel Winged Idol on XIV. This will open the gate, triggering the Giant when you go through.

Simply run left here, avoiding the Giant and faking him out when he rushes you. Run through the open gate. Now, go up the stairs and through the door for one of the most awesome cutscenes in this game, which reveals a lot about the story. After it ends, you'll be stuck in a running sequence.

Run straight to the camera until the floor collapses, then burst through the gate. Run until you see an opportunity to turn left and take it. Continue on until you can run right, and be sure to do so. Next time you need to turn will be a right, then run straight until a scene. After this, just run straight and hug the walls that the shadow claws aren't attacking from. After a few claws, you will burst into the sunlight and receive

Cleared Chapter 2, "Crossing Paths."

Not as it Seems

Playthrough 2 - KURAYAMI

KURAYAMI mode is exactly the same as a normal run of the game. The only difference is that the environment is much darker, with the only illumination coming from your flashlight and the occasional enemy. If you need help navigating a part, refer back to the normal walkthrough above and follow it just the same. Completing the game on KURAYAMI will unlock

Cleared The Assignment in KURAYAMI Mode.

Not Afraid of the Dark

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The Evil Within: The Assignment – Guide and Walkthrough

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Guide and Walkthrough (PS4) by Bkstunt_31

Version: 2.00 | Updated: 07/01/2015 Highest Rated Guide

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The Evil Within: The Assignment Walkthrough

The Evil Within: The Assignment Walkthrough

The The Evil Within: The Assignment walkthrough will guide you through the beginning to ending moments of gameplay with strategy tips & puzzle solutions for this survival-horror game’s story DLC on the PS3, PS4, Xbox 360, Xbox One & PC. This includes a Junction Box Fuse locations guide for the Chapter 2 Fuse Box Parts puzzle & the Angel Statues puzzle solutions.

Experience survival horror from a new perspective with The Evil Within: The Assignment. This is the first of a two-part, story driven experience where players take on the role of detective Juli Kidman, Sebastian Castellanos’ mysterious partner, in a concurrent story that looks to answer some of the questions surrounding her whereabouts during The Evil Within. Along the way she will encounter disturbing new enemies, discover new mysteries, and uncover new horrors. The Assignment gives fans of The Evil Within the perfect opportunity to discover detective Kidman’s hidden motivations and her mysterious connection to Mobius, the shadowy group thought to be behind the gruesome events of The Evil Within.

Let’s start the The Evil Within: The Assignment walkthrough with an introduction video!

Please note that viewers must be at least 18 to watch, so no harm comes to those with innocent eyes. This game includes Blood and Gore, Intense Violence, Strong Language.

Table of Contents

Chapter 1: an oath.

  • Chapter 2: Crossing Paths

Index of The Evil Within: The Assignment Guides:

  • This Page: The Evil Within: The Assignment Walkthrough
  • Next Page: The Evil Within: The Assignment Collectibles
  • Next Page: The Evil Within: The Assignment Achievements & Trophies Guide
  • Next Page: The Evil Within Walkthrough
  • Next Page: The Evil Within Cheats
  • Next Page: The Evil Within Achievements Guide
  • Next Page: The Evil Within Trophies Guide
  • Next Page: The Evil Within Collectibles

For many that have completed The Evil Within, the mysteries surrounding Sebastian’s partner, Juli Kidman, are among the most discussed plotlines in the game. These questions (and new questions) will arise in Part 1 of Kidman’s DLC adventure, The Assignment.

Taking the role of Kidman, The Assignment features an increased focus on stealth gameplay mechanics as you untangle the secrets of what happened to her and untangle the truth behind her connection with Mobius. Introducing new enemies and gameplay tactics, The Assignment sets the stage for the concluding chapter of Kidman’s Adventure, The Consequence, releasing later this Spring.

Note: The Evil Within: The Assignment DLC can also be purchased separately for $9.99 on Tuesday, March 10th on Xbox One, PlayStation 4, PlayStation 3, PC, and Xbox 360. European users will be able to play on PlayStation 3 and PlayStation 4 beginning on Wednesday, March 11th.

