The tautness is electric in our New York Mysteries 2 walkthrough …

I really savour point - and - snap teaser and physical object - witness RPGs , and the collector ’s variant of the New York Mysteries game are some of the best ones out there . If you ’re have trouble with New York Mysteries 2 : High Voltage , keep say this walkthrough .

New York Mysteries 2 Walkthrough - All Puzzle Solutions

Our diacetylmorphine Laura has been called out to anothermysterious case . Aseries of unusual murdershave taken berth in and around the urban center , each preceded by a ball of light witnesses equate to lightning . Youhead to Central Park , the scene of the previous attack , to see what you may spy out .

This walkthrough has been done in normal modality , so take into consideration some puzzles may be a little different if you use a different musical mode , but noteyou can shift difficultness at any timevia the menu button ( bottom left ) . Also , call back you canuse the map to quick move between locations(bottom right of the screen ) . The function also clarifies where you are still looking for collectibles , which I bump super useful .

The murder scene

Take thecollection itemnext to the police tape ( a1 ) , then get across the back of the scene ( a2 ) to move along the way of life to the hot dog stand and click the officer to talk to him and get your case file . Take the collectible from the bench ( b1 ) and then click the trash can ( b2 ) . Click the newsprint in it once it has fallen over to get theRazor Bladethat ’s wrapped inside it .

take the umbrella patch ( b3 ) for a close - up and take theWire . In your armory , click the wire several times to twist it into aLockpick . While in the same close - up , use the razor blade on the speckle to remove it , taking theFish Figurine Fragmentthat ’s underneath .

Click the red-hot dog bucket ( b4 ) and use the lockpick to blame the lock , taking theTongsfrom inside . Do n’t miss themorphing objectbetween the back two benches ( b5 ) . Go back to the criminal offence scene and get a close - up of the sidewalk crack ( a3 ) , then use the pair of tongs to get thesecond Fish Figurine Fragmentfrom inside the cranny . choose the sauceboat ( a4 ) , then apply the Pisces fragments on the box in the close - up to get your first puzzle .

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It ’s a puzzler that you ca n’t fail , but if you ’re sputter , you require to move the top - left piece right and then the bottom bequeath two pieces to be able-bodied to move the puritanical section about halfway ( see above ) . From there , move the first slice you act back to the leftfield and it should be easy from there . Once complete , take theOilcan . take the grip under the bench ( a5 ) for a close - up , click the top of it several times to remove the leaves , then use the oilcan on the clasp to open up it to take and learn a alphabetic character . Do n’t lose themorphing objectby the bush ( a6 ) .

Finding Bishop

Once in the keepsake shop , click the rug ( c1 ) and commit it back to unwrap a trapdoor , then click it for a stopping point - up and take theEagle Figurine . Take themorphing object(c2 ) by the hat and thecollectiblebelow it ( c3 ) , then snap the top of the serve counter ( c4 ) for a finish - up . get across the item on the desk until thesecond Eagle Figurineis available to take from underneath the mess . you may now add the two figurines to the shelf ( c5 ) to start an electricity mystifier .

All you need to do is switch the eagles around to make a complete circuit . Again , you ca n’t break here — just click two eagles to switch them until you ’re done ( see above ) . Once perfect , the compartment will open , and you’re able to take theStringandEagle Key .

take the front of the serving rejoinder ( c6 ) and tot up the train to the central flag . Now click the left flag twice and the right pin once to open up a secret compartment , taking theToy CarandHookfrom inside .

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Use the eagle winder to spread out the trapdoor ( below c1 ) and head down . Grab thecollectibleon the right ( d1 ) and themorphing objectfrom below it ( d2 ) , then dawn the bill sticker ( d3 ) to take asecond CarandRazorfrom behind it . pick out the boxes ( d4 ) and pick up theNails . Go back upstairs and get a finish - up of the backdoors ( c7 ) and expend the razor to cut the rophy holding them closed . Click the door again to move into the backroom for a leave out object secret plan .

If you ’re a niggling stuck on this , some well-fixed thing to miss are having to target the lamp on the board and alight it , using the key to wander the clock ( top unexpended ) to get the spring , using the robot code to enter the hachure ( top of the sieve ) , using the suck cup to enter the drawer , and line up the totem Pole ( see above ) .

Once you ’ve done that , you ’ll get theLift Key Card . Go back downstairs , select the lift chemical mechanism ( d5 ) , and use the keycard on it , then click the greenish release to deign further . At the bottom of the lift shaft , get across the foreground to go into the vestibule .

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Speaking to Bishop

Click Bishop to talk to him about the case and he ’ll give you theBusiness Card Holder . cluck this a few times in your inventory to get thePass . Take the picture on the wall ( e1 ) and thethird Carfrom the yap leave behind behind it . I choose to impart the toy railcar I ’d already collected to the box on the table ( e2 ) to clear some armoury space , but you do n’t have to yet . Take thecollectiblefrom above the unexpended door ( e3 ) and themorphing objectnext to the good chair ( e4 ) .

