Navigate the challenging Prison levels in Katana ZERO. Learn stealth tactics, guard patterns, and secret objectives to unlock achievements and collectibles.
The Prison section of Katana ZERO features two distinct parts: Psychiatry Day 3 and Mutual-NIL Prison. These segments introduce unique challenges, including stealth-based objectives and opportunities to unlock secret content and achievements.
Psychiatry Day 3
During your session, you can engage in conversation. If you choose not to kill Electrohead and instead listen to him, you will eventually be presented with the option to refuse your medication. To achieve this, consistently interrupt and be rude to him, but avoid demanding your medication. Successfully refusing medication is necessary to access the secret boss battle and unlock the Refused Medication achievement.
Mutual-NIL Prison
This level is a stealth mission where you are instructed to kill only your target. Successfully completing this objective rewards you with a collectible. However, you can choose to ignore this directive, which is a step towards facing the secret boss.
Note: Guards may create impossible situations. If this occurs, restart the level, as the zones are short.
Zone 1-4 - The Yard
Move right through these zones. In the last zone, enter the open cells. Proceed to the furthest cell on the left, investigate the body in the toilet, and then exit the cell.
Zone 5 - Cell Block D
Unlike the club, guards here can hear you if you run or land loudly. Walk to remain undetected. To bypass guards, step into open cell doors to turn into a shadow and wait for them to pass before exiting. You can step out of the cell at a distance, but be mindful of where you can re-enter.
Wait for the first Cop to move away, then proceed through the door and into a cell to hide. After he passes, go through the next door and fall onto the stairs to avoid the next Cop. Wait for Cop 3 to move away downstairs, then enter the next cell. When clear, go through the next door and hide in the last open cell in this section until Cop 4 passes and leaves the area.
Zone 6 - Distraction
Move left. Grab the Bottle located above the stairs and behind the Cop. Move down the stairs slightly and throw the bottle up and right to lure the Cop to the top of the stairs. Jump up to the Cop's previous position and go through the door. Be cautious of another Cop patrolling to the left. Hop on the stairs to the left when safe, allowing the cop to pass overhead, then escape to the left.
Zone 7 - Guard Post
Open the door and run down the stairs, entering the open door beyond as soon as the Cop is positioned to allow it. Inside, stand by the door and watch the monitor to see the hallway. Wait for the cop to pass the rightmost open door before stepping back into the hallway. Immediately dash left for the exit.
Zone 8 - Back to the Yard
This section can be difficult due to guards' inconsistent timing, potentially creating impossible situations. If this happens, restart. Generally, you can reach the second set of bleachers before Cop 1 turns around. Once safe, run to the picnic tables. Cops 1-3 have overlapping visibility here, so move between tables cautiously. At the end, wait for Cops 2 and 3 to move right, then dash for the weights. Move slowly from the weights to the punching bag, then to the next set of weights, and finally to the bleachers. Cop 3 patrols this path, and Cop 2 can see the right side. Cop 4 has a wide view. From the bleachers, dash for the exit.
Evening of Day 3
On your way home, you'll encounter an aggressive individual. After the conversation, continue home. If you completed the stage without killing anyone, you'll find a white case after the first door containing the Prototype Key, unlocking the Prototype Key achievement.
Your neighbor will inform you about a movie. Take it, but do not let her enter your apartment. While watching, you'll have dialogue choices.
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