I really enjoy point-and-click puzzle and object-finding RPGs, and the collector’s editions of the New York Mysteries games are some of the best ones out there. If you’re having trouble with New York Mysteries 2: High Voltage, keep reading this walkthrough.

New York Mysteries 2 Walkthrough - All Puzzle Solutions

Our heroin Laura has been called out to anothermysterious case. Aseries of unusual murdershave taken place in and around the city, each preceded by a ball of light witnesses compared to lightning. Youhead to Central Park, the scene of the latest attack, to see what you can sleuth out.

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

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The murder scene

Take thecollection itemnext to the police tape (a1), then click the back of the scene (a2) to move along the path to the hot dog stand and click the policeman 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 newspaper in it once it has fallen over to get theRazor Bladethat’s wrapped inside it.

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

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Click the hot dog bucket (b4) and use the lockpick to pick the lock, taking theTongsfrom inside. Don’t miss themorphing objectbetween the back two benches (b5). Go back to the crime scene and get a close-up of the pavement crack (a3), then use the tongs to get thesecond Fish Figurine Fragmentfrom inside the crack. Select the boat (a4), then use the fish fragments on the box in the close-up to begin your first puzzle.

It’s a puzzle that you’re able to’t fail, but if you’re struggling, you need to move the top-left piece right and then the bottom left two pieces to be able to move the blue section about halfway (see above). From there, move the first piece you moved back to the left and it should be easy from there. Once complete, take theOilcan. Select the bag 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 it to take and read a letter. Don’t miss themorphing objectby the bush (a6).

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Finding Bishop

Once in the souvenir shop, click the rug (c1) and pull it back to reveal a trapdoor, then click it for a close-up and take theEagle Figurine. Take themorphing object(c2) by the hats and thecollectiblebelow it (c3), then click the top of the serving counter (c4) for a close-up. Click the items on the desk until thesecond Eagle Figurineis available to take from underneath the mess. You can now add the two figurines to the shelf (c5) to start an electricity puzzle.

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

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Select the front of the serving counter (c6) and add the string to the central flag. Now click the left flag twice and the right flag once to open a secret compartment, taking theToy CarandHookfrom inside.

Use the eagle key to open the trapdoor (below c1) and head down. Grab thecollectibleon the right (d1) and themorphing objectfrom below it (d2), then click the poster (d3) to take asecond CarandRazorfrom behind it. Select the boxes (d4) and pick up theNails. Go back upstairs and get a close-up of the backdoors (c7) and use the razor to cut the rope holding them closed. Click the door again to move into the backroom for a missing objects game.

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If you’re a little stuck on this, some easy things to miss are having to place the lamp on the table and light it, using the key to wind the clock (top left) to get the spring, using the robot code to open the hatch (top of the screen), using the suction cup to open the drawer, and lining up the totem Pole (see above).

Once you’ve done that, you’ll get theLift Key Card. Go back downstairs, select the lift mechanism (d5), and use the keycard on it, then click the green button to descend further. At the bottom of the lift shaft, click the foreground to go into the hall.

Speaking to Bishop

Click Bishop to talk to him about the case and he’ll give you theBusiness Card Holder. Click this a few times in your inventory to get thePass. Take the picture on the wall (e1) and thethird Carfrom the hole left behind it. I chose to add the toy cars I’d already collected to the box on the table (e2) to clear some inventory space, but you don’t have to yet. Take thecollectiblefrom above the left door (e3) and themorphing objectnext to the right chair (e4).

Go back up to the souvenir shop (remember you can use the map to fast-travel), click the picture on the wall (c8), and add the picture you just got downstairs to start a matching puzzle (see above). Once complete, take thefourth CarandFishing Linefrom behind the picture. Combine the line and hook in your inventory to get aHook on Fishing Line. Now go right back downstairs and click the door (e5) to go into the study.

