From chapter 1 to chapter 5 of Bendy and the Ink Machine, we have put together everything you need to do to complete the game 100% in this walkthrough guide. Also don’t forget to leave a comment if you are stuck.
Table of Contents
Chapter 1 Walkthrough: Moving Picture
When you first enter the Chapter, “Moving Pictures” will appear in Large letters. When they disappear, get ready to have your childhood ruined. Your character will speak and then feel free to walk around and explore a little. You will notice a light on under a locked door, do not try to unlock it yet, as you will not be able to get into it. Right after the locked door, you will see the Ink Machine. Go into the room and you will trigger the player saying a line. At this point, you should find the “Break Room”, or the room with the 6 pedastils. This will once again trigger the player saying another line and now your objective is to find the 6 items needed.
Picking Up the Peices
On to the peices needed to restore the power. Once walking into the Break room, your player will trigger a line and your objective is to find certain objects to turn on the main power. The 6 peices include the following: A Wrench, A Cog, A Record, A Ink Bottle, A Bendy Plush and A Book. These peices can be found in a huge variety of places. ( I forgot some places so dont go insane if i didnt mention a spot or two) After about 5 updates, the locations have been moved, so this sectionn might be under construction while I find them
Let’s Start with the Wrench: Inside of Boris’s Guts
Now to the Cog: In the Ink Machine room, in the chest that held one of the dry cells
Next up, The Record: In the small music room, under the desk
Now that messy Ink Bottle: In the newly added drawing area, under the one table with the changing Bendy, with the light on it
The cute Bendy Plushy: In the Projector Room, on one of the chairs
And lastly, The Book: In the Break Room, on the table with projector reels and books
And there are all of the spots so far!
Hello Bendy
Once finding all of the peices, you will be required to turn on the ink flow. You will have to go to the projector room near Wally’s recording room. When walking down the hallway, a Bendy cut-out will suddenly pop out from behind the corner and go back in. Keep walking till you get to the room. When inside, the projector will turn on, showing a dancing Bendy with music in the background. Go around the corner to turn on the ink flow. After doing this, you will have to make your way back to the Break Room.
Turn on the Main Power to get the ink machine running. (If you would like to get “The Creator” achievement, go to the section titled “The Creator”.) When heading back to the ink machine, you will notice it has been baorded up… but by what, or whom? when you walk up to the boards, you will be jumpscared by Bendy, and will try to grab at you. If you turn around, you will notice that ink is coming out of everywhere and doors have appeared to the other hallways.
This is telling you to follow the path back to only one spot, The Exit door. Run back this way and you’re free! Or at least what you think. When you are alomost out, the floor collapses under your feet and you fall into a lower section of the building. Start walking down the stairs to find a room with wood planks, an axe, and the words “THE CREATOR LIED TO US” smeared in ink.
Pick up the axe to get through the hallway with wood blocking the way. Chop this to find a door. Open this and you will find a Satanic Circle on the floor. Walk up to this to see three flashbacks: The ink machine, a wheelchair,and Bendy at your desk. Then you will faint. Congratulations! You have beaten Chapter 1 of Bendy and the Ink Machine!
The Creator
This will explain how to get the acheivement, “The Creator” for Chapter 1. Once you have tunred on the Ink Flow and the Main Power, go into Boris’s room. You will notice ink coming out of Boris’s stomach. If you look to the right if you are facing Boris from the doorway, you will see a poster. if you walk towards this poster, you will notice you can go right through the poster. When walking through this, you will see a odd looking figure with a long body, round head, and skinny arms. This is theMeatly himself…or herself….I don’t know. When walking up to theMeatly, the player will trigger the voice line, “What the heck is this?”. After this is triggered, congrats!
Chapter 1: Achievements
A guide to obtaining all current available achievements in chapter one of Bendy And The Ink Machine: Moving Pictures.
Picking Up The Pieces
In order to get this achievement, you will need to hunt around and collect six items. Below I’ve included a list of some of the places in which these items are likely to spawn and pictures of the items too. For now, I’ll go through how to begin the task Turn On The Machine. You may see some of the items while walking around initially however, you won’t be able to pick them up until you’ve activated the task. Your current objective is Find The Ink Machine.
