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ShowGamer.comWalkthrough Song of Horror: Episode 2


Walkthrough Song of Horror: Episode 2

Caution . If you die as a cop, then be careful, because he can shoot your next character. Entering the next corridor, if you hear a click, be careful - this is the sound of a shutter.


Episode 2

Council . If you need to hide, there is a table in the store on the ground floor. Get under it. It is opposite the entrance to the gallery.

You can watch the first episode of the game here

antique shop

In this chapter, you will explore the antique shop. Examine the door, then look into the pots on the low tide on the right to find the key and open the building. Go to the counter and take the list of goods. There is a clothes rack next to the entrance. Remove the hanger from it. Go left from the entrance, to the door to the gallery. Turn right and follow this way to the very end until you find a toilet. Inside it, in the sink, is a spray bottle . Points for interaction in the lobby of the first floor - a machine with predictions and some kind of remote control at the counter of the seller.

ANDgo to the large doors leading to the gallery. To the left of them there is a small door. Go through it to the pantry and take the letter from Sebastian Hasher from the shelf. The door to the gallery is closed. Go to the counter at the entrance and go up the stairs in the corner to the second floor. In the corner, find the statue of a Japanese warrior. You will be asked to take something out of her mouth. Agree to do it. You can insert the received token into the machine to get the first prediction . It says that you forgot something. This is a hint at key reuse.

Rise again to the second floor. On the right, there is a crate blocked by a metal contraption. You can't remove it yet, so go through the only door. The door on the right is closed from the inside. Run forward along the corridor until you run into a metal door. She is also locked.


Return to the first floor and go to the toilet. Nearby is a door marked EXIT. Open it with the same key as the front door. All three doors in this hallway are closed and they require a key. Exit through the far one to be in the backyard.

Backyard

After climbing the stairs, go left, in the opposite direction. There will be doors to apartments #1 and #2. There is a garbage can next to the barbecue. Look into it and confirm that x??tite something to pull out. Inside you will find a silver token . If you insert it into the machine, you will get the second prediction . It says to "move to the right".

Return to the backyard and go further to find the doors to apartments #3 and #4. So #1 and #3 are locked from the inside, while #2 and #4 need a key. There is also a tool shed that is locked from the inside. Next to it is the entrance to another building. Please note that it is divided by a partition. In accordance with the prediction received earlier, go to the right path.


Try to pick up an object, but it will fall through the bars. The door on the right is locked, so open the left one. Examine the button and press it to try and call the elevator. He will fall down. Move forward along the corridor and on the left you will find the form filled out by the night watchman Walter . The door on the right is locked, and on the left there are mailboxes. You can just study them. Opposite there is another portion of the boxes. Look through the gatehouse window to see the key. But you can't just get that link.

How to get the keys in the gatehouse

Return back to the main hall of the antique shop. As you pass the gallery door, you will hear a strange sound. Go behind the counter and take a look??e online recording from the monitor. Climb to the second floor, go through the door and go down. This is where the item you were trying to pick up in the backyard dropped. This is a postcard. Expand it and select Explore Closer. You will receive a magnet . Combine the magnet with the hanger to get a tool that will allow you to get a bunch of keys.

Return to the gatehouse and use the assembled device to get a bunch of keys . But first you will get acquainted with the new mechanics of the game. You need to keep the white circle as close as possible to the shrinking and growing white circle. If the circle goes outside the circle, the monster will hear you and approach. If you keep the circle far from the circle, then you simply cannot calm down. To increase/decrease the circle, move the mouse up/down.


Open the gatehouse door. Examine the note on the microwave that tells you where to find the gallery key. Also read the daily report lying on the table. Open the next door. Immediately open the door on the left to create a shortcut to the antique shop. Go to the next room and find the handle on the table.

Go to the toilet and pick up a bottle of antiseptic .

Go back to the store lobby, insert the handle into the device on the reception desk. This will make the gallery available. Go there and in one of the showcases you will find a six-digit code panel.


And now open all the doors that you can with the found bunch of keys:

  1. Unit 2 in the backyard.
  2. Three rooms that can be accessed by going through the EXIT door from the antique store, or simply returning to the store from the backyard.
  3. A door at the end of a corridor that can be reached by going through the only door on the second floor of the store.

How to open the locker on the second floor of the store

The key will disappear. Let's start with the last door. Opening it, you will find yourself in a small corridor with three more doors. The door on the left requires a key, on the right are two adjacent doors. Don't try to open the right door or the monsters will catch you. Go through the door on the left. Take the crumpled note from the basket. Find a wrench on the far table.


Block 2 in the backyard has four floors of four rooms, but they are all locked. Go to the antique shop, go through the EXIT door and open the three doors if you didn't already. The key will disappear. Behind the first door?? there is an object behind the sheet. Don't remove the sheet if you don't want to lose the hero! Behind the second door is a pantry with the second letter from Hasher , behind the third is a corridor. Walk along it and take the audio cassette from the battery. You can listen to it. The first two rooms are locked, and there is a note from Erica on door A.