Go back up to the souvenir workshop ( remember you’re able to use the map to libertine - travel ) , click the picture on the wall ( c8 ) , and add the picture you just got downstairs to start a matching puzzle ( see above ) . Once all over , take thefourth CarandFishing Linefrom behind the picture . Combine the line and hook in your inventorying to get aHook on Fishing Line . Now go justly back downstairs and click the door ( e5 ) to go into the study .

pick out the Pisces tank ( f1 ) for a close - up , take theSlide , and employ the claw and line to angle out theKey . Also , snap up themorphing objectfrom the bookshelf ( f2 ) and thecollectiblefrom the desk ( f3 ) . take the desk ( f4 ) , click the lax panel of Natalie Wood in the close - up to let out a keyhole , and use the key to launch the drawer and take theStencil , Hammer , andWire . Add the stencil to the figure launching pad in the drawer , then habituate the pencil in the drawer to label off the numbers . Use the puncher that ’s also in the draw ( see below ) on the launchpad and you ’ll get thePunch Card .

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From the hall , apply the passageway on the correct side ( e6 ) to go to the intersection . Take thecollectiblefrom the gangway ( g1 , below ) and themorphing objectfrom the auto on the correct ( g2 ) . Select the orbit in front of that machine ( g3 ) for a close - up and take theShort Planks . Click the room access ( g4 ) and take theLong Planks , merge them with the poor single in your inventory ( and using the hammer and nail ) to get theLadder . Use the run to enter the high level ( g7 ) .

Select the central control area ( g5 ) for a close - up and take afifth motorcar , then use the punch lineup to start the machine . This turns a light on in the top - left tunnel ( g6 ) . you may now take that area , so do so to select the train there and go inside the carriage . Click the control area inside the carriage for a cut scene . When you exit the secret gearing , you ’ll find yourself in the prison yard .

The prison

Select the pass from your inventory to spill the beans to the prison guard , who will then reserve you debut into the prison . Before you go in , take thecollectiblefrom the tire ( h1 ) and themorphing objectfrom the wall ( h2 ) . Get a close - up of the fusebox ( h3 ) and take theStar Fragment , then click sacks ( h4 ) to take asecond Star Fragment , aSlide , and theFunnel .

Click the hand truck threshold ( h5 ) for a finale - up and pick out the handle to open it , taking thesixth Carfrom inside . Still in the close - up , click the left - side sun eyeshade and thelorry Keyshould drop onto the seat . Pick up the key fruit and put it in the lighting . you may seek to change state it over , but the fuel storage tank is empty . Head into the prison house hall .

You ’ll find thecollectiblehere at the radix of the stairs ( i1 ) and themorphing objecton the upstair far - right lamp ( i2 ) . Select the top - provide prison cell ( i3 ) for close - up and take thethird Star Fragmentand theRag . go back alfresco and select the camion ’s fuel tank ( h6 ) , expend the tag end on the wooden panel in the close - up , and you ’ll receive a four - digitcode,3197 .

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Go back into the prison house hall and choose the back - right field door ( i4 ) . introduce 3197 and then weight-lift the enter push button ( bottom right on the keypad ) to unlock the door and head into the prison archives . Thecollectibleis on the cabinet ( k1 ) , while themorphing objectis on the right - side filing cabinet ( k2 ) . Grab thePush Broom(k3 ) , then select the filing cabinet ( k4 ) for a close - up . Click the file cabinet inside until you open theHenry Tyler file . Take theIron Applefrom the open file .

Return to the study and habituate the iron orchard apple tree on the console below the bookshelf ( f5 ) , not forget to take thesixth Carin the same close - up . With the storage locker outdoors , pick out the street diorama to begin a mystifier to fix the example . All you require to do is flick items that are out of place and then penetrate the spatial relation they should be in ( see below ) . You ca n’t die , but note that if you snap outside the prototype , you ’ll postulate to start again . Once perfect , you’re able to collect theEmpty Film Reeland anEagle Figurine .

Back in the prison archive , select the table ( k5 ) and click the mapping to turn it on in the close - up . add together the eagle statuette to the boxwood in the same finale - up , take on theTapeandLever Handle . fall into place all the ripped piece of paper in the corner , too , as they ’ll come together on the desk . Use the tape to put the photo back together and then cluck it for a cut picture plus anothercode , 462 . you may also penetrate the TV camera ( k6 ) and sum up the reel , taking aSlide , Star Piece , and yourseventh Car .

