Can you save the final dupe ?

It was no surprise to me to detect the New York Mysteries series near the top of the mystifier RPG popularity lists .

If you ’ve completed the primary storyline and open up the supererogatory capacity , read on for my New York Mysteries 2 High Voltage Bonus Chapter Walkthrough .

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New York Mysteries 2 High Voltage Bonus Chapter Walkthrough

As is often the cause with incentive chapters , this one send us deep into the account before the primary quest we ’ve completed . Rather than taking on the use of Laura , we ’re alternatively playing the orca ’s sire Samuel . His son has been arrested , but if we can ascertain his last victim ( who may still be alive ) , he may get a reduced sentence . Note this bonus chapter does not include any collectible .

refer : New York Mysteries 5 - Power of Art Walkthrough

If you ’ve arrived at this guide but areworking your fashion through the main escapade , click through to myNew York Mysteries 2 High Voltage walkthrough hub pagefor consummate guides to all the other share of the game . I wo n’t talk abouthow to get between locationsbelow , as all you need to do is use the map ocean in the bottom - right of the blind to use the first-class debauched - travel system ( location names below will match the in - biz map ) .

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The police station

verbalise to the Policeman , he tells you they want an alibi for you so that you ’re not accused of being part of the crimes . Click the wallet on the chairperson ( a1 ) , and click the money until you see ( and collect ) aReceiptunderneath . Give the receipt to the Policeman as your alibi , and he will leave the room .

Click where he was sitting ( a2 ) for a ending - up and take thePaper Clip , then use it on the desk drawer ( a3 ) to start a valve lock teaser . To complete it , you need to press the valves in the right order of magnitude ( 3 - 5 - 4 - 1 - 2 ) . Once done , take theKnifefrom inside . Now you may choose the phellem display panel ( a4 ) and utilize the knife to get aPiece of the Victim ’s Photo . Next , use the map to go to At Samuel ’s House .

At Samuel’s house

Select the burn chalk in front of the door ( b1 ) for a close - up and take theBat , then move to Chinatown . habituate the bat on the emergency firebox ( c1 ) and take theHosefrom within . you’re able to also take thePlanetfrom the ending - up of the locked gates ( c2 ) and click the back of the simulacrum to bring in access to the Cafe . For now , though , move back to At Samuel ’s House .

take the fire hydrant ( b2 ) and attach the hose , clicking the image until it is attached and the water supply is on . Now you could snap the shabu fire ( b1 ) once more and put out the fire . This gives you access code to the vestibule , so head deep down . choose the planet model ( d1 ) and take theShoehorn(you may also add the planet to get it out of your inventorying ) . Now click the upstairs room access ( d2 ) and get into Hugo ’s room .

Hugo’s room

dawn the bear ( e1 ) , then dawn the head in the close - up to remove it and take theTapefrom inside . Also , take asecond Planetfrom the windowsill ( e2 ) while also come home the window to bodge on it and reveal a symbol . pick out the lamp next ( e3 ) for a close - up of the photo wall . Add the photo piece you have ( bottom right ) and then drag the other picture musical composition to create gross picture . Note the code4 - 7 - 5 - 8on the bottom correct photo .

Back in the anteroom , bestow your 2d satellite to the mannikin ( d1 ) , then take the bookshelves ( d3 ) and add the tapeline to the tape musician . Listen to the transcription , then get a close - up of the stairs ( d4 ) and employ the shoehorn to start the compartment in the conclusion - up , taking thethird Planet(add that too ) andreading the notethat leads you onto the old bowling skittle alley under the bridge .

The bowling alley

After the guy with the shovel gives you aBow , pile the boxes ( f1 ) and then snap the fire evasion ( f2 ) to get aCrowbar . habituate the crowbar on the planks on the door ( f3 ) , then enter the bowling alley . Grab thePliers(g1 ) , then head back alfresco and use them to cut the ropes ( f4 ) . In the tight - up , take theDissolventand go back inside the bowling bowling alley . Use the dissolvent on the panel ( g2 ) , open it , then click the switch to turn the lights on .

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Select the storage locker ( h1 ) and take theHammerin the close - up . Now click the door ( h2 ) and use the code on the exposure earlier ( 4758 ) to unlock it ( do n’t leave to press enter , the bottom right key , and then clack the handle to open up the doorway . This set forth a leave out object puzzler .

