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WALKTHROUGH: PART 2 OF 5

Escape Charlotte to Sunny’s Soul

Escape Charlotte, Free Sunny’s Soul

Three Missable Spots on This Page

Zora’s first shop (the two coin trophies), the graveyard (A Quiet Place) and the first Labyrinth pillars. There is no chapter select, so each one gets a manual save right before it, kept until the trophy or pillar is done. Each spot has a save point close by.

Escape Charlotte: the Sewers

The disguise does not hold. This objective opens with a run from Charlotte and goes down into the sewers, where the Unworthy appear: people the Cenobites judged and twisted into something closer to zombies. Then come Zora’s shop, a new power for the box and the woods.

  • 1

    The first run

    When you get control back, sprint. Follow the corridor down into the sewers and keep moving; the chase ends on its own further in.

    • Story trophy: Only Nightmares Last Forever! (escape from Charlotte).
  • 2

    Zora’s first shop: What’re Ya Buyin? and What’re Ya Sellin? — MISSABLE

    Past the first Unworthy, a ladder leads up to Zora. She buys your valuables and sells weapons, upgrades, consumables and crafting recipes; there is a storage chest beside her and a save point. Two trophies count coins across the whole playthrough: What’re Ya Buyin? (spend 666 or more) and What’re Ya Sellin? (earn 999 or more from sales).

    Recipes for Librarian — MISSABLE: three of the ten recipes Zora sells are on sale here: Medkit (200 coins), Lockpick (120) and Basic Repair Kit (120). Three guides give the same recipes and prices for this shop. None of them says whether a recipe stays on sale later, so buy each one the first time you see it, and craft each item at least once along the way for Artificer.

    One trophy guide reports, and two others repeat, that on PS5 the counter for these two can stop moving after the first shop, and they advise earning them here and now: save, sell everything, buy, sell again, and repeat until both pop, reloading the save if they do not. We have not found a patch note that fixes it; doing both trophies here costs nothing either way.

  • 3

    Out of the sewers: telekinesis

    Further on, you drop into a flooded area full of Unworthy that do not notice you at first; stay crouched and sneak to the door. Outside, the Genesis Configuration gains a new power: it can now pick objects up and throw them, circular saw blades included. Throwing costs Suffering, the blue bar at the bottom left.

    • Story trophy: With Great Power (unlock the Telekinesis power).
  • 4

    The electrified pools: Electro-Shock Therapy

    Next is a room with electrified water on the floor that kills Aidan and enemies alike. Get round it through the pipe at the side and over the crates to a generator, whose switch moves the current from one part of the room to the other; you can use that to cook enemies or to make a dry path. Electro-Shock Therapy asks you to die from an electric shock, once, anywhere. This is the first chance: save at the next save point, walk back into the water, then reload.

  • 5

    The Van Key, and Charlotte in the woods

    Further in, a room holds a large armoured enemy and, behind him, a body with the Van Key. You can fight him or sneak past. Take the key back outside, open the van’s back doors and climb through. Charlotte chases you again through the woods: when you see her ahead, turn and take another path, and watch for bear traps.

The Graveyard

The chase ends with Aidan in a ditch with an injured leg. Set it, and search the body beside you for a new firearm, the Shotgun (2 of 5). Ahead are a ruined church and a graveyard patrolled by armed cultists. The job is to fetch a piece for the church gate from a shed by the house on the far side, then come back with Charlotte now roaming the graveyard.

MISSABLE: A Quiet Place — Save in the Church First

A Quiet Place asks you to escape the graveyard without being seen and without throwing anything. That rules out the stones and bottles the game hands you here to distract enemies: do not throw a single one. Make a manual save in the church as soon as you arrive, and another at the house once you reach it unseen. On the way there the threat is the cultists; on the way back it is Charlotte, so stay crouched in the bushes and keep behind her.