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Back in the prison one thousand , you’re able to add the grip to the fuse box ( h3 ) , which spread the service department and pop an objective - matching mystifier . Once consummate , you ’ll apply the auto extension mirror to beam on the circuit table to start a jigsaw - style teaser . You need to join all the edge connectors to the one on the exterior of the puzzle . Again , you ca n’t break here and the section will go drear and be locked in once in the proper smear . Once complete , you ’ll receive theJerry Canfrom inside the closet .

bestow the funnel shape to the lorry furl tankful ( h6 ) , then use the Boche can to summate some gas . Now re - infix the lorry ( h5 ) , bend the key in the ignition , and the lorry will move backward . you may now employ the combination you got from the archive ( 462 ) to get to the briefcase ( h7 ) and get thelast Star Pieceand aFlashlight .

The star puzzle

piece the star in your inventorying and then return to the archive . Use the star on the secure ( k7 ) to commence the star puzzle . You need to move the slice around until they ’re in the spaces that match the pattern on each . If you ca n’t do this one ( I detect it very annoying ! ) , here ’s a solution :

Once staring you ’ll get theBlowtorch Part , Prison File , andLoaded Film Reel . lend the loaded movie gyrate to the projector ( k6 ) and press the red-faced push button for a cut scene of the execution you check earlier . Once gross , note the image leave on the covert . Go back into the camion in the prison house yard and follow this shape on the room access mechanism to launch the glove compartment and take theScrewdriver .

Move to the prison hall and utilize the push broom on the top - left cellphone door ( i3 ) to sweep the radio towards you . Click it again to pull it through the bars and then use the screwdriver to remove the back and take theBatteries . Add them to your torch in the inventorying , then use the flashlight on the dark passage at the back of the hall ( i5 ) , then click the door at the conclusion of the entrance hall in the closeup to gain access code to the execution chamber .

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After the snub vista , you ’ll find theMedallion . Is this what gave our condemned captive some form of special ability ?

The execution room

Once you ’ve watched the cutscene and received the medal , grab thecollectiblefrom next to the fire asphyxiator ( a1 ) and themorphing objectfrom the wire above it ( a2 ) . habituate the screwdriver on the four shtup and remove the grating ( a3 ) , take theCrowbarandSlidefrom inside .

Use the mapping to move back to the elevator and apply the crowbar to enter the box ( b1 ) and take theTorchfrom inside . Go upstairs to the souvenir store , add the torch to the Statue of Liberty ( c1 ) , and take theBarfrom its undercover compartment .

Now you’re able to return to the bailiwick and add the cake to the clock gimmick on the rampart ( d1 ) and take on the connections stick there . Simply drag the coloured lines to match the link on the measure , then click the patterns above until they match ( see image above ) . Once done , take theMagnetand aBlowtorch Part .

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revert to the room with the execution bedroom ( or way with stool on the mapping ) , use the attractive feature to get theZipper root for Tabfrom the shot in the ground ( a4 ) , then connect that to the bag ( a5 ) to open it and get theJackknife . Head to the prison railway yard , use the tongue on the sack ( e1 ) to take theGrappling Hook , then lead into the prison hall and practice it to get at the rooftop ( f1 ) .

The rooftop

Take themorphing object(g1 ) andcollectible(g2 ) from the flooring , then get through the fans ( g3 ) for a closing curtain - up . Click the green coating to move it and take aToy Car . Click the upper part of the metal column ( g4 ) for a close - up and take theStone . miss the stone off the ceiling ( g5 ) , which will recoil up theHandwheelto you . expend it on the pipework at the bottom of the metal tower ( g6 ) to fill the water tower , then click the top department once more and take theStick .

Put the stick into the fans to stop them , which give up you to reach in and get thefinal Toy Car(if you have n’t collect all the others , check my previous guide link above for the other locations ) . After you take the car , don’t bury to take the stick back .

At this point , you’re able to return to Bishop in the Hall and try his narration about the execution . After the cutscene , add the remaining railcar to the box on the table ( h1 ) , which will afford up and take into account you to take thefinal Blowtorch Part . Put all three together in your inventory to get theBlowtorch(again , if you ’ve overlook the first part , consult to my previous template ) .

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Use the blowtorch on the padlock door ( g7 ) to heat up the curl , then use the malleus to break it once it is hot . This earmark you to move into the abandoned substation ( after a cutscene ) .

The abandoned substation

cluck the skeleton ( i1 ) for a close - up and take theMed Station Key . Also , take thePipefrom the floor ( i2 ) . Now , you could move to the prison hall and apply the key to open up the door to the Med Station ( f2 ) . manoeuvre inside .

You ’ll find acollectibleon the ledge ( j1 ) and themorphing objecton the correct - side poster ( j2 ) . open up the purse ( j3 ) and keep removing fruit until you could take theNailat the bottom . Now choose the bed for a close - up ( j4 ) , click the sheet to move them , and take theSlide . at last , use the jackknife on the mattress to find someWire . In your inventory , summate the stick to the pip and then secure them together with the wire to make aPipe And Stick .

yield to the abandoned substation and employ the pipe and stick you ’ve made to turn on the lights in the close - up of the junction box ( i3 ) . Take thecollectible(k1 ) and themorphing object(k2 ) from the control board , then click the skeleton for a close - up and pick out the photo to find that the body was that of Samuel Brodiem Hugo ’s Father-God .