PC DLC Starting Tip: If you’re playing on PC and starting the DLC puts you back in the Main Menu, solve this issue with these simple steps. – Step #1: Go to “The Evil Within” in your library. – Step #2: Find “The Assignment” in the Downloadable Content table on your game’s library page. It should have a check box (V) next to it. – Step #3: Uncheck and re-check the box next to “The Assignment”. – Your Steam client will now start downloading The Assignment DLC. (Thanks for the tip Baraho)

Welcome to the The Evil Within: The Assignment walkthrough!

Gamerzombie will be your guide showing you around the DLC’s areas.

Time for a different beginning to the story. Starring Sebastian’s partner, Detective Juli Kidman finds herself within the darkness of STEM, confronting Ruvik’s and her own personal demons while pursuing her mission. She also takes breaks for petting cats, purrrrrrrrrr. 😀

Tip: Use the Directional Pad to switch between your available items.

Stealth Tip: Doors can be opened while peeking from cover.

Distraction Tip: Luring enemies with your voice while hidden is an important survival skill.

Part 2 of Chapter 1:

Part 3 of Chapter 1:

Part 4 of Chapter 1:

Tip: Find out how to lure an enemy with a phone call and lock them in a room in Chapter 1.

The Evil Within: The Assignment Walkthrough continues on Page 2 with Chapter 2: Crossing Paths.

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The Evil Within: The Assignment – Chapter 1: An Oath Walkthrough

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Chapter 1: An Oath begins with detective Juli Kidman slowly crawling from a wreck into a wooded area. Initially she notices a figure in the distance, but following an explosion and a second glance, this person is no longer there.

At this point, you take control of the character. Make your way through the woods, doing your best to follow the path. You’re going the right way if there’s a birdhouse on Juli’s left.

Eventually you’ll notice a flaming lamp swinging back and forth in front of a creepy looking tree. Yes, you need to head inside. Walk a few steps to trigger a cut scene. We won’t spoil the fun. 

When Juli regains consciousness inside the cave, follow the path and duck/vault when necessary. Creepiness ensues. Do not adjust your television. 

When you reach the opening with the wooden planks, give them a good kick to smash these boards to pieces and continue exploring. There’s a small slit in the cave that appears to lead outside, but don’t worry because Juli can get through it when you press the A or X button, depending on the system of choice. 

Exit the cave and watch the cut scene that offers some backstory about another character named Leslie Withers , who seems to be inside Beacon Mental Hospital. Watch the cut scene and then save your game. You should be roughly seven or eight minutes into Chapter 1 at this point. 

After saving, you regain control of Juli Kidman inside Mobius headquarters . There’s a desk directly in front of you, but you need to turn around and exit this room. 

Pan the camera to examine the facility and then head right. Make note of the door with the green light next to it and go inside. There’s so much greenery in here! 

Walk down the hallway. When you reach the giant plant enclosed in glass, immediately go left and travel down another hallway. You’ll approach a locked door with a handprint scanner. Press A or X when prompted and Juli will place her hand on the scanner to open the door.

With the door now open, walk forward and follow the man up the escalator. When you reach the top, continue following the man down the long hallway and into a giant laboratory. He instructs Juli to sit down and she obliges. Although you can skip the cut scene, the cinematic sets up the story. 

Juli passes out and then wakes up still inside the lab, and this place does not look pretty. When she gets up, a mysterious figure quickly vanishes off screen. Go left towards the noise. There’s a door, and when you’re in range a light suddenly goes out. 

There’s a flashlight wedged in the door. Press A or X to remove the flashlight and the door is now open. Thankfully the flashlight works and is now in your possession. Click the left analog stick to turn it on and off, then hold the left trigger to focus the beam. 

Go through the door and make note of the bloodstains on the floor. Push open the next door and slowly make your way into the storage area. Wander around until you see stairs. Go up these stairs and press A or X to open the door with the big lock. 

Now you’re in a cleaner-looking hallway. Walk a couple of steps and then hold A or X to look into one of the rooms at the terrified man. Unfortunately you can’t get into this room through the door. 

Directly opposite the door is a grate, and you can open it by rapidly tapping A or X. When it’s open, crawl into the air duct and use the flashlight to see. The game prompts you to press A or X at times to peak through some grates. 

At the end of the duct is the entrance into the room with the man, or what’s left of him. Go in there and have a look around. Now exit the room and turn left. Double doors that were previously locked are now open. 

