It was no surprise to me to find the New York Mysteries series near the top of the puzzle RPG popularity lists.
If you’ve completed the main storyline and opened up the extra content, read on for my New York Mysteries 2 High Voltage Bonus Chapter Walkthrough.
New York Mysteries 2 High Voltage Bonus Chapter Walkthrough
As is often the case with bonus chapters, this one sends us deep into the story before the main quest we’ve completed. Rather than taking on the role of Laura, we’re instead playing the killer’s father Samuel. His son has been arrested, but if we can find his last victim (who may still be alive), he may get a reduced sentence. Note this bonus chapter does not include any collectibles.
If you’ve arrived at this guide but are working your way through the main adventure, click through to my New York Mysteries 2 High Voltage walkthrough hub page for complete guides to all the earlier parts of the game. I won’t talk about how to get between locations below, as all you need to do is use the map ocean in the bottom-right of the screen to use the excellent fast-travel system (location names below will match the in-game map).
The police station
Talking to the Policeman, he tells you they want an alibi for you so that you’re not accused of being part of the crimes. Click the wallet on the chair (a1), and click the money until you see (and collect) a Receipt underneath. Give the receipt to the Policeman as your alibi, and he will leave the room.
Click where he was sitting (a2) for a close-up and take the Paper Clip, then use it on the desk drawer (a3) to start a valve lock puzzle. To complete it, you need to press the valves in the correct order (3-5-4-1-2). Once done, take the Knife from inside. Now you can select the cork board (a4) and use the knife to get a Piece of the Victim’s Photo. Next, use the map to go to At Samuel’s House.
At Samuel’s house
Select the burning trash in front of the door (b1) for a close-up and take the Bat, then move to Chinatown. Use the bat on the emergency firebox (c1) and take the Hose from inside. You can also take the Planet from the close-up of the locked gates (c2) and click the back of the image to gain access to the Cafe. For now, though, move back to At Samuel’s House.
Select the fire hydrant (b2) and attach the hose, clicking the image until it is attached and the water is on. Now you can click the trash fire (b1) once more and put out the fire. This gives you access to the hall, so head inside. Select the planet model (d1) and take the Shoehorn (you can also add the planet to get it out of your inventory). Now click the upstairs door (d2) and enter Hugo’s room.
Hugo’s room
Click the bear (e1), then click the head in the close-up to remove it and take the Tape from inside. Also, take a second Planet from the windowsill (e2) while also clicking the window to blow on it and reveal a symbol. Select the lamp next (e3) for a close-up of the photo wall. Add the photo piece you have (bottom right) and then drag the other photo pieces to create complete pictures. Note the code 4-7-5-8 on the bottom right photo.
Back in the hall, add your second planet to the model (d1), then select the bookshelves (d3) and add the tape to the tape player. Listen to the recording, then get a close-up of the stairs (d4) and use the shoehorn to open the compartment in the close-up, taking the third Planet (add that too) and reading the note that leads you onto the old bowling alley under the bridge.
The bowling alley
After the guy with the shovel gives you a Bow, stack the boxes (f1) and then click the fire escape (f2) to get a Crowbar. Use the crowbar on the planks on the door (f3), then enter the bowling alley. Grab the Pliers (g1), then head back outside and use them to cut the ropes (f4). In the close-up, take the Dissolvent and go back inside the bowling alley. Use the dissolvent on the panel (g2), open it, then click the switch to turn the lights on.
Select the lockers (h1) and take the Hammer in the close-up. Now click the door (h2) and use the code on the photo earlier (4758) to unlock it (don’t forget to press enter, the bottom right key, and then click the handle to open the door. This starts a missing objects puzzle.
The bowling alley puzzle
Get the Sphere (i1), then the Powder by clicking around in the skittle box (i2). Also, take a second Sphere (i3), the Oilcan (i4), Crosswrench (i5), a Plank (i6), plus the Curtain (i7). Add the plank to the box (i8) to get the code 5-9-2, then select the safe (i9). Enter 592, add the crank, oil it with the can, then open the safe to get the Gear.
Add the curtain to the window (i10) then click it again to close the curtains, noting the pattern. Add the two spheres to the shelves (i11) and move the bowling balls around to match the pattern. This opens a small compartment, from which you can take a Lever.
Use the powder on the cash register (i12), click the four buttons that show fingerprints, and then use the lever to open the drawer and take the Handle. Click the box (i13) for a close-up and add the Gear, then the handle. Take the Bowling Ball.
In the main bowling alley image, click the lanes (h3) for a close-up of a bowling puzzle and add the bowling ball. All you need to do is pick up the ball by clicking it, then click the middle lane three times with the ball in hand. This will knock down the pins and eventually return a blue bowling ball. Click it to open it up and take the Key. Select the lockers once more (h1) and use the key to open locker 12, reading your next clue and taking the Token. Now click the jukebox (h4), use the token on it, and take the Nails. You now have access to the crossing, so move there.
The boarding school
Get the Signpost Part from the pile of snow (j1) and the one lying on the ground (j2), then add them to the broken signpost (j3). Add the nails, and use the hammer to fix the sign. You can now access the Boarding School Yard, so move there.
Talk to the man outside the boarding school and he’ll give you a Coin. Once the conversation ends, he’ll leave and you’ll also have access to the Hunter’s Lodge. Before you go, also pick up the Shovel (k1). Return to the crossing and use the shovel to dig up (j1) the Gaffing Hook. Back outside the school, use the hook on the ice in the pool (k2) to dig out the Pigeon, adding that to the statue of the boy (k3). This opens the school gates. Use the hammer on the door (k4) to get some Planks while also gaining access to the Corridor and the Backyard when the doors now open.