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Now you ’ll need to click the glowing expanse ( k3 ) for a missing token mystifier . It is comparatively straightforward , although if you want the order to throw the switch once you add the safety fuse to them , it is4 - 7 - 1 - 8 - 2 - 9 - 10 - 3 - 5 - 6(see below ) . The final computer code you need ( top to bottom ) is358 , which is written on the hanging ceiling panel once you tote up the lightbulb to the ignitor . On pass completion , you ’ll get aSwitch .

Add the substitution to the panel ( k4 ) , after which a control panel opens . you’re able to take someRubber Gloves , aChandelier Part , and bump information about when Samuel Brodie was charter .

The chandelier puzzle

Pop back to the hall to get another update from Bishop , who ’ll give you aPunch Card . Now , use the wire and rubber gloves to restore the broken lava lamp ( h2 ) and flip it on , noting the pointer symbol you may now see on the glass ( pointingright , entrust , down , down , right , up ) .

Head to the study , stand the feces up ( d2 ) if you have n’t already , and add the chandelier part to the chandelier ( d3 ) to begin a clean puzzle . You need to even out the light , which can be frustrative , so if you ’re struggling , see my image above for how you need to run along up the cords . On completion , you ’ll get theMagnetic Key .

Go to the intersection next and use the punchcard in the central control board ( m1 ) to summon a train to the bottom left tunnel ( m2 ) . Select the dark-green door ( m3 ) and practice the magnetic key to afford it , then go into the hallway .

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Grab thecollectibleon the steps ( n1 ) and themorphing itemon the rampart ( n2 ) , then click the plate on the bulwark ( n3 ) for a stopping point - up . Add the nail to it , then employ the hammer to remove the plateful and take thePigeon Figurine . take the loge on the leftover rampart ( n4 ) and click the successiveness you discover on the lava lamp ( right , left , down , down , right , up ) to open up it and get theSlideandGreen Pebbles(you may add the pebble to the mosaic ( n5 ) now if you like , to get them out of your stocktaking , but you ca n’t do the puzzle yet ) .

The pigeon puzzle

direct back to the mansion and add the pigeon to the paries brass ( h3 ) , which ask you to switch all of the pigeon from one side to the other . If you ’re stuck on this one , you’re able to copy the pursual :

Once sodding , the cupboard will open . Click it for a close - up and take theKey , aSlide , and theProtective Suit . take the only unopen door left here ( h4 ) and use the tonality to open it , turn over you accession to the storeroom . headway inside .

Grab thecollectible(o1 ) and themorphing object(o2 ) from the ledge , then click underneath the chair ( o3 ) to find someGloves . Select the chair cushion ( o4 ) for a close - up and then click it again to move it , take theNailpullerfrom underneath . come home the dress rail ( o5 ) next to take aHangerand someYellow pebble .

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Select the attracter ( o6 ) next , then the know , which will fall off and roll under the chair . choose the bottom of the chair once more ( o3 ) , and use the hangar to retrieve theKnob . link up it back onto the drawer ( o6 ) , open it , and take theSlideandGas Mask . Now , you could head back to the hall and add the pebbles to the mosaic ( n5 ) to begin another puzzle .

The train mosaic

This is just a color - matching exercise ( if you ’re unsure , see the picture above ) , which will get you theBootsyou need to complete your suit of clothes once complete . Once you have them , commingle the suit , mask , gloves , and kick in your armoury to get the Hazmat Suit . While in the hallway , you may also take away the metallic element plaque ( n6 ) with the nail puller , taking theLight BulbandDiagramfrom the hole behind it .

point back into the storeroom and put the bulb in the lamp ( o7 ) , which start an object - matching puzzler . This one is quite straightforward , although it took me a while to understand I needed to utilise the screwdriver on the plughole to remove it and the key from underneath . On completion , you ’ll get aDrill Bit .

Back in the hall , pick out the hazmat suit , and with it in handwriting , click the room access ( n7 ) to go inside the pump elbow room . break up up theShovel(p1 ) and grab theKnobandPiece of Metalin the close - up of the violent valve ( p2 ) . Select the fan ( p3 ) , add the knob to the telephone dial , and get across it again to make the fan work .

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Go back to the point of intersection , add the exercise bit to the practice session ( m4 ) , and get through it again to practice a hole in the land . utilise the shovel on the drilled earth and take theMonkey Wrench . Back in the heart room , you may use the wrench to turn the red valve ( p2 ) , which demists the other half of the room . Now that you have a clear thought take thecollectibleto the left hand of the wooden crate ( q1 ) and themorphing object(q2 ) from just above it .

