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 Devil Inside

 
   
 
 
Devil Inside

"Devil Inside" Walk-Through

I-Act I
-------	
1-Garden:
---------
Go through the Shadow Gate entrance (avoid killing a cop, or the
show's over). (Note the medi-kit under the mailbox.) You can do a
permanent save as soon as you enter the garden. Proceed to the right.
There's an argument going on between two cops and an Electrocution
victim (who flees as the player approaches)… Follow him into the stone
maze. There, you will face off some ten members of the living dead.
Find the ammunition and medi-kit, and temporary save station
(meanwhile, the Electrocution victim has shot down the cop). Then go
back to where you started. 
A helicopter passes overhead, right after some zombies shoot down two
other cops (near the tunnel). Grab the ammunition at the entrance on
the right.
Survive the ambush in the tunnel involving 4 zombies-two of whom
unexpectedly attack the cameraman. Once the zombies are dead, continue
on the path to the garage (a wooden barn). There's a medi-kit to the
left of the log cabin (near the stone wall), and a temporary save is
available in the same place. Log Cabin:  In the back of the cabin,
take the ammunition, the sander, and the gate key (in the ditch). Exit
the cabin and fight four zombies. As you retrace your steps, you will
experience frequent encounters: grandmothers armed with Uzis, and a
legless cripple, among others.
Tunnel exit: A film sequence shows 6 zombies attacking three LAPD cops
near the lake. You join in the scuffle…Lake: Search the shoreline to
collect two ammunition packs and a medi-kit (on the dock). Gate: Use
the key that you found in the cabin. Climb the stairs, follow the path
and defend yourself from the living dead in that area.
From the trail, you can already glimpse Shadow Gate. When you reach
the double staircase opposite Shadow Gate, take the right path as far
as the forest; jump over the gate and go to the statue. Kill the
zombies. Above all, be sure to recover the key to the ground floor,
which lies at the base of the statue. Shed, left of the entrance: Find
the cartridge box. On the hill to the right of the house (toward the
garage), pick up the ammunition lying between the bush and the tree.
Take this opportunity to do a permanent save in front of the statue of
the gold prospector (with his sifter). Use the key to open the front
door…


