New York Mysteries 2: High Voltage – Detective game with object search, the events of which take place in the 1950s on the streets of New York. Passing this mysterious story will involve you in the investigation of unexplained murders where at the scene of the crime remains only a pile of ashes. All witnesses say the same thing that they saw a ball of lightning, hardly a man is capable of such a thing. The police can not find out anything, only you can investigate this exciting criminal incident. New York Mysteries 2 game has many stunning locations and challenging puzzles. If you are stuck and do not know how to pass any of the locations, on our site you can watch the walkthrough of the game New York Mysteries 2: High Voltage, and investigate all the unexplained cases.
New York Mysteries 2: High Voltage – Walkthrough
Here you can see full walkthrough of New York Mysteries 2: High Voltage game, namely all chapters, including bonus chapter, in pictures.
Killer
The boss has assigned me to investigate a strange crime. The witness states that at around 4:30 AM he heard a scream and saw a bright flash which looked like a ball lightning. After coming closer he noticed a burned mark on the ground shaped like a man. Forensics experts examined the ashes, but failed to assess the cause of such a rapid burning of the body. No ID or personal belongings were found on the scene.
- Go forward, speak to the officer (A).
- Take the Journal (B).
- Select the newspaper Γ2, take the RAZOR BLADE (C).
- Use the RAZOR BLADE, uncover and take the FISH FIGURINE FRAGMENT (D).
- Unwrap (E) and take the WIRE.
- Select the WIRE Γ4 to get a LOCK PICK.
- Use the LOCK PICK (F).
- Take the TONGS (G).
- Go down.
- Use the TONGS to retrieve a FISH FIGURINE FRAGMENT (H).
- Place both FISH FIGURINE FRAGMENTS (I).
Crime Scene
I’ve got to examine the crime scene. There are things here the police ignored. At the crime scene I came across a letter addressed to the victim. It mentions an incident which took place at Sing Sing prison. Both the sender and victim used to work there as prison guards and now they’re in grave danger. I’d better speak with the letter sender right away.
- Move the golden blocks so that you can guide the blue block all the way to the right.
- Walkthrough (J1-J2-J3).
- Take the OILCAN (K).
- Move the bird (L).
- Move the leaves, use the OILCAN (M).
- Open, take and open the envelope (N).
- Uncover the EAGLE FIGURINE (O).
- Lift the carpet, take the EAGLE FIGURINE (P).
- Place each EAGLE FIGURINE (Q).
Bishop
I’ve learned a few details about the case. I must meet with Bishop to discuss them. Unfortunately, I arrived too late. The man who sent the letter was murdered in the same way as the first victim. While approaching his home I noticed a strange burst of energy moving through the wires. After it entered the house I noticed a flash of bright light, as if lightning had struck. I saw the same concentrated ball of energy next to the victim. I must meet with Bishop and tell him what is going on.
- Arrange the eagle figurines, so that the metal spheres are adjacent to each other and you can see sparks.
- Walkthrough (R).
- Take the EAGLE KEY and STRING (S).
- Place the STRING (T).
- Find the right positions for the flags.
- Should be easy enough.
- Walkthrough (U).
- Take the TOY CAR and HOOK (V).
- Use the EAGLE KEY (W).
- Go down (X).
- Remove (Y).
- Take the RAZOR and TOY CAR (Z).
- Take the NAILS (A).
- Go up.
- Move (B).
- Use the RAZOR (C) to play a puzzle (D), receive a KEY CARD.
- Go down.
Prison
I learned that both victims used to work as prison guards at Sing Sing. I need to go there and gather more information. I met with Bishop. He studied the files and suggested I go to Sing Sing to continue my investigation. He made a pass for me, and now I can easily access the facility.
- Place the KEY CARD (E).
- Press (F).
- Go forward.
- Speak to Dr.
- Bishop (G), receive a BUSINESS CARD HOLDER.
- Take the PICTURE (H) and TOY CAR (I).
- Go down, press the control, go forward.
- Place the PICTURE (J).
- Find identical images on both pictures.
- Walkthrough (K).
- Take the FISHING LINE and TOY CAR (L).
- Return to the Hall.
- Open (M), go left.
- Combine the HOOK and FISHING LINE for a HOOK ON FISHING LINE.
