wise geek→game tutorials→ New York Mysteries 2: High Voltage - game walkthrough in walkthrough pictures
Mysteries of New York 2. High Voltage. The article describes a complete and detailed walkthrough of the game with screenshots. An overview of all game mechanic secrets, tips, tactics and features from start to finish is provided.
table of contents
- General information
- the case
- Cell
- pump repair
- chinese quarter
- the laboratory
General information
This is the official New York Mysteries: High Voltage guide!
This tutorial doesn't always mention what you need to zoom in on; screenshots show each zoom scene.
Hidden object puzzles are called HOP. This guide doesn't show screenshots of the HOS, but it does mention when the HOS will be available and the inventory item will mount.
This guide provides step-by-step solutions to all non-random puzzles. Read the in-game instructions for each puzzle.
Chapter 1: The Case
Advance; Talk to the officer (A). take the diary (B).
2x selected newspaper; take the SHAVING BLADE (C).
use a razor blade; Open it and take the FISH FIGURE FRAGMENT (D).
Unfold (E) and take the WIRE.
Click the WIRE 4x to get the LOCKPICK (inventory).
Use LOCKPICK (F). take the PLIERS (G).
E.
Use the tweezers to obtain the FISH FIGURINE FRAGMENT (H).
Place the two FISH FIGURINE FRAGMENTS (I).
Solution (J1-J2-J3).
Glue to OIL CAN (K).
Remove the bird (L). moving leaves; Use the OIL CAN (M). Open; Take and open the envelope (N).
Open the eagle figure (O).
Take the mat. Take the EAGLE FIGURINE (P).
Place each EAGLE FIGURINE (Q).
solution (R).
Take the EAGLE KEY and ROPE (S).
Insert the CHAIN (T).
solution (U).
Take the TOY CAR and HOOK (V).
Use the EAGLE KEY (W). down (X).
remove (Y). take the NAVIGATOR and the TOY CAR (Z).
Take the NAILS (A).
Rooms.
move (B). Use the RAZOR (C) to activate a hidden object scene (D). receive the KEY CARD.
E.
Insert the KEY CARD (E). press (F).
advance
talk to dr. bishop (G). get a business card holder.
Take the PHOTO (H) and the TOY CAR (I).
Go; press the control button; advance.
Place the PICTURE (J).
solution (K).
Take the FISHING LINE and the TOY CAR (L).
I return to the Hall.
Open (M); Go left.
Combine HOOK and LINE to make LINE HOOK (inventory).
Use the hook on the fishing line to get the KEY (N).
Delete (0). get the MODEL. Use the (P) key. Take the HAMMER (Q).
take the CAPE (R).
Place the TEMPLATE (1). select (2), then (3); get a punched card.
Go down, then right.
Take the TOY CAR. Use the PUNCHED CARD (S).
Pegue as LONG BOARDS (T) e as SHORT BOARDS (U).
Combine long boards, short boards and spikes. Use the HAMMER to get the LADDER (inventory).
Place the LADDER (V).
Take the TOY CAR (W).
Open (W1), select Controls.
Chapter 2: Prison
Open the CARD HOLDER to find the PASS (inventory).
PASO Gib (X).
advance
Take the 1/5 STAR FRAGMENT and RAG (Y).
E.
Take the 2/5 STAR FRAGMENT and the FUNNEL (Z).
take the 3/5 STAR FRAGMENT (A).
Use o RISO (B).
advance
select (C). Press 3-1-9-7 and arrow (D).
go right
take BUTTON (E).
take the 4/5 STAR FRAGMENT (F).
Open it and take the FILE (G) and the IRON APPLE (H).
Go down 4 times and turn left.
Take the TOY CAR. Place the IRON APPLE (I). select (J).
Solution (K1-K2).
Take the BLANK FILM AND ORIGINAL PICTURE.
Go back to the file.
Light the lamp; Place the EAGLE FIGURE (L).
Take the LEVER HANDLE and the STRAP (M).
Click on each part of the image (N). use tape.
select (O).
2 times off again.
Place (P), then press the LEVER to open a Hidden Object Scene (Q). Get the JERRY CAN.
remove the cover; Place the FUNNEL (R). Use JERRY CAN.
opens).
Take the TOY CAR (T). Down(1); Insert (2) into (3) and select.
choose (U). Enter 4-6-2.
