Tormented Souls 2 Walkthrough: School Zone Puzzles, Fuses, and Boss Prep

A detailed Tormented Souls 2 walkthrough for the School zone: xylophone and Helena fuse puzzles, all four animal figurines, and pig cook boss prep.

The School is the longest, darkest, and most trap-heavy stretch of Dual Effect's survival horror sequel, and it is where most runs stall out. This Tormented Souls 2 walkthrough lays the zone out in the order the game actually expects you to clear it, so you stop juggling fuses and start opening doors. Everything below comes from documented playthrough footage and published puzzle guides rather than guesswork.

Follow this Tormented Souls 2 walkthrough from the train platform outside the gates to the save room next to the pig cook, and you will leave with both fuses, all four animal figurines, and the master key in hand. Caroline Walker's search for her missing sister Anna takes her through Villa Hess and beyond, but the School is the chapter that decides whether you finish the game or rage-quit in a hallway full of tripwires.

Before You Step Inside: School Zone Prep

The gate locks behind you the moment you enter, so do your shopping first. The area outside the School is worth a full sweep.

  • Clear every pointing statue. Statues that point in a direction mean a buried cache is nearby. Equip the metal detector and you will pull shotgun shells, plus powder and shot for the hand cannon — the heavy revolver you want to stockpile for bosses.
