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New York Mysteries 2 High Voltage Walkthrough, Part 4

The final showdown!

Fans of RPG-style story-driven point-and-click puzzle games have flocked to the New York Mysteries series. If you’re nearing the end of this mystery, read on for the final section (part four) of my New York Mysteries 2 High Voltage Walkthrough.

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New York Mysteries 2 High Voltage Part 4 Walkthrough

Our heroine Laura has been given an ultimatum, with Brodie telling her she must choose between her own life and that of Bishop. Surely there is a way to save them both? The answer may lie in the Tesla lab, but William needs medicine to help you use his machine. Perhaps Chinatown has the answer? For earlier parts of the story, see my New York Mysteries 2 walkthrough hub page.

Related: How to beat Riddle School 2 – Full Walkthrough

My walkthrough is done in normal mode, so puzzles may differ in other settings (you can switch difficulty levels at any time). As the game isn’t sorted into neat chapters, this last part of my guide may see me talk about having items you haven’t collected. If so, refer to my New York Mysteries 2 High Voltage Walkthrough, Part 3, for bits I have done in a different sequence to you. All place descriptions are the ones used on the in-game map.

Chinatown

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

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The collectible (b1) is on the table on the left and the morphing 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 a Squid Kebab in return.  

Move back to Chinatown, give the kebab to the dog (a5), which will create a glowing area next to it where you can 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 the Fever 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:

  • RLRLLRRRLL
  • RRRRLLLRRR
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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, the collectible (c2) is on the floor on the left and the morphing object is by the trashcan (c3). Now use the hook to open the manhole cover (c4) and take the Hose. Head back to the laboratory.

The laboratory

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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 the Fever Medicine (don’t forget to also take the Slide from the table). Now give the fever meds to William (d2) for a cutscene, after which he’ll give you a Bell

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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 the collectible (e1) and morphing object (e2) from the shelves.  

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Select the table (e3) and place each item into its slot in the toolbox (see below). Once complete, you’ll receive the Wrench. 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 a Slide, plus a Device Part and Reinforced Clippers. Don’t forget to click the table again (e3) and take the Tool Box

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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 the Gramaphone Handle. Move back to the cafe and use the clippers on the chain on the panda cage (b4). Take the Grain. 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 the Faucet Handle from 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 can now get the Trowel and a Slide from 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 the Wine Press Handle

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Related: Victorian Mysteries The Yellow Room Walkthrough

Move to the wine cellar and add the handle to the press (f2), take the Slide, then use it to raise it and take the Colored 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 is keep clicking the sections that are highlighted when you hover over them. Once complete, the boy will tell you his secret and give you a Wheel.

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 is 9-2-3-4-7-5-1-8-6. You can then take another Figurine Part.

Back to the lab

At the lab, add the handle to the gramophone (d3) and take the Figurine Part in the close-up. Select it in your inventory, then add the other two parts from your inventory to it to get the Figurine. 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 a Slide, a Vinyl Record and to read about the substation.

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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 message 5-2-7-1-3. 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 the Map from 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. 

The road to the substation

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Go to the road to the substation, collecting the morphing object by the well (h1) and collectible (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 the Fruit Picker (i1), collectible (i2), and morphing object (i3), then select the glowing doorway (i4) for an object-matching puzzle (you can’t fail). On completion, take the Jerry Can.

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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 a Stone. 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 final Slide and then click the lid of the yellow petrol tank to open it. Use the jerrycan and hose on it to get a Full Jerry Can. Now, you can head to the substation.

The substation

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The collectible is to the left of the blackboard (k1), where you can also take the Crank Handle (k2). Also, pick up the Metal Nugget (k3) and the morphing object (k4) under the desk. At this point, you can pop back to the road, use the crank on the well (h5), and get the Insulating Tape from the bucket.

Related: The Squire’s Tale – Walkthrough Guide

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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 can grab a collectible (m1) and a morphing 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 some Chalk from inside, then use the picker to cut the branch (m5) to get the Electrode. Now, you can climb the tower by clicking the ladder.

The tower

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Here you should get your final morphing object (n1) and collectible (n2) (if you’re missing any, please refer to my earlier guides linked on this page). Also, take the Template (n3) and Sledgehammer (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 the Diagram.

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 the Rope. Back at the tower, click the gap in the rail (n7) and use the rope to get the Stone with Drawing in 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 the Device Part from 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 the Molding 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 the Device Part.

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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!

Fancy playing another in the series? If so, check out my New York Mysteries 5 Walkthrough – Chapter 1, Part 1 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 4

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