Take the 5/5 STAR FRAGMENTS and LANTERN (V).
Go forward, then right.
Collect the 5/5 STAR FRAGMENTS for the STAR (inventory).
Place the STAR (W).
solution (X). GCABEFGCABEFGCABD.
take the file (Y).
take the LOADED FILM TICKET and TORCH PIECE (Z).
Insert an empty spool (1) and a loaded spool (2). Choose (3).
without tea).
2 times off again.
equal (B).
solution (C).
take the SCREWDRIVER (D).
advance
Use the KNOB (E) and SCREWDRIVER (F). Open to remove batteries.
Combine BATTERIES and FLASHLIGHT to make a WORKING FLASHLIGHT (inventory).
Place the LANTERN (G). select (H). open (for me) and continue.
select the scene to get the MEDALLION.
Use the 4x SCREWDRIVER (J). extinguish; Grab the LEVER (K).
4 times ago. talk to dr. Bishop (E).
E.
Use the LEVER; Take the TORCH (M).
Click on the control (N). advance.
Place the torch (O). Take the POST (P).
I return to the Studio.
Place a BAR (Q).
Solution (R1-R2).
take the MAGNET and the FLASH PIECE.
Walk down, to the right, then forward 3 times.
Use the MAGNET(S) to get the LOCK.
Place the lining in the zipper; To extract; Take the COWBOY KNIFE (T).
2 times off again.
Use a razor; Open; Take the HOOK (U).
advance
Place the HOOK (V). climb the rope
take the STONE (W).
throw STONE; Take the CATCH (X).
Place and select the HANDLE (Y). pick up the staff (Z).
lift up your mantle; take the toy car (A).
Put the bat. Take the TOY CAR and STICK (B).
4 times ago.
Place 10 TOYS (C). take the TORCH PART (D).
Back to the roof.
Combine TORCH PARTS for INDEX (inventory).
Use the gunpowder (E) and the hammer (F). select (G).
Take the MEDICAL STATION KEY (H) and the TUBE (I).
2 times off again.
Place and press the MEDICAL STATION KEY (J). Go left.
move (K). Use the BLADE (L). take the FIO.
Open it and open the nail (M).
Go down, up and forward.
Combine the PIPE, STICK and WIRE to make a PIPE AND PLUG (inventory).
Use the PIPE AND STICK (N). Touch HOP (O) to SWITCH.
Select the photo (P).
Place SWITCH (Q). bring the PRIVATE PIECE and the RUBBER GLOVES. Read the note (R).
Go down 5 times; talk to dr. Bishop (S). get a punched card.
Place the FIRE. wear RUBBER GLOVES. turn the crank (T). track (U).
Go left.
Chapter 3: Pump Repair
move (V). Fit the CANDLE PIECE (W).
Solution, part one. (X1).
Solution, part two. (X2-X3-X4-X5).
Solution, third part. (X6-X7-X8-X9).
Solution, part four (X10-X11-X12-X13).
stick to the MAGNETIC KEY (Y).
Go down, then right.
Use the MAGNETIC SWITCH (Z). enter the hall.
Use the NAIL and the HAMMER (A). Take the PIGEON FIGURE (B).
2 times off again.
Place the PIGEON FIGURE (C).
solution (D1). HB, MG, GE, FL, LJ, JM, KI, IL, EH.
BE, AD, DF, FI, EB, BD, DA, HB, LJ, IL, BF, CE.
EB, JH, LJ, FI, IK, BF, JC.
Take the KEY and PROTECTIVE SUIT (E).
Use the (F) key and enter.
lift your pillow; Take the NAIL PULLER (G).
Take the YELLOW GEMSTONES and HANGER (H).
Click on the handle (I).
wear gloves. Use the HANGER to get the HANDLE (J).
secure the HANDLE. take the GAS MASK (K).
Go back to the hall.
select (L).
Solution. CDBBCA.
glue the GREEN PEBBLES (M).
Place the YELLOW STONES and the GREEN STONES (N).
solution (O).
take the BOOTS (P).
Combine DANGEROUS SUIT, GLOVES, GAS MASK and BOOTS to get DANGEROUS SUIT (inventory).
Open and place the KHAZMAT COSTUME (Q).
Take the METAL PIECE and the HANDLE (R).
Place and click the handle (S).
Take the SHOVEL (T).
E.