In the corridor, click the hole in the balcony (l1) and take the Stick, then use the planks on the gap to gain access to the Children’s Bedroom. Move into the backyard and use the Snowballs (m1) on the hanging planks (m2) by dragging them until you knock down (and then pick up) your fourth Planet. Use the stick on the pinata (m3) and collect the Switch.
Back in the corridor, add the switch to the fusebox (l4) and click the switches in the correct order (4-1-5-2-3) to turn off the power and gain access to the final area on the map, the Teacher’s Room. Go inside and click the carpet to move it back and get your fifth Planet. Move to the hunter’s lodge.
The children’s bedroom
Click the tree (n1) and take the Shuriken, then use it to open the box (n2) and get the Drill Bit. Use the drill bit on the ice (n3) and take your sixth Planet. Move to the cafe and use the coin to buy a Cup of Tea (o1). Now go to Chinatown and use the tea on the puddle (c3) to get a seventh Planet. Move to the children’s bedroom.
You need to find and collect 13 leaves. You’ll find 1-3 on the puzzle box (p1), 4-5 on the left bed (p2), 6 on the windowsill (p3), and 7 on the middle bed (p4), where you can also pick up the Broom. 8-10 are on the floor (p5), 11 on the curtain (p6), and 12 on the lamp (p7).
Move back to the corridor and use the broom on the lockers (l2) to clean them and start a matching toy puzzle (see image below for solution). When complete, you’ll get a Rope with Rock. Move back to the crossing, use the rope with rock on the tree (j4), then pull it in by clicking the rope to get the Spring.
Take it to the backyard, add the spring to the box (m4), and move the springs to the correct positions (you got the clue on the glass (at l3) - it is bottom, top, middle, top). Once it opens, click around inside to get your eighth Planet and a Screwdriver.
The third puzzle
In the boarding school yard, use the screwdriver to open the mailbox and get a third puzzle note and a Chess Piece. Go back to the teacher’s room next and add the chess piece to the board (q1), clicking the piece again to move it. This opens a compartment, from which you take a Razor Blade. Use it on the patch on the pillow (q2) to get a Pigeon Figurine.
Move across town to under the bridge and use the pigeon figurine on the wall (f5), taking the Buddha Statue from the cupboard. Take this to the cafe and use it on the door (o2) to begin a missing objects puzzle.
Take the Scissors (r1), Hand Fan (r2), Ladle (r3), Tape (r4), and Dynamite (r5). Use the scissors to open the box (r5) and the ladle inside to get a Ladle of Ash from inside the box. Grab the Stick (r6) and use it to get the Tongs (r4). Now use the fan to get the coals burning (r3) and use the tongs to get a Coal.
Put the dynamite next to the safe (r1), click it again to stand it up, and use the tape to attach it to the safe. Now use the ash to make a fuse running from the safe in the same close-up. Ignite the fuse with the coal to blow the safe and get the Dragon’s Head. Add that to the chest (r7) and get the Oil Can.
Finding the final leaf
Use the oil can on the roundabout in the backyard (m5), which moves it, allowing you to take the Window Handle. Move to the corridor, use the handle on the window (l3), and take the Spatula. You can now go back to the teacher’s room and use the spatula on the back wall (q3) to fully reveal the hidden door and get the final (13th) Leaf.
Click the bedside lamp in the children’s bedroom (p7), select the book, and add the leaves for a simple shape puzzle. Once completed, you’ll get a Photo of how the toy shelf needs to be arranged. Clci the shelves (p8), add the photo, and rearrange the toys. Once done, you’ll be able to take the Puzzle Pieces.
Select the puzzle box (p1), add the pieces, and restore the images. They need to be in the right order: tractor top left, dolls top right, horse bottom left, lane bottom right. Then just click two pieces to swap them. You can’t go wrong, and pieces go dark once in the correct spot. You can also use the bits of the puzzle showing out of the sides for guidance. Once done, you can take the Ladder from inside the box.
The Hunter’s Cabin puzzle
Back at the hunter’s lodge, use the ladder to access the cabin (n4) and start the final item-matching puzzle. Move the hay (s1) and get a Dart, then throw it at the dartboard (s2) to reveal a compartment. Take a Disc from inside. Click the apples (s3) until you find the Weight, and take the Knife (s4) from the table. Use the knife to open the tin (s2) and get the Tusk.
Related: Escape the Bathroom Walkthrough
Get a close-up of the animal head (s5) and take the Scale Bowl, then add the tusk. Add the bowl to the scales (s4), add the wight, and take the second Disc from the secret compartment. Add the two discs to the cupboard (s6), then rotate the rings to open it and get the Tongs. Grab the Rifle Butt (s7), use it to trigger the trap (s8), then take the Hook from the antlers (s9).
Add the hook to the chain (s1), and click it again to connect it to the hatch, then move to the animal head close-up above it. Select the animal head, click the tusk you added to raise the chain, and use the tongs to open the trap inside the hatch. Take your final Planet from inside the box.
The skeleton puzzle
Add any remaining planets you have in your inventory to the planet model (d1), then take the Skull when the model opens. Next, click the wardrobe in Hugo’s room (e4) and add the skull to start a skeleton puzzle (see the image above for the complete skeleton). Once done, take the Key.
All that remains to do is to return to the teacher’s room, open the hidden door (q3) with the key, and complete the ball-rolling puzzle. It’s simple right, left, right, left, etc., until it falls out the bottom. Now, you can open the door to discover the fate of the missing girl and complete the game.
For more puzzle game guides, check out On Thin Ice – Full Walkthrough & Solutions and Haunted Hunt Walkthrough – Adventure Escape Mysteries right here at Pro Game Guides!
Published: Oct 10, 2023 12:13 pm