When you (Henry) first enter the game you will spawn at the end of a hallway in the old workshop. Walk towards the room at the end and turn right. Once you’ve done this, follow the next corridor round until you see a room with a sign above it reading “Ink Machine”. Walk into this room and your character will say “So this is the Ink Machine, huh? Wonder how you turn it on.” Your objective now is to Turn On The Machine
From here you want to leave the Ink Machine room and head left into the Break Room. This is a large room containing six pedestals, behind each of which is a picture hinting towards the item that needs to be placed upon each one. You will now be given the objective “Fix The Machine”. In order to do this you must first find all six items.
The Taste Of Home
You can earn The Taste Of Home by collecting all cans of bacon soup that you find on your travels. Unfortunately, I’m not posting all of the locations these can be found. Just be sure to check all shelves, desks, cabinets and floor spaces; not forgetting to open every door possible as some are cupboards full of bacon soup. If you get to the end of chapter one and haven’t earned it, you haven’t found all of the cans.
Crooner Tuner
This is an achievement you can find hidden behind one of the many doors along the numerous corridors that you stumble upon while playing the game. But which door?! This door is found on the left hand side of the corridor when heading towards the Ink Machine room. This door stands out from the rest as when you first see it there is light streaming out from the crack beneith it. At this point you will not be able to get inside as the door is locked to begin with.
In order to unlock the door you must first visit the Break Room. This is the room with the six pedestals in. Once you have visited this room you will be given the objective Fix The Machine which involves you hunting out the six hidden items needed to “help appease the gods”.
Once you have started this objective the door will now be unlocked. If you’re looking in the right place at the right time when heading back down the corridor you might spot the light under the door suddenly shutting off. Spooky! Now you may open the door and go inside.
Now that you’re in the room you will see an old radio sitting on the side. It doesn’t light up like other objects that you can interact with do when you look at them, nevertheless, go over and interact with it. It will switch on and you will have earned yourself another achievement.
The Creator
The Creator is an achievement that you can obtain right after increasing the ink pressure and flipping the switch in the Break Room. If you take a small detour into Boris’ Room after leaving the Break Room before heading off to your next objective, you can earn this achievement by walking through the wall behind Boris. In the image below I have circled the wall to walk through.
Upon walking through this wall you will see a crudely drawn cartoon man standing in a box room and BAM! … Another achievement. You can’t interact with him and he doesn’t do anything. I won’t include a picture of him, I’ll leave that as a surprise for you.
The Past Speaks
You can earn The Past Speaks achivement by finding and playing all of the recorded messages on the audio logs in chapter one. Below I have included a description of where each one can be located. There are just two.
Wally Franks This one is in the Narrowed Room on a shelf between the two cupboards. On this recording he talks about the six items needed in order to “help appease the gods.
Thomas Connor Can be found towards the end of the chapter when you’re running back towards the exit. After falling through the floor you will land in a room full of ink with shelving on one wall. This audio log can be found on one of the shelves.
After listening to both of these you will be presented with The Past Speaks achievement.
Hello Bendy
The Hello Bendy achievement is earned as part of the story. Towards the end of the chapter, after you have flipped the switch in the Break Room completing the Restore Ink Pressure objective, you will head back towards the ink machine and begin the Run To Exit objective. The pathway into the Ink Machine room that was open before is now blocked as it has been boarded up. Despite there being no clear path through, I still urge you to edge towards it.
A different version of Bendy to who you’ve seen in the pictures will now jumpscare you and attempt to grab you from beyond the planks. The halls become very dark and ink will start flooding in. Run back towards the place you spawned from at the very beginning.
Unfortunately, no exit for you. Before reaching the door, the floor will fall away from under your feet and you will plummet into a room quickly filling with ink below, but hey! You’ve earned another achievement… silver linings and all that…
Chapter 2 Walkthrough: The Old Song
The chapter starts with Henry waking up in the pentagram room (after he fainted, as seen back from the previous chapter). Then, grab the axe that is next to Henry to unlock the next objective.