Hallway door puzzle

Select the mask ( q3 ) for a close - up and take aWelding equipment Part , aSlide , and aKnob . you could now lend the part of metal to the pickle where the knob was , but you ca n’t weld it yet . Go back into the hall and click the doors at the bottom of the stairs ( n8 ) , and add the knob to start a switch puzzle . To complete , click leave twice , correct six times then left once . With that , the door swing candid , and you could enter the wine-coloured cellar .

Grab the collectible by thewine barrel(r1 ) , theInsect Repellanton the barrel ( r2 ) , and themorphing objecton the high ledge on the right ( r3 ) . you may now go back to the storeroom and use the dirt ball repellant on the box ( o8 ) . Once exculpate , click inside until you find theHand Wheel .

fall to the pump room and take the welding gadget in your inventory . Put together the pieces to get aworking Welding machine , then use it to seal off the metal piece in home on the gob ( q3 ) . Select the orbitual area of the same machine just above it ( q4 ) , supply the hired man wheel , and click them to turn and let out a pipe puzzle .

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The pump room pipe puzzle

You basically necessitate to make a single flowing tube throughout the system . If you ’re stuck , see my complete pipe above . Once done , click the blue machine ( q5 ) , tally the diagram , click the two dials to agree , and thenclick the red buttons in the orderliness 2 - 4 - 1 - 3(numbers from top to bottom ) . This clears the flooded burrow , permit you to select the wagon train in the bottom right of the intersection ( m2 ) . Select the train , fall into place the doorway , then penetrate the controls in the finis - up for a weakened tantrum and move on to Samuel ’s House .

Samuel’s house

story thecollectiblefrom the right of the menage ( a1 ) and themorphing objectfrom the window on the white building ( a2 ) . Select the bicycle ( a3 ) for a finis - up and click the store pocket to get anEnvelope . Now cluck the plantation owner to the left ( a4 ) and take aSlide , then click the stones in it to reveal and take aNote .

Click the front door ( a5 ) and add the annotation to the close - up of the door combination puzzle . The answers to themath equations are 5 - 2 - 3 - 4 , meaning you pick out the ( from top)fourth , first , first , and fourth buttonson the panel . Once complete , you may click the threshold and point into the hall .

Thecollectibleis on the second bookshelf from the top ( b1 ) , while themorphing objectis on the banisters above it ( b2 ) . Take theSlidefrom the third bookshelf ( b3 ) , along with thePen and Paper , andPin . Also , not the clock here that is fix at1.55 . Now click the upstairs door ( b4 ) and head into Hugo ’s room .

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Hugo’s room

seize thecollectiblefrom the level at the conclusion of the bed ( c1 ) and themorphing objectwhich is under the far console ( c2 ) . get through the continental quilt to remove it ( c3 ) and then the bedsheet underneath for a close - up and take asecond Envelope . penetrate thePoster(c4 ) to collect it , which also reveals a chilling dying wall that points the digit square at Hugo . chatter the death wall for a cutscene , after which you ’ll receive a bangle ( but it does n’t go into your stocktaking ) .

Select the bookshelf ( c5 ) to regain you necessitate to take it back up with books . Seven of them are here on the floor ( just drag each one to the ledge ) and pile up them will also reveal and allow you to pick up aCordfrom the floor . But you still require one last book .

manoeuvre back downstairs , click the bottom of the looking glass doorway ( b5 ) , and place the poster on the storey there . Come out of the close - up , click the lock of the same door , and use the pin to push the key through . Now select the bottom of the door again , apply the notice to pull the winder under the door , and pick up theKey . reach the glass doorway and move through to the kitchen .

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The kitchen

catch the most obviouscollectibleso far from the table ( d1 ) and themorphing objectfrom the top of the brownie ( d2 ) . snap the oven ( d3 ) to open it , then click the oven again and translate the bank bill within for a cutscene . Also , take theBulb . snap up the stepladder ( d4 ) , then click the kettle ( d5 ) for a close - up , take theSlide , and impart the cord to the table which will get you theKettle .

Select the sink ( d6 ) , lend the kettle , click the tap to fill it , then collect theKettle of Water . Return to where you picked the kettle up , grade it back on the counter , then tick the corduroy on the counter twice to plug it in at both ends . Once done , you could clack the kettledrum once more to get aKettle of red-hot water supply .

launch the freezer door ( d7 ) by penetrate it and place the tympanum inside . Take theCoinfrom inwardly . Now click the glowing country ( d8 ) for a missing object puzzle . Do n’t miss the key that ’s in the torpedo ( you need to click the handle to become it ) , and the mosaic is a bit annoying to complete ( I find once you have all the colors , you have to invest each slice in ordering , but it ’s just a cause of flick ing each matching space until one go in ) . Once done , you ’ll receive aPitcher .

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Next , select the washing auto ( d9 ) and use your clasp knife to remove the gum on the button . Press the unripe push to block the machine , then take theMetal Brushfrom inside the drum . Return to the hallway and place the step ladder on the stairs ( b6 ) . you could now click the clock for a closeup ( b7 ) but still want a hand for the clock .

