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New York Mysteries 5 Walkthrough – Chapter 2, Part 1

Revealing the artist's background.

Point-and-click RPG-style puzzler New York Mysteries 5: Power of Art follows an investigation into a painting that seems to have come to life, freeing an ancient monster in the process. Your job is to get to the bottom of this Lovecraftian noir tale, investigating locations and solving puzzles as you go. I found it to be a lot of fun, but it can be tricky to follow, hence this New York Mysteries 5 walkthrough for the first part of Chapter Two.

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New York Mysteries 5 Power of Art Walkthrough Guide, Ch2 Part 1

Despite having taken the monster down with the tranquilizer gun, our hero can’t stop the mysterious strangers from getting away with the prize. In chapter two, the focus flips to Noah, the artist himself, as we learn more of his back story. If you’re looking for earlier or later parts of the story, visit my main New York Mysteries 5 Power of Art Walkthrough hub.

Note that you’ll find a lot of images below that contain spoilers for both item locations and puzzles. So, if you want to go to a specific piece of information, it may be easier to click on the content links below. 

The Yard

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Pick up the morphing item and collectible that are sat next to each other by the statue (a1), then move now the left side of the house into the Yard and take the morphing object from the chair (b1) and the collectible from the flowers (b2). You can also read the note on the table for some backstory.

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Open the fuse box (b3) and take the Number, and then the workbench (b4) to get the Screwdriver. While at the workbench, you can click the pieces on the bench to put together and collect the Birdhouse. You need to click them in the correct order, but they’re all there. You can also pick up the Firewood Basket next to the shed (b5).

Back in the yard, use the screwdriver on the front door's mailbox (a2) to open it and get a second Number and the Barn Key. Use the key on the shed in the yard (b6) and open the door, then click it once more to start an item-finding puzzle.

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The Shed Puzzle

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  • Take the Dial (c1) and the Screwdriver (c2).
  • Collect the Rose in the close-up of the ladder (c3).
  • Use the screwdriver to open the top of the box (c4) and get the Hammer and a second Rose.
  • Close the cupboard door (c5) by clicking it, and take the third Rose that is revealed on the shelf behind it. 
  • Add the three roses to the clock (c6), which gets you the Code.
  • Click the chart on the wall (c7), click it again to move it, and reveal a safe. Add the Dial and add the code (3054) to open it (by clicking the handle) and get the Key. I found this a bit annoying, as it gives no indication you’ve got the numbers right. You just need to drag the dial around to each number and it will open. Reset it if it doesn’t work the first time.
  • Use the key to open the drawer (c8) and get the Hinge and Nails.
  • Add the hinge to the ladder (c3), add the nails, then use the hammer to fix and collect the Ladder.

Head back out front and use the ladder on the lamppost (a3), then get a close-up of it to collect the Legs and Detail. Return to the yard and add the detail to the box on the floor in the workbench close-up (b4), click again to open it, and take the Plunger and Shears. You can also click the rug by the backdoor (b7) to move it back. There’s a puzzle you can’t try yet, but next to it, you’ll find your third Number.

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Use the shears on the vines (a4) out front to get the Flower, and then use the flower on the base of the statue (a5) to open a secret compartment, taking your fourth and final Number from inside. Back in the yard, select the back door (b8) and add the four numbers to start a light beam puzzle. See the solution above. Once complete, the back door will open, and you can enter the hall.

The Hall

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Click Grandpa Eugene for a cut scene and to move the quest along, then collect the morphing object from the table (d1) and the collectible from the floor by his feet (d2). Get the Matches from the coat pocket (d3) and click the bedroom door (d4) for a close-up, taking the Pattern that is hanging on the light switch. Select the door in the back-right of the room to move through to the Kitchen.

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Take the morphing object from the table (e1) and the collectible from the floor by the stove (e2). Use the plunger in the bath (e3). Once the water drains, click the plughole twice and take the Detail. Next, select the stove (e4) and take the Meat, then use the matches to light the stove and pick up the Kettle With Boiling Water. Put the kettle on the table (e1), then click the teapot to pour tea into the cup. Take the Tea

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Go back out to the yard and hang the birdbox in the tree by clicking the owl (a6) for a close-up, then add the meat to the birdbox. The owl will fly into the birdbox, allowing you to collect the Vinyl Record from the tree.

Head into the hall and give the tea to Grandpa, then place the record on the record player (d5) and click the handle to operate it. When the hatch opens on the side, add the pattern to open a secret compartment and take the Paperclip and Head from inside. Click the chest of draws (d6) and use the paperclip to pick the lock, getting the Fuse Set by clicking the drawer again to open it. 