When you enter this room you’ll see a body on the ground and a collectible item. Surprise! This guy’s still alive and grabs onto Juli’s leg. Quickly tilt the left analog stick back and forth to stomp on his head. Now you can safely pick up Entry #231 .

There’s a divider close by. Press B or Circle to crouch, prompting the game to teach you how to lure enemies, which you can do by pressing X or Square. Doing this instructs Juli to speak, thus drawing monsters in her direction. This is merely instructional. You don’t need to lure anything yet. 

When you pop out of hiding the game will inform you how to use cover, using the left stick to move and peak around corners.

Make a right and use the dividers to creep along, moving between cover points until you see a creature. Lure the monster, make note of its movements and travel in the opposite direction crouched the whole time. Make it to the door and quickly tap A or X to open it.

Once inside this new room, The Evil Within teaches you about Health Recover . When Juli takes damage, stand still to recover health, or hide in cover to regain it even quicker. 

Look to the right and approach the grimy machine with the numerical keys. The combination is 9-2-4-5 . When the panel opens, remove Letter Scrap 1 . 

You’re able to hide inside lockers, but don’t bother doing this now. Instead, approach the dumpster blocking the door from the right and use the left stick when prompted to push it aside. 

Open the door, crouch behind the divider and pick up the bottle on the floor. You’re able to aim with the left trigger and then throw the bottle with the right trigger to distract enemies.

A monster approaches from the left, and you should throw the bottle (while crouched) straight ahead into the open doorway. When the creature goes inside the room, quickly make a left from where the enemy appeared, then tap the A button to open the grate on the right wall. Time to explore another air duct.

Exit the duct (a monster will run past) and go right to a locked door. Approach the keypad on the left, press the button when prompted and Juli will input the code. Still locked! 

Turn around and go back to the grate. On the opposite wall is a door that Juli can open. Go into the room, turn around and press the button to close and lock the door.  Now go to the cubicle and pick up the phone receiver. The phone dials another phone in the next room, which alerts the monster. 

When the monster goes inside this other room, exit the one Juli is in, run down the hallway and hit the lock on the door to trap the enemy inside. Turn around and go down the hallway, then press A or X to lift the grate. 

Take the air duct into another room and pick up the blood-covered Office Keycard ( Facility Key Card 102-A ) from the table. Now immediately slip inside a locker before the monster breaks into the room. Enjoy the grisly cut scene! 

Exit the locker and leave the room through the open door. Go left, then when you approach the room with the trapped monster inside, turn right. Now you can use the Office Keycard to open the locked door. Make sure you turn on the flashlight because it’s dark in here! 

As you travel down this new path two double doors will open on their own. Go inside the room and use the handprint scanner on the next door. Uh-oh! Authorization invalid! 

Turn around and hop on the active computer terminal. The lights go out and you should instantly duck into cover behind the desk. Stay behind cover (DO NOT MOVE) while the monster walks around. 

See how it used its light to reveal a hidden door? You can do the same thing with Juli’s flashlight by pressing the left trigger to focus the beam. 

Exit cover and walk towards the wall with the three red stars, the one the monster exited through. Focus the beam to see the hidden door. Push the door open and approach the cage. 

Now you’re back in the hallway with all the plants. Proceed forward around the plant inside the glass, towards the door with the green light. Go inside and make note of Leslie’s location on the lower level. Go left and through the next door with the green light, into what seems like a waiting area. Sit on the couch to save your game and then walk up the stairs into the dark hallway. 

Proceed forward and pry apart the doors. You’ll see a set of stars leading down, but there’s an enemy at the bottom. Go down the stairs anyway in a crouched position and pick up the bottle on the floor. The monster seems to have disappeared, or has it? 

Open the double doors (remain crouched) and hide behind the first piece of cover. There are two enemies in this room! Move to the next cover point on the left and then throw the bottle to the far left corner to distract them both. Now run over to the cubicle on the far right and grab the Research Room Keycard ( Facility Keycard 102-A ). 

Go around the same cubicle to the right and angle the camera. Both monsters should be in the left corner of the room. Wait for the best opportunity and approach the next-door, then use the keycard to open it. Keep in mind there’s a good chance both monsters will see Juli and give chase. 

There’s a door at the end of the hallway but don’t bother opening it because this door is a dead end. Instead, open the grate and go inside the air duct; the monsters will not follow. 

