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New York Mysteries 5 Walkthrough – Chapter 1, Part 2

On the trail of a monster...

There are lots of point-and-click puzzle RPGs out there now, so it takes an extra something to stand out from the pack. I’ve really enjoyed playing New York Mysteries 5: Power of Art because it has a great storyline, mixing detective noir and Cthulu-style horror. But it also has some fun and challenging puzzles alongside the usual item-mixing goodness. If you’re having any trouble getting through it, read on for part two of my walkthrough of New York Mysteries 5, Chapter 1.  

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New York Mysteries 5 Power of Art Part 2 Walkthrough

Having followed the creature out of the gallery and down the street into the sewers, it seems to have escaped through a maze of tunnels beneath the city. Will you be able to track it through the sewerage maze? If you’re looking for earlier or later parts of the walkthrough, click through to the main New York Mysteries 5 Power of Art Walkthrough hub on the link below.

Related: New York Mysteries 5 Walkthrough (Part 1 + Index)

The Maze

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You need to find a way out of the tunnel maze. Go back into where you picked up the key and grab the Handle that is sitting on the same fuel drum, and move it to the left of the screen to the switch device on the floor. You can now decide which of the three grates in this room is open by setting it either to the left, right, or center. Leave it in the center for now and take the following route from this switch room:

  • Middle tunnel, right, high left, straight on, high center, center

This takes you to the exit, but the rungs for the ladder are missing. You need to go back into the tunnels and find the 10 ladder rungs. Use your map to go back to the sewerage and re-enter the sewage. Now collect the 10 rungs:

  1. In the first room that you enter, to the left of the pipes.
  2. Click the exit on the left and collect the rung from the dead end by turning the faucet to empty the water. 
  3. Go back to the first room and take the right exit. Click the manhole on the left and collect a rung at the dead end here.
  4. Go back one room and take the right exit into the switch room. Open the left tunnel in and go into it. Use the handle in the middle to turn off the steam, then take the rung on the left. 
  5. Open the right tunnel in the switch room and go into it. There is a rung hidden behind the pipes on the left.
  6. Set the switch back to the center. Move forward, then forward again, and collect a rung on the right of this dead end.
  7. Go back one room, then go right. Take the lower tunnel and also collect a rung at this dead end. 
  8. Go back one room, take the top exit, then go right and take the rung from this dead end too. 
  9. Go back one room, go straight on this time, take the left fork, and grab the rung to the right of the lockers.
  10. Go back one room, take the right fork, and collect the rung in front of the crate.

Now go back one room, take the high central exit, move forward to the bottom of the ladder, and attach the rungs to make your exit into the park.

The Park

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Pick the collectible up from the path (a1) and the morphing object from the corner (a2), then take the Fishing Rod from next to the viewing binoculars (a3). Select the bin (a4) and take the Reach Extender, Ticket, and Blade. Now click the machine (a5) and enter the ticket to start a sand-pouring puzzle. There is no one way to solve this, you just need to be patient and you can’t fail. Once complete, you’ll receive a Token. Use it on the viewing binoculars to get a cut scene. 

RelatedHow to beat Trace Escape Room – Full Walkthrough

Attach the magnet to the fishing rod to get a Fishing Rod With Magnet and head back into the sewerage. Click the sewer (b1) for a close-up and use the fishing rod to fish out the Star

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Return to the park, click the rocks (a6) next, and use the Reach Extender to grab a second Blade. Now select the bandstand (a7) to find your third Blade, then click the wharf (a8) to get the fourth and final Blade. Attach the four blades to the boat, and you’ll be transported to the Island.

The Island

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Grab the collectible from the stairs (c1) and the morphing object from the crate (c2). Use your knife to open the sack (c3) and get the Windrose, then take the Fishing Net in the same close-up. Click the bouy (c4) and use the fishing net to bring it to shore, use the knife on it to cut the rope, and take the Key

Select the canopy (c5), and in the close-up, use your knife to rip the canopy and take a second Key. In the same close-up. Grab the second Wind Rose from the top-left corner of the door frame. Click the door next (c6) and use the two keys on the two locks to open the door and start an object-finding puzzle. 

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  • Click the mounted fish (d1) and then its nose to get the Pike Pole.
  • In the same close-up, click the suitcase and take the Notebook.
  • Select the pool (d2) and use the pike pole to get the Ship’s Wheel.
  • Now click the back wall behind the bike (d3) and take the Fin.
  • Choose the fish again (d1), add the fin, and take Anchor from the fish’s mouth. 
  • Select the machine (d4) and take the Brush
  • Use the brush on the fragments on the floor (d3), taking the Wind-up Key from underneath.
  • Now, use the wind-up key to open the noticeboard (d5) and take the Glass. 
  • Also, use the notebook to copy the picture here and get the Notepad With Picture.
  • Click the door (d6), add the glass, and then add the notebook. You need to click the lenses to make the central picture mimic the one on the notepad. Click the lenses the following amount of times: a twice, b once, c once, d once. Then click the handle to open the door (see below). 
  • Click the now open door (d6) and add the Ship’s Wheel and the Anchor to the filing cabinet and then take the Keycard.
  • Use the keycard on the machine (d4) to complete the puzzle and exit through the gate.
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Inside The Ship

Grab the collectible by the fan (e1) and the morphing object (e2) from the window next to it.. Use the knife on the flag (e3) to get the Eagle Figurine. Back at the bandstand in the park (a7), get a close-up of the stars on the top of the bandstand and add the star and the eagle figurine. Take the Hex Key Set from the secret compartment, then return to the ship. 

