A couple blocks of a bombed-out city under a veil of fog and smoke. The entrance is on a straight street densely built up on the sides, with individual shelters. The buildings contain several "snipers" firing at the player from different floors. It is possible to take cover from them, or give battle.
Next, the player goes to the square, where Austin is in the guise of a signalman. After a dialog with him, an airborne alarm cat-scene is launched, the sky darkens, the sounds of explosions are heard, and thick smoke rises. Emily rushes towards the nearest two-story house, where the entrance to the basement is located. The basement is several rooms connected by passageways, lined with racks, crates, and barrels. In the far room is Kone, a civilian. With whom a dialog ("the sister left behind") takes place. After the dialog and choosing a solution, the player returns to the street, which is filled with fog. Continuing on, Emily reaches a blockage in the street and is able to turn down a narrow passage into dark courtyards. The single passageway then leads to the next building, where through a maze of corridors and locked doors the player enters a square courtyard inside the building, where a cutscene is triggered depending on the choices in the previous dialog. This area is also the arena for the boss battle ("Sadist"), which starts after the cutscene.
Then the player goes back to the central street (after the rubble) and comes to the crossroads, where there is a monument to a historical figure without a hand. Under the monument, a trail of the object is found, going along the street right from the intersection. Following this direction, the player will come to a store building turned into a field headquarters. There are a lot of "headless" here, it is extremely difficult to defeat them in a direct confrontation, and it is impossible to get past them without attracting attention; Emily herself says so ("there are too many of them"). Looking around, the player can find a door with a bloody imprint leading to a neighboring building. Here, in addition to the standard interior, partially scattered on the floor, will be the corpses of the murdered family, horrifying Emily ("horrible death"). Here the player can also pick up an old bayonet knife (weapon). Behind one of the cabinets will be a passage to the next room and a staircase upstairs. Here the player discovers a radio station, correctly setting up which (according to the memo for the communicator lying nearby) it can cause the start of the signal lights, after which the creatures will leave the headquarters. In the headquarters building, a monument arm is found, which Emily brings to the statue. Having secured the arm, the desired direction becomes clear (to the right of the monument: having chosen this direction earlier, the player will encounter an obstacle in the form of a failure).
Moving further down the street, Emily hears the increasing cannonade of battle, to which is added the sound of sirens, at the same time the sky rapidly darkens. Out of the darkness, a multitude of "victims" and "headless men" approach Emily from all sides, clasping her in a ring, at the same time the frame fades into darkness. Lighting: from dim overcast at the beginning, to minimal at the end of the location and rooms. Ambient - sounds of battle, rumbling of shelling, screams of inhabitants with overlapping heavy double bass parts and inserts of sizzling melodic whistling. The prototype is the city of Hue in 1968. It symbolizes the siege of this city by the Vietcong, in which John himself took part.