Take a moment to regain lost health and now head towards the long staircase. Go down these stairs and make note of the three black stars on the wall. There are two sculptures to the left and right. The one on the left contains all three red stars, while the one on the right is simply a red bar. You need to stand in front of this bar, use the camera to line it up with the black stars on the wall (so the bar is to the right of the stars) and focus the flashlight beam. Do this to reveal a hidden door. 

Go through the door into a medical room. Do some exploring and you’ll see the same red stars on a wall. Focus the flashlight beam and a desk will appear.  Pick up Entry #16 and listen (or not) to the recording. Afterwards a cut scene will play, but you still have control over Juli. 

Walk into the open doorway and go down the stairs to the lab. You’ll see an open doorway, and you’ll want to go inside. There’s a filing cabinet with that same red star symbol. Once again, focus the flashlight beam on this and an old video projector will appear. This continues the cut scene that furthers the story.

When the cut scene ends, turn around and exit this room, back into the one Juli came from. Follow the ghostly figures through the double doors and go through the curtains on the left. Walk up to the chalkboard and focus the flashlight beam on those red stars to reveal a diagram. 

From there, proceed forward until you find another chalkboard with red stars on it, and use the flashlight to discover yet another diagram. 

At the end of this room is a locked door. Turn around and follow the static noise to another chalkboard. By now, you know what to do, and the cut scene continues. 

When the cut scene ends, walk towards that locked door and wait until you hear banging sounds. Then quickly duck behind cover until the monster walks past. When the coast is clear, exit cover and head through the now open door. Go inside and make note of the doors that keep opening and shutting, but don’t worry about that. You want to open the door immediately to the left. 

Once inside, walk down the escalator to the lower Administration level and eavesdrop on the conversation. There’s a door with a handprint scanner but you don’t have access. Instead, go through the entryway to Biometrics . This will lead you to a leather couch to save your progress. 

Once you finish doing that, open the elevator, step inside and press the button to launch another cut scene. 

When the elevator doors open, Juli mentions that finding Leslie and bringing him back is top priority. Sounds like a plan! 

Walk into the waiting area and approach the computer terminal straight ahead. Access it to receive a printout that Juli pockets. From there, go into the next room and interact with the terminal, watching as Juli inserts the printout into a reader of some sort. A machine buzzes to life and its camera takes her picture. This allows the computer system to construct a facial profile, granting access to the next area. 

Walk into this section and a corpse will latch onto Juli’s leg. Tilt the left stick back and forth and she’ll stomp its head to pieces. 

Following that encounter, walk down the steps and through pneumatic doors with two connected rooms. In the second room is another computer terminal, and once activated the machine will begin scanning Juli’s arm. 

As soon as the computer begins to do its thing, two monsters will burst through grates on different walls. At first this appears to be a life or death situation, but the first creature walks right by Juli into the next room to join its buddy. 

Make note of the large boils on their backs. When Juli gets close these turn red and the monster explodes. Obviously you don’t want to be anywhere near the blast radius, and can trick the monster into detonating and quickly run away. 

While Juli’s arm was trapped, you saw where the second monster appeared. Crouch and go into the duct to pick up the music track, which you can listen to using the Soundtrack Player from The Assignment Title Menu .

Leave this air duct and then go into the duct the first creature appeared from. There’s a monster in here, and you’ll need to wait until it travels down another path to proceed. You’ll exit into what seems like a cage, but there’s an opening to drop down. 

When you drop down, head towards the ladder and use it to access the lower floor, with more of those enemies to deal with. Go left and crouch to pass beneath the floor above. Although there are monsters in the way, they won’t attack if you slowly walk past while crouched. You don’t need to lure them. 

Explore a bit and you’ll see another ladder. Climb this ladder and approach the shelf, where a puzzle awaits. It’s a box comprised of 16 squares, some of which are lit. You need to light all of them up, and some quick trial and error is all it takes to achieve this. The door will then swing open and you’re free to take Letter Scrap 3 . 

