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New York Mysteries 2 High Voltage Walkthrough, Part 2

Skeletons in the closet.

If, like me, you get a kick out of shows such as the X-Files, you’re going to find the New York Mysteries right up your street. If you’re enjoying the second installment, read on for part two of my New York Mysteries 2 High Voltage Walkthrough.

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New York Mysteries 2 High Voltage Part 2 Walkthrough

In part one of New York Mysteries 2: High Voltage, our heroine Laura makes some startling discoveries about the case inside the now deserted prison. Could the medallion she found and the burn mark on the ceiling suggest supernatural powers were at play? 

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This is part two of my complete walkthrough of the game. If you’re looking for an earlier or later part of the solution, click my New York Mysteries 2 High Voltage walkthrough hub page for more links. As you play, remember the map is very useful to fast travel to old locations, as well as to give you clues about where to go next. 

The execution room

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Once you’ve watched the cutscene and received the medallion, grab the collectible from next to the fire extinguisher (a1) and the morphing object from the wire above it (a2). Use the screwdriver on the four screws and remove the grate (a3), taking the Crowbar and Slide from inside. 

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

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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 the Magnet and a Blowtorch Part.  

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

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The rooftop

Take the morphing object (g1) and collectible (g2) from the floor, then click the fans (g3) for a close-up. Click the green coat to move it and take a Toy Car. Click the upper part of the metal tower (g4) for a close-up and take the Stone. Drop the stone off the roof (g5), which will bounce up the Handwheel to 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 the Stick

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Put the stick into the fans to stop them, which allows you to reach in and get the final 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. 

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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 the final Blowtorch Part. Put all three together in your inventory to get the Blowtorch (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

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Click the skeleton (i1) for a close-up and take the Med Station Key. Also, take the Pipe from 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.

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You’ll find a collectible on the shelves (j1) and the morphing object on the right-side poster (j2). Open the bag (j3) and keep removing fruit until you can take the Nail at the bottom. Now select the bed for a close-up (j4), click the sheets to move them, and take the Slide. Finally, use the jackknife on the mattress to find some Wire. In your inventory, add the stick to the pip and then secure them together with the wire to make a Pipe 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 the collectible (k1) and the morphing 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. 

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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 is 4-7-1-8-2-9-10-3-5-6 (see below). The final code you need (top to bottom) is 358, which is written on the hanging ceiling panel once you add the lightbulb to the light. On completion, you’ll get a Switch

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Add the switch to the panel (k4), after which a panel opens. You can take some Rubber Gloves, a Chandelier 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 a Punch 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 (pointing right, left, down, down, right, up).

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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 the Magnetic Key.

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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. 

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Grab the collectible on the steps (n1) and the morphing item on 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 the Pigeon 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 the Slide and Green 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

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Head back to the hall and add the pigeon to the wall plaque (h3), which requires you to switch all of the pigeons from one side to the other. If you’re stuck on this one, you can copy the following:

  1. 5 to f
  2. 4 to 5
  3. 1 to a
  4. 2 to 1
  5. 3 to b
  6. f to 3
  7. 6 to e
  8. 5 to g
  9. a to 4
  10. b to 5
  11. 1 to c
  12. e to 1
  13. g to 2
  14. 5 to 6
  15. c to 5

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

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Grab the collectible (o1) and the morphing object (o2) from the shelves, then click underneath the chair (o3) to find some Gloves. Select the chair cushion (o4) for a close-up and then click it again to move it, taking the Nailpuller from underneath. Click the clothes rail (o5) next to take a Hanger and some Yellow 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 the Knob. Connect it back onto the drawer (o6), open it, and take the Slide and Gas Mask. Now, you can head back to the hallway and add the pebbles to the mosaic (n5) to begin another puzzle. 

The train mosaic

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This is just a color-matching exercise (if you’re unsure, see the picture above), which will get you the Boots you 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 the Light Bulb and Diagram from 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 a Drill Bit.

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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 the Shovel (p1) and grab the Knob and Piece of Metal in 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 the Monkey 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 the collectible to the left of the wooden crate (q1) and the morphing object (q2) from just above it. 

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Hallway door puzzle

Select the mask (q3) for a close-up and take a Welding Device Part, a Slide, and a Knob. 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.

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Grab the collectible by the wine barrel (r1), the Insect Repellant on the barrel (r2), and the morphing object on 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 the Hand Wheel

Return to the pump room and select the welding device in your inventory. Put together the pieces to get a working 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

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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 then click 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.

To keep going with the game now, continue to my New York Mysteries 2 High Voltage Walkthrough, Part 3 here at Pro Game Guides.


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Author
Chris Marling
Chris Marling is a writer and editor with more than 20 years of experience across newspapers, magazines, and websites. Based in the UK, he has written professionally on everything from tech to tearooms. But his real passion is gaming, going right back to the Atari 2600 - and especially RPGs and MMOs. He cut his teeth on games such as The Realm and Anarchy Online. But 20 years on still gets excited about exploring each new world. When not online, you'll find him gaming analog-style around the table. Chris has had five of his own board games published, including Pioneer Days and Armageddon.

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New York Mysteries 2 High Voltage Walkthrough, Part 2

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