Select the fish tank (f1) for a close-up, take theSlide, and use the hook and line to fish out theKey. Also, grab themorphing objectfrom the bookshelf (f2) and thecollectiblefrom the desk (f3). Select the desk (f4), click the loose panel of wood in the close-up to reveal a keyhole, and use the key to open the drawer and take theStencil,Hammer, andWire. Add the stencil to the number pad in the drawer, then use the pencil in the drawer to mark off the numbers. Use the puncher that’s also in the draw (see below) on the pad and you’ll receive thePunch Card.

From the hall, use the passageway on the right side (e6) to go to the intersection. Take thecollectiblefrom the gangway (g1, below) and themorphing objectfrom the machine on the right (g2). Select the area in front of that machine (g3) for a close-up and take theShort Planks. Click the door (g4) and take theLong Planks, combining them with the short ones in your inventory (and using the hammer and nails) to get theLadder. Use the ladder to access the higher level (g7).

Select the central control area (g5) for a close-up and take afifth Car, then use the punch card to operate the machine. This turns a light on in the top-left tunnel (g6). You can now select 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 underground train, you’ll find yourself in the prison yard.

The prison

Select the pass from your inventory to talk to the prison guard, who will then allow you entry 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 truck door (h5) for a close-up and select the handle to open it, taking thesixth Carfrom inside. Still in the close-up, click the left-side sun visor and thelorry Keyshould drop onto the seat. Pick up the key and put it in the ignition. You can try to turn it over, but the fuel tank is empty. Head into the prison hall.

You’ll find thecollectiblehere at the base of the stairs (i1) and themorphing objecton the upstairs far-right lamp (i2). Select the top-left cell (i3) for close-up and take thethird Star Fragmentand theRag. go back outside and select the lorry’s fuel tank (h6), use the rag on the wooden panel in the close-up, and you’ll find a four-digitcode,3197.

Go back into the prison hall and select the back-right door (i4). Enter 3197 and then press the enter 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 files inside until you open theHenry Tyler file. Take theIron Applefrom the open file.

Back to the study

Return to the study and use the iron apple on the cabinet below the bookshelf (f5), not forgetting to take thesixth Carin the same close-up. With the cabinet open, select the street diorama to begin a puzzle to fix the model. All you need to do is click items that are out of place and then click the position they should be in (see below). You can’t fail, but note that if you click outside the image, you’ll need to start again. Once complete, you can collect theEmpty Film Reeland anEagle Figurine.

Back in the prison archive, select the table (k5) and click the map to turn it on in the close-up. Add the eagle figurine to the box in the same close-up, taking theTapeandLever Handle. Click all the ripped pieces of paper in the box, too, as they’ll come together on the desk. Use the tape to put the photo back together and then click it for a cut scene plus anothercode, 462. You can also click the video camera (k6) and add the reel, taking aSlide,Star Piece, and yourseventh Car.

Back in the prison yard, you’re able to add the handle to the fuse box (h3), which opens the garage and starts an object-matching puzzle. Once complete, you’ll use the car wing mirror to shine on the circuit board to start a jigsaw-style puzzle. You need to connect all the edge connectors to the ones on the outside of the puzzle. Again, you can’t fail here and the sections will go dark and be locked in once in the right spot. Once complete, you’ll receive theJerry Canfrom inside the cupboard.

Add the funnel to the lorry furl tank (h6), then use the jerry can to add some petrol. Now re-enter the lorry (h5), turn the key in the ignition, and the lorry will move backward. you may now use the combination you got from the archive (462) to open the briefcase (h7) and get thelast Star Pieceand aFlashlight.

The star puzzle

Assemble the star in your inventory and then return to the archive. Use the star on the safe (k7) to start the star puzzle. You need to move the pieces around until they’re in the spaces that match the pattern on each. If you can’t do this one (I found it very annoying!), here’s a solution:

Once complete you’ll get theBlowtorch Part,Prison File, andLoaded Film Reel. Add the loaded film reel to the projector (k6) and press the red button for a cut scene of the execution you saw earlier. Once complete, note the image left on the screen. Go back into the lorry in the prison yard and follow this pattern on the door mechanism to open the glove compartment and take theScrewdriver.