Use the 4x NAIL PULLER (U). extinguish; Take the LAMP and the DIAGRAM (V).
Go down 2 times and turn right.
Place the lamp (W) for a hidden object scene (X). Make a drill.
Go down and enter the tunnel.
select (A), place the drill (B); turn (C). use a shovel; take the KEY (D).
Go back to the pump room.
Use a CHAVE (E).
Take the WELDING MACHINE PARTS and CABLE (F).
E.
Place the HANDLE (G).
solution (H).
advance
bring INSECT REPELLENT (I).
Go down 3 times and turn right.
Use INSECT REPELLENT (J).
Open and open the HANDLE (K).
Go back to the pump room.
Place the HANDLE and turn it (L).
solution (M).
Place the WELDING MACHINE PARTS to get the WELDING MACHINE (inventory).
Place the METAL PIECE (N). Use the SOLDERING IRON;
Place the DIAGRAM (O). install(P); press (Q) 1-2-3-4.
Insert the PUNCHED CARD (R).
Open (S) and turn the knob.
Chapter 4: Chinatown
Open it and take the NOTE (T).
Open and take MORE than 1/5 (U).
Select (V) and place the NOTE (W).
solution(X).
go right
climb the stairs; Open the door; Go left.
take the SIGN (Y).
select (Z).
Take the CAPE (A).
move (B). Select (C) and take ENVELOPES 2/5 (D).
E.
Take the NEEDLE (E), CABLE and PAPER (F). track (G).
Put the sign (H).
Use PIN (I). Choose (J); take the KEY.
Use the KEY; Go left.
Play the HOS(K). receive the JAR.
Take the STAIRCASE (L).
Open; take note (M). Take the BULB (N).
Use the BLADE (O). press (P). Take the METAL BRUSH (Q).
Take the EMPTY TEAPOT (R).
Place the EMPTY JARROW (S). Drag (T). receive the WATER JALLER.
Place the WATER KETTLE (U) and the ELECTRICAL CORD (V). choose (1-2); Take the HOT WATER KETTLE.
Open; Use the HOT WATER KETTLE; take COIN (W).
Back to the roof.
Use the METAL BRUSH (X). Put a pen and a sticky note with a chart.
advance
Fit the LAMP (Y). Grab the SWITCH (Z).
I return to the Hall. talk to dr. Bishop (A). receive about 3/5.
Return to the Hall House.
select (B). Insert the NOTE WITH SCHEME AND SWITCH (C).
solution (D).
go right
Take the PEAK (E).
3 times ago.
Use CHOICE (F). wear rubber boots.
Go back to the basement.
Put on the RUBBER BOOTS (G). take the CORKWRITER (H).
Return to the basement.
Put the jug. Use the CORKWRITER (I). Take a jug of wine.
Place the WINE JAR (J).
solution (K). CA, AB, BC, AB, CA, AB.
Tome o LOCKPICK (L).
Go back to Hugo's room.
Use ganzúa (M).
Solution. 1-C, 2-A, 3-D, 4-B.
tome note.
Go down, then right.
Place a NOTE (N).
solution (O).
take the 4/5 ENVELOPES and the WATCH HANDLE (P).
E.
Place the LADDER (Q). Place the CLOCK HAND (R).
solution (S).
get ABOUT 5/5.
Up the stairs.
Place ABOUT 5/5 (T).
solution (U).
Take the TUNING GEAR (V).
Go down and to the right.
Place the TUNING GEAR (W) for a hidden object scene (X). receives PHOTO OF SAMUEL.
E.
Place a PHOTO OF SAMUELS (Y). Glue the JAR and PASTA (Z).
Return to the basement.
Place the bottle (A).
solution (B).
Take the note and SWITCH BUTTON (C).
I return to the Hall. talk to dr. bishop (D); get a punched card.
Enter the intersection.
Use the PERFORATED CARD (E).
Open (F) and rotate the controls.
Chapter 5: The Laboratory
Select (G) and place (H) METAL BARS.
Position and then press SWITCH BUTTON (I).
Select (J) and place (H) METAL RODS.
Open the door and go forward.
Ring the bell (K). take the rod (L).
E.
Use the FISHING ROD to hit SERRA (M).
advance
Use SAW (N). Take the CATCH (O). open doors; Talk to William (P).
Take the LONG BOARD (Q), the BOOK (R) and the FIGURE PART (S).
