Into the Valley of Death Walkthrough
If you were wanting a Control Resonant side story with a little more meat on its bones, then Into the Valley of Death is right up your alley. There’s combat, traversal, and some light puzzle solving to do. You’ll need to progress the story a little ways to access it, but it’s one of the wackier bits of side content you’ll have seen so far. Here’s how to complete it.
| Urban Survival Information | |
|---|---|
| Rewards | Untapped Catnip Toy artifact |
| Zone | Evacuation Zone (The Sinkhole) |
How to Complete Into the Valley of Death
After the incident with the CFD, speak to Pope at the Oldest House. After giving you information on the main quest, she’ll also mention Langston was looking for help with something. Visit him at his station near the Field Office in Central to start the side story.
You’re looking for Alfred, who you quickly learn is Langston’s cat. He’s stuck somewhere in the apartments in the Sinkhole. Don’t worry about overlapping quests if you’re headed there as part of the main story. You can easily complete Into the Valley of Death on your way down to the deeper depths of that zone.
To get into the Sinkhole, you’ll need to use a new FBC access point near the laundromat in western Evacuation Zone. Be sure to pick up the Power Upgrade shard from the chest to the left of the security door.
Head through the doors and down the stairs and through the halls until you reach the chasm that makes up the first section of the Sinkhole.
Drop down to the checkpoint on the small platform near the bottom of the apartments, then proceed through the door surrounded by yellow tape. Follow the tape lines and arrows on the floors and walls, through a hole with a Dark Matter 2099 movie poster next to it. You’ll reach another chasm if you keep following the tape.
If you look up and across this second chasm, you’ll see a shimmering white light on the other side. That’s a flashing TV. Go there and speak to the FBC ranger sitting in front of it. He’ll eventually mention Langston’s cat and the “monster” that lives in the apartment.
Follow the floor tape north through a hole in the wall and around until you find the body of the TV ranger. Langston’s apartment isn’t far.
The apartment is, however, precariously perched over a bottomless pit. Carefully cross the bridge, unlock the apartment, and go inside.
Langston will speak to you via his wi-fi cat feeder. Investigate the apartment, including the blood on the floor of the back hallway and the scratch marks on the foyer wall. Langston will conclude Alfred has gotten out, and will direct you to place the feeder into the cat’s carrier so Langston can help you search for him.
Do so, pick up the carrier, and exit the apartment, back toward the chasm.
How to Find and Trap Alfred
To get Alfred into his carrier, you need to find where he’s hiding. To do that, you must follow the trail of broken potten plants he’s left behind.
The first plant is close to the hole in the wall that leads to Langston’s apartment, heading southwest. There are a lot of broken pots to follow, but you can generally keep heading south-southwest through the apartments and you’ll reach where they’re leading.
You’ll eventually reach another chasm ledge and Alfred will yowl somewhere in the distance. Now you need to find a good place to lure Alfred out and into the carrier. Such a location requires four things: a soft bed, a working television, music, and no plants.
To reach an apartment that fulfills all those requirements, jump into the apartment on the southern wall, just to the right of where the potted plants led you. Follow the hall around until you reach the bedroom.
Place Alfred’s carrier on the bed, then interact with the nearby keyboard. Finally, grab the four plants and drop them into the chasm. YOu can find the plants:
- Behind the TV
- By the open armoire
- On either side of the bookcase
Once all the plants have been removed from the room, you’ll need to leave as well. Jump to the other side of the chasm, hear Alfred “mew,” then return to the carrier.
After hearing Langston baby talk his cat, you’ll hear a scream. Jump across the chasm to the now dead ranger in front of the TV, then drop to the chasm’s bottom and through the hole into the middle of the floor.
How to Find and Defeat the Monster
Fall onto the blood stain, then drop again next to the nearby checkpoint.
South of the checkpoint is a room with many windows on the “ceilings” and “walls.” Shortly after arriving, you’ll be attacked by a Hiss named Maria. When she reaches 50% HP or so, she’ll disappear, and you’ll need to enlist Alfred’s help to get her out of hiding.
Place Alfred at the red-glowing crack in one of the “walls,” which will cause one of the windows to light up bright red.
You now need to approach and interact with a window right before it turns red so you have time for the interact bar to fill. Time it correctly and Alfred will attack Maria inside the walls. Do so successfully three times and Maria will reappear. You can destroy her like you’ve done with any other Hiss enemy in the game at this point.
All you need to do now place Alfred’s carrier next to the dead ranger and Langston will have an FBC evac crew member collect both him and the body.
Do so and you’ll complete Into the Valley of Death, receiving the Untapped Catnip Toy artifact as your reward. This artifact, once activated and equipped, reduces the damage you take if you fall into a bottomless pit.
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