Find a New Exit
Using the axe, break the wood blocking the door on the left side of the room, and walk through it. Then go downstairs until you reach the Utility Shaft 9 entrance. There Henry will see the quote “HE WILL SET US FREE” written on the wall (presumably by Sammy Lawrence) next to a Bendy cardboard, cans of Bacon Soup, candles and a banjo. Explore the room until Henry finds a tape recorded by Sammy, in which he talks about Bendy as if he was a god, and that he will save him. At the end of the tape, he asks: “Can I get an amen?”, and just when the tape ends, Sammy’s voice echoes: “I said, can I get an amen?”.
Then head to the ink flooded hall, where Henry can hardly walk, and get through it. There, Henry will see a person passing through carrying a Bendy cardboard cutout, and just when Henry reaches him to ask him for help, he´s gone, leaving the cardboard behind. Move to the right corner of the room to unlock the next objective.
Redirect Power to the Gate
There, Henry will find a closed gate, and you will have to find 3 switches around the place. Two of them are randomly placed in the Utility Shaft 9 room, but the last one is always hidden behind several Bacon Soup cans on the shelf. These cans are located in the left corner of the room, at the base of a destroyed shelf next to the Bendy cardboard. Find and press the other 2 switches and return to the gate. This will unlock the next objective.
Raise the Gate
At the gate, hit the lever next to it to activate it. The gate will open, and a new objective materializes in the corner.
Find a New Exit
Once Henry enters the gate, break the wood blocking the entrance to the Music Department. There, Henry will find another tape recorded by Sammy Lawrence, telling Henry that the Ink Machine started to leak, and that Joey Drew installed a pump to drain it periodically, and that the switch to activate that pump is in Sammy’s office. Then head to the flooded stairwell to unlock the next objective.
Drain the Stairwell
Next to Henry, attached to the wall, there is a “Power” switch, which Henry has to turn. This will cause the energy to return to the Music Department room, but it will also cause a bunch of Searchers to attack, trying to kill Henry. Hitting them with the axe once will kill them, though. Surviving the attack will activate a gate at the right side of the room, and a “Recording” letter will light up. Entering through this gate will lead Henry to Sammy’s Office, which entrance is also flooded by ink, with a locked closet at the right side of the room. There is a tape recorded by Wally Franks in front of the office. Listening to it will lead Henry to the next objective.
Unlock Wally’s Closet
In the tape, Wally will state that he lost his keys and that they may be at one of the garbage cans located all around the place. Doing so may lead you to the recording studio, which features a bunch of chairs, an ecram, microphones hanging from the roof, a recording booth, a tape recorded by Susie Campbell, a banjo, a drum, a bass, a violin and a piano downstairs, and a projecting booth, a projector, and a tape recorded by Norman Polk upstairs.
The tape recorded by Susie tells you that she loves working for Joey and that she really feels a connection with Alice Angel (the character she voices). The one recorded by Norman gives Henry a great hint: It tells Henry that everyday, while the band was recording the songs, Sammy shut down everything and told everyone to wait outside. Then he turned on the projector and ran downstairs to play some instruments. After a long time, he told everyone to return to their activities. Turning on the projector and playing the instruments will not have any effect on the game until the next objective is unlocked. Eventually, Henry will find the keys and, with them, return to Wally’s closet and unlock it.
Find Sammy’s Sanctuary
Inside the closet, there are some cans of Bacon Soup and a tape recorded by Sammy. In it, he reveals that he has a sanctuary, just like Joey does, and to enter Henry needs to learn his “favorite song”: The song is always a random combination of the five instruments located in the Recording Studio.
Then, Henry has to go to the projection booth and turn on the projector, then run downstairs and play the combination before the projector turns off. Successfully doing it will open the gate to Sammy’s sanctuary, leading him to the next objective.
Enter the sanctuary
Now Henry will have to enter the sanctuary and activate the valve at the bottom of the hall. This will unlock the next objective.
