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New York Mysteries 2 Walkthrough – 100% All Puzzles

The tension is electric...

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.

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New York Mysteries 2 Walkthrough - All Puzzle Solutions

Our heroin Laura has been called out to another mysterious case. A series of unusual murders have taken place in and around the city, each preceded by a ball of light witnesses compared to lightning. You head 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 note you can switch difficulty at any time via the menu button (bottom left). Also, remember you can use 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. 

The murder scene

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Take the collection item next 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 the Razor Blade that’s wrapped inside it.

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

Click the hot dog bucket (b4) and use the lockpick to pick the lock, taking the Tongs from inside. Don’t miss the morphing object between 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 the second Fish Figurine Fragment from inside the crack. Select the boat (a4), then use the fish fragments on the box in the close-up to begin your first puzzle. 

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It’s a puzzle that you can’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 the Oilcan. 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 the morphing object by the bush (a6).

Finding Bishop

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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 the Eagle Figurine. Take the morphing object (c2) by the hats and the collectible below it (c3), then click the top of the serving counter (c4) for a close-up. Click the items on the desk until the second Eagle Figurine is available to take from underneath the mess. You can now add the two figurines to the shelf (c5) to start an electricity puzzle. 

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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 the String and Eagle Key.

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 the Toy Car and Hook from inside. 

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Use the eagle key to open the trapdoor (below c1) and head down. Grab the collectible on the right (d1) and the morphing object from below it (d2), then click the poster (d3) to take a second Car and Razor from behind it. Select the boxes (d4) and pick up the Nails. 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 the Lift 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

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Click Bishop to talk to him about the case and he’ll give you the Business Card Holder. Click this a few times in your inventory to get the Pass. Take the picture on the wall (e1) and the third Car from 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 the collectible from above the left door (e3) and the morphing object next to the right chair (e4). 

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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 the fourth Car and Fishing Line from behind the picture. Combine the line and hook in your inventory to get a Hook on Fishing Line. Now go right back downstairs and click the door (e5) to go into the study.

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Select the fish tank (f1) for a close-up, take the Slide, and use the hook and line to fish out the Key. Also, grab the morphing object from the bookshelf (f2) and the collectible from 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 the Stencil, Hammer, and Wire. 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 the Punch Card

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

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Select the central control area (g5) for a close-up and take a fifth 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

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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 the collectible from the tire (h1) and the morphing object from the wall (h2). Get a close-up of the fusebox (h3) and take the Star Fragment, then click sacks (h4) to take a second Star Fragment, a Slide, and the Funnel

Click the truck door (h5) for a close-up and select the handle to open it, taking the sixth Car from inside. Still in the close-up, click the left-side sun visor and the lorry Key should 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.

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You’ll find the collectible here at the base of the stairs (i1) and the morphing object on the upstairs far-right lamp (i2). Select the top-left cell (i3) for close-up and take the third Star Fragment and the Rag. 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-digit code, 3197

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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. The collectible is on the cabinet (k1), while the morphing object is on the right-side filing cabinet (k2). Grab the Push Broom (k3), then select the filing cabinet (k4) for a close-up. Click the files inside until you open the Henry Tyler file. Take the Iron Apple from 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 the sixth Car in 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 the Empty Film Reel and an Eagle Figurine.

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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 the Tape and Lever 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 another code, 462. You can also click the video camera (k6) and add the reel, taking a Slide, Star Piece, and your seventh Car

Back in the prison yard, you can 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 the Jerry Can from 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 can now use the combination you got from the archive (462) to open the briefcase (h7) and get the last Star Piece and a Flashlight

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: 

  • 6-7-5-2-1-3-6-7-5-2-1-3-6-7-5-2-4
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Once complete you’ll get the Blowtorch Part, Prison File, and Loaded 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 the Screwdriver

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 the Batteries. 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 the Medallion. Is this what gave our condemned prisoner some kind of special abilities?

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.

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

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.

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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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.

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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!

Craving more puzzle game coverage? Check out All Myst Games Ranked from Easiest to Hardest here on Pro Game Guides.


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Author
Image of Chris Marling
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.