Move to the prison hall and use the push broom on the top-left cell door (i3) to drag 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 inventory, then use the torch on the dark passageway at the back of the hall (i5), then click the door at the end of the hall in the closeup to gain access to the execution chamber.

After the cut scene, you’ll receive theMedallion. Is this what gave our condemned prisoner some kind of special abilities?

The execution room

Once you’ve watched the cutscene and received the medallion, grab thecollectiblefrom next to the fire extinguisher (a1) and themorphing objectfrom the wire above it (a2). Use the screwdriver on the four screws and remove the grate (a3), taking theCrowbarandSlidefrom inside.

Use the map to move back to the elevator and use the crowbar to open the boxes (b1) and take theTorchfrom inside. Go upstairs to the souvenir shop, add the torch to the Statue of Liberty (c1), and take theBarfrom its secret compartment.

Now you can return to the study and add the bar to the clock device on the wall (d1) and tackle the connections puzzle there. Simply drag the colored lines to match the connections on the bar, then click the patterns above until they match (see image above). Once done, take theMagnetand aBlowtorch Part.

Return to the room with the execution chamber (or room with stool on the map), use the magnet to get theZipper Pull Tabfrom the crack in the ground (a4), then connect that to the bag (a5) to open it and get theJackknife. Head to the prison yard, use the knife on the sacks (e1) to take theGrappling Hook, then head into the prison hall and use it to access the rooftop (f1).

The rooftop

Take themorphing object(g1) andcollectible(g2) from the floor, then click the fans (g3) for a close-up. Click the green coat to move it and take aToy Car. Click the upper part of the metal tower (g4) for a close-up and take theStone. Drop the stone off the roof (g5), which will bounce up theHandwheelto you. Use it on the pipe at the bottom of the metal tower (g6) to fill the water tower, then click the top section once more and take theStick.

Put the stick into the fans to stop them, which allows you to reach in and get thefinal Toy Car(if you haven’t collected all the others, check my previous guide linked above for the other locations). After you take the car,don’t forget to take the stick back.

At this point, you can return to Bishop in the Hall and hear his story about the execution. After the cutscene, add the remaining cars to the box on the table (h1), which will open up and allow you to take thefinal Blowtorch Part. Put all three together in your inventory to get theBlowtorch(again, if you’ve missed the first part, refer to my previous guide).

Use the blowtorch on the padlocked door (g7) to heat up the lock, then use the hammer to break it once it is hot. This allows you to enter the abandoned substation (after a cutscene).

The abandoned substation

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

You’ll find acollectibleon the shelves (j1) and themorphing objecton the right-side poster (j2). Open the bag (j3) and keep removing fruit until you’re able to take theNailat the bottom. Now select the bed for a close-up (j4), click the sheets to move them, and take theSlide. Finally, use the jackknife on the mattress to find someWire. In your inventory, add the stick to the pip and then secure them together with the wire to make aPipe And Stick.

Return to the abandoned substation and use 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 panel, then click the skeleton for a close-up and select the photo to find that the body was that of Samuel Brodiem Hugo’s father.

Now you’ll need to click the glowing area (k3) for a missing item puzzle. It is relatively straightforward, although if you want the order to throw the switches once you add the fuse to them, it is4-7-1-8-2-9-10-3-5-6(see below). The final code you need (top to bottom) is358, which is written on the hanging ceiling panel once you add the lightbulb to the light. On completion, you’ll get aSwitch.

Add the switch to the panel (k4), after which a panel opens. you may take someRubber Gloves, aChandelier Part, and find information about when Samuel Brodie was hired.

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 fix the broken lava lamp (h2) and switch it on, noting the arrow symbols you can now see on the glass (pointingright, left, down, down, right, up).

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

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

Grab thecollectibleon the steps (n1) and themorphing itemon the wall (n2), then click the plate on the wall (n3) for a close-up. Add the nail to it, then use the hammer to remove the plate and take thePigeon Figurine. Select the box on the left wall (n4) and click the sequence you found on the lava lamp (right, left, down, down, right, up) to open it and get theSlideandGreen Pebbles(you can add the pebbles to the mosaic (n5) now if you like, to get them out of your inventory, but you can’t do the puzzle yet).