Look to the left and take the bottle off the shelf. Go down the ladder and crouch to go under the flooring. As you did before, carefully walk past the monsters and look for the one snacking on a corpse near a yellow and black-marked entryway. Throw the bottle away from this location to draw the enemy’s attention, then walk over and stop beneath this area until you can stand up in a small room with a large switch. Flip the switch and the bars will move until you’re able to slip into the next area that also contains a switch. Flip it and quickly duck through the opening to proceed; these walls continuously move back and forth. 

There’s a monster to the right. Stay to the left and pass through the opening on the left when you have the chance. There are two of the same enemies ahead and they move in very deliberate patterns. Study their movements. When the first monster passes Juli, go left and duck into the “safe” area. Directly ahead is another moving wall with an opening to pass through. Get the timing just right and make a break for it. 

There’s another bottle here, so pick it up. There’s also a dumpster on the right with a monster on the opposite side. Push the dumpster and the monster explodes, splattering Juli with gore. 

Exit this small area back the way you came (with the two monsters traveling in those predictable patterns). Use the bottle to distract Juli’s enemies and go to the moving wall with the dumpster you just pushed on the other side. Get the timing down and enter this area to find another bottle. 

Get on top of the dumpster and climb the ladder. Now go through the pneumatic doors to the right and activate the machine, which completes Juli’s Neural profile. 

Leave this room and activate the hand scanner. This causes a platform to lower. Walk across this platform and into the waiting area; familiar territory at this point. Open the elevator and a monster pops out.  Regardless of whether it grabs Juli or not, find a way to get into the elevator. The doors will close automatically. 

When the elevator reopens, have a seat on the leather couch and save.

Now that you’re back in control of Juli, walk up the stairs towards Administration. When you reach the top of the stairs go towards the hand scanner on the left and use it to open the doors. 

You’re in the Administration lobby. Walk up stairs, cross over and then go down a flight of stairs into a big open area. A glass elevator will suddenly activate and you’ll see two people inside. 

When the elevator reaches the top floor, move to the right and down the stairs. You’ll hear something bad happen, but you’re able to reach the bottom unscathed. You’ll also be able to pick up Entry #229 . 

When you’re done listening to it, walk through the doors into the next area, making note of the bodies on the floor. One will definitely grab onto Julie, so be ready for that.

With the monster disposed of, round the corner and pry open the next set of doors to enter a computer room. Walk directly ahead and use the hand scanner to call for the elevator. 

When said elevator reaches the ground floor, the power goes out and a monster (the one who used its light to reveal the door) makes a surprise entrance.  You need to wait until the system restores power, and use the mainframes as cover to avoid the creature. Get caught and it’s a one-hit kill, so be careful.  In addition, something goes haywire with these computers and electricity cuts off a pathway, forcing you around the perimeter. All told, this sequence takes roughly a minute and a half. 

With power finally restored, make a beeline for the elevator. The creature will attempt to break through the glass, but fail.

Step out of the elevator and go left towards the door with the green light. Walk through this door and into the hallway; you’ll hear voices and see two detectives (Sebastian and Joseph) running around. Follow them and watch the ensuing cut scene that finishes the chapter. 

Now it’s time to start The Evil Within: The Assignment Chapter 2: Crossing Paths .

If you need help beating the game, read Prima’s free The Evil Within Guide and Walkthrough .

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the evil within the assignment model locations

the evil within the assignment model locations

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the evil within the assignment model locations

Bad Language, Violence

Downloadable Content

Buy the evil within: the assignment, buy the evil within: season pass.

More information HERE

Packages that include this game

Buy the evil within bundle.

Includes 4 items: The Evil Within, The Evil Within - The Consequence, The Evil Within: The Executioner, The Evil Within: The Assignment

About This Content

System requirements.

  • OS *: 64-bit Windows 7 SP1/Windows 8.1
  • Processor: i7 or an equivalent with four plus core processor
  • Memory: 4 GB RAM
  • Graphics: GTX 460 or equivalent 1 GB VRAM card
  • DirectX: Version 11
  • Storage: 8 GB available space
  • Processor: i7 with four plus cores
  • Graphics: GeForce GTX 670 or equivalent with 4GBs of VRAM

The Evil Within™ © 2015 ZeniMax Media Inc. Developed in association with Tango Gameworks. The Evil Within, Tango, Tango Gameworks, Bethesda, Bethesda Softworks, ZeniMax and related logos are registered trademarks or trademarks of ZeniMax Media Inc. in the U.S. and/or other countries. All Rights Reserved.