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The bowling alley puzzle

Get theSphere(i1 ) , then thePowderby clicking around in the skittle box ( i2 ) . Also , take asecond Sphere(i3 ) , theOilcan(i4),Crosswrench(i5 ) , aPlank(i6 ) , plus theCurtain(i7 ) . Add the board to the box ( i8 ) to get the code5 - 9 - 2 , then select the good ( i9 ) . go into 592 , add the fruitcake , oil it with the can , then enter the safe to get theGear .

Add the curtain to the window ( i10 ) then click it again to shut the pall , notice the normal . Add the two sphere to the shelf ( i11 ) and move the bowling balls around to match the pattern . This opens a small compartment , from which you could take aLever .

Use the powder on the hard cash registry ( i12 ) , click the four buttons that show fingerprint , and then apply the lever tumbler to spread the drawer and take theHandle . Click the box ( i13 ) for a close - up and add the Gear , then the handle . Take theBowling Ball .

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In the main bowling alley picture , cluck the lanes ( h3 ) for a close - up of a bowling mystifier and add the bowling ball . All you need to do is pick up the Lucille Ball by clicking it , then click the middle lane three time with the ball in hand . This will knock down the peg and finally refund a puritanical bowling ball . Click it to unfold it up and take theKey . Select the lockers once more ( h1 ) and use the key to open up locker 12 , reading your next hint and take theToken . Now click the jukebox ( h4 ) , use the token on it , and take theNails . You now have memory access to the crossing , so move there .

The boarding school

Get theSignpost Partfrom the stilt of snow ( j1 ) and the one consist on the solid ground ( j2 ) , then add them to the broken signpost ( j3 ) . tally the nails , and use the hammer to gear up the sign . you may now get at the Boarding School Yard , so move there .

Talk to the man outside the boarding school and he ’ll give you aCoin . Once the conversation terminate , he ’ll leave and you ’ll also have approach to the Hunter ’s Lodge . Before you go , also pluck up theShovel(k1 ) . Return to the crossing and use the power shovel to dig up ( j1 ) theGaffing Hook . Back outside the school , use the claw on the ice in the pool ( k2 ) to dig out thePigeon , adding that to the statue of the boy ( k3 ) . This opens the school gates . apply the hammering on the door ( k4 ) to get somePlankswhile also gaining access to the Corridor and the Backyard when the door now undefendable .

In the corridor , click the jam in the balcony ( l1 ) and take theStick , then habituate the planks on the gap to pull ahead access to the Children ’s Bedroom . Move into the backyard and use theSnowballs(m1 ) on the hanging plank ( m2 ) by dragging them until you knock down ( and then pluck up ) yourfourth Planet . Use the peg on the pinata ( m3 ) and collect theSwitch .

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Back in the corridor , add the electric switch to the fusebox ( l4 ) and click the switches in the right rescript ( 4 - 1 - 5 - 2 - 3 ) to move around off the office and gain access to the final area on the single-valued function , the Teacher ’s Room . Go inside and snap the carpet to move it back and get yourfifth Planet . Move to the hunting watch ’s inn .

The children’s bedroom

get across the tree ( n1 ) and take theShuriken , then use it to start the boxwood ( n2 ) and get theDrill Bit . Use the drill chip on the ice ( n3 ) and take yoursixth Planet . Move to the cafe and employ the coin to buy aCup of Tea(o1 ) . Now go to Chinatown and utilize the tea on the puddle ( c3 ) to get aseventh Planet . Move to the children ’s sleeping accommodation .

You want to find and collect 13 leave-taking . You ’ll find 1 - 3 on the puzzle box ( p1 ) , 4 - 5 on the left layer ( p2 ) , 6 on the windowsill ( p3 ) , and 7 on the middle bottom ( p4 ) , where you’re able to also pick up theBroom . 8 - 10 are on the floor ( p5 ) , 11 on the curtain ( p6 ) , and 12 on the lamp ( p7 ) .

Move back to the corridor and use the broom on the storage locker ( l2 ) to clean house them and start out a oppose miniature puzzle ( see image below for solution ) . When complete , you ’ll get aRope with Rock . Move back to the crossing , use the rope with rock on the Sir Herbert Beerbohm Tree ( j4 ) , then pull it in by clicking the circle to get theSpring .

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Take it to the backyard , add the spring to the corner ( m4 ) , and move the fountain to the right situation ( you got the clue on the glass ( at l3 ) - it is bottom , top , halfway , top ) . Once it opens , come home around inside to get youreighth Planetand aScrewdriver .