Find the Second Valve
After activating the valve on the sanctuary Henry must exit the hall and head to the Infirmary. This will trigger a jumpscare attempt of a Bendy cardboard (Just like what happened during Chapter 1) and several Searchers will try to attack, while a mysterious masked person, who is later revealed to be Sammy, watches Henry from upstairs. After surviving the attack of the Searchers, Henry must go to the infirmary that was blocked by ink before and find the second valve. But when Henry get to the pipe where the valve should be, Henry notices that the valve was gone. Then Henry must pull down the “utility access” lever and go down the flooded sewers. Then Henry wades through the ink coming from an open pipe, and encountering Swollen Jack, whose holding the valve.
Once Henry approaches him, he ducks back down into the ink. After walking through the ink further and listening to the recording by Jack Fain, Henry enters a room where Swollen Jack is currently there, a small lift with a crate on it, and two cylinder shaped machines with levers attached to them. Henry then must push the “up” lever on the left machine, which raises the lift, then Henry must walk towards Swollen Jack until he appears under the lift. Then Henry must push the “down” lever on the right machine, which drops the lift on top of Swollen Jack, killing him. Then Henry must pick up the valve, take it back to the pipe, place it on the pipe, and turn it.
Return to Sammy’s Office
After activating the second valve, Henry needs to go back to Sammy’s Office and open the door that was blocked with ink and one leak of ink coming from a pipe. Then after opening the door of the office, Henry must activate the pump control.
Take the Stairs
Now exit the office and go to the stairwell to exit the place. Attempting to do so will result with Sammy knocking Henry out, and when he wakes up, he’s tied to a wooden beam and Sammy starts to talk to him, telling him that he intends to summon “Bendy” and that he will offer him as a sacrifice, so he can be freed from his ink body. Sammy then exits the room and starts to sing a song about sheep through some speakers. He then summons “Bendy” and orders him to accept the sacrifice, but “Bendy” ends up “murdering” Sammy. This will lead Henry to the next objective.
Escape Bendy
Henry then unties himself, and Henry has to grab the axe to kill the Searchers that will appear. Then, enter the hall in front of Henry and break the wood boards blocking the way. Breaking the last wood board will cause the axe to break, and then Henry has to enter a room completely flooded by ink. Entering will cause “Bendy” to appear from the pond and he will start to chase Henry. Henry has to take the path to the right (the path Henry came from is now blocked by debris) and go through, where the Corridor Maze is, keep on running away as quick as possible in a straight pass and head right, left, right, left, left and right, the door at the end of the hall. The door will block itself after successfully escape from “Bendy”. The room will be filled with Bendy dolls and a couple of machines attached to the wall.
Chapter 2: Secrets
Reappearing Bendy
If Henry (You) breaks one of the Bendy cutouts laying around on a ritual circle and turns away, then back again, they’ll reappear undamaged. Probably for paranormal reasons.
Bendy Band
Up to 9 Bendy cutouts can appear sitting or peeking in from the Orchestra Room, doing so grants the player an achievement.
TheMeatly
Once again, TheMeatly’s Easter Egg returns in Chapter 2 and it is only accessible after the ink pumps are turned on, he is accessed from the Music Writing Room.
Youtuber Tunes
In Sammy’s office, there’s an old fashioned radio that plays an instrumental and shortened version of DAGame’s “Build our Machine” song.
Hidden Area
Right before your axe breaks, in the first ink pool, look above you and you will see some weird attic area.
Chapter 3 Walkthrough: Rise and Fall
Once Chapter Three starts, you wake up in the “Safehouse”. This is where Boris lives. To Exit, you must find the Lever to open the door and exit the Safehouse. Apperently, its not that easy. you must find THREE different Bacon Soup cans for him to give you the lever.