The pigeon puzzle

Once complete, the cupboard will open. Click it for a close-up and take theKey, aSlide, and theProtective Suit. Select the only closed door left here (h4) and use the key to open it, giving you access to the storeroom. Head inside.

Grab thecollectible(o1) and themorphing object(o2) from the shelves, 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, taking theNailpullerfrom underneath. Click the clothes rail (o5) next to take aHangerand someYellow Pebbles.

Select the draw (o6) next, then the know, which will fall off and roll under the chair. Select the bottom of the chair once more (o3), and use the hangar to retrieve theKnob. Connect it back onto the drawer (o6), open it, and take theSlideandGas Mask. Now, you can head back to the hallway 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 once complete. Once you have them, combine the suit, mask, gloves, and boots in your inventory to get the Hazmat Suit. While in the hallway, you can also remove the metal plaque (n6) with the nail puller, taking theLight BulbandDiagramfrom the hole behind it.

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

Back in the hallway, select the hazmat suit, and with it in hand, click the doorway (n7) to go inside the pump room. Pick up theShovel(p1) and grab theKnobandPiece of Metalin the close-up of the red valve (p2). Select the fan (p3), add the knob to the dial, and click it again to make the fan work.

Go back to the intersection, add the drill bit to the drill (m4), and click it again to drill a hole in the ground. Use the shovel on the drilled earth and take theMonkey Wrench. Back in the pump room, you can use the wrench to turn the red valve (p2), which demists the other half of the room. Now that you have a clear view take thecollectibleto the left 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 Device Part, aSlide, and aKnob. You can now add the piece of metal to the hole where the knob was, but you can’t weld it yet. Go back into the hallway and click the doors at the bottom of the stairs (n8), and add the knob to start a switch puzzle. To complete, click left twice, right six times then left once. With that, the door swings open, and you can enter the wine cellar.

Grab the collectible by thewine barrel(r1), theInsect Repellanton the barrel (r2), and themorphing objecton the high shelf on the right (r3). You can now go back to the storeroom and use the insect repellent on the box (o8). Once cleared, click inside until you find theHand Wheel.

Return to the pump room and select the welding device in your inventory. Put together the pieces to get aworking Welding Device, then use it to seal the metal piece in place on the hole (q3). Select the circular area of the same machine just above it (q4), add the hand wheel, and click them to turn and reveal a pipe puzzle.

The pump room pipe puzzle

You essentially need to make a single flowing pipe throughout the system. If you’re stuck, see my completed pipe above. Once done, click the blue machine (q5), add the diagram, click the two dials to match, and thenclick the red buttons in the order 2-4-1-3(numbers from top to bottom). This clears the flooded tunnel, allowing you to select the train in the bottom right of the intersection (m2). Select the train, click the doors, then click the controls in the close-up for a cut scene and move on to Samuel’s House.

Samuel’s house

Tale thecollectiblefrom the right of the house (a1) and themorphing objectfrom the window on the white building (a2). Select the bicycle (a3) for a close-up and click the storage pouch to get anEnvelope. Now click the planter 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 note to the close-up of the door combination puzzle. The answers to themath equations are 5-2-3-4, meaning you select the (from top)fourth, first, first, and fourth buttonson the panel. Once complete, you can click the door and head 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 set at1.55. Now click the upstairs door (b4) and head into Hugo’s room.

Hugo’s room

Grab thecollectiblefrom the floor at the end of the bed (c1) and themorphing objectwhich is under the far cabinet (c2). Click the duvet to remove it (c3) and then the bedsheet underneath for a close-up and take asecond Envelope. Click thePoster(c4) to collect it, which also reveals a scary death wall that points the finger squarely at Hugo. Click the death wall for a cutscene, after which you’ll receive a bracelet (but it doesn’t go into your inventory).

Select the bookshelf (c5) to find you need to fill it back up with books. Seven of them are here on the floor (just drag each one to the shelf) and collecting them will also reveal and allow you to collect aCordfrom the floor. But you still need one last book.

