Tormented Souls 2 100 Percent Walkthrough: Every Puzzle Solved

A complete Tormented Souls 2 100 percent walkthrough covering every puzzle solution, code, and the steps for the Good Ending, area by area.

Tormented Souls 2 is generous with atmosphere and merciless with locks. One missed item in the Convent can stall you for an hour, and a single wrong dial turn in the Bunker ends your run outright. That is why a structured Tormented Souls 2 100 percent walkthrough matters: it keeps the order of operations straight so you never backtrack for a fuse you forgot.

This guide works as a spoiler-light Tormented Souls 2 100 percent walkthrough for the puzzle layer of the game. Every solution below covers the required item, where it comes from, and the exact input — plus the optional steps that unlock the Good Ending. For store details and game specifics, see Tormented Souls 2 on Steam.

What This Tormented Souls 2 100 Percent Walkthrough Covers

The puzzle chain in Tormented Souls 2 runs through six distinct zones, and each one gates the next. Progress is not linear within a zone, so treat each area as a checklist rather than a corridor.

  • Convent – locks, the frozen hand, the Cryptex, and the first mirror travel
  • Town and Mall – the arcade claw machine, pharmacy fridge, and chained man
  • Processing Plant – VHS tapes, keycards, the furnace, and cage routing
  • Cemetery – octagon pieces, animal dials, and the Four Horsemen
  • School – fuses, animal figurines, and two master key locks
  • Church and Bunker – the eye door, puppet virus, and the final cure

The solutions here are cross-checked against a community-compiled collection of Tormented Souls 2 puzzle solutions, which is player experience rather than developer documentation. Where the source layout was ambiguous in text form, this walkthrough describes the input in plain language instead of guessing.

Key Codes and Combinations at a Glance

PuzzleLocationInput
Bell tower glass (shotgun)Convent – Bell Tower topStrike bells 3, 1, 4, 2
Library telephoneConvent – Library3890*
Keypad doorProcessing Plant – Corridor 2F1765
Docks elevatorProcessing Plant – Underground DocksDial 2 one spin, dial 3 three spins
Animal dialsCemetery – Cemetery GroundsBird 1, Turtle 4, Bat 4, Dog 7
Constellation ringsCemetery – Cemetery EntranceOuter 5, middle 2, center 7
Four HorsemenCemetery – Burial ChamberVictory 12, War 6, Death 11, Famine 3
Pharmacy fridgeMall – PharmacyBlue, Yellow, Red
Puppet virusBunker – Bunker EntranceRed 6, Yellow 1, Green 2

Convent Puzzle Solutions

Start with the small stuff, because most Convent locks feed each other. The flower lock in the Infirmary only needs two items: a thumbtack from the cork board, combined with the Christ book found beside the stretcher nearest the lock.

  • Lighter in corpse (Bell Tower, bottom): use pliers on the corpse cage. The pliers sit in the Staff Room on F1.
  • Padlocked Courtyard door (North Corridor): break the padlock with the hammer from the Crematorium in the basement.
  • Bell tower glass: check the plaque under the casing, then hit bells 3, 1, 4, 2 to claim the shotgun.
  • Gallows (Courtyard): pull the lever to drop the torso, then use pliers to pull the saw blade free.

The frozen hand in the Kitchen is the first real bottleneck. Combine the saw blade with the saw handle — the handle hides in the Refectory behind a moveable shelf — then cut the hand loose. Open the oven door, light the wood with your lighter, and set the hand on the stove to melt out the Cryptex.

For the Cryptex, flip the chess paper from the Calefactory and read the piece movement lines. Match each section to the piece those lines describe; the reward is the crown key for the basement door into the Prison. Inside the Prison, use pliers on the fuse box wire, align the dials to the symbols that fit the printed shape, and throw the platform lever to power the cells. Swap the cursed book for the bible and deliver it to Joseph in the Crematorium to earn the Museum Key.

The Museum door wants the three star bolts turned before you slide the handle. Published guides disagree on the left/right order — PowerPyx says middle, left, right and SurvivalHorrors says middle, right, left — so try the alternate if the bar sticks. Deeper in, the Torture Museum padlock falls to the hammer, and the teleport mirror needs candles lit at bottom left, top left, the middle two on the right, and bottom right — the portrait of the woman with the mirror shows the order.

In the other-side Torture Chamber, turn the stretcher handle to split the scarecrow open, then return to the normal world for the shotgun pipe. The angel statue sequence needs the lighter on the hell-world scroll, the second torture mirror, the stone heart from the bronze bull corpse, and the heart placed in the statue's hole to fill the font. Fill the plant sprayer from the Chapter House with that blood and spray the cursed door in the North Corridor.

Town, Mall, and Processing Plant Puzzles

The Mall back entrance key comes off a body nailed to the wall in the lower butcher's shop. Once the Mall has power, the arcade claw machine takes the coin from the taped-up town phone — cut the tape with the box cutter from the locked gym or store room on Mall F3. Win a bear, cut it open, and you have the gold ring for the chained man on the Mall lower floor, which opens the Backstreets.

The pharmacy fridge runs on a polaroid: turn it over, add the numbers, and translate the sums into colored backgrounds for Blue, Yellow, Red. That same puzzle yields the gym lock key.