The Locations are as follows:
On the Shelf
On the Barrel
In Boris’s Chest
Once you have all of the soup cans, pour them into the canister and wait. Once its finished, pick it up and give it to boris. He’ll give you a small toolbox with the lever inside of it. Exit the Safehouse and Continue forward. Eventually, you will reach a dark corridor. Get the flashlight on the table and continue. Once you get to the end, your…At the end i guess..? More descriptive: A dead end. Ask boris for help and he will take the flashlight and enter the vents, eventually opening the gate in front of you. You’ll find yourself at the “Heavenly Toys” Center. Get to the toy machine control area and you find yourself with, yet again – Something blocking the door. Press the lever in front of the entrance to the toy machine control room, start the toy machine and remove all Plush body parts from the fans. Once you have done that, press the lever enough times to open the entrance to the door. Before doing that, you have an opportunity to enter a small area, with a bowl with ink forming into a shape of things and an Audio Log. The audio log contains JackSepticeyes voice. What a suprise! Once you enter the room that was blocked, you find yourself in an Alice Angel room. Then the lights shut off. Alice starts to sing. Wait a little bit, then…
JUMPSCARE
Walk down the stairs into the area with a sign, with two paths. One Way is the Path of the Demon. The other is the Path of the Angel. You can find each path in a different section! Just Scroll Down. This part will continue from the end of those paths.
Walk down the Long and not very suspicous hallway and Boom! Another jumpscare. Find out who it was by being brave enough to walk towards it. And it was…Boris..? Take the Pipe Gent from boris and continue forward in the inky dark room. Continue forward and find an area with two levers required to open a door. If you like jumpscares, then dash to your lever to find a jumpscare from.. Wait, who is that? Just wait a sec, lemme check the wiki.. Piper is his name. Really scary, anyways, whack that weirdo down an pull the lever quick! Once you have done that, run through the dark hallways and go down the elevator, to meet alice’s voice. Looks like you have a date with an Angel!
Walk to her door in Level 9 and wait till her door opens. Run through (With Boris running faster.) the hallway and meet about a BILLION Boris clones and Pipers, Strikers and Fishers. Don’t worry, there arent any jumpscares. Meet Alice by the end of the room and get ready to listen to an essay. Once she finishes explaining, run back to her door and do what she says.
The Angels “To do” list
Spare Parts
Find all of Alice’s Gears.
Feeling the Pressure
Solve all Valve Panels
Anger Management
Destroy all Bendy Cutouts
Ultimate Stomache
Hunt down all Swollen Searchers
Front Lines
Kill the Butcher Gang
Darker Places
Survive the Ink Abyss
Each Task will grant an Achievement upon Completion.
Once you have completed ALL of the tasks, walk back to the elevator and “Go home”. You can just see what happens from there.
It begins with opening up a dissonance of Henry’s voice, repeating the same line he gave at the beginning of the first chapter. Henry regains back his consciousness after the elevator crash. Henry’s main mission is to navigate further and find Boris who is already kidnapped by Physical Alice.
Chapter 4 Walkthrough: Colossal Wonders
Rescue Boris
Henry will wake up near the broken elevator. As soon as the chapter starts go straight down the corridor coming to the sign with Grant Cohen’s office pointed right and R&D and the Archives pointed left.
Enter the Archives
First the player needs to go left where Henry will find a locked door with a missing valve handle. The player will then have to go back and go right towards the Management Office where the valve is located. Henry will then return to the door and turn the valve entering a room with a Bendy statue and some Lost Ones gathered around it. However, when the player open the archives door, if they turn back to Grant Cohen’s office the player can open the door in front of the office. Inside the player find the Boris poster, walk through it and the player can find theMeatly inside cooking up some sausages on a barbecue.
Locate the Secret Passage
From here Henry will go straight into the Archives (A round room with an inner and outer area). Here Henry needs to find 5 books sticking out of the shelves and push them back in lighting up lights above the exit. In the center of the circular room, there’s an audio log of Susie Campbell in the room, in which she remarks how Joey been double-crossing her, and although Joey seem to have an “opportunity” for her, she remarks that she has something special planned for Joey (remarking how Alice doesn’t like liars). After Henry pushes the book next to the private door, the Lost Ones in front of the Bendy Statue will disappear. After Henry pushes in at least three books, he experiences a brief disruption in which a shriek disturbs his vision, and the room appears to be shaking. After several seconds, Henry will snap back to his senses.
Enter the Darkness
Once all books are pushed in the door will open and Henry enters the cavern. Henry will then come to a bridge that needs a gear to make it work.
