Beyond Two Souls Walkthrough: How to Actually Save Everyone Without Losing Your Mind

Beyond Two Souls Walkthrough: How to Actually Save Everyone Without Losing Your Mind

You’re sitting there, controller in hand, watching Jodie Holmes cry for the tenth time, and you’re probably wondering if you just made a massive mistake. That’s the Quantic Dream experience. It’s messy. It’s emotional. And if you’re looking for a Beyond Two Souls walkthrough, you’ve likely realized that this game isn't just about pressing buttons; it's about living with the consequences of being tethered to an invisible entity named Aiden.

Most people play this game wrong the first time. They treat it like a standard action title, but it’s more of a butterfly-effect simulator disguised as a supernatural thriller.

The Chronological vs. Original Dilemma

Before you even start worrying about the plot, you have to make a choice. The remastered versions and the PC port give you the option to play in Chronological Order. Honestly? Don’t do it for your first run. David Cage designed the "Original" experience to be a jumbled mess of memories because that’s how Jodie’s fractured mind works.

If you play chronologically, the pacing dies. You spend the first three hours as a kid, then a teen, and the tension of the CIA missions feels miles away. Stick to the original order. It makes the reveals in "Haunted" and "Black Sun" hit way harder because you’ve been piecing the puzzle together yourself.

Saving Everyone: The "All Saved" Trophy Requirements

If you want the best ending—or at least the one where the credits don't feel like a funeral—you need to be specific. A good Beyond Two Souls walkthrough has to highlight that certain characters can die, and once they’re gone, they stay gone.

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Take Walter and Jimmy during the "Homeless" chapter. This is where most players fail. When the building is on fire, you have to be fast. Most people save Stan and then panic. You have to find Walter behind a door that requires Aiden to smash it, and you have to use Aiden to guide Jimmy, who is freaking out near the stairs. If you miss them, they’re toasted. Literally.

Then there’s Paul in "Navajo." This one is easy to miss because it feels like a scripted event. When Paul is injured by the Yeyei entities, you must use Aiden to heal him before you head out to finish the ritual. If you just leave the room to go fight the big bad spirit, Paul bleeds out. It’s a quiet death, but it ruins your "All Saved" run instantly.

Let’s talk about Ryan. Some people love him, some people think he has the personality of a wet paper towel. Regardless, the "Dinner" chapter is a nightmare for perfectionists. You’re trying to have a normal date while Aiden is basically acting like a jealous poltergeist.

If you want the "Perfect Date," you need to be tidy. Clean the apartment. Take a shower. Pick the right outfit (the elegant one usually works best). Cook the curry. But the real trick is Aiden. You have to keep him calm. If you use Aiden to throw wine or flip chairs, Ryan’s going to leave, and Jodie’s night is ruined. It’s a weirdly high-stakes domestic simulation in the middle of a game about ghost soldiers.

The Mission That Breaks Most Players: "Dragonfly"

This is where the game turns into a stealth-action hybrid, and if you aren't careful, it gets frustrating. You're in a snowy base, trying to take out guards. Pro tip: let Aiden do the heavy lifting. You can possess a guard, walk him into a room full of his buddies, and then have him open fire. It’s brutal, but it keeps Jodie safe.

The struggle here is often the controls. The 360-degree movement of Aiden can feel floaty. If you're struggling to find the "path" in the snow, look for the orange heat signatures of the guards.

Understanding the Black Sun and the Final Choice

Everything leads to the "Black Sun." Without spoiling the heavy narrative beats, you’re going to face a choice: Life or Beyond.

There isn't a "right" answer, but there is a "complete" one. To see everything, you actually have to play the ending multiple times. If you saved everyone (Walter, Jimmy, Paul, Norah, Cole, and Ryan), you get a much broader set of epilogues. If you let them die, the "Life" option feels incredibly lonely.

A lot of players get confused about Cole. In the final run toward the Black Sun, Cole will fall. You have the choice to go back for him. Do it. Use Aiden to heal his leg and drag him along. If you leave him, he doesn't make it to the end, even if he doesn't technically "die" in the same way others do.

