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Art can elicit all sorts of reactions. Delight, inspiration, desire... but also doubt, fear and dread...
This article is about The Dark Pictures Anthology's fourth installment, The Devil in Me .

Workshop is the thirteenth chapter of Act 2 in The Devil in Me and the twenty-sixth overall.

The player controls Mark as he falls into the basement and explores Du'Met's workshop.

Basement, 2:01 A.M.[]

Mark falls down a vent toward a cell, but a sharp piece of it snags the strap of his camera and causes him to hang there. As he attempts to free himself, the vent breaks open, dropping him on the floor. He must complete a QTE to catch his camera as it falls out. If failed, the camera falls into a nearby vat of steaming liquid and is lost. Mark finds himself in an area with jail cells, and can explore to find a 10 obol coin and examine the vats again before moving into the next room.

The next room is full of shelves, and Mark can examine one to see a camera lens at the top. If he still has his camera, he can use his monopod to knock it down, catching it and adding it to his camera to increase its depth of field. Mark can try the door at the end of the room to find it locked, and after moving away from it, he must hide in one of two areas as Du'Met enters.

  • If Mark fails to hide or stops hiding too early, Du'Met finds Mark and knocks him out with chloroform, ending the chapter.

Du'Met goes into another room, and Mark can enter the room that Du'Met had come from, finding a mannequin workshop. As soon as Mark enters, he hears Du'Met coming back and must hide under the table, then do a Keep Calm segment if he hid successfully.

  • If Mark fails to hide or fails the Keep Calm, Du'Met finds Mark and knocks him out with chloroform, ending the chapter.

After working on the mannequin on the table, Du'Met leaves again. Mark can now explore the mannequin workshop across the next two rooms and find:

  • Kate's mannequin. It is tagged 7293.
  • The bar mannequin. It is tagged 0028.
  • A bloodied mannequin leg. It is tagged 6883.
  • Real Human Teeth.

Upon entering the next room, Mark must hide behind a table as Du'Met walks by.

  • If Mark fails to hide or stops hiding too early, Du'Met finds Mark and knocks him out with chloroform, ending the chapter.

Mark can then explore the rest of the basement area and find:

  • A drill bit on a table. Mark attaches it to his monopod.
  • A human animatronic. As Mark looks at it, it repeatedly demands that he presses the button next to it, scaring Mark. If Mark does so, it will scream as electrical shocks emit from its neck.
  • A picture.
  • A 5 obol coin.
  • FBI ID Card.
  • FBI Training Photo.
  • A screen with a number pad next to it. Entering the codes from before plays different footage from the mannequins' cameras:
    • 7293 plays Jamie hitting her mannequin with a bottle in Mannequins.
    • 0028 plays Charlie kicking the cigarette dispenser as Du'Met approaches him from behind in Cigarettes.
    • 6883 plays Mark being scared by the Holmes animatronic in Scouting.
  • Psychological Report.
  • A closed vent. Mark pulls off the cover and climbs inside, ending the chapter.

Collectibles[]

Secrets[]

Pictures[]

  • Uncanny - On a blanket, beside the animatronic with the electrical collar.

Obols[]

  • 10 Obols - On the floor near the empty cells.
  • 5 Obols - On the floor near the Uncanny picture.

Inventory Items[]

  • Camera Lens - On top of a shelf. Mark must use his monopod to reach it.
  • Drill Bit - On a table, near the animatronic with the electrical collar.

Photo Opportunities[]

  • Acid - In the vats at the beginning of the chapter.
  • Shelves - To the right end after exiting the room with the vats of acid.
  • Kate's Mannequin - On a chair in the workshop.
  • Bartender Animatronic - Placed against a wall in the workshop.
  • Electrical Collared Animatronic - On a chair in a room after the room with mannequins.

Trivia[]

Navigation[]

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