Repair the Bridge
To get this gear go down a nearby corridor where Henry will find a level which will reveal a vat of ink turning the valve behind creates a Swollen Searcher with thick ink on it. Take this ink back to the bridge area and put it in the Ink Maker nearby, making sure to select gear on the dial on the right of the machine before activating it. Take the gear put it in the bridge and travel across the pit. The bridge cart will move on its own upon activation, slowly between where Henry is standing, and the platform across. Once the cart is close enough, clicking it will make Henry climb into the Bridge cart. It will proceed to move slowly on its own, before stopping in the middle, with dramatic music playing in the background. The bridge will proceed to move normally afterward. Upon reaching the end, clicking the wood planks will make Henry climb out. He will then enter the Mineshalf, and will experience another disruption in which the walls are covered with inky arms reaching out and strange whispers being heard. Reaching the end of the hall, Physical Alice starts speaking to Henry, calling him “errand boy”, stating she’s watching him, and asking him a series of questions, before concluding that he’s here for Boris. She ends her dialogue, urging Henry to hurry up.
After climbing up the stairs, Henry will enter the Lounge with some background music playing from the record player, and a Lost One mumbling to himself about being tricked and wanting to go home. The next room Henry enters will be full of Lost Ones, which he can walk past and take the flashlight, which will instigate Henry climbing through the vent. If Henry turns around the instance he enters the vent, two Lost Ones will block his way along with the Lounge pitch black. While climbing through the vents, the first corner he reaches will cause Ink Bendy to spawn and jumpscare him, who is unable to reach Henry but seems to be trail his finger on the side of the vent door before walking away. Eventually, Henry will reach an open vent which will drop him in front of the door to Storage 9.
Henry will have to climb up the stairs, which a sign pointing up with the phrase “COME UP AND SEE ME” is painted and an “ALMOST THERE” painted on another part of the stairway. At the top within Bendy’s mouth, there are concept sketches all over the walls, and on the table is an audio log of Bertrum Piedmont, who remarked his skills as a world-famous amusement park builder, but was rather upset in the matter Joey treats him. Bertrum remarks that he will be designing Bendy Land, a theme park dedicated to Joey Drew Studios’ mascot. Past the table, there’s a switch that will unlock the door to Storage 9.
Upon entering Storage 9, the lights kick on. At the bottom of the stairs is a punch card stand, some closed stalls with an audio log from Wally Franks, remarking how the warehouse workers keep getting locked out of rooms and gives a hint about playing the mini-games to unlock a door. Moving towards the entrance to the Haunted House unlocks the next objective.
Power the Haunted House
This is a bit elaborate, but simple to do. Next to the Haunted House is a switch box under the face of Alice Angel. There are five switches, with only four them labeled. There are cords sticking out from underneath the power box that leads to four different rooms at different parts of Bendy Land. To unlock the first room, Henry must play two of the mini-games (the stalls will unlock upon receiving this objective) until he gets a passing “ding” sound. After unlocking the first room, Henry must pull the power switch there and then the switch on the Power box next to the Haunted House.
Playing the strength test minigame opens the door to the Research and Design room, but if done before opening the first door nothing will happen. This will be delayed until the first switch of the power box is pulled. After hitting the bell, Physical Alice will remark if Boris minds when Henry takes his time rescuing him. In the room, Henry must distract the Butcher Gang enemies by throwing empty cans of Bacon Soup at necessary spots.
The room on the right holds the power switch Henry will need, a Lost One crying in a fetal position, and an audio log of Lacie Benton, talking about how she’s the only employee not complaining about her work condition, and her only concern is the disturbing mechanical demon (in the same room) which bothers the heck out of her. The room on the left holds the switch to the door, which must be used in order to leave the room. Hitting the corresponding switch back at the Haunted House unlocks the next room.
In Attraction Storage, Henry will come across a deceased Striker and an amusement park ride. Playing the audio log on the table nearby will soon trigger the boss fight against Bertrum. Henry must defeat Bertrum, using the axe (that Bertrum left after demolishing the table) within that room in order to unlock the next power switch and to be permitted to leave the room.