- Use the HOOK ON FISHING LINE to retrieve a KEY (N).
- Remove (O).
- Take the STENCIL, use the KEY (P).
- Take the HAMMER (Q).
- Take the WIRE (R).
- Place the STENCIL (1), select (2), then (3), receive a PUNCH CARD.
- Go down, then right.
- Take the TOY CAR, use the PUNCH CARD (S).
- Take the LONG PLANKS (T) and SHORT PLANKS (U).
- Combine the LONG PLANKS, SHORT PLANKS and NAILS.
- Use the HAMMER to receive a LADDER.
- Place the LADDER (V).
- Grab the TOY CAR (W).
- Open (W1), select the controls.
- Open the BUSINESS CARD HOLDER to find a PASS.
- Give the PASS (X).
- Go forward.
- Take STAR FRAGMENT 1/5 and the RAG (Y).
- Go down.
Archives
Something very strange happened in this prison. I need to find more about happened during the execution. I found a device Samuel used to try to save his son. I can only guess what happened here. The teleportation process was almost successful, but something went wrong. Samuel died instantly from electrocution and failed to finish what he started, so Hugo was unable to return to his physical form. He remained in the form of an electrical ether all alone and furious at the whole world.
- Take the STAR FRAGMENT 2/5 and FUNNEL (Z).
- Take STAR FRAGMENT 3/5 (A).
- Use the RAG (B).
- Go forward.
- Select (C).
- Press 3-1-9-7 and arrow key (D).
- Go right.
- Take the PUSH BROOM (E).
- Take STAR FRAGMENT 4/5 (F).
- Open and take the file (G) and IRON APPLE (H).
- Go down Γ4, then left.
- Take the TOY CAR, place the IRON APPLE (I).
- Select (J).
- Find the parts of the model and arrange them correctly.
- Walkthrough (K1).
- Continued walkthrough (K2).
- Take the EMPTY FILM REEL and EAGLE FIGURINE.
- Return to the Archives.
- Turn on the lamp, place the EAGLE FIGURINE (L).
- Take the LEVER HANDLE and TAPE (M).
- Select each picture fragment (N), use the TAPE.
- Select (O).
- Go down Γ2.
The Condemned
What happened to the condemned criminal. Where did he disappear to. I need to look for clues.
- Place (P) then select the LEVER HANDLE to play a puzzle (Q).
- Receive a JERRY CAN.
- Remove the cap, place the FUNNEL (R), use the JERRY CAN.
- Open (S).
- Take the TOY CAR (T).
- Lower (1), place (2) in (3) and select.
- Select (U).
- Enter 4-6-2.
- Take STAR FRAGMENTS 5/5 and the FLASHLIGHT (V).
- Go forward, then right.
Abandoned Substation
Looks like this structure has been deserted for a long time. I’d better go see what’s inside.
- Assemble the STAR FRAGMENTS 5/5 for a STAR.
- Place the STAR (W).
- Move the chips so that they end up in holes with matching colors.
- Walkthrough (X): F-C-A-B-E-G-F-C-A-B-E-G-F-C-A-B-D.
- Take the file (Y).
- Take the LOADED FILM REEL and BLOWTORCH PART (Z).
- Place the EMPTY FILM REEL (1) and LOADED FILM REEL (2).
- Select (3).
- Note (A).
- Go down Γ2.
- Select (B).
- Move the sphere along the correct route.
- Walkthrough (C).
- Take the SCREWDRIVER (D).
- Go forward.
- Use the PUSH BROOM (E) and SCREWDRIVER (F).
- Open to take BATTERIES.
- Combine the BATTERIES and FLASHLIGHT for a working FLASHLIGHT.
- Place the FLASHLIGHT (G).
- Select (H).
- Open (I) and go forward.
- Select the scene to receive a MEDALLION.
- Use the SCREWDRIVER Γ4 (J).
- Remove, take the CROWBAR (K).
- Go down Γ4.
- Speak to Dr.
- Bishop (L).
- Go down.
- Use the CROWBAR, take the TORCH (M).
- Select the control (N), go forward.
- Place the TORCH (O).
- Take the BAR (P).
- Return to the Study.
- Place the BAR (Q).
- Connect the numbers as shown on the hints.
- Then find the matching pattern on the discs above.
- Walkthrough (R1-R2).
- Take the MAGNET and BLOWTORCH PART.
- Go down, right, then forward Γ3.
- Use the MAGNET (S) to get a ZIPPER PULL TAB.
- Place the ZIPPER PULL TAB, pull, take the JACKKNIFE (T).
- Go down Γ2.
- Use the JACKKNIFE, open, take the GRAPPLING HOOK (U).
- Go forward.
- Place the GRAPPLING HOOK (V), climb the rope.
- Take the STONE (W).
- Drop the STONE, take a HANDWHEEL (X).
- Place and select the HANDWHEEL (Y).
- Take the STICK (Z).
- Lift the coat, take the TOY CAR (A).
- Place the STICK, take the TOY CAR and STICK (B).
- Go down Γ4.
- Place 10 TOY CARS (C).
- Take the BLOWTORCH PART (D).
- Return to the Roof.
Skeleton
Who was this person, and what was his connection with the prisoner’s escape.
- Combine the BLOWTORCH PARTS for a BLOWTORCH.
- Use the BLOWTORCH (E) and HAMMER (F).
- Select (G).
- Take the MED STATION KEY (H) and PIPE (I).
- Go down Γ2.
- Place and select the MED STATION KEY (J), go left.
- Move (K).
- Use the JACKKNIFE (L), take the WIRE.
- Open and uncover the NAIL (M).
- Go down, climb up and go forward.
Broken Device
What happened at the abandoned substation and what is this strange device.
- Combine the PIPE, STICK and WIRE for a PIPE AND STICK.
- Use the PIPE AND STICK (N).
- Play the puzzle (O) for a SWITCH.
- Select the photograph (P).
- Place the SWITCH (Q).
- Take the CHANDILER PART and RUBBER GLOVES, read the note (R).
- Go down Γ5, speak to Dr.
- Bishop (S), receive a PUNCH CARD.
- Place the WIRE, use the RUBBER GLOVES, turn the knob (T).
- Note (U).
- Go left.
Flooded Tunnel
I must repair the pump system to drain the tunnel, and then set off for the murderer’s house.
- Move (V).
- Place the CHANDELIER PART (W).
- Move the light sources to illuminate all spheres equally.
- Walkthrough (X1).
- Continued walkthrough (X2-X3-X4-X5).
- Continued walkthrough (X6-X7-X8-X9).
- Continued walkthrough (X10-X11-X12-X13).
- Take the MAGNETIC KEY (Y).
- Go down, then right.
- Use the MAGNETIC KEY (Z), enter the Hallway.
- Use the NAIL and HAMMER (A).
- Take the PIGEON FIGURINE (B).
- Go down Γ2.
- Place the PIGEON FIGURINE (C).
- Make the white pigeons and black pigeons switch places.
- Pigeons of different colors can’t be adjacent to each other.
- Walkthrough (D1): H-B, M-E, F-M, K-L, E-H, B-E, A-I.
- E-A, H-B, L-J, I-L, B-F, C-B, J-H, L-J, F-K, B-F, J-C.
- Take the KEY and PROTECTIVE SUIT (E).
- Use the KEY (F), then enter.
Samuel’s House
This is where Hugo lived with his father. I need to examine the place thoroughly to find all possible clues.
- Lift the cushion, take the NAIL PULLER (G).
- Take the YELLOW PEBBLES and HANGER (H).
- Select the knob (I).
- Take the GLOVES, use the HANGER to get the KNOB (J).
- Attach the KNOB, take the GAS MASK (K).
- Return to the Hallway.
- Select (L).
- Press the arrows in the correct order.
- Walkthrough: C-D-B-B-C-A.
- Take the GREEN PEBBLES (M).
- Place the YELLOW PEBBLES and GREEN PEBBLES (N).
- Use the colored pebbles to complete the mosaic.
- Walkthrough (O).
- Take the BOOTS (P).
- Combine the PROTECTIVE SUIT, GLOVES, GAS MASK and BOOTS for a HAZMAT SUIT.
- Open and place the HAZMAT SUIT (Q).
- Take the PIECE OF METAL and KNOB (R).
- Place, then select the KNOB (S).
- Grab the SHOVEL (T).
- Go down.
- Use the NAIL PULLER Γ4 (U).
- Remove, take the LIGHTBULB and DIAGRAM (V).
- Go down Γ2 and right.
- Place the LIGHTBULB (W) to play a puzzle (X).
- Receive a DRILL BIT.
- Go down and enter the tunnel.
- Select (A).
- Attach the DRILL BIT (B).
- Flip (C).
- Use the SHOVEL, take the MONKEY WRENCH (D).
- Return to the Pump Room.
- Use the MONKEY WRENCH (E).
- Take the WELDING DEVICE PARTS and KNOB (F).
- Go down.
- Place the KNOB (G).
- Find the correct position for each switch.
- Walkthrough (H).
- Go forward.
- Grab the INSECT REPELLANT (I).
- Go down Γ3, then right.
- Use the INSECT REPELLANT (J).
- Open and uncover the HANDWHEEL (K).
- Return to the Pump Room.
- Attach and turn the HANDWHEEL (L).
- Rotate the pipe pieces to restore the pipeline.
- Walkthrough (M).
An Heir to Tesla
I must go to Tesla’s Laboratory. They’ll help me out with Samuel’s device there. After all, it uses similar technologies.
- Attach the WELDING DEVICE PARTS to get a WELDING DEVICE.
- Place the PIECE OF METAL (N), use the WELDING DEVICE.
- Place the DIAGRAM (O).
- Set up the pump control panel based on the switch diagram.
- Set (P).
- Press (Q): 1-2-3-4.
- Insert the PUNCH CARD (R).
- Open (S) and flip the control.
- Uncover and take the NOTE (T).
- Open and take ENVELOPE 1/5 (U).
- Select (V) and place the NOTE (W).
- Press the buttons in the correct order.
- The order is encoded in the hint.
- Walkthrough (X).
- Go right.
- Climb the stairs, open the door, go left.
- Take the POSTER (Y).
- Select (Z).
- Grab the CORD (A).
- Move (B).
- Select (C) and take ENVELOPE 2/5 (D).
- Go down.
- Take the PIN (E) and PEN AND PAPER (F).
- Note (G).
- Place the POSTER (H).
- Use the PIN (I).
- Select (J), take the KEY.
- Use the KEY, go left.
- Play the puzzle (K) to receive a PITCHER.
- Grab the STEPLADDER (L).
- Open, take the note (M).
- Take the BULB (N).
- Use the JACKKNIFE (O).
- Press (P).
- Take the METAL BRUSH (Q).
- Take the EMPTY KETTLE (R).
- Place the EMPTY KETTLE (S), pull (T), get a KETTLE OF WATER.
- Place the KETTLE OF WATER (U) and ELECTRIC CORD (V).
- Select (1-2), take the KETTLE OF HOT WATER.
- Open, use the KETTLE OF HOT WATER, take the COIN (W).
- Return to the Rooftop.
- Use the METAL BRUSH (X).
- Place the PEN AND PAPER for a NOTE WITH DIAGRAM.
- Go forward.
- Place the BULB (Y).
- Take the SWITCH (Z).
William’s Apparatus
We’ll have to deal with the electrical murderer without involving the police. I have to help William assemble a device capable of destroying Hugo.
- Return to the Hall, speak with Dr.
- Bishop (A), receive ENVELOPE 3/5.
- Return to the house Hall.
- Select (B).
- Place the NOTE WITH DIAGRAM and SWITCH (C).
- Connect the nodes with wires as shown in the diagram.
- Walkthrough (D).
- Go right.
- Take the PICKAXE (E).
- Go down Γ3.
- Use the PICKAXE (F), take the RUBBER BOOTS.
- Return to the Cellar.
- Place the RUBBER BOOTS (G).
- Take the CORKSCREW (H).
- Return to the Wine Cellar.
- Place the PITCHER, use the CORKSCREW (I).
- Take the PITCHER OF WINE.
- Place the PITCHER OF WINE (J).
- Add, remove or pour wine from vessel to vessel to obtain four measures of wine.
- Walkthrough (K): C-A, A-B, B-C, A-B, C-A, A-B.
- Take the LOCKPICK SET (L).
- Return to Hugo’s Room.
- Use the LOCKPICK SET (M).
- Choose right lock pick for each lock.
- Walkthrough: 1-C, 2-A, 3-D, 4-B.
- Take the NOTE.
- Go down, then right.
- Place the NOTE (N).
- Set the switches in the correct positions.
- Walkthrough (O).
- Take the ENVELOPE 4/5 and HAND OF A CLOCK (P).
- Go down.
- Place the STEPLADDER (Q).
- Place the HAND OF A CLOCK (R).
- Set the clock’s hands in the positions you saw earlier.
- Walkthrough (S).
- Take ENVELOPE 5/5.
- Go up the stairs.
- Place ENVELOPE 5/5 (T).
- Decorate each mannequin with the required accessory.
- The accessories are in the envelopes with hints.
- This girl with her vinyl collection. Now sleeps in silent reflection (π¨).
- No big hats with floppy brims. Can ever atone for her mortal sins (π₯).
- Bows and hairpins made her day. Until her suffering took her away (π©).
- She always held her teddy so tight. Now they sleep in the eternal night (π¦).
- He never said his oath to the bride. Instead he walks with death by his side (πͺ).
- Glasses used to conceal her sight. Now her eyes see endless night (π§).
- Walkthrough (U).
- Take the TUNING MECHANISM (V).
- Go down and right.
- Place the TUNING MECHANISM (W) to play a puzzle (X).
- Receive SAMUEL’S PHOTO.
- Go down.
- Place SAMUEL’S PHOTO (Y).
- Take the BOTTLE and folder (Z).
- Return to the Wine Cellar.
- Place the BOTTLE (A).
- Arrange the bottles as shown on the diagram.
- Walkthrough (B).
- Take the note and HAND SWITCH (C).
- Return to the Hall, speak with Dr.
- Bishop (D), receive a PUNCH CARD.
- Enter the Intersection.
- Use the PUNCH CARD (E).
- Open (F) and flip the controls.
- Select (G) and place (H) the metal rod.
- Place, then select the HAND SWITCH (I).
- Select (J) and place (H) the metal rod.
- Open the gates and go forward.
- Ring the doorbell (K).
- Take the FISHING ROD (L).
- Go down.
- Use the FISHING ROD to receive a SAW (M).
- Go forward.
- Use the SAW (N).
- Take the HANDLE (O).
- Open the doors, speak with William (P).
- Take the LONG PLANK (Q), BOOK (R) and FIGURINE PART (S).
- Return to Hugo’s Room.
- Select (1-7) and place (T) the books.
- Add the BOOK (U).
- Move the books to restore the image.
- Walkthrough (V).
- Take the LIGHTER, BANKNOTES and NOTE (W).
- Go down Γ2, place the LONG PLANK (X).
- Go left, then right.
Medicine
William wants to help me, but he is sick. I must find fever medicine for him.
- Give the BANKNOTES, take the SQUID KEBAB (Y).
- Go down.
- Give the SQUID KEBAB (Z) to play the puzzle (A).
- Receive a FEVER PILL.
- Return to the Laboratory.
- Turn (1).
- Place the FEVER PILL (2).
- Select (3), take the FEVER MEDICINE.
- Give the FEVER MEDICINE (B), receive a BELL.
- Return to Chinatown.
- Grab the GAFFING HOOK (C).
- Place the HANDLE (D).
- Use the handles to guide the ball to the hole.
- Walkthrough (E): A-B-AΓ2-BΓ3-AΓ2-BΓ4-AΓ3-BΓ3.
- Go left, speak with the boy.
Origami
I came across a little boy in Chinatown. His father hurt his hands and the boy wants to help him make origami. He asked me to bring him some colored paper. I simply cannot say no to such an adorable kid.
- Use the GAFFING HOOK (F), take the HOSE.
- Place the BELL (G).
- Play the correct melody by moving the sliders.
- Green means the slider is in position, yellow means it is close, and red means it is far out of position.
- Walkthrough (H).
- Go left, speak to the man.
- Place the tools, receive a WRENCH, take the TOOL BOX (I).
- Place the WRENCH (J).
- Press the wrenches in the correct order.
- Walkthrough: 1-2-3-4.
- Take the REINFORCED CLIPPERS and DEVICE PART (K).
- Go down Γ2, then right.
- Use the REINFORCED CLIPPERS (L).
- Take the GRAIN (M).
- Go down, then left.
- Place the GRAIN (N).
- Take the FAUCET HANDLE (O).
- Go down.
- Place then select the FAUCET HANDLE (P), select the barrel.
- Take the TROWEL (Q).
- Go down, then right.
- Use the REINFORCED CLIPPERS (R).
- Open to play a puzzle (S), receive a WINE PRESS HANDLE.
- Return to the Wine Cellar.
- Place and select the WINE PRESS HANDLE (T).
- Take the COLORED PAPER (U).
- Return to Near the Workshop.
- Give the COLORED PAPER (V).
- Fold the origami figure by clicking on the right areas.
- Walkthrough (W).
- Receive a WHEEL.
- Go left.
- Place the COIN (1).
- Turn (2).
- Open (3), take the GRAMOPHONE HANDLE.
- Place the WHEEL (X).
- Select the wheelbarrow for a puzzle (Y).
- Receive a FIGURINE PART.
- Return to the Med Station.
- Place the NOTE (Z).
- Enter the correct code.
- Walkthrough (1-8).
- Take the STETHOSCOPE (A).
- Return to the Cellar.
- Place the STETHOSCOPE (B).
- Turn the knobs to enter the correct code.
- If a knob is in the right position, you’ll hear a click.
- Walkthrough (C): 9-5-3.
- Open (D).
- Take FIGURINE PART (E).
- Return to the Road to the Lab.
- Combine the FIGURINE PARTS for a FIGURINE.
- Use the TROWEL (F).
- Place the FIGURINE (G).
- Open, take the VINYL RECORD and note (H).
- Go forward Γ2.
Abandoned Substation
In his diary Tesla mentions a secret laboratory. I must figure out how to find it.
- Place the VINYL RECORD and GRAMOPHONE HANDLE (I).
- Select the handle and place the needle.
- Enter the correct code.
- Walkthrough (J): 5-2-7-1-3.
- Arrange the figurines in the slots corresponding to their type.
- Walkthrough (K): A-EΓ2-CΓ2-F.
- Take the MAP (L).
- Speak to William.
- Go down and left.
- Place the MAP (M).
- Use the map to cross the forest.
- Walkthrough (N): R-L-F-F-L-L-F.
- Play the puzzle (O), receive a JERRY CAN.
- Grab the FRUIT PICKER (P).
- Uncover and take the STONE (Q).
- Use the STONE (R).
- Select the lever and go forward.
- Take the CRANK HANDLE (S) and METAL NUGGET (T).
- Go down Γ2.
- Place and select the CRANK HANDLE.
- Take the INSULATING TAPE (U).
- Go down and forward.
- Open the doors and go right.
- Use the INSULATING TAPE.
- Connect identical wires together.
- Walkthrough (V).
- Take the CHALK (W).
- Use the FRUIT PICKER to take the ELECTRODE (X).
- Climb the ladder.
- Grab the TEMPLATE (Y) and SLEDGEHAMMER (Z).
- Place the ELECTRODE (A).
- Place the TEMPLATE and use the CHALK.
- Take the DIAGRAM (B).
- Go down Γ3.
- Use the SLEDGEHAMMER (C) to play the puzzle (D).
- Receive a ROPE.
- Go left.
- Remove the cap, place the JERRY CAN and HOSE (E).
- Receive a FULL JERRY CAN.
- Go forward Γ2 and speak to William.
- Place the DIAGRAM (F).
- Light the lamps you need as shown in the diagram.
- Walkthrough (G).
- Take the MOLDING FORM (H).
- Use the FULL JERRY CAN and the LIGHTER (I).
- Place the MOLDING FORM and METAL NUGGET (1).
- Place in (2), then (3).
- Take the DEVICE PART (J).
- Return to the Tower.
- Place the ROPE (K).
- Take the STONE WITH DRAWING (L).
- Return to the Abandoned Substation Yard.
- Place the STONE WITH DRAWING (M).
- Press the bricks in the correct order.
- Walkthrough: 2-3-1.
- Take the DEVICE PART (N).
- Go forward.
- Place the TOOL BOX (O).
- Combine the pieces and the DEVICE PARTS according to the scheme (P).
- Place the MEDALLION (Q).
- Walkthrough Bonus Chapter, at the link below.