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New York Mysteries 2 High Voltage Walkthrough, Part 3

Entering the killer's home...

The New York Mysteries series of games sees a reporter investigating strange phenomena, looking to solve crimes but also get the scoop. This is part three of my full walkthrough of the second game in the series, New York Mysteries 2: High Voltage.

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New York Mysteries 2 High Voltage Part 3 Walkthrough

In the first half of the game, our heroine, Laura, finds a strange Medallion after investigating what looks likely to have been a prison break with a supernatural twist. Her investigation leads to the home of Samuel Brodie, a prisoner worker who was the father of the vanished death row inmate. If you require an early or later part of the walkthrough, check out my New York Mysteries 2 High Voltage hub page for all the links you need. 

Related:  New York Mysteries 5 Walkthrough

I’ve completed the game in normal mode, so be aware some puzzles may change to different difficulty levels (you can change the difficulty in setting at any time). I also don’t talk through the steps of how to get between locations, as you can use the map to fast travel at any time. 

Samuel’s house

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Tale the collectible from the right of the house (a1) and the morphing object from the window on the white building (a2). Select the bicycle (a3) for a close-up and click the storage pouch to get an Envelope. Now click the planter to the left (a4) and take a Slide, then click the stones in it to reveal and take a Note

Click the front door (a5) and add the note to the close-up of the door combination puzzle. The answers to the math equations are 5-2-3-4, meaning you select the (from top) fourth, first, first, and fourth buttons on the panel. Once complete, you can click the door and head into the hall.

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The collectible is on the second bookshelf from the top (b1), while the morphing object is on the banisters above it (b2). Take the Slide from the third bookshelf (b3), along with the Pen and Paper, and Pin. Also, not the clock here that is set at 1.55. Now click the upstairs door (b4) and head into Hugo’s room.

Hugo’s room

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Grab the collectible from the floor at the end of the bed (c1) and the morphing object which is under the far cabinet (c2). Click the duvet to remove it (c3) and then the bedsheet underneath for a close-up and take a second Envelope. Click the Poster (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 a Cord from 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 the Key. Open the glass door and move through to the kitchen.

The kitchen

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Grab the most obvious collectible so far from the table (d1) and the morphing object from 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 the Bulb. Grab the stepladder (d4), then click the kettle (d5) for a close-up, take the Slide, and add the cord to the table which will get you the Kettle.  

Select the sink (d6), add the kettle, click the tap to fill it, then collect the Kettle 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 can click the kettle once more to get a Kettle of hot Water

Open the freezer door (d7) by clicking it and place the kettle inside. Take the Coin from 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 a Pitcher

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 the Metal Brush from 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

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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 the Switch

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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 the Note with diagram. Next, return to the hall at HQ and click Bishop to move the story along further, after which he’ll give you your third 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

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You’ll find the collectible (f1) on the blue cabinet on the right and the morphing object (f2) right next to it. Take the Pickaxe (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 the Rubber Boots

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Return to the cellar now and use the boots to approach the desk (f4) for a close-up, then take the Slide and Corkscrew. 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 a Pitcher of Wine. Select the table at the back of the wine cellar next (g3), where you can 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 can take the Lockpick 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 the Note and 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 a fourth Envelope and the Hand 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 time 1.55 (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 your fifth and final Envelope.

The envelopes' identity puzzle

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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 a Turning 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 find Samuel’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 the Bottle.  

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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, a Hand Switch. Take your new knowledge to Bishop at the hall in HQ and he’ll give you another Punch Card for 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.

The lab

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You’ll find the collectible by the bush on the left of the road (h1) and the morphing object at 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.

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Take the Fishing Rod (i1) and the collectible behind it, as well as the morphing object from the roof (i2). Head back to the road and use the road on the pond to fish out the Saw (h5). You can now use the saw at the lab entrance to cut the branches blocking the cellar entrance (i3). Grab the Handle here, and click the cellar entrance to gain access to the laboratory.

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Go down into the lab and click William to talk to him. Afterward, you can grab the collectible from the desk on the right (k1), the Book from the floor (k2), and the Long 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 a Slide, Banknotes, a Lighter, and a Note

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You can 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 order in which you need to press the buttons is:

  1. Blue star
  2. Pink cross
  3. Yellow triangle
  4. Green triangle
  5. Blue hexagon
  6. Red diamond
  7. Green square
  8. Blue circle

The door will pop open and you can take a Stethoscope. 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 the Figurine Part from inside.

To continue into the last section of the game, head to my New York Mysteries 2 High Voltage Walkthrough, Part 4.


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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 3

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