In Maintenance, Henry will encounter the Projectionist again, wandering through the inky section of the room. There’s an audio log from Joey Drew in that same room, and a switch Henry needs to access the next part of the room. Upon hitting the switch, however, the Projectionist will be aware of Henry’s presence and will give chase, even following Henry up the stairs. Henry must hit the power switch in the previously inaccessible section of the room. This will cause the lights to go out temporary, making the Projectionist disappear.
Once Henry climbs the stairs towards the way out, the Projectionist will immediately pop out and give chase once more. Henry must hide in the Little Miracle Station at the top of the stairway. Although Henry is safe inside the station, The Projectionist is aware that Henry is inside and will attempt to reach Henry within the station, before the screen distorts one last time: this time, Ink Bendy bursts into the room and engages in a fight with the Projectionist, ultimately winning by decapitating The Projectionist. After tossing the head at the station, Ink Bendy peers at Henry within the station, before dragging The Projectionist’s body away into a wall.
After Henry hits all the switches, the next objective pops up.
Defeat Boris
The doors to the Haunted House will open, and upon entry, there will be the words “Turn Back” painted on the wall, and evil laughter playing in the background. Henry must climb into the cart to proceed.
Upon doing so, Physical Alice speaks to Henry throughout the ride, remarking how nobody in the studio controls Joey Drew Studios and asking Henry what his real reasons are for coming back. Near the end of the ride, Physical Alice concludes her speech by telling Henry that she has a surprise waiting for him. The ride will enter the final room (which is the Ballroom), which has a bunch of clutter, a pipe organ, and an Ink Maker. At the last door is a dark room, and the cart is suddenly stopped by Brute Boris, now already transformed into a hulking creature. After he tosses the cart (with Henry in it) away, the final boss battle begins.
Henry must dodge Brute Boris charge attacks, and collect blobs of ink that Brute Boris will drop when resting briefly before the ink disappears. He must put them in the Ink Maker and produce a Gent Pipe to defend himself with. Each Gent pipe has only one hit capacity, forcing Henry to make another each successful hit on Brute Boris. After a couple of hits, additional carts will enter the room, which Brute Boris will use to throw at Henry. To kill him, Henry must hit Brute Boris three times with the pipe. Dying will reset the number of hits, but it is possible for the materials in the Ink Maker to remain functional if Henry has not already used them.
As Brute Boris dies, Physical Alice will shout angrily at Henry and exclaim that he never dies. After watching Brute Boris waste away, Physical Alice will appear from the door where Brute Boris entered and charges at Henry before being stabbed in the back by Allison Angel. After collapsing to the ground, Henry will come face-to-face with Allison and Tom, before the screen cuts to black, ending the chapter.
Chapter 5 Walkthrough: The Last Reel
Henry awakes in Allison Angel and Tom’s safehouse, listening to a song that Allison was singing as she paints ink messages on the wall. Henry starts talking to her, that says that doesn’t remember her name and that people call her Alice, and she states that she is not an angel. When Henry wakes up he sees Tom being asked by Allison Angel to keep an eye on Henry as she leaves. After that, he sits on a chair and begins to hit his arm with Axe, threatening him. In the next scene, Allison gives Henry Bacon Soup in a bowl after stating that is the only thing edible that she finds and that she thinks that Henry might be hungry, after she leaves Tom breaks it by throwing it on the floor, beginning to publicly show his dislike for Henry.
After that Tom walks away. In the next scene, Allison and Tom seem to be arguing with each other. After that, he is seen sitting on the table, while Allison repairs his mechanical arm, stating that it’s just a matter of time before “Bendy” finds them. After that, he and Allison discuss the Ink Demon outside their base. Allison stated that they can’t just leave Henry there. Allison tries to break the wooden planks that Henry is trapped behind, but Tom places a gentle hand on Allison’s shoulder, reassuring her that she did all she could.
Henry then uses the device that Allison gave to him to find a secret room in the prison and finds a pulp that he uses to break the plates in the door. Henry then escapes his prison, traversing through a series of tunnels where he is attacked by multiple Searchers. Henry then witnesses Allison and Tom departing on a barge across the Inky River. Henry follows suite and boards the second barge. He must then navigate his way through avoiding the giant hand that emerges from the ink and chases him. Henry arrives the Lost One’s Village, where he encounters Sammy Lawrence, who violently attacks him. After knocking off Sammy’s mask, Henry is thrown to the ground by him and is almost killed.