The third puzzle

In the boarding schoolhouse yard , use the screwdriver to start the mailbox and get a third puzzle musical note and aChess Piece . Go back to the teacher ’s room next and lend the chess piece to the board ( q1 ) , clicking the piece again to move it . This open a compartment , from which you take aRazor Blade . employ it on the patch on the pillow ( q2 ) to get aPigeon Figurine .

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Move across Ithiel Town to under the bridge and apply the pigeon figurine on the wall ( f5 ) , take theBuddha Statuefrom the cupboard . Take this to the cafe and use it on the door ( o2 ) to begin a missing object teaser .

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Take theScissors(r1),Hand Fan(r2),Ladle(r3),Tape(r4 ) , andDynamite(r5 ) . expend the scissors to unfold the box ( r5 ) and the ladle inside to get aLadle of Ashfrom inside the box . Grab theStick(r6 ) and use it to get theTongs(r4 ) . Now use the rooter to get the coal burn ( r3 ) and apply the pair of tongs to get aCoal .

Put the dynamite next to the safe ( r1 ) , click it again to stand it up , and use the tape to bond it to the secure . Now use the ash to make a fuse running from the safe in the same stopping point - up . Ignite the fuse with the coal to bluster the dependable and get theDragon ’s Head . total that to the dresser ( r7 ) and get theOil Can .

Finding the final leaf

employ the rock oil can on the roundabout in the backyard ( m5 ) , which moves it , allowing you to take theWindow Handle . Move to the corridor , use the handle on the window ( l3 ) , and take theSpatula . you could now go back to the instructor ’s room and use the spatula on the back wall ( q3 ) to fully divulge the out of sight door and get thefinal ( 13th ) Leaf .

flick the bedside lamp in the children ’s bedroom ( p7 ) , select the al-Qur’an , and tote up the leaves for a simple material body puzzle . Once completed , you ’ll get aPhotoof how the toy ledge needs to be order . Clci the shelves ( p8 ) , add the picture , and rearrange the toys . Once done , you ’ll be able to take thePuzzle piece .

take the puzzle box ( p1 ) , add the art object , and restore the images . They need to be in the right order : tractor top impart , dolls top right wing , horse cavalry bottom left , lane bottom right wing . Then just click two objet d’art to switch them . You ca n’t go wrong , and piece of music go blue once in the correct spot . you could also use the bits of the puzzle showing out of the side for guidance . Once done , you may take theLadderfrom inside the box .

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The Hunter’s Cabin puzzle

Back at the hunter ’s lodge , expend the ladder to get to the cabin ( n4 ) and start up the final particular - matching puzzle . Move the hay ( s1 ) and get aDart , then project it at the dartboard ( s2 ) to reveal a compartment . Take aDiscfrom inside . Click the apples ( s3 ) until you find theWeight , and take theKnife(s4 ) from the board . Use the knife to open up the tin ( s2 ) and get theTusk .

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Get a close - up of the animal nous ( s5 ) and take theScale Bowl , then tot up the tusk . Add the bowl to the scale ( s4 ) , tot up the Isle of Wight , and take thesecond Discfrom the privy compartment . Add the two discs to the cupboard ( s6 ) , then rotate the closed chain to open up it and get theTongs . Grab theRifle Butt(s7 ) , use it to trigger the yap ( s8 ) , then take theHookfrom the antler ( s9 ) .

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append the hook to the chain ( s1 ) , and fall into place it again to connect it to the hatch , then move to the animal head close - up above it . Select the animal head , get through the tusk you added to rear the chain , and use the tongs to open up the gob inside the hatch . Take yourfinal Planetfrom inside the box .

The skeleton puzzle

Add any stay on planets you have in your inventory to the planet good example ( d1 ) , then take theSkullwhen the simulation opens . Next , fall into place the wardrobe in Hugo ’s room ( e4 ) and add the skull to originate a skeleton puzzle ( see the look-alike above for the stark skeleton ) . Once done , take theKey .

All that remains to do is to return to the instructor ’s elbow room , open up the secret door ( q3 ) with the key , and fill out the clod - rolling puzzle . It ’s simple right , left-hand , right , left , etc . , until it falls out the bottom . Now , you could start the doorway to discover the fate of the missing missy and complete the biz .

For more puzzler game guide , check outOn Thin Ice – Full Walkthrough & SolutionsandHaunted Hunt Walkthrough – Adventure Escape Mysteriesright here at Pro Game Guides !

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