2-Ground Floor (First Floor)
----------------------------
To the left of the front door, the bathroom offers a temporary save,
but there is also a more-or-less lethargic zombie standing in front of
them… You can find the plumber's letter by searching the toilet bowl
(lovely!!). Back in the entranceway, activate the two tiles to the
right and left, respectively, of the fountain (a box of ammunition
lies on the left tile)… It triggers the opening of the elevator
(which, for the moment, is not working). The first door on the right
leads to the Kitchen.  In the refrigerator, take the "laziness poem".
Activate the videophone to attract the Electrocution victim into the
dining room (otherwise, he can wound the player from the adjoining
room).
In the gas stove, find the two sheets of paper and a medi-kit. In the
oven, take the silencer, the ammunition and the sheet of paper.
Dumbwaiter:  Find the key to the lounge. First door on the right:
Retrieve the ammunition at the top of the condemned spiral staircase.
Back in the entranceway, climb the staircase. Take the library key and
shotgun ammunition (on the left, at the top of the stairs, and also at
the right column of the collapsed staircase). Fountain: at the bottom
of the fountain is a mosaic with a cryptic symbol (a pentagram) by
which the player can invoke Deva… You can choose to continue as either
Dave-or Deva…Back in the entranceway: A double wooden door leads to a
corridor of statues. Combat the burning Hanged Criminal. (We strongly
recommend that you confront him as Deva, because she can regenerate
when exposed to flames.)  Activate the trap door at the rear of the
corridor (this opens the panels that hide the second part of the
library). Destroy the statue on the left (next to the debris). In the
rear of the corridor, take the letter that is in the chest held by
another statue. Return to the corridor:  Go to the rear and take the
last door on the right-the door to the lounge. Go in, but watch for
the Electrocution victim. Activate the beer-dispensing lever at the
bar: Electrocution victims arrive and the door of the closet
containing the street Blaster (pump gun) opens. Take the key to the
dining room from the drawer in the coffee table…
Activate the hand lever on the wall immediately to the right of the
lounge entrance (behind the counter)… In the (collapsed) dining room:
There is a permanent save and two ammunition boxes in the rear of the
room. If the corridor statue was destroyed, this is an empty room. If
not, there's a continuous invasion of zombies in the ditch. Climb out
using wooden planks... Follow the corridor passage again to go to the
library. Take this opportunity to transform yourself into Deva and
inhale the souls (of the recently shot Electrocution victims). The red
pentacles (gates of hell) also allow the player to send the souls back
to Lucifer. A medi-kit and two ammunition boxes are in the room. A map
of the attic is in the small writing desk at the entrance to the
library, and there are various papers on the shelves. A medi-kit is in
the elevator… Cross the second part of the room and activate the hand
lever (hidden in the middle of the shelves). This action will
eliminate the metal partition blocking your access to the entrance
from the elevator. You will also find a "Who's Who" book there.
Inspect the writing desk opposite the hand lever. Take the remote
control from the drone. Open the closet: A burning zombie jumps
out…(hint: incarnate as Deva when you encounter the living dead-they
catch fire after death, giving the player an opportunity to recharge
his life force). Opposite the closet, the player comes across an
ammunition cabinet. There's a medi-kit on the (hard-to-miss)
zebra-striped sofa.Note: The painting of H.P. Lovecraft can be moved,
but doing this  has no effect.
Enter the projection room and go to the projector, after climbing the
staircase. A film sequence is triggered that shows an Electrocution
victim sounding a warning in an adjoining movie theatre. Then, he
decides to take the offensive. Pick up the ammunition next to the
projector. Activate the hand lever above the film editing table to
raise the movie theatre curtain. Search through the film reel shelves
to find "Ye Book of the Future."  Continue on into the movie theatre
(through the armored door). Fight the Electrocution victim and the two
Hanged Criminals falling from the ceiling (the Hanged Criminals
usually leave an ammunition box behind). Use the temporary save
station. Shoot into the jerry can to set the wall screen ablaze,
thereby revealing the hand lever that activates the secret passage
(hidden behind the painting) leading to the verand. Veranda:  There is
a pentacle in the pond. In the rear area, confront the Electrocution
victim on the electric chair and recover the battery that he leaves
behind him when he disappears. Find the medi-kit and ammunition.
Retrieve the lever in the middle of the marble columns and locate the
crack in one of those columns… Then, slip in the rod to open the
window panel that leads to the backyard (which also opens up the
secret passage to the entrance (located under the light bulb).
Backyard:  This is your first confrontation with the Night Howler
(avoid the blows from his spiked mallet!). When he disappears, take
the film reel… and pick up the box of ammunition. Return to the
projection room. Mount the reel on the projector… Locate the secret
passage by activating the hand lever-it reveals the staircase leading
to the attic.

3-Attic
-------
Break the mirror facing you and, behind it, activate the hand lever
providing access to the attic. Keep on going. A short time later, the
Night Howler kidnaps the cameraman. In the next room, three
Electrocution victims are venting their rage on three Skinned
Criminals. Go through the door behind the Electrocution victims
(triangular spider web in the corner). Angelina comes in when the
player passes through this door (a film sequence occurs in which she
calls upon Jack T. Ripper). If that doesn't happen, you've gone
through the wrong door….This level is full of Electrocuted and Skinned
Criminals ambushing each other (hint: don't try to join in their
fight; they end up killing each other). Tour the attic, using the map
as a guide. Many items can be found there: ammunition, etc. Don't
forget to break all of the mirrors and uncover the concealed walls-and
a gate to hell! You can even get a permanent save there (the
television set). After the film sequence featuring Angelina, slip
along the left wall and enter the back room (just beyond the iron
box). This is where the cameraman is being guarded by an Electrocution
victim on an electric chair. Pick up the fuses next to the cameraman
(the medi-kit and the bullets, too). Leave the room and turn left
after you pass the iron box. Follow the corridor until you locate the
electric meter. Insert the fuses… a film sequence occurs showing the
Shadow Gate elevator (which is now working). Go back out the way you
came in and continue straight ahead… a film sequence is triggered
showing the Skinned Criminal kidnapping Angelina. Continue on and go
through the wood-paneled door. Behind it is the gate to hell…
inhale-and send the souls back with Deva. In this room, turn left
immediately after the wooden door. Kill the Skinned Criminal guarding
the entrance. Go through the room; the elevator is there… and a
permanent save (guarded by two Electrocution victims). A little
further away, you can also find an assault rifle. To take the
elevator, click on the control console (use the left mouse button to
select the floor): in this case, the second.
 