Head back downstairs, click the bottom of the glass door (b5), and place the poster on the floor 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, use the poster to pull the key under the door, and pick up theKey. Open the glass door and move through to the kitchen.

The kitchen

Grab the most obviouscollectibleso far from the table (d1) and themorphing objectfrom the top of the hob (d2). Click the oven (d3) to open it, then click the oven again and read the note inside for a cutscene. Also, take theBulb. Grab the stepladder (d4), then click the kettle (d5) for a close-up, take theSlide, and add the cord to the table which will get you theKettle.

Select the sink (d6), add the kettle, click the tap to fill it, then collect theKettle of Water. Return to where you picked the kettle up, place it back on the counter, then click the cord on the counter twice to plug it in at both ends. Once done, you may click the kettle once more to get aKettle of hot Water.

Open the freezer door (d7) by clicking it and place the kettle inside. Take theCoinfrom inside. Now click the glowing area (d8) for a missing objects puzzle. Don’t miss the key that’s in the grinder (you need to click the handle to turn it), and the mosaic is a bit annoying to complete (I found once you have all the colors, you have to place each piece in order, but it’s just a case of click ing each matching space until one goes in). Once done, you’ll receive aPitcher.

Next, select the washing machine (d9) and use your jackknife to remove the gum on the button. Press the green button to stop the machine, then take theMetal Brushfrom inside the drum. Return to the hall and place the stepladder on the stairs (b6). You can now click the clock for a closeup (b7) but still need a hand for the clock.

Back to the prison and HQ

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

Now, head up to the prison rooftop and use the metal brush on the corroded pipe (e2) to reveal a diagram. Once revealed, use your pen and paper in the close-up to copy it and receive theNote with diagram. Next, return to the hall at HQ and click Bishop to move the story along further, after which he’ll give you yourthird Envelope.

Head back to the hall in the Brodie house, click the door under the stairs (b8), and add the switch and note to start a wires puzzle. All you need to do is follow the bottom part of the diagram, dragging the wires from the holes. The order is irrelevant. Once complete, the door will open and you can move down into the cellar.

The cellars

You’ll find thecollectible(f1) on the blue cabinet on the right and themorphing object(f2) right next to it. Take thePickaxe(f3), too, but that’s all you can do for now. Go to the intersection, select the walkway (g1), and use the pickaxe to break up the contents of the bucket to get theRubber Boots.

Return to the cellar now and use the boots to approach the desk (f4) for a close-up, then take theSlideandCorkscrew. With that, move to the wine cellar and place the pitcher by the wine barrel (g2) in the close-up, then use the corkscrew on the plug to make and collect aPitcher of Wine. Select the table at the back of the wine cellar next (g3), where you’re able to begin a pouring puzzle.

To succeed, you need four measures of wine. The simplest way to do this is to fill the large mug on the left and then use the large mug to fill the small one. Empty the small one into the bucket, then pour what’s left in the large one into the small (2 units). Fill the large once more, and pour that into the small (so the small has 2.5 and the large 4). The box on the table opens and you may take theLockpick Set.

Back in Hugo’s room, use the lockpicks to open the box on the bed (c3). This is straightforward, but each pick does have a specific lock (there’s no puzzle; it’s just trial and error). When it opens, take theNoteand return to the cellar here. Select the machine on the left (f5) and add the note. Set the three dials to the positions on the note and a compartment will open, giving you afourth Envelopeand theHand to a Clock.

Go upstairs to the hall and add the hand to the clock (b7), moving the hands so that they’re at the time1.55(I needed to be quite precise, so if it doesn’t work right away, make the hand on 11 exact and move the hand on two a little until it works). The clock pops open, giving yourfifth and final Envelope.

The envelopes' identity puzzle

Head up to Hugo’s room and select the creepy head and photo collection (c6), adding the envelopes to start a matching puzzle. Now click each envelope and read the clue, then click the piece of jewelry to take it and click on the appropriate mannequin head to place it. When you place all of them correctly (see picture above if you’re stuck), the heads will turn to dust and you’ll be able to collect aTurning Mechanism.