Fortunately, Tom sneaks up behind Sammy and digs his axe into Sammy’s head, killing him for good. Henry, Tom and Allison then proceed to fight a horde of Searchers and Lost Ones. After this intense battle, Allison cuts down a door and the three continue on. Not long after, they come across an unstable looking set of planks, Henry moves to cross them but falls down. He lands in the Administration area. His next objective is to obtain three pipes from the maze of offices and hallways. Within these halls the Butcher Gang are lurking and searching for Henry. He sneaks past them collecting the Ink and bringing it back to the Ink Maker where he constructs three pipe pieces. After he has fixed the ink circulation, Henry proceeds to the Vault.
As he enters the Vault, Allison and Tom arrive after descending the chasm using Allison’s trusty rope. The three of them goes to the Ink Machine to a path that resembles the Chapter 1’s location (with Henry’s old desk) and came across the Ink Demon that walks slowly by a hall with a wall made of glass. Henry then has to enter alone the Ink Machine because of the ink river that surrounds the machine, which maybe causes Allison and Tom be pushed back to it. Henry finds a Throne made with Ink where a Joey Drew audio log to him is located. At the end of this, Henry takes a reel named “The End” and is attacked by “Bendy” that transforms into a Beast version of himself that attacks Henry.
Henry then runs from this new form of “Bendy” from all the Ink Machine, turning on switches and breaking tubes where ink flows by. Henry returns to the Ink Throne where he places the reel in a projection that makes all the screens pass the last and lost episode of the Bendy Show. The Beast Bendy is then caught by the reel and is killed by a strange and strong light coming from the projector, killing it once and for all.
Henry wakes up in Joey Drew’s house, where he talks to his old friend that says how Henry has a perfect family and he only has a ruined empire, he states that Henry might see how the studio ended after all those years and Henry opens a door, where he enters the studio, going back to Chapter 1.
Passive Achievements
Shadows and Suffering – Discover what’s living below.
Complete the fight with Allison and Tom.
Pipes and Problems – Find a new way through.
Complete the pipe puzzle in the Film Vault.
To Hell and Back – Complete the Main story.
Complete the Main story.
Completionist Achievements
Goldbricking – Let the others do the work.
When Allison and Tom are fighting the Searchers and Lost ones, just don’t do anything.
Allison and Tom will remember that.
Standing Proud – Find out where you belong.
After completing chapter 5 and unlocking the archives, go to Henry Stein’s Pedestal and stand there for a couple seconds.
A Sweet Discovery – Say hello to an old friend.
After completing the pipes puzzle, open the Vault door but don’t go in. Look for the Boris poster in the Butcher Gang place near Joey’s room and walk through it.
Meet theMeatly.
Valued Employee – Go for a longer walk.
For getting this achievement, you have to complete the pipes puzzle without being seen by any monster of the Butcher Gang.
Remember they don’t react to sound, so you can hide inside the Little Miracle Station.
Beware of windows or small rooms, they can see you through them.
Also, they don’t move like the Projectionist, if you take the ink, they won’t run to the place where you are.
Try to take the left way the three times, as it can be seen in the video. (This is because the achievement says “longer walk”, and that’s the left way).
You’ll have to try a few times, they say some glitches prevent you to get the achievement.
Agression – Bathe in Violence.
Don’t die by either Sammy Lawrence or any of the Searchers and Lost ones.
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8 thoughts on “Bendy and the Ink Machine: Walkthrough for all Chapters (1-5)”
whattttt do you do
kinda scary
yes finished chapter 2. Ink bendy killed me like 10 times.
I like it but it was nasty. When Boris’s stomach started bleeding out ink
Thanks for the help but god lord did it scare me
I need Chapter Two me and my brother play and need chapter two
this game is sooooo cool!!!!!!!
I did the Creator thing and it didn’t Gove me the achievement… almost an hour wasted