Introduction
Strange Case 2: Asylum was released with a story span of three days. We already complete the first day, and now on day 2, and need to investigate the case to find hidden objects and secrets to solve puzzles. The plot is set in a Mental Hospital, where multiple rooms are filled with people, and something strange happens. You assume the protagonist’s role with no memory; however, your objective involves you finding the way out.
A restriction has been put on your movement, and an attendant won’t let you leave your Room; therefore, you must find some excuse or damage something; so you can ask the attendant to open the door and repair the object. There are several puzzles featured to complete, each with unique requirements. Improve your puzzle-solving and detective skills before getting into the Mental Hospital. Furthermore, keep reading Strange Case 2: Asylum Chapter 2 (Day 2) Walkthrough Guide to find all solutions.
Strange Case 2: Asylum Walkthrough – Chapter 2
In Strange Case 2: Asylum Chapter 1, we found many records and obtained a Nightstand Key. We returned to the room and chose the option to rest. During the rest, the protagonist woke up because of some weird sound from the procedural Room. Before the character becomes insane, you must jump in to help the character escape the asylum before it’s too late.
- Open your inventory to choose the Nightstand Key and open the drawer near the door to obtain a Coin and Comb.
- Tap the foot side of your bed, use the coin to remove screws, and obtain a Pipe.
- Go to the toilet, open the Zoom to the bottom side of the basin to damage the pipeline, and go to the door to ask for help.
- Start examining areas and tap the dustbin between two doors to obtain Candy Wrap.
- Enter the Second Room, tap the person sitting on a chair, use the comb from your inventory to give it to that person, and click on his mouth to get candy.
- Afterward, visit the area on the left side where you discover two doors.
- Go through the door on the left side to find a closet and examine it to obtain Spiral Tube, Stethoscope, and pliers.
- Go to the doctor’s Room and tap the person hiding behind the plant pot.
- Head to your inventory after discovering the man, combine the candy wrap and the candy to get a Strawberry Candy that you must give the man and ask for a clip.
- Once you put the conversation to an end, the game may provide you with a Clip.
- Start moving toward the left side and stop when you discover a Laboratory. Use the Clip to open the door and get into it.
- Tap the poster to discover a circuit behind it, and rotate discs to turn all lights green. This will reveal a new door on the right side of the poster as you pull the handle.
- Pull the handle down to get a closet and examine it for a Flask. Tap the test tubes on the first shelf and start playing a mini-game, wherein you have to separate all colors and bring them to their related bottle.
- Once you complete the puzzle, the game shows you a Yellow Reagent you must obtain from its spot and add to your inventory.
- Go to the first shelf of the closet to discover a vault.
- Open your inventory to select a Stethoscope, and dial the number 3862 to open the vault for Purple Reagent.
- Afterward, hit the back button to close the zoom view, and click on the table, but before, don’t forget to read the note on the poster.
- Now, open the drawer to get a matchbox and remove the damaged flask from the table.
- Get out of the room and interact with the button next to the door.
- Turn the button on and enter the Room on the left side.
- Use the matchbox and tap the hanging wire to get a lamp.
- Enter the Laboratory, and open your inventory to combine the Pliers and the Lamp.
- Now, select the Lamp Bulb from your panel and put it on the stand; next, keep the jar on the table and connect it with the Lamp Bulb using a Spiral Tube.
- Use the matchbox to set fire and put both Reagents into the Lamp Bulb.
- Here, you have to prepare a solution setting the stand positions keeping the digits and alphabet printed on paper.
- The clue is already given on the poster as C2, B4, and D3.
- You must hide the alphabet using the rod to solve the puzzle and bring the two numbers to a small circle. Do the same with others and get an Acid.
- Head to the circuit and pull the handle to discover a door behind the closet. Use the Acid to melt the lock and tap the door to open easily.
- Go through the door to examine a new area to discover hidden objects.
- First, tap the trunk on the left side and play, wherein you must fill the empty squares with puzzle pieces.
- Next, tap the blocks nearby and start playing a mini-game to get a Toy Soldier.
- Move to the left side and pick up a Tweezer from a book.
- Open your inventory to choose the Toy Soldier and put it on the clock to notice the numbers (10, 3, and 4).
- Go to the right side and tap the storage cabinet to open the zoom view.
- Enter the passcode (1017) to open the lock and get Fish Food.
- Step back and go to the Room where a horse toy is available. Tap the window to open the zoom view, use the Sticky Muck from the panel, and put it on the window to attract all flies. Tap to obtain a fly and keep it in your inventory.
- Go to the next Room on the right side to see the painting of a horse and see its posture. Go to other rooms to discover paintings and see their posters, too. Now, tap the Horse Toy next to the trunk under the window and set the same position to get a Dead Hamster.
- Select the Dead Hamster from your panel and put it on the window to attack flies.
- Select the tweezers and tap the Larva in a particular order following the anti-clockwise direction.
- For more detail, see the image given below. Afterward, go to the Room on the right side, select the Fish Food, Fly, and Larva one by one, feed it to the fish after selecting from your panel, and put it into the Fish Equilibrium.
- Tap the tanks under the equilibrium and connect their arrows pointing toward each other. After solving the puzzles, you obtain the following: Rhombus-shaped Key, Some Key, and Some Key.
- After getting all keys, go to the Room on the left side, tap the box near the Horse Toy, and put all three keys on it after solving three puzzles.
- As you open the box, you find someone inside it – a boy. As you click on the boy, the second chapter of Strange Case 2: Asylum ends.
Read More: |Chapter 1| |Chapter 2| |Chapter 3|