Return to the antique shop and use the wrench to remove the lock on the box on the second floor. You will receive an old key . Also take back the wrench . Go to the very door on which there was a note from Erica. Open it with the found key. You will enter the antique dealer's apartment.

Antiquary's apartment

Go through the door on the right to be in the corridor. Open the nearest door. There is a round object on the pedestal. On another pedestal you can find an audio recording . Go to the next room, which is used for the projection of photographs. There is a mystery in the bath, but so far you cannot begin to solve it. Walk further along the corridor. There is nothing in the bathroom and shower, and the far door is closed. A monster may appear here, and you will again need to hold your breath.

Return to the hallway and go through the large door on the left. You will enter an office. On the table is an ultraviolet lampA. You can turn it off by pulling the plug protruding from the socket on the right. Go deep into the room and take the envelope with the third letter from Hasher from the sofa. Unscrew the ultraviolet lamp from the lamp on the table (it had to be turned off first). Go through another door to get to the laundry room. Remove the key note from the refrigerator.

Mystery in the gallery

Open the diary and examine Erica's note that you found on the door of the room. Expand it to find the desired sequence for the gallery on the reverse side. Go to gallery. Surely the store will start to coward. Do not hurry. Let the shaking pass, then use the TV on the counter to see how things are going inside the gallery. Examine the puzzle in one of the gallery display cases. From left to right, set the following characters: 85E2B0. You will receive a cylindrical item .

In inventory, combine the cylindrical and round items. You will need to solve a puzzle. To do this, turn all the parts so that they are connected by a green stripe. The left side does not rotate, but the far right does. Rotate the far right 4 times. Then set up the second by connecting it to the far left (first), after - the third, connecting to the second, then - the fifth, connecting to the far rightoh, and at the end - the fourth. Inside you will find Erika's key .

Erika's apartment

Go to the backyard, use Erica's keys to open Block 4 and go up to the third floor. Open apartment C to get to Erika's apartment. By the way, one of the heroes of the second episode is the same Erica.

Pick up the note lying in the hallway. Expand it to find instructions for the composition of some substance. You already have one of the items. Go through the left narrow door. You will enter a corridor. Turn into the bathroom on the left to find a locked cabinet in it. Need a key. Go further along the corridor and you will fall into a room with a scorpion and a spider. It is impossible to catch the latter with bare hands. Go to the back room. There are many keys hanging on the wall.

What keys to take in Erica's apartment?

Remember the note from the fridge? This is a hint. Choose the following keys that will be useful to you in the future: in the top row, the third from left to right, in the second row from bottom to top - the first (green), in the bottom row - the fifth (from left to right, silver).

Return to the hallway. The second narrow door leads to the bathroom with things. But you don't need to look at them. Go through the double door on the right. Go to the right and behind the refrigerator??nobody discover things. Dig into them to find a small key . It just fits the bathroom cabinet. Open this locker to get a bottle of Luminol.

Dark Room Mystery

Go back to the antique dealer's apartment. Go to the display room. You have collected all the ingredients (Luminol and antiseptic, look above). The rest are already there. Use the document to find out the formula. And you will need to do the following:

  1. Open A and B at the same time. Close A and B (EXACTLY IN THIS ORDER!) when A has 375 left.
  2. Reopen A until there is 225 left. Again, we need to close A and B at 375 in A, not just close B and continue pouring out of A until 225. There must be a fact of a stop!
  3. Empty C to 100.
  4. Empty D to 200.
  5. Press Q.

Use an empty spray bottle on the bath to get the desired solution .

The jar can be found in the toilet on the ground floor of the store.

Go back to Block 4 where Erica's apartment is located. Climb up the flight between the first and second floors and inspect the window. Open it with a wrench. You will lose this item, but you will find yourself in a shed. Examine Walter's jacket lying on the floor??. His number is 09534. Take the broken lantern from the table.

Exit through the door, run to the antique shop, go up to the second floor and open the door. Follow down the corridor, go through the door and open the other door on the left (with a bunch collected in Erica's apartment).

The protagonist will put on a lantern and use the liquid. Press RMB to follow the tracks. When necessary, hide in the side room and close the door behind you. Keep moving. If you run into bars, then look for workarounds. If you hear an accelerated heartbeat, look for any door with a "palm". Get inside before the monsters see you. That way you don't have to lock the door behind them. In the end, you must reach the room that the trail points to. At the same time, there will be no “palm” on it. Go inside and listen to the audio recording of the antique dealer. He says he went to his office.

Run back to the antique dealer's apartment. Along the way, you will find a crowbar. Go to the far door and break it down to get inside. Watch the video.

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Guest, 23 hours ago

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