The Processing Plant is where this Tormented Souls 2 100 percent walkthrough earns its keep, because item reuse is constant:

  • Save Anna: play the VHS tape on the Conference Room projector, then shove the wardrobe in front of the vent so the present-day Anna survives.
  • Escape the freezer: look through the door slot and shoot the nailer to hit the button.
  • Reception elevator: slot the lightbulb, flip the switch, then smash the boxes with the crowbar.
  • Keypad 1765: pull the batteries from the cassette player in the Underground Docks, then remove them again afterward for the voice-activated lock.
  • Cage routing: use the Warehouse control panel to move and drop cages, clearing a path shared by both worlds.
  • Warehouse mirror: the writing gives clock times — 3 o'clock, quarter to, and 20 past — which map to the candle positions.

For the Waste Disposal furnace, leave the toy figurine in the other-side furnace, then make every switchboard dial vertical in the normal world, close the door, and burn the enemy to collect the spiral keycard. In the Dining Room, perform the four portrait actions — raise the lighter, aim the crossbow, swing the hammer, and spin a full circle — to release the mechanical jack, then pair it with the crowbar on the hanging shark for the triangle keycard. Slot all three keycards in the Factory kitchen and press each button three times.

Cemetery Puzzles and Collectible Pieces

The Cemetery is the most collectible-heavy zone. Grab the club key from the hanging tree to open the Old Mausoleum for the outer constellation piece, and pick up the metal detector and the octagon placement note inside.

PieceWhere to find it
Bird dialCemetery Grounds, inside the coffin at the bottom of the central stairs
Turtle dialCemetery Entrance, inside the tomb
Bat dialCemetery Entrance, inside the tomb
Dog dialCemetery Grounds, inside the hanging coffin to the left of the PEDRO grave puzzle
Bronze octagonHanging tree
Silver octagonBefore the mini bridge, near the unlocked West Cemetery gate
Gold octagonWest Cemetery, behind the locked mausoleum

Set the animal dials to Bird 1, Turtle 4, Bat 4, and Dog 7 for the hand cannon. Place the octagons in Gold, Silver, Bronze order to spell PEDRO. For the constellation, combine both pieces, spin outer 5, middle 2, center 7 to match the Gemini plaque, and set it on the statue base outside the mausoleum — the inner piece is in the Burial Chamber. Finally, use the marble sword from the catacombs on the Four Horsemen: Victory at 12, War at 6, Death at 11, Famine at 3.

School, Church, and Bunker Puzzles

Two fuses drive the School, and you must swap them between the generator board to reach every wing. The first comes from the Beethoven statue: play F-A-C-E-D-E-A-D on the xylophone with the metal spoon. The second is in Helena's cabinet — Book, Ruler, Compass, Sharpener, per her note in Classroom 101.

Other School requirements include the apple chain (seeds from Classroom 204, the VHS tape from Classroom 104, the player in the Art & Music Room, water from the shower table) for the snake figurine, and the girls' restroom mirror, whose grid reads off-lit-off / lit-off / lit-off-off from the top down. The other-side Classroom 202 cage takes Grenade, Fire, Male symbol, Sun, and Happy mask. Install the figurines as Hawk, Snake, Toad, Fly for the master key.

Master lock one, in the Director's Office, uses Female, Cross, Moon. Master lock two, in the other-side Computer Lab, uses Sun, Heart, Man for the recoil spring. Give the pig cook's mask to the hand in the Janitor's Room TV to clear the lobby curse.

In the Church, the gate key reads Rose as Heart, Fighter as Yin-Yang, and the three wise men as Star. Power the elevator with the rubber hose and pliers, then light the Stations of the Cross candles as PowerPyx documents them: the top-right candle, every remaining right-side candle, the bottom-left candle, the left candle above it, the top-left candle, and the left candle two positions below the top-left. In the Undercroft, kill your light and stand in darkness until the eye opens.

The Bunker closes the run. Mix Red 6, Yellow 1, Green 2 for the puppet virus — a wrong dose is an instant game over — insert the spark plug and use the switch before the lever, grab the Laboratory keycard from the B3 Incinerator, and fill the syringe at the Subject Containment mutation. Use the B2 Laboratory tape in the Containment Ward projector, then inject the IV bag beside Caroline in the past.

The Good Ending Steps

For full completion, do not skip these. Grab the sledgehammer from Joseph's cave hideout off the rear commercial district. After Lucia tells you to meet her in the underground bunker, return to the Convent Refectory, break the cracked wall, and take the duct tape from the sleeping quarters. Use it on the robot's neck in the other-side Director's Office to save Miguel in the real world and unlock the Good Ending.

FAQ

Is a Tormented Souls 2 100 percent walkthrough necessary to finish the game? No. Every puzzle can be solved through in-game hints alone. The value of following a Tormented Souls 2 100 percent walkthrough is avoiding wasted backtracking and catching the optional sledgehammer and duct tape steps that gate the Good Ending.

Which puzzle can end my run instantly? The puppet virus in the Bunker. Adding the wrong amount of any tube causes an immediate game over, so use Red 6, Yellow 1, Green 2 from Angelica's notepad.

Do I need to keep items after using them? Sometimes. The batteries you pull from the cassette player for the 1765 keypad are needed again for the voice-activated lock, so retrieve them before moving on.

What is the hardest code to find in the game? The library telephone code, 3890*. It requires the rotary dial from the basement via the torture museum and the yellow page from the last prison cell, then reading the lines on both sides of the paper.