5. Chapter 2
Exit the MOR and continue until you reach the elevator. Activate it by pulling the lever to the right. When you arrive in the next area, go all the way to the end of the hall, and then turn around again and go in the open door at the end. Find the key on the desk, and then go in the room opposite to find W#4. Exit and then unlock the door at the end of the hall. Go in the door on the left, and go up to the attic area. On the far side of the room on the floor, you will find M#3. Exit the attic using the door on the opposite side of the room and continue. Don't open the chest in the next room unless you want a JSA!. Continue until you reach The Junction (TJ) and go straight forward.
When you get to the room with a fireplace and a deer head above it, go through the room and exit. Wait for the scripted event (Debris will fall, and your character will duck). After this, go straight back in the previous room and find a note either beside the fireplace, or on the far table (note location changes). Once you find the note, find the safe by the door (still in the same room), and open it with the code The safes are tricky to open. Usually the way to open them is to move the dial anti-clockwise until you land on the first number, clockwise for the second, and anti-clock for the third. Pick up the key and leave the room. Continue straight down the hall and unlock the door. You'll find M#4 in here.
Continue until you reach the long hallway with the large dog painting at the end that eventually changes. (There is a minor JSA in the room with the globe). Check the drawer to the right of the dog painting to find W#5. After this, continue past the wheelchair and through the next door. After passing the wheelchair, don't turn around unless you want a JSA. Continue down the very long hall with the red rug until you reach the far door. There are minor JSAs upon opening this door and after turning around after seeing the small painting on the wall. After this event, go forward a little until you see a rat run across the floor. You can go either left or right here. It does the same thing. JSA! x2 in the next room.
In the next area, after the fan jumpscares, go all the way down the hall, and then turn around and enter the door on the left. Grab the key on top of a box. You will be locked in here for a minute or so. There will be spooky sounds coming from outside the room, but ignore them. They can't harm you. There are fortunately 2 mementos in this room. M#5 in the bedside table and M#6 in the top drawer of the cabinet. You will be able to leave the room once the spooky sounds stop and the decay on the wall disappears. As you exit this room, go left and look at the painting on the wall. It will melt and a cane will appear. This is W#6. Turn around and go through the door on the opposite side of the hall.
Continue until you reach the bedroom with the phonograph in the middle. Firstly, check the cabinets to the right to find W#7. Then, look at the makeup table and check the right drawer for R#4. In this room you need to pick up the record, place it in the phonograph, and then you need to play the record backwards (using the switch on the back of the phonograph) so the room starts to melt. Wait until a jar appears from under the bed. Pick it up, and then play the record again normally so you can exit. Afterwards, you'll find yourself back in the MOR. Before you add the next piece to the painting, check on top of the drawers, below the rat drawing wall to find W#8.
Chapter 2 done! You will also most likely have the following achievement. If not, you will get it in the next chapter.
Unlocked by 43,860 tracked gamers (91% - TA Ratio = 1.04)
Chapter 2 Collectibles (10 in total):
Word#4 (Music sheet) - After getting the key from the room with all the paintings and the chair in the middle, go in the opposite room to find this.
Memento #3 (Husband and wife walking through forest) - Right after previous, found in the attic area, on the floor, on the far side of the room. where you see a fire below.
Memento #4 (Note has a coffee stain and starts with "March 26, Alright, let's try this again...") - When you get to the room with a fire place and a deer head above it, go through the room and exit. Wait for the scripted event (Debris will fall and your character will duck). After this, go straight back in the previous room and find a note either beside the fireplace, or on the far table (note location changes). Once you found the note, find the safe by the door (still in the same room) and open it with the code. Pick up the key and leave the room. Continue straight down the hall and unlock the door. You'll find the memento in here.
Word #5 (Dog Collar) - When you reach the long hallway with the large dog painting at the end that eventually changes, check the draw to the right of the painting to find the dog collar.
Memento #5 and #6 (Picture of husband wife with faces rubbed out and a note with "THAT'S JUST IRRESPONSIBLE" at the bottom. ) - This is in the area directly after the fan jumpscares. As part of the story you will find yourself locked in a small room in the dark, with strange sounds coming from outside. You cannot leave this room until the event is over. Turn all the lights on, then check both the bedside table and the desk to find two mementos.
Word #6 (Cane) - Directly after leaving the room I previously mentioned, turn left and stare at the painting for a moment. It will melt and a cane will appear.
Word #7 (Violin) - When you reach the bedroom with the phonograph in the middle, check the closets beside the door to find a Violin.
Rat Drawing #4 ("Prothesis Snatchers") - Same room as previous. Look at the makeup table, then check the right hand drawer.
Word #8 (Small alcohol bottle) - When you return to the MOR, check on top of the drawers, below the rat drawing wall.
Collectibles video: Chapter 2 starts @ 4:12 CREDIT FOR VIDEO GOES TO PS4TROPHIES
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