Return to the abandon substation in the prison and add the electric-light bulb to the large machine there ( e1 ) for a cutscene explaining more of the back level . Once the scene is over and the auto is broken , click it again for a close - up and take theSwitch .

Now , direct up to the prison rooftop and use the metallic element brush on the corroded pipe ( e2 ) to reveal a diagram . Once revealed , utilize your pen and composition in the conclusion - up to re-create it and receive theNote with diagram . Next , return to the hallway at HQ and snap Bishop to move the news report along further , after which he ’ll give you yourthird Envelope .

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Head back to the lobby in the Brodie house , click the room access under the steps ( b8 ) , and bestow the electrical switch and note to start a wires puzzler . All you call for to do is follow the bottom part of the diagram , drag the conducting wire from the holes . The gild is irrelevant . Once all over , the door will open and you could move down into the cellar .

The cellars

You ’ll observe thecollectible(f1 ) on the blue locker on the right wing and themorphing object(f2 ) justly next to it . Take thePickaxe(f3 ) , too , but that ’s all you may do for now . Go to the intersection , select the walkway ( g1 ) , and utilise the pick to split up up the content of the bucket to get theRubber Boots .

riposte to the cellar now and use the boots to go up the desk ( f4 ) for a close - up , then take theSlideandCorkscrew . With that , move to the wine cellar and range the pitcher by the wine barrel ( g2 ) in the close - up , then apply the corkscrew on the plug to make and collect aPitcher of Wine . take the board at the back of the wine basement next ( g3 ) , where you may begin a swarm puzzler .

To win , you need four measure of wine . The simple room to do this is to fill the large mug on the left field and then use the large mug to fill the small one . Empty the small one into the bucketful , then swarm what ’s leave in the orotund one into the lowly ( 2 units ) . Fill the prominent once more , and rain buckets that into the small ( so the minor has 2.5 and the big 4 ) . The box seat on the table opens and you may take theLockpick Set .

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Back in Hugo ’s room , use the lockpicks to launch the boxwood on the bottom ( c3 ) . This is straightforward , but each woof does have a specific lock ( there ’s no puzzle ; it ’s just visitation and computer error ) . When it opens , take theNoteand return to the root cellar here . take the machine on the odd ( f5 ) and add the note . rig the three dials to the positions on the eminence and a compartment will open , pass on you afourth Envelopeand theHand to a Clock .

Go upstairs to the Charles Martin Hall and add the hand to the clock ( b7 ) , moving the hand so that they ’re at the time1.55(I needed to be quite precise , so if it does n’t form justly away , make the hand on 11 exact and move the hand on two a little until it crop ) . The clock pops undetermined , giving yourfifth and last Envelope .

The envelopes' identity puzzle

Head up to Hugo ’s way and take the creepy-crawly head and photo collection ( c6 ) , append the envelope to start out a matching teaser . Now click each gasbag and read the clue , then click the piece of jewelry to take it and select the appropriate mannequin head to place it . When you place all of them right ( see photograph above if you ’re stuck ) , the heads will release to dust and you ’ll be able to collect aTurning Mechanism .

Go properly downstairs to the cellar and use the turn mechanism on the good ( f6 ) , clicking it once more to open it and then clicking the open safe for an object - finding puzzle . There ’s a switch on the large political machine ( that you bind the lightbulb to ) that I found severely to spot , but otherwise , it was square . Once done , you ’ll findSamuel ’s Photo . Take the photo to the Marguerite Radclyffe Hall and order it in the empty picture blank space on the stairs ( b9 ) , scan the journal in the compartment that opens , and take theBottle .

Use the nursing bottle in the wine cellar ( g4 ) to begin a puzzle that involves twin the bottles on the ledge to their diagram ( see the complete image above if you ’re stuck ) . This opens a compartment from which you could take some more case selective information and , from behind it , aHand Switch . Take your newfangled noesis to Bishop at the hall in HQ and he ’ll give you anotherPunch Cardfor the surreptitious railway . Head to the intersection , use the central mechanics ( g5 ) to call the next railroad train ( g6 ) , and then use it to head towards the research lab .

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The lab

You ’ll come up thecollectibleby the bush on the left of the route ( h1 ) and themorphing objectat the top of the telegraphy pole ( h2 ) . pick out the gate mechanism ( h3 ) for a close - up , add the switch , and power it down by clicking the attached switch . Click an object on the route ( h4 ) and haul it onto the logic gate to verify it is no longer electrified . you could now click the gates to open them and move in spite of appearance to the lab ingress .

Take theFishing Rod(i1 ) and thecollectiblebehind it , as well as themorphing objectfrom the ceiling ( i2 ) . Head back to the road and habituate the road on the pool to fish out theSaw(h5 ) . you’re able to now apply the proverb at the laboratory entree to prune the branches blocking the cellar entrance ( i3 ) . Grab theHandlehere , and click the cellar entrance to gain access to the laboratory .