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Valve Software

The Evil Within: The Assignment and The Consequence review

Asylum partners.

If last year's The Evil Within saw Resident Evil creator Shinji Mikami reclaiming the survival horror gameplay he popularised, this double-whammy of DLC sees the genre pioneer playing around with toys from other horror games' playroom.

Taken together, The Assignment and The Consequence tell the story of Juli Kidman, erstwhile partner of the main game's hero, Sebastian, and explain just what she was up to during her prolonged absences from the core plot. It turns out that not only was she facing her own gauntlet of creepy beasts and unnerving boss fights, she was also involved in a plot that is arguably more important than Sebastian's B movie blundering.

Kidman is on the trail of Leslie Withers, the young male patient whose disappearance kicks off The Evil Within's original campaign. We learn that far from being some rookie partner cop, she's actually working undercover for a sinister agency, overseen by an ominous boss who is part Half Life's G-Man and part Slender. The storyline that follows is largely incomprehensible even by survival horror standards, told as it is largely through optional audio logs and text documents, with only the key plot points being laboriously spelled out in florid cut-scene dialogue.

It's in gameplay terms that this double bill of side story differentiates itself from its parent title. Where The Evil Within was pure survival horror, with ammo management, exploration and inventory-based puzzling, The Assignment and The Consequence are both stripped back to the bone. For the vast majority of their playing time, Kidman has no weapons and is armed only with a flashlight. Instead, evasion is her main skill. There were flourishes of this cover-based sneaking in the main game - most notably in that opening slaughterhouse chase - but this is pretty much a pure stealth game.

the evil within the assignment model locations

It's a choice that ensures these expansions feel very different, but it also pushes the game engine beyond what it's comfortably capable of. The jerky camera and stiff movement, so devilishly nostalgic during Sebastian's adventure as he roamed mansion corridors and carefully lined up headshots, prove far more deadly when used to deliver this amount of creeping around.

Entering and exiting cover is a stodgy affair, while running away when spotted is rarely successful thanks to Kidman's wheezing lack of fitness. She can jog maybe ten feet before stopping to catch her breath, and since these stories offer no upgrade paths, you're stuck with this bizarre lethargy for the duration. Balancing this out is the fact that you don't need health syringes to patch yourself up after a scrap. Simply remain still, or hide in cover, and Kidman is back to full health in a few seconds.

Recharging health in a survival horror game? You can probably hear the genre purists sucking their teeth in disapproval already, and it does feel that the odd balancing of the DLC is down to the limitations of the original engine coupled with make-do solutions to the problems that throws up.

The result is an experience that is both surprisingly easy and often frustrating. Whenever you die it's generally because of sluggish movement or unhelpful camera angles, but then trial and error gets you past most enemies without too much fuss. They're never very smart, but most are at least unique to this DLC.

the evil within the assignment model locations

There are blind crab-like corpse creatures that scuttle about in fixed patterns, only attacking with an instant death explosion if you bump into them. There are invisible enemies that only appear when caught in the glare of your flashlight. At best, you're able to take them down by finding hatchets and using them for a stealth kill. Inexplicably - and illogically - you can only do this once, the effort of retrieving these useful weapons from the bodies of enemies apparently too much effort for Kidman.

There are only a few moments where guns are used. One, in The Assignment, is a stationary shooting gallery where you don't get to keep the gun afterwards. The Consequence is a little more action-oriented, eventually granting you a pistol and later a shotgun. These prove essential against the game's Keeper boss character, which is basically Rocky Horror's Frank N. Furter crossed with a lighthouse by way of BioShock's Big Daddy.

In terms of pure mechanics, it's a real mixed bag. It's the context that really makes the difference, as both episodes are even weirder than the main game and take great delight in f***ing with your head. The bewildering location shifts come thick and fast - one of the benefits of having a mind-messing machine as your McGuffin of choice - and you're never entirely sure what's coming next.