II-Act II
---------
4-Second Floor:
---------------
There is a temporary save opposite the elevator. Proceed to the end of
the corridor. Destroy the electrical outlets as you move along (the
Electrocution victims can use them to move from one place to another).
At the end of the hall, open the chest containing a newspaper and a
shotgun. Turn left to reach the swimming pool (where you will find a
permanent save, a medi-kit, and ammunition). 
Go to the rear, behind the counter, to the bathroom. There are pinball
tokens in the wooden crate and a sheet of paper on the shelves. Leave
and activate the intercom (to attract the Electrocution victims, so
that you can reduce the number of adversaries for the final scene of
that level). When you are opposite the pentacle in the room adjoining
the swimming pool, go through the door into the valet's room. Kill the
Hanged Criminals, pick up the key behind the screen (you can use it to
leave the room). You'll find ammunition, among other things, in the
chest of drawers.            
Go back into the corridor and go through the door opposite you to
enter the snooker room.  Kill the Skinned Criminals and take the
bedroom key that they left near the jukebox. Use your tokens to play
pinball (this will unblock the door that leads to the red room). Enter
the room, open the chest of drawers, and pick up the billiard ball and
various other items you find there. Go to the snooker table and play,
using the billiard ball, which will reveal a hiding place behind the
cue rest. Retrieve the crossbow that you find there. Head toward the
gymnasium, which can be reached through the red room door. Kill the
Skinned Criminals, recover the medi-kit and head toward the showers.
In the corridor, examine the skins of the Skinned Criminals, hanging
on the wall. Find the key to the room where Angelina is being held
prisoner. 
Retrace your steps and go into the sauna through the dressing room
door (located next to the mirror in the gymnasium). Kill the sauna
zombie in order to neutralize his ghost, who has been tormenting you
since you came to that level. Go through the gate to hell in the
sauna. Return to the central part of the hall. In front of the
elevator (to your left) is a hidden door. Enter the valet's room and
kill the "zombified" soundman. Search through the chest of drawers
(for the sheet of paper), and pick up the medi-kit in the lavatory.
When you get back in the hall, another door is revealed (if this
doesn't happen, search for it). Enter the room, using the bedroom key:
kill the Electrocution victims, and head toward Angelina. Kill her
(she turns out to be a zombie). Leave the room once you have retrieved
the key and the medi-kit. A film sequence shows Angelina being
forcefully dragged by the torturer to the basement.
Use the elevator to descend to the ground floor. Go out into the
garden, turn left, open the trap door, and go down into the cellar.

5-Basement
----------
At the bottom of the stairs, turn left and do a temporary save. Move
straight ahead and take the left fork (the doors are closed at this
time). At the end of the corridor, a wall closes behind the player.
Confront the three Hanged Criminals. Shoot at the jerry can to make
that section of wall explode. In the crack made by the explosion,
activate the hand lever to release the coal cellar's wooden door. Kill
the Gas Victims. In that room, find the recessed area and retrieve the
items it contains. Kill the Hanged criminal. Pick up the sheet of
paper in the wine rack. Leave the room and turn left. Shoot the
zombies, then return to the entrance to go to the coal cellar… Shoot
at the red bricks in the wall. This reveals another recess area.
Activate the hand lever to open the passage leading to the mines. Exit
and turn right at the end of the corridor. 
Continue in that direction. Kill the Drowning Victims. Activate the
wall lever, which reveals the secret passage to the mines (opposite
the entrance with the staircase). 
In the corridors left of the entrance to the mines, go to the gate of
hell… Send back the souls from this level so that Lucifer will give
you the power to fly (you need it to explore the mines).