Go down into the lab and click William to speak to him . Afterward , you’re able to catch thecollectiblefrom the desk on the right ( k1 ) , theBookfrom the story ( k2 ) , and theLong Plank(k3 ) . Return to Hugo ’s elbow room and sum up this final ledger to the bookshelf ( c5 ) , starting a pattern - matching puzzle ( see image below for solution ) . The ledge orbit and allows you to take aSlide , Banknotes , aLighter , and aNote .

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you could also now go back to the front of Samuel ’s house and use the retentive plank on the roadworks ( a6 ) to hit access to Chinatown . To conclude this section of the guide , move to the med bay in the prison house and add the note you just pick up to the cabinet with the colorful shape on it .

The orderliness in which you ask to press the buttons is :

The door will pop open and you’re able to take aStethoscope . turn back to the basement in the Brodie home and habituate the stethoscope on the good ( f7 ) . release each thickening on the secure until you hear a pawl ( from impart to right field , it is 9 - 5 - 3 ) , then take theFigurine Partfrom inside .

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Chinatown

Once in Chinatown , grab thecollectiblefrom the balcony ( a1 ) , themorphing object(a2 ) from the shutter , and theGaffing Hook(a3 ) from the wall . choose the shop class on the right ( a4 ) to move to the coffeehouse .

Thecollectible(b1 ) is on the table on the left and themorphing object(b2 ) is on the menu sign . Get a end - up of the coffee shop salesman ( b3 ) and he ’ll ask you for some money . Give him your banknote and you ’ll get aSquid Kebabin return .

Move back to Chinatown , give the kebab to the wienerwurst ( a5 ) , which will make a shine orbit next to it where you could start an aim - matching puzzle . The only annoying part for me was realise you have to practice the tape ( on the shelf above the prime ) to fix the poster before you’re able to reorganize the plants on the shelf . Once completed , take theFever Pill .

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Back in Chinatown , take the gate ( a6 ) for a closing - up next , adding the hold to start a orchis - maneuver puzzle . Turn the handles in the following orderliness :

This win you access to Near the Workshop , so move there . You ’ll automatically talk to the son here ( c1 ) , who asks for some paper . afterwards , thecollectible(c2 ) is on the floor on the left wing and themorphing objectis by the trashcan ( c3 ) . Now practice the hook to start the manhole top ( c4 ) and take theHose . Head back to the research laboratory .

The laboratory

Get a close - up of the table ( d1 ) and the feverishness contraceptive pill to the glass in the close - up . cluck the know on the burner here to heat the jugful , use the jug on the glass , and take theFever Medicine(don’t forget to also take theSlidefrom the table ) . Now give the fever meds to William ( d2 ) for a cutscene , after which he ’ll give you aBell .

Return to near the workshop , pick out the twist on the rampart ( c5 ) , and add the gong to bulge out a melody puzzle ( see image above for solution ) . Once done , the shutter will give and you could go into the workshop . lecture to the guy there to find his hands have been ache , then snap up thecollectible(e1 ) andmorphing object(e2 ) from the shelf .

Select the tabular array ( e3 ) and place each item into its slot in the tool case ( see below ) . Once double-dyed , you ’ll receive theWrench . bestow it to the toolbox on the wall ( e4 ) and click the wrenches in the right order ( 4 - 2 - 3 - 1 ) to open it and take aSlide , plus aDevice PartandReinforced Clippers . Do n’t bury to penetrate the table again ( e3 ) and take theTool Box .

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choose the flushed car ( e5 ) for a close - up , append the coin , then click the lever followed by the handle to get to the glass instrument panel and take theGramaphone Handle . Move back to the cafe and use the clippers on the range of mountains on the panda coop ( b4 ) . Take theGrain . Return to near the shop and give the grain to the pigeon ( c6 ) . When it fly to the land , click it for a close - up and take theFaucet Handlefrom its leg .

Finding the origami paper

Back in Chinatown , add the spigot handle to the barrel ( a7 ) , use the attached faucet to empty it , then click the drum again to twine it across the street . you could now get theTroweland aSlidefrom the awning ( a8 ) . Next , go to the Charles Martin Hall in the Brodie planetary house and use the clippers to cut the wire on the ceiling ( f1 ) . Click the hatch again to gain memory access to an objective - finding puzzler . Once complete , take theWine Press Handle .

Move to the wine cellar and add the handle to the imperativeness ( f2 ) , take theSlide , then utilize it to put forward it and take theColored Paper . Go to near the shop and give the paper to the son , starting an origami example . This is n’t a puzzle , as all you require to do iskeep dawn the section that are highlightedwhen you oscillate over them . Once complete , the son will tell you his mystery and give you aWheel .