Often, a new enemy or gameplay idea will be introduced for only a short while and then never used again. When so much DLC is blatantly an excuse to recycle assets, the willingness here to add fresh things is worthy of praise. When it does bring you back to familiar locations, it's always for a clever reason - playing with your knowledge of what else has happened in that spot, or offering a genuinely ingenious alternative perspective on things you did in the main story.

the evil within the assignment model locations

That generosity continues throughout, too. The collectables are nothing to get excited about - the same files and recordings scattered throughout the core game - and the only puzzles are simple and small in nature compared to Mikami's previous work. They really only come into play via a series of hidden safes, inside of which you'll find fragments of letters. Tucked away in self-contained secret areas, the solutions are almost always in the same room.

Yet when you finish both The Assignment and The Consequence, you'll unlock a New Game + option for those who fancy another run through, and Kurayami Mode, which ups the difficulty by switching off all the lights and forcing you to rely only on your flashlight to see what's going on. Coupled with the decent length of the episodes themselves - each lasting between three and four hours on average - and you've got DLC that goes above and beyond what is generally expected from add-ons released six months after a blockbuster launch.

I just wish it wasn't so clumsy where it counts, since there are few gameplay styles more off-putting than poor stealth, and the stealth here is often very poor indeed. Fans committed to the loopy storyline will probably be able to look past that and enjoy the surreal ride for its narrative and atmospheric pleasures. However, such frustrations can't help but drive a large rusty nail into the heart of an otherwise generous pair of expansions.

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The Evil Within: The Assignment Guide

the evil within the assignment model locations

Experience survival horror from a new perspective with The Evil Within: The Assignment, an expansion pack to the terrifying game The Evil Within. This is the first of a two-part, story driven experience where players take on the role of detective Juli Kidman, Sebastian Castellanos’ mysterious partner, in a concurrent story that looks to answer some of the questions surrounding her whereabouts during The Evil Within. Along the way she will encounter disturbing new enemies, discover new mysteries, and uncover new horrors.

The Assignment gives fans of The Evil Within the perfect opportunity to discover detective Kidman’s hidden motivations and her mysterious connection to Mobius, the shadowy group thought to be behind the gruesome events of The Evil Within. = Wiki Sections =

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The Evil Within: The Assignment

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Prioritization Methods and Techniques – Part 2: MoSCoW Method

In my previous article, Prioritization Methods and Techniques - Part 1: Why Prioritize and the Kano Model , I talked about the need to prioritize and the Kano model as a prioritization method. In this second article in the series on prioritization methods and techniques, I will discuss the MoSCoW method.

The MoSCoW method is a highly widespread prioritization method which was popularized by Dynamic Systems Development Method (DSDM). The term MoSCoW has nothing to do with the capital of Russia. It is an acronym derived from the first letter of each of four prioritization categories – Must have, Should have, Could have and Won’t have.[1] The two “O” are added to make the word pronounceable.

Must have: This category contains requirements or features that are absolutely mandatory. Those are fundamental to the system (being a product or a service). If any of them are neglected, the system will certainly not work or will have no value for the customer.

Should have: These features are important, ideally, we should have them for the system to work correctly. If they are not there, a workaround may be possible, but it can be costly or cumbersome. Yet, they are not mandatory and therefore do not have the highest priority. Simply put, they don’t have much impact on delivery success right now, though they must be implemented soon enough (after the “must-haves”).

Could have: These are useful additions (often small-scale improvements) that add tangible value. These are “nice-to-have” requests. In general, they do not take considerable resources, but they are not essential to implement either. Their absence won’t affect almost anything, or at least wouldn’t impact the release negatively.

Won’t have (sometimes also known as “would like to have, but not this time”): These items are not worth the investment (of time, money, energy) and are unlikely to make the cut (at least not in the near future). These requirements are of the lowest importance and can be easily omitted (definitely considered out of scope for the first release) or rescheduled for future releases.

When prioritizing requirements in a project, DSDM recommends no more than 60% effort for “must-haves” requirements and a sensible pool of “could-haves”, usually around 20% effort (see Figure 1 below). Anything that is higher than 60% effort for the “must-haves” poses a risk to the success and predictability of the project, unless the environment and the used technology are well understood, there are minimal external risks/dependencies and the team is experienced and well established. Note that we are talking about a balance based on estimated effort of requirements (i.e. the expected time it takes to implement the prioritized features) and not total number of requirements. When calculating effort for a specific timeframe (e.g. first release), “won’t haves” are excluded, as they are considered out of scope for this timeframe.[2]

MoSCoW technique.png

Figure 1: Balancing priorities using the MoSCoW prioritization technique (recommendation by DSDM[2])

Practical example

Let’s take a simple practical example. How can you categorize the features required to manufacture a child’s bicycle?