Go right downstairs to the cellar and use the turning mechanism on the safe (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 machine (that you attach the bulbs to) that I found hard to spot, but otherwise, it was straightforward. Once done, you’ll findSamuel’s Photo. Take the photo to the hall and place it in the empty picture space on the stairs (b9), read the diary in the compartment that opens, and take theBottle.

Use the bottle in the wine cellar (g4) to start a puzzle that involves matching the bottles on the shelves to their diagram (see the completed image above if you’re stuck). This opens a compartment from which you can take some more case information and, from behind it, aHand Switch. Take your new knowledge to Bishop at the hall in HQ and he’ll give you anotherPunch Cardfor the underground railway. Head to the intersection, use the central mechanism (g5) to call the next train (g6), and then use it to head towards the lab.

You’ll find thecollectibleby the bush on the left of the road (h1) and themorphing objectat the top of the telegraph pole (h2). Select 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 road (h4) and drag it onto the gate to make sure it is no longer electrified. You can now click the gates to open them and move inside to the lab entrance.

Take theFishing Rod(i1) and thecollectiblebehind it, as well as themorphing objectfrom the roof (i2). Head back to the road and use the road on the pond to fish out theSaw(h5). you’re able to now use the saw at the lab entrance to cut 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 talk to him. Afterward, you can grab thecollectiblefrom the desk on the right (k1), theBookfrom the floor (k2), and theLong Plank(k3). Return to Hugo’s room and add this final book to the bookshelf (c5), starting a pattern-matching puzzle (see image below for solution). The shelf revolves and allows you to take aSlide,Banknotes, aLighter, and aNote.

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

The door will pop open and you’re able to take aStethoscope. Return to the cellar in the Brodie house and use the stethoscope on the safe (f7). Turn each knob on the safe until you hear a click (from left to right, it is 9-5-3), then take theFigurine Partfrom inside.

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

Thecollectible(b1) is on the table on the left and themorphing object(b2) is on the menu sign. Get a close-up of the cafe 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 dog (a5), which will create a glowing area next to it where you’re able to begin an object-matching puzzle. The only annoying part for me was realizing you have to use the tape (on the shelf above the flowers) to fix the poster before you can reorganize the plants on the shelves. Once completed, take theFever Pill.

Back in Chinatown, select the gates (a6) for a close-up next, adding the handle to start a ball-guiding puzzle. Turn the handles in the following order:

This gains you access to Near the Workshop, so move there. You’ll automatically talk to the boy here (c1), who asks for some paper. Afterward, thecollectible(c2) is on the floor on the left and themorphing objectis by the trashcan (c3). Now use the hook to open the manhole cover (c4) and take theHose. Head back to the laboratory.

The laboratory

Get a close-up of the table (d1) and the fever pill to the glass in the close-up. Click the know on the burner here to heat the jug, 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, select the device on the wall (c5), and add the bell to start a melody puzzle (see image above for solution). Once done, the shutter will open and you can go into the workshop. Talk to the guy there to find his hands have been hurt, then grab thecollectible(e1) andmorphing object(e2) from the shelves.

Select the table (e3) and place each item into its slot in the toolbox (see below). Once complete, you’ll receive theWrench. Add it to the toolbox on the wall (e4) and click the wrenches in the correct order (4-2-3-1) to open it and take aSlide, plus aDevice PartandReinforced Clippers. Don’t forget to click the table again (e3) and take theTool Box.

Select the red machine (e5) for a close-up, add the coin, then click the lever followed by the handle to open the glass panel and take theGramaphone Handle. Move back to the cafe and use the clippers on the chain on the panda cage (b4). Take theGrain. Return to near the workshop and give the grain to the pigeon (c6). When it flies to the ground, click it for a close-up and take theFaucet Handlefrom its leg.

Finding the origami paper

Back in Chinatown, add the faucet handle to the barrel (a7), use the attached faucet to empty it, then click the barrel again to roll it across the street. you may now get theTroweland aSlidefrom the awning (a8). Next, go to the hall in the Brodie house and use the clippers to cut the wire on the ceiling (f1). Click the hatch again to gain access to an object-finding puzzle. Once complete, take theWine Press Handle.