  • 1

    The house and the shed

    Work your way round the graveyard to the house. The Shed Key sits on the bedside table in the bedroom. Where the inventory capacity upgrade in this house sits depends on the guide: GameSpew and VGTimes find it in the bedroom wardrobe, PowerPyx in the green cabinet in the room with the save point. Open the shed and take the Graveyard Gate Inset.

  • 2

    House safe: 9606 — MISSABLE (Codebreaker)

    The house has a small safe. The code is two dates you can read in the house, 96 and 06: 9606. It is the third keypad towards Codebreaker.

  • 3

    Back to the gate: burn Charlotte

    Return to the church and fit the Inset in the gate. Charlotte catches up with you there: shoot the burning light hanging above to set her on fire and drive her off. Past the gate, Aidan meets the Hell Priest again and strikes a bargain to get Sunny back, which sends him into the Labyrinth.

    • Story trophies: Burn? Oh, Such a Limited Imagination! (set Charlotte on fire) and Demons to Some, Angels to Others… (talk to a Cenobite).

Free Sunny’s Soul

The second long visit to the Labyrinth, and the first with pillars. These artifacts come in two kinds: Pain Pillars raise your maximum health and Suffering Pillars raise your Suffering, the meter that powers the box. They sit just off the main path, and the Labyrinth closes behind you as you go, so each one has to be taken when you pass it. All three below belong to this objective.

  • 1

    Spinning traps

    Follow Pinhead until he leaves you. From here the hazards are spinning, diamond-shaped traps running along tracks: when one comes at you, turn back, and duck into the safe gaps at the side to let it pass. In the room where several of them meet, stand in the circle in the centre and you are taken to a bathroom; break the mirror to go on.

  • 2

    Pain Pillar (health) — MISSABLE

    Early on, after the first hallway with a spinning trap, a side turn at an intersection leads to a room with four more of them in a row and the pillar across it. It is off the main route, which carries on the other way. Activating it (any pillar) also gives The Further Regions of Experience.

  • 3

    The rotating pipe

    A long walkway lined with spikes crosses a room with a huge ring in it. Aim the box at the ring to turn it: the walkway turns with it, clearing the way.

  • 4

    Suffering Pillar — MISSABLE

    After the corridor where the spiked walls close in and the ceiling comes down, the next intersection has a branch towards a red glow. The pillar is there, on a circular track with traps rotating around it: wait for a gap and walk in behind one.

    A second Suffering Pillar comes later, in the open area where Leviathan is visible in the distance and the Chatterer keeps appearing around you. It is behind you, not ahead: keep going until you see arches in front of you, then turn round straight away and look back along the way you came. If you reach the arch with two blue flames and gold accents, you have gone too far.

  • 5

    Second Chatterer chase

    The way out of this Labyrinth is another chase, with a twist: twice your path is blocked by large blocks you have to shift with the box while running. Midway, the chase drops you into a prison cell for a moment before picking up again. In the room full of pillars at the end, move one block onto the switch by the wall to open the exit.

    • Story trophies: Run, Aidan, Run! (escape from the Chatterer, again) and Welcome to Oblivion (reach the Field of Souls).
  • 6

    Sunny’s pillar

    Cross the ruins of the Field of Souls to the steps up to Sunny’s pillar. Insert the box and twist and shift it until it matches the shape cut into the pillar, then confirm. A door opens behind it; there is a save point on the way out. Sunny comes back, and her price is three hearts: that is the hunt the next objectives send you on.

    • Story trophies: Every Drop of Blood You Spill… (resurrect Sunny) and Puts More Flesh on My Bones (begin the hunt for the hearts).

Stretch Completion

✅ Before Moving On to Hunt Charlotte...

Cross-checked

Cross-checked on 20 October 2026 against the walkthroughs of PowerPyx, GameSpew and VGTimes, PowerPyx’s and FandomWire’s trophy guides, the recipe lists of PowerPyx, AllThings.how and GMTreks, the pillar guides of TheClick, GamesHorizon and Sportsrant, TheGamer’s keypad code guide, and Game Rant’s objective list. Not from a playthrough: nobody here has played it, and what the sources do not describe is not on this page.

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