Must have: two wheels ; a frame

Should have: brakes for safe stopping; pedals; ability to adjust the saddle to accommodate growth; safety cover for the chain; stabilizers or the ability to fit them when needed (the last two features can also be classified as “could-haves” depending how essential they are for the child/parents)

Could have: bell or horn to alert others in proximity; attractive color of the bike; front suspension; Presta valves for inflating tires

Won’t have: valve caps to cover the tires valve; Bluetooth bike speaker

Even though it may seem strange not to have the pedals and the brakes in the “must have” category, in reality they are not mandatory for a child’s bike. By definition a bike is two-wheeled transportation device, so it must certainly have two wheels and a frame to link the wheels together, but everything else is subject to discussion and negotiation. For example, small kids can learn to ride a bike by simply using their feet, so no pedals and brakes are really needed. This simple example also shows that there is often a disconnect between expectations and requirements. People often have high level of expectations, but high expectations are different from must-have requirements which are mandatory and non-negotiable.

Let’s now look at the advantages and disadvantages of the MoSCoW method.

Pros of MoSCoW

  • Simplicity. The MoSCoW method is one of the simplest prioritization techniques. It does not require searching for detailed data or making complicated calculations. So, it is easy to master and use because it is based on simple principles. Using this prioritization scheme in a product management context promotes mutual understanding between product people (product managers and product owners) and stakeholders. It is also a great method to resolve conflicts and to bring stakeholders to consensus. Prioritizing work using MoSCoW is fast and transparent.
  • Agility for flexible scheduling and implementation. Since this prioritization method has no strict time limits for the implementation, except for the “must-have” category (items there should always go first and be implemented as soon as possible), it allows for flexible implementation timeframes per feature. Therefore, a team can easily adjust feature deliveries or releases on favorable terms based on agreement with customers/stakeholders.

Cons of MoSCoW

The MoSCoW technique is very simple, but such simplicity comes with some pitfalls.

  • The technique lacks a clear consistency of implementation and lacks specific planning per feature. Even though priorities can be easily and quickly set, the MoSCoW method prioritizes the backlog items in four categories (in a similar fashion to the Kano model, covered in my previous article, which also prioritizes features in different categories), so it does not introduce any sequencing of features/backlog items and lacks specific planning. This makes it quite challenging for product people to decide on the exact priority of a feature compared to another one within the same category. At the end of the day, this drawback might put the entire release at risk.
  • MoSCoW classification rules can be subjective and this creates imbalance between the absolutely required (must have or mandatory) and slightly desirable. Often, the blurred lines between categories make it hard to decide in which category a feature should go into, specifically when we talk about “must-have” and “should-have” lists. But it is sometimes also the case between “should-haves” and could-haves”. This happens due to the subjectivity of requirements. Therefore, features or stories allocated to the different categories should be approached with great thought and care and the chosen categorization should be agreed with (or well explained to) all stakeholders.

When to use the MoSCoW method

The MoSCoW method is probably the simplest and most widespread prioritization scheme for new product development, and more specifically for small products. But as we saw above, this technique also has its disadvantages and is not always effective. For instance, if you have a complicated backlog with many time-sensitive releases, consider choosing other prioritization method or complementing MoSCoW with another more accurate or comprehensive technique.

On the other hand, it is quite reasonable to use MoSCoW when prioritizing work for small (and not too complex) products, which does not have many technical limitations. The MoSCoW requirements help product people and teams take a strategic, orderly approach to prioritization. This method is great for avoiding wasted time, arguments and misdirection.

In my next article I will talk about the Eisenhower matrix. Meanwhile, if you want to know more about prioritizing using the MoSCoW method, please feel free to contact me.

About this article or just curious about working at BlinkLane? Contact Martin or take a look at our open vacancy .

References:

[1] Griffiths, M. (2012). PMI-ACP Exam Prep (2nd ed.). RMC Publications Inc.

[2] Agile Business Consoritum (n.d.). Chapter 10: MoSCoW Prioritisation. Retrieved from https://www.agilebusiness.org/page/ProjectFramework_10_MoSCoWPrioritisation

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