Move to the wine cellar and add the handle to the press (f2), take theSlide, then use it to raise it and take theColored Paper.Go to near the workshop and give the paper to the boy, starting an origami exercise. This isn’t a puzzle, as all you need to do iskeep clicking the sections that are highlightedwhen you hover over them. Once complete, the boy will tell you his secret and give you aWheel.

Head back to the workshop, add the wheel to the barrow (e6), click the barrow to move it, then select the door behind for another missing-objects puzzle. There’s nothing tricky here, and the safe code is9-2-3-4-7-5-1-8-6. You can then take anotherFigurine Part.

Back to the lab

At the lab, add the handle to the gramophone (d3) and take theFigurine Partin the close-up. Select it in your inventory, then add the other two parts from your inventory to it to get theFigurine. Go to the road to the lab and use the shovel by the signpost. Add the figurine to the box you dig up there, opening it afterward to take aSlide, aVinyl Recordand to read about the substation.

Back inside the lab, add the record to the gramophone, use the handle to spin it, then click the needle to play it and hear the message5-2-7-1-3. Use the code on the machine in the lab (d4) to unlock it, opening a pattern-matching puzzle. There are six dials to turn (see above). To complete the puzzle click 2-4-1-5, then take theMapfrom inside. William will reappear in the lab, so click on him for a cutscene. Finally, click the doors (d5) to gain access to the tower and the road to the substation.

Go to the road to the substation, collecting themorphing objectby the well (h1) andcollectible(h2) by the shed. Now select the background (h3) and use your map to follow the path and get to the abandoned substation yard. Get theFruit Picker(i1),collectible(i2), andmorphing object(i3), then select the glowing doorway (i4) for an object-matching puzzle (you can’t fail). On completion, take theJerry Can.

Back on the main screen, click the bushes (i5) and click the leaves, sticks, and stones on the right of the close-up until you get aStone. Select the door (i6), use the stone to smash the window, and then click the handle to open the door to the abandoned substation.

Back on the road to the substation, select the farming vehicle (h4). In the close-up, grab the finalSlideand then click the lid of the yellow petrol tank to open it. Use the jerrycan and hose on it to get aFull Jerry Can. Now, you can head to the substation.

The substation

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

Back in the substation, select the oven (k5), use the jerrycan on the wood in the close-up, then use your lighter to start a fire. With that, it’s time to move to the tower (at the tower on the map), where you’re able to grab acollectible(m1) and amorphing object(m2). Get a close-up of the damaged fusebox (m3) and use the insulating tape to start a wire-matching puzzle (just click wires matching color and/or patterns. The order doesn’t matter).

Once complete, the ladder will drop down. You can now select the bird’s nest (m4) and take someChalkfrom inside, then use the picker to cut the branch (m5) to get theElectrode. Now, you can climb the tower by clicking the ladder.

Here you should get your finalmorphing object(n1) andcollectible(n2) (if you’re missing any, please refer to my earlier guides linked on this page). Also, take theTemplate(n3) andSledgehammer(n4). Add the electrode to the machine (n5), and the tower will power up. Select the holes in the floor (n6), add the template, use the chalk to mark out the pattern, and then pick up theDiagram.

Head to the lab entrance and use the sledgehammer in a close-up of the door on the right to open it, starting an object-matching puzzle. Once complete, take theRope. Back at the tower, click the gap in the rail (n7) and use the rope to get theStone with Drawingin the close-up. Move outside the abandoned substation and add the brick to the wall (i7). In the close-up, click the middle brick, then the bottom, and finally the top. Take theDevice Partfrom inside.

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

Click the machine (k7) for a close-up to see what you need. Add the toolbox and then your three device parts to the machine, along with the other pieces scattered around the close-up to build the machine (see completed machine above). Place the medallion to complete it, then enjoy the final cutscene. Congratulations, you’ve completed the game!

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

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