This page holds the last Suffering Pillar and the last Pain Pillar, three more keypad cabinets, the final chances for the counting trophies, and the two endings. After the credits there is no free roam, so a save from before each of these is the only way back. Keep a manual save from before the final choice whatever else you do.
Leviathan’s Beam
With two hearts delivered, the hunt for Marlowe resumes. The corridor out of the apartment opens onto a field under the great diamond in the sky, which now sweeps a black beam across the ground. Touching it for too long kills you, so move from cover to cover. Make a manual save before you set out: dying in the beam can send you back further than you expect.
-
1
Suffering Pillar — MISSABLE
The fifth and last Suffering Pillar is hidden in this field, behind a movable block in a side area on the right near the front, and the way to it is the blue flame in the middle. PowerPyx says to take the flame, shoot it at the block on the right, raise the block to reveal the pillar, then take the fire back and shoot it at the mechanism that opens the way out. GameSpew, which does not go for the pillar, warns against taking the flame at all, because it removes the bridge you need to cross. Save before you touch the flame.
- Trophy: the fifth Suffering Pillar gives Pain And Pleasure, Indivisible, if you have the other four.
The Heart-Shaped Inset
The field leads to an alleyway and down a ladder to Zora. An ornate door near her needs a heart-shaped key.
-
1
The blue door cabinet: 1362
Close to Zora is a locked room behind a hole in the wall, with a keypad. Its code is on two small statues you only reach later, on their backs and undersides, but the code itself is 1362, so you can open it now. Inside is an Assault Rifle upgrade, and an inventory capacity upgrade by the body.
-
2
The fleshy monument
Through the blue double doors, clear the enemies and use the box on the monument in the middle of the room, turning it to fit the shape. It gives you the Heart-Shaped Inset. There is an elevator in this room you cannot use yet. Fit the Inset in the ornate door outside.
The Missing Bell and Bruno
Past the door marked Pig Blues and an ambush, a courtyard holds a row of bells with one missing.
-
1
The Spirit Warding Bell
Carry on past a shooting range and a turning bladed wheel; a room behind a gate on the left drops you into the room below. The box on the table is a music box: turn it round, wind the handle on the back, and when it has played, open its drawer for the Spirit Warding Bell.
-
2
Boss: Bruno, again
The door that opens leads straight into the second fight with Bruno. He can melt into a pool of flesh to move around the room, and you cannot hurt him like that, so hit him when he is standing. Partway through he escapes through a hole in the wall and the fight continues in the next room. When he glows blue, banish him; he takes the Genesis Configuration as he goes.
- Story trophy: Come Here, Damn You, I Want to Touch You (defeat Bruno, again).
-
3
The bell puzzle
Back in the courtyard, put the Spirit Warding Bell in the empty place and order the bells by the plaque below them, left to right: Marlowe, Bruno, Mark, Genesis Configuration, Ascension. A door opens beside them.
-
4
Videotape cabinet: 8571
In the rooms beyond, two televisions each show half of a code once you push the tape into them. Together they make 8571, for the cabinet nearby.
-
5
Pain Pillar: the painted door — MISSABLE
An ornate painted door here has movable sections. Flip them until the picture is whole and the door opens on the fifth and last Pain Pillar. It is optional to the story, so it is easy to walk past. With all five, There Are No Limits pops.
-
6
The Elevator Key
The Elevator Key is on a table in the room with the televisions. It works the elevator in the room with the monument; using it brings a wave of enemies. Below, Bruno gives the Genesis Configuration back, and Marlowe, transformed, smashes his way through the building ahead of you.
Through the Sewers to Marlowe
-
1
Operating room cabinet: 2342
Following Marlowe’s trail leads to an operating theatre. The cabinet is in the side room with the ladder; turn round from it to read the numbers on the wall: 2342.
-
2
The sewer chamber: counting trophies
A large sewer chamber full of enemies ends with another fight against the large many-limbed creature: shoot its limbs, then banish it. If In the Land of the Pig, the Butcher is King (69 Hellchains kills) or Trickshot (two kills with one shot) are still missing, one trophy guide names this room as a last good place for both.
-
3
The Lever, and the electrified water
Further on, the rooms have electrified water again, with switches to turn the current off. In the room with the bodies in the water, cut the power and turn the bodies over until one has a Lever in it. Fit it to the cogs at the top of the stairs: a bridge extends while enemies pour in, so hold out until it is across. If you still need Electro-Shock Therapy, this water is another chance; save first. Two guides give a code, 1512, for a cabinet in this electrified area; the walkthroughs we read do not mention it.
-
4
Zora, one last time
Past the bridge and one more fight with the many-limbed creature, a trapdoor brings you up to Zora. This is the last shop before the final fight, so buy what you still need and craft what you can. Check that you hold all twelve recipes (Librarian) and have crafted each item once (Artificer): the guides do not say whether this shop still sells the earlier ones. Then go up to the chapel and through the barricaded door.
-
5
Boss: Marlowe
Marlowe, in his new form, grabs you if you let him close, so fight from range. The weak points are the smaller bodies on top of him: shoot them all to stun him, then use the Hellchains to open him up and shoot what is inside. It happens twice. In the later phase you can also pull blocks up from the floor for him to charge into, and drop spiked cubes from the ceiling when he is under them. When he goes down, banish him and take his heart.
- Story trophy: Go to Hell! (defeat Marlowe).
-
6
The third heart
A door opens after the fight; follow the corridor back to the apartment and give Sunny Marlowe’s heart.
Return to Sunny
The last stretch is the Ritual of Rebirth, a final run through the Labyrinth. Use the box to move platforms across gaps, keep moving while the bridge under you crumbles, dodge falling pillars, and drag the pieces of a broken staircase back together. It ends in a red, fleshy tunnel and a cutscene.
- Story trophy: Tear Your Soul Apart (complete the Ritual of Rebirth).
Make Your Choice
Back in the apartment, the game hands you the only choice that changes the ending, and nothing earlier in the game affects it. There are two endings, each with its own trophy.
Experience Beyond Limits (accept the Cenobites’ offer) and Human After All (deny it) cannot both come from one ending. You do not need a second playthrough: watch one ending, then load a save from just before the choice and take the other. Make a manual save at the last save point before the Ritual of Rebirth, whatever your difficulty, and do not overwrite it. On the lower difficulties the game also makes an autosave right before the final scene.
-
1
Experience Beyond Limits — MISSABLE
Walk through the opening in the wall after the Cenobites before it closes. Aidan goes with them and becomes a Cenobite himself.
-
2
Human After All — MISSABLE
Stay in the room and wait until the opening in the wall closes. The Cenobites leave without Aidan, and he stays behind, human.
Stretch Completion
✅ Before the Credits...
Cross-checked
Cross-checked on 20 October 2026 against the walkthroughs of PowerPyx and GameSpew, VGTimes’s endings guide, NoobFeed’s bell puzzle and blue locked door guides, the keypad code guides of TheGamer and TheClick, the pillar guides of TheClick, GamesHorizon and Sportsrant, PowerPyx’s and FandomWire’s trophy guides, the recipe lists of PowerPyx, AllThings.how and GMTreks, 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.