6-Mines
-------
Go into the mines. Use the flight spell to cross the crevices. Go
straight ahead to the boxes and gas meter. Turn right, past the earth
mound and the debris from the beams. Continue until you reach the
lantern (or go left, which will take you to the same place). Kill the
Electrocution victims in the electric chairs behind the carts. Turn
left and head toward the iron door. Continue straight ahead. Kill the
four Electrocution victims. Go straight ahead again and fly over the
television set. Shoot at the bas relief of the devil's head on the
wall to the left of you. You will enter the necropolis.

7-Necropolis
------------
(Goal of this level: To retrieve the four talismans that provide
access to the torture chamber where Angelina is being held captive) Go
forward: further ahead, and slightly below you, is a permanent save.
Collect the (many!) bullets and the medi-kit.
Exit and you come to a vast circular chamber that connects with the
entire level…
Turn left after killing the two Gas Victims next to the gravestone,
then go through the door and continue straight ahead…In the next room,
the Torturer shows you where you can find one of the talismans. Take
the talisman and go back to the gravestone where you confronted the
Gas Victims. Continue straight on again. Kill the two Gas Victims and
move on until you reach two doors. Pick up the arrows on the floor.
Both doors lead to a talisman and then to a dead end. When you retrace
your steps, take the door near the three stone stalactites (mummy
sarcophagi). In the first room to the right, a Gas Victim is guarding
a gate to hell… Give him the usual and take the medi-kit. Leave, going
either to the right or the left (left is better, because you come
across a permanent save). Both paths lead to the same room.  From
there, you access a gigantic chamber with a wooden bridge. The fourth
talisman is here. A film sequence shows you the place where you should
leave the four talismans. Return to the gravestone, which has now
opened to the torture chamber. Angelina is attached to a wheel…Jethro
(the torturer) remains invincible as long as the four stalactites
above Angelina have not been destroyed (the stalactites are visible
when they emit a green light). Beware of the torturer's axe blows (he
teleports himself continuously). Free Angelina! The Night Howler
arrives and grabs Deva. At that moment, a Grandmother appears. Kill
her so that Angelina can recover her weapon (an Uzi). Save your game
so that you can leave the room.  Follow the path shown in the film
sequence: return to the door to the three stalactites. Wait… do not
fail to protect Angelina on your way back. (You still need to hurry,
since your time is limited.) Return to the chamber with the bridge,
then follow the bridge. It will take you outside into the open air,
inside the cemetery. 

III-Act III
-----------
8-Cemetery
----------
Save your game next to the first tomb you encounter. Walk around the
grave mound and try to open the tombs situated along its sides. You
will find several objects in the only accessible tomb (four items:
mirrors, a watch, talismans and a coin). Place these items in the
corresponding tombs. For example, put the gold coin on the greedy
woman's stand (if you make a mistake, Dave catches fire). A horde of
zombies are surging out of every exit and heading for the last tomb
that you visited. Beware: don't forget to protect Angelina, who can
only defend herself from a limited number of adversaries. So keep an
eye on her…Also search the surroundings of the grave mound for any
weapons or items that you can retrieve there. Once you have placed the
four items on their respective locations, the Night Howler appears,
fleeing through the grave mound maze as Dave approaches. Follow Dave
and search the place. Fight back the Hanged Criminals until you enter
a room where you find two sheets of paper and a medi-kit. Dave and his
confederates are then transported to the higher level (the level just
above, on the grave mound).

9-Grave Mound
-------------
Visit every tomb and push back the frequent attacks… Follow Angelina
into the tomb of the deceased, Hubert Chardot (whose inscription
appears on his gravestone). When you have been transported to the
upper level (teleporting is automatic once the tour is over), proceed
as you did before, up to the top of the grave mound (to the Tomb of
Anger). Save your game and enter the tomb. Use the action command on
that tomb and prepare yourself for the final confrontation.
 

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