Head back to the workshop , bring the cycle to the tumulus ( e6 ) , click the barrow to move it , then choose the doorway behind for another missing - object puzzle . There ’s nothing guileful here , and the safe code is9 - 2 - 3 - 4 - 7 - 5 - 1 - 8 - 6 . you may then take anotherFigurine Part .

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At the lab , sum up the handle to the gramophone ( d3 ) and take theFigurine Partin the closing curtain - up . Select it in your stock list , then total the other two parts from your inventory to it to get theFigurine . Go to the route to the laboratory and apply the digger by the signpost . impart the statuette to the corner you dig up there , opening it afterward to take aSlide , aVinyl Recordand to read about the substation .

Back inside the lab , add the phonograph record to the gramophone , use the handle to spin it , then click the phonograph needle to play it and see the message5 - 2 - 7 - 1 - 3 . Use the computer code on the machine in the laboratory ( d4 ) to unlock it , open a figure - fit puzzle . There are six dials to turn ( see above ) . To fill in the puzzle snap 2 - 4 - 1 - 5 , then take theMapfrom in spite of appearance . William will reappear in the lab , so tap him for a cutscene . Finally , cluck the room access ( d5 ) to gain entree to the tugboat and the route to the substation .

The road to the substation

Go to the road to the substation , collect themorphing objectby the well ( h1 ) andcollectible(h2 ) by the shed . Now pick out the backcloth ( h3 ) and apply your mapping to follow the itinerary and get to the give up substation K . Get theFruit Picker(i1),collectible(i2 ) , andmorphing object(i3 ) , then choose the glowing door ( i4 ) for an target - matching puzzle ( you ca n’t fail ) . On completion , take theJerry Can .

Back on the main screen , come home the bushes ( i5 ) and penetrate the leaves , reefer , and stone on the right of the close - up until you get aStone . take the room access ( i6 ) , use the stone to dash the window , and then click the handle to open up the doorway to the abandoned substation .

Back on the route to the substation , choose the farming vehicle ( h4 ) . In the close - up , grab the finalSlideand then click the eyelid of the yellow petrol tank to spread it . Use the jerrycan and hosepipe on it to get aFull Jerry Can . Now , you’re able to manoeuvre to the substation .

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The substation

Thecollectibleis to the left of the blackboard ( k1 ) , where you’re able to also take theCrank Handle(k2 ) . Also , foot up theMetal Nugget(k3 ) and themorphing object(k4 ) under the desk . At this point , you’re able to bulge back to the road , utilise the crank on the well ( h5 ) , and get theInsulating Tapefrom the bucket .

Back in the substation , take the oven ( k5 ) , use the jerrycan on the wood in the close - up , then utilise your wakeful to start a fervor . With that , it ’s metre to move to the tugboat ( at the tug on the single-valued function ) , where you may grab acollectible(m1 ) and amorphing object(m2 ) . Get a finale - up of the damage fusebox ( m3 ) and use the insulating magnetic tape to start a telegram - matching mystifier ( just click wire matching colour and/or pattern . The order does n’t matter ) .

Once gross , the ladder will dribble down . you’re able to now select the bird ’s nest ( m4 ) and take someChalkfrom inside , then use the selector to cut the branch ( m5 ) to get theElectrode . Now , you’re able to climb the column by tick the ladder .

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The tower

Here you should get your finalmorphing object(n1 ) andcollectible(n2 ) ( if you ’re missing any , please refer to my earlier scout join on this page ) . Also , take theTemplate(n3 ) andSledgehammer(n4 ) . tot the electrode to the car ( n5 ) , and the tower will power up . Select the holes in the floor ( n6 ) , add the guide , apply the chalk to punctuate out the pattern , and then foot up theDiagram .

Head to the laboratory entrance and use the sledge in a stopping point - up of the threshold on the right to open it , starting an object - matching puzzle . Once complete , take theRope . Back at the tower , click the gap in the rails ( n7 ) and use the rope to get theStone with Drawingin the close - up . Move outside the abandoned substation and add together the brick to the bulwark ( i7 ) . In the close - up , snap the middle brick , then the bottom , and eventually the top . Take theDevice Partfrom inside .

Return to the substation to find William work on the chalkboard . After speaking to him , select the green cabinet ( k6 ) and add the diagram . Copy the light normal by clicking the correct bulbs , then take theMolding Form . Select the oven once more ( k5 ) , add the nugget to the mold in the end - up , and put them in the oven . Once melted , absent it and apply the bucket of water there to cool it . Take theDevice Part .

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Click the car ( k7 ) for a close - up to see what you need . bring the toolbox and then your three gimmick parts to the political machine , along with the other pieces scattered around the close - up to build the simple machine ( see completed machine above ) . lay the decoration to dispatch it , then savour the last cutscene . congratulation , you ’ve completed the game !

lust more puzzle game coverage ? Check outAll Myst Games Ranked from Easiest to Hardesthere on Pro Game Guides .

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