Now, you can go into the backyard and add the fuse set to the fusebox. Click the fuse set once placed to pick up a fuse, then click the broken fuse to replace it. When you head back into the hall, you can now use the light switch (d4), giving you access to the bedroom.

The Bedroom

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You’ll find the morphing object at the top of the fireplace (f1) and the collectible on the bed (f2), where you can also pick up the Book. Back in the hall, get a close-up of the cupboard (d7) and click the ornate image to open the central section. Add the book to the shelf to open a secret compartment and take the Brushes from inside. There is also a note on the floor to the left of the bed, slightly tucked under the rug that you can read for more back story.

Back in the bedroom, select the base of the chimney (f3) for a close-up and collect the Palette before adding the firewood basket. Click the wood in the basket to add it to the fire, then use the matches to light it. Next, click the doll on the bedside table (f4) and position it to look like the ballet dancer in the painting on the wall (see image below). Once done, the compartment in the table will open, and you can collect the second Detail. 

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With the fire burning, return to Grandpa and click him to get a cut scene. Afterward, he’ll give you the third and final Detail you need. Select the clock (d8) and add the details, starting a numbers puzzle (see solution below). Once the clock opens, take the Key and head into the kitchen, using the key on the door (e5) to gain entry to the basement.

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The Basement

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Once you’re in the basement, you can grab the morphing object at the base of the tall cabinet (g1) and the collectible from the base of the stairs (g2). Take the Oil from the artist’s stand (g3) and you can add the palette and brushes to it now too, just to get them out of your inventory. 

Head back upstairs to the kitchen and use the oil on the stove door (e4), opening it afterward to get the Antler from inside the oven. Now go to the bedroom and add the antler to the shield on the wall (f5), revealing a secret compartment from which you can take a Key. Back in the basement, use the key to unlock the tall cabinet (g1). Click it again to open it, beginning a puzzle to find Grandpa’s paint. 

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You can’t fail here, so just keep clicking around until you’ve found all 15 paints. If you’re struggling, you need to click the buttons I, VII, and X to open the drawer and the knife in the drawer (I found it quite hard to see) to open the box inside. Once done, you’ll receive the Paints. Add the paints to the artist’s stand (g3), which will trigger a short scene as you complete the painting.

Once you’ve told Grandpa that you’ve completed the painting, the light in the bedroom goes off again, so head to the yard and check the fusebox (b3). Replace the fuse in the same way as you did last time, then return to the hall to find Grandpa gone. 

New Area: Another World

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Take the collectible and the Stick from the floor (h1) and the morphing object from near the gate (h2). Click the cloth on the wall (h3) and click it once more in close-up to get the Fabric, as well as the Gem that is behind it. Select the fountain (h4) and pick up your second Gem, then use the stick to get the Solvent that’s behind the metal grate (h5). 

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Select the wall detail (h6) and use the solvent to loosen it, then use the fabric to remove it and take the third and final Gem. Now, you can select the shield (h7), add the gems, and start a laser puzzle. The gems will always shoot their rays in the same direction, so they need to be in the exact right spots to complete the puzzle (see the solution above).

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Use the crank on the lens (h8) twice to change its angle, which will lower the pulley lever (h9). Now, you can click the pulley to move to the shore. Once there, pick up the collectible (i1) from the sand and the morphing object (i2) from the top of the wall. You can’t do anything else here right now, so click the back-left of the scene (by the tree) to move forward to the wood.

The Wood and the Token Puzzle

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Pick up the Bung (k1) and the collectible that is right next to it, and the morphing object by the tree roots (k2). Head back to the ruins and use the bung on the fountain (h4), then collect the Sun from the mouth of the statue that’s also in this close-up. Move to the shore and use the star on the gates (i3), starting a token-moving puzzle. 

To complete the puzzle, make the following moves by looking at the image below (don’t forget to reset beforehand if you’ve already started to try and solve it previously): 1 to 2, 3 to 4, 2 to 1, 5 to 6, 7 to 8, 9 to 10, 11 to 12, 1 to 13, 14 to 15, 12 to 16, 16 to 17, 17 to 18, 19 to 20, 21 to 2, 22 to 23, and finally 18 to 24. Once complete, the doors to the lighthouse will open

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If you want to continue on your adventures in the other world, you can with us here at  Pro Game Guides! Simply click through to our New York Mysteries 5 Walkthrough - Chapter 2, Part 2, or scroll to the top of the page for our New York Mysteries 5 Walkthrough hub page.


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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 2, Part 1

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