Why the Combat Feels "Off"

You’ve probably noticed there are no health bars. You can’t really "lose" a fight in the traditional sense, but you can fail the sequence. When the screen slows down and goes grayscale, pay attention to Jodie’s body. If she’s moving away from a punch, flick the stick in that direction. If she’s leaning into a kick, flick toward the enemy.

The game doesn't give you prompts. It expects you to read the animation. It’s a polarizing mechanic. If you’re playing on "Easy," you get arrows. If you’re on "Hardcore," you’re on your own. Honestly, if you’re just here for the story, there is no shame in dropping the difficulty to avoid the frustration of Jodie getting beat up constantly because the camera angle obscured her movement.

Real Talk: The Norah Sequence

The chapter "Old Friends" is one of the most polarizing moments in any Beyond Two Souls walkthrough. You find Jodie’s mother, Norah. She’s in a catatonic state in a high-security ward. You have a choice here that doesn't affect the "All Saved" trophy in the way you think, but it affects Jodie’s psyche.

You can choose to stop her heart using Aiden. It feels like a mercy kill, but it’s heavy. If you do it, she appears as a spirit in the final chapter. If you don't, she stays in that bed. The game doesn't judge you, but the emotional weight is different. From an E-E-A-T perspective, looking at how Quantic Dream handles trauma, this scene is often cited by critics as one of the more "earned" emotional moments in the game, compared to some of the more "Hollywood" action scenes.

Mastering Aiden's Abilities

Aiden isn't just a cursor; he's a character. To master the game, you need to understand the color coding of his interactions:

  • Blue Aura: Standard interaction (moving objects, distracting people).
  • Orange Aura: Possession. You can control these people. Usually, this is for puzzles or combat.
  • Red Aura: Choking/Killing. Use this when you need to clear a path quickly.
  • Green Aura: Healing. This is vital for the "All Saved" run.

Possession is the most powerful tool. In the "Mission" chapter (the one set in Somalia), you can possess a rebel leader to bypass an entire courtyard of enemies. It saves time and prevents Jodie from taking unnecessary damage.

Actionable Steps for Your Next Playthrough

  1. Check the "Original" order box when starting a new game to ensure the narrative flow remains intact.
  2. Prioritize the "Homeless" chapter. It’s the easiest place to lose characters. Remember: Save Stan, then find Walter, then get Jimmy. Don’t leave the building until you’ve checked every door with Aiden.
  3. Heal Paul in "Navajo." Don't get distracted by the spirit fight. Walk into the side room, find Paul on the rug, and use Aiden's healing (the two-dot glow) on his chest.
  4. Keep the peace in "Dinner." If you want the romance with Ryan, don't let Aiden mess with him. It’s tempting to throw a plate at his head, but resist.
  5. Save Cole in "Black Sun." When he trips in the final hallway, turn around and help him.

By following these specific beats, you'll hit the end of the game with the widest variety of choices possible. The beauty of this game isn't in winning; it's in seeing how the world shifts based on whether Jodie is alone or surrounded by the people she fought to save.

The Final Insight on Multiple Endings

Don't feel like you have to replay the whole game to see every ending. Once you finish the "Black Sun" chapter, you can go to the "Chapter Select" menu and just replay the final sequence. As long as your previous decisions (who lived and who died) are saved in your current playthrough state, you can toggle between "Life" and "Beyond" or choose different partners in the "Life" epilogue to see the various outcomes. It saves you about 10 hours of unnecessary grinding.

The game is ultimately about the burden of being "two." Whether you choose to stay in the world of the living or cross over into the unknown, the journey is defined by the small moments of kindness you managed to find amidst the CIA conspiracies and ancient entities.


Next Steps for You:
Focus on the Navajo and Homeless chapters first, as these are the "fail points" for the best ending. If you’ve already passed them and characters died, you will need to restart from those specific chapters and play through to the end for the changes to stick.