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Related: On Thin Ice – Full Walkthrough & Solutions (Chapters 1-4)

Use the hex key set to unlock the cupboard (e4) and take the third Wind Rose from inside. Click the briefcase (e5), add the wind roses, read the note, then take the Tranquilizer Gun and Clue from inside. 

Select the machine (e6), add the clue, and then press the colored buttons in the correct order. Simply follow the clue pattern from top to bottom (so click magenta twice, green once, yellow three times, red twice, blue four times, aqua once, then purple three times). This will begin a ship-moving puzzle. 

The ship can move one or two spaces and has to land on a shaded space each time for you to succeed. You need to complete three increasingly tricky puzzles. The solutions are below. Once complete, enjoy a well-earned cut scene as you head upstairs to face the monster.

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Next Area: In Front of the Artist’s House

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After talking to the former neighbor of the artist (f1), grab the collectible (f2) and the morphing object (f3) that are next to him. Select the car (f4), open the door by clicking it, and take the Umbrella. Next, click the red machine (f5) and click it once more to shake it, then take the Soda from the machine. Use the umbrella to pull down the fire escape (f6) and head up to the roof of the artist’s house. 

The Roof of the Artist’s House

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Take the collectible (g1) on the left and the morphing object near the stool (g2), then take the Stool (g3). Click the piano (g4) for a close-up, then click the hood to open it and take the Bottle Opener. Finally, click the rubbish at the back (g5) to enter a simple object-matching puzzle, after which you’ll receive the Latex Gloves.

Select the soda in your inventory and use the bottler opener to open it. Give the soda to the neighbor (f1), and in return, he’ll give you the Apartment Key. Head back to the roof and use the gloves on the wire blocking the doorway (g6), use the key to open the door, then head into the apartment.

The Artist’s Apartment

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Grab the morphing object on the table (h1) and the collectible from the bed (h2). Then, move directly through the door on the left and into the artist’s kitchen and once again take the collectible on the chair (i1) and the morphing object (i2) by the table leg. This should complete both of these sets for this chapter.

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Place the stool under the cupboard (i3), then select it to get the Kitchen Knife and Colander. Use the knife to cut the cloth on the window (i4) and take the Flower and Metal Sponge. Now, you can use the sponge on the wall (i5) to reveal the code 17.45.

Go back into the main room of the apartment and use the flower on the sewing machine (h3), which opens a secret compartment from which you can take a Lockpick. Head back out to the roof and use the lockpick to open the suitcase (g7) and get a Button. Now, use the knife on the washing line (g8) and pick up the Rope.

Clearing The Pests

Back in the apartment, use the rope on the hole (h4) and then get a close-up of the safe below. You’ll need all five buttons before you can tackle the puzzle, but take the Insecticide just above the safe in the close-up. Go back into the kitchen and open the fridge (i6), then use the insecticide to clear the insects inside and take the Canned Food

Select the canned food in your inventory and use the opener to get the Open Food Can. Go back outside and give the food to the rats (f7) so that you can collect the Harp. Now, you can go to the bedroom and use the harp to open the box (h5) and start a figurine puzzle. Once complete, a drawer will open, and you’ll get another Button. 

RelatedAbandoned Walkthrough & Puzzle Solutions

Move onto the roof, use the insecticide on the wasps (g8), and use the knife to take the Item in Wax. Go back out the front and place the colander on the burning bin (f8), then place the item in wax into it to burn the wax away. Take the Handle. You can now return to the bedroom and use the handle to open the cupboard above the bed to get the Clue and another Button

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Go to the roof and place the clue on the piano (g4) to start an image association puzzle. You need to hit the keys 14 times, once for each image. Using the image I’ve provided, use the following sequence: 7, 1, 4, 2, 5, 3, 6, 4, 2, 3, 7, 5, 6, 1. Once complete, take the Buttons and Clock Hands from the compartment that opens. You can now add the hands to the clock in the apartment (h6), set the clock to 5.45, and collect your final Buttons

Opening the Safe

Select the hole in the apartment floor (h4), click the safe, then add the five buttons. There’s no one way to do this, and you can’t fail. I found it easiest to complete one row (I did the top red row first), then simply do it one button at a time on the second row, and so on. Take the Artist’s Diary from the safe. This will trigger the end of the first chapter.

To continue on with Chapter 2 with Pro Game Guides, click through to our New York Mysteries 5 walkthrough, Chapter 2 Part 1.


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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 5 Walkthrough – Chapter 1, Part 2

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