Go back to Hugo's room.
Select (1-7) and place (T) the books. Add the BOOK (U).
solution (V).
Take the LIGHTER, the BILLS and the NOTE (W).
Go down 2x and place the LONG BOARD (X).
Go left, then right.
give TICKETS; Take the CALBAR KEBAB (Y).
E.
Give the SQUARE KEBAB (Z) for a hidden object scene (A). Take a fever pill.
Go back to the lab.
rotate(1); insert the fever pill (2); choose (3); Take the MEDICINE MEDICINE.
Give the MEDICINE MEDICINE (B). take the bell
Times for Chinatown.
take the HOOK (C).
Place PEGA (D).
solution (E). AB-Ax2-BX3-Ax2-BX4-Ax3-BX3.
Go left; talk to the boy.
Use the HOOK (F). take the HOSE.
Place ELSE (G).
solution (H).
Go left; talk to the man
Lay out the tools. take a wrench; take the TOOLBOX (I).
Insert the KEY (J).
Solution. 1-2-3-4.
Take the REINFORCED CUTTER and EQUIPMENT PART (K).
Go down 2 times and turn right.
Use the REINFORCED BLADE (L). take the GRAIN (M).
Go down and then left.
Place GRID (N). Grab the VALVE CABLE (O).
E.
Place and select the TAP (P). Choose a barrel.
take the kidney (Q).
Go down, then right.
Use the REINFORCED BLADE (R). open it to a HOS(S). get some wine.
Return to the basement.
Place and select the WINE HANDLE (T). Take the COLORED PAPER (U).
Volto para a oficina.
Hand over the COLORED PAPER (V).
solution (W).
receive the WHEEL.
Go left.
Place COIN (1), rotate (2), open (3). Grab the GRAMOPHONE HANDLE.
Place the WHEEL (X). Select the wheelbarrow for a HOS (Y). receive the FIGURE PIECE.
Return to the medical station.
Place a NOTE (Z).
Solution. (1-8).
take the STETHOSCOPE (A).
Go back to the basement.
Place the STETHOSCOPE (B).
solution (C). 9-5-3.
open (D); Take the FIGURE PIECE (E).
Return to the path to the lab.
Combine the PICTURE PARTS to the PICTURE (inventory).
Use the BRUSH (F). Place the FIGURE (G). Open; Take the VINYL RECORD and take the note (H).
Walk forward 2 times.
Place the vinyl record and the GRAMOPHONE HANDLE (I). Select the loop and place the needle.
solution (J). 5-2-7-1-3.
solution (K). A-Ex2-Cx2-F.
Take the MAP (L). Talk to William.
Go down and to the left.
Place the MAP (M).
solution(N). RLFFLLF.
Play the HOS(O). Get the JERRY CAN.
Take the FRUIT SPIKE (P).
Open it and take the STONE (Q).
Use the STONE (R). Click on the lever and move on.
Pegue a CRANK (S) e a METAL GEM (T).
2 times off again.
Place the MANGO PLANT and select it. Take the ELECTRICAL TAPE (U).
Go down and forward. Open the doors and go right.
Use electrical tape.
solution (V).
Take the CHALK (W).
Use the FRUIT PICKER to get the ELECTRODE (X).
Climb the ladder.
Take the PATTERN (Y) and CUP (Z).
Place the ELECTRODE (A).
Place PATTERN and use CHALK. take the DIAGRAM (B).
3 times ago.
Use the HAMMER (C) to trigger a Hidden Object Scene (D). receive STRING.
Go left.
remove the cover; Place the CONTAINER and HOSE (E). Take a full boat.
Walk forward 2 times and talk to William.
Place the DIAGRAM (F).
solution (G).
Take the MOLD (H).
Use FILLED CANS AND LIGHTER (I).
Place the MOLD and the METAL BODY (1). Put it in (2) and then in (3). Take the DEVICE PART (J).
Face to tower.
Place the ROPE (K). take the STONE WITH DESIGNS (L).
Go back to the abandoned substation yard.
Place STONE WITH PATTERN (M).
Solution. 2-3-1.
Take the DEVICE PART (N).
advance
Place the TOOLBOX (O).
Combine parts and EQUIPMENT PARTS according to diagram (P).
Place the MEDALLION (Q).
Congratulations. You completed New York City: High Voltage.