Chapter Two Walkthrough

### The Cabin

Welcome to chapter two! The cabin that you've started in will be your respawn point throughout this chapter. It is a safe area and the monsters cannot kill you inside.

Make sure that you pick up the lantern on the stool inside the cabin - this is an important tool and provides proximity lighting. Its such a useful tool to light up an entire area vs a beam for longer distance. There is also a note on the bench giving you more story arc information about Joan - the note is pictured below.

When you're ready to head into the paths head out of the cabin and towards the lit opening pictured below.

You are completely safe while wandering these paths *at this point*. You can explore the different ways until you reach the Gate and Pedestal area.

There is another note from Joan next to a gate on the way to the Gate and Pedestal area - pictured below. Expect sound cues while walking through the pathway.

### Gate and Pedestal Area

This is the central area to this chapter. Here is where you will need to bring five (5) tokens hidden throughout the maze and place them in the pedestal to open the gates to Chapter Three. There are two (2) notes and a tape in this area, all pictured below. Make sure you interact and collect those BEFORE pulling the lever.

### Pull the Lever!

Now it is time to pull the lever. Make sure everyone in your party is ready - once you pull this lever the monsters are released and you ***CAN DIE***.

By pulling this lever all of the gates (except the large one to the next chapter) open and those pathways are now accessible - but so are the monsters roaming the maze behind them.

In this maze you will encounter Clubfoot and the Witch. Each of these monsters have specific mechanics that you will need to work around to gather the five (5) tokens. Check out the monster Wiki pages to learn more about how to avoid and combat both of these creatures.

Place the tokens inside the podium. Each has a designated area and a gear wheel will appear if you can insert a token.

    Once all of the tokens have been inserted then the large gate to the left will open and you can pass through to Chapter Three!

## Maze Landmarks

### Pulling Statues

At this landmark there is a tape to find on a bench behind them. This is more on Officer Mills story and the search for his son.

### Picnic Table

By the flashlight on the table is another tape with more of Officer Mills story.

## Token locations

### The Farm/Open Field

This is a large open area with a cabin and a scarecrow in the middle of the field. Around the edges are crates and hay bales you can hide behind. Inside the cabin are two (2) notes with have more story information and are pictured below.

Approach the scarecrow in the field and you will find the token tucked inside its open abdomen. If you have time make sure to admire the attention to detail that was put into creating it!

### Tea Party

You can hear an old music box as you approach the tea party. Make sure you watch the faces as you near the front of the table, they will shift and the music will stop. On the table is the token and a tape for you to listen to concerning Officer Mills.

### Greenhouse

This is such a fun little mini game to work your mind! Find the chemical table on the side of the greenhouse - there are 4 bottles with chemicals, and several notes around the table. You must mix the chemicals in order to make a poison for the vines growing in the doorway to the greenhouse.

The first note on the left is the key to figuring out the order of chemicals.

The other six (6) notes contain clues to which chemicals are in the different colored bottles.

The chemical key is: CI - Blue, CB - Red, SO - Green, and CH7 - Yellow

Hit E on each of the bottles in the order on the key. If you mess up and hit a wrong bottle the mixture will evaporate and you will need to restart. Once the mixture is ready you can go to the vines directly to the right and press E to kill them.

The two photos below show before the proper chemicals have been mixed and the poison is in your inventory and after when it is active for you to apply the poison to the vines.

 VS.

You can now enter the Greenhouse and collect the token.

Be sure to check out the hanging man candle holder!

There is also a note inside the greenhouse - pictured below.

### Cages/The Puzzle

This is a very dark area. There are eight (8) pedestals positioned around a larger central pedestal. Inside the center dome is the token. You must activate the pedestals in order to open the dome.

Start at the pedestal with the two (2) notes and a tape on it. This is pedestal 1.

Any time you try to activate the wrong pedestal, then entire puzzle will reset. You must go in order, without mistakes, from pedestal one to pedestal eight. Make sure that you are listening for the audio cues of the witch and clubfoot!

Grab the token from the center pedestal!

### Playground

The playground is simple! Just run in and grab the token off the middle of the Merry - Go - Round. Be careful - this is an area that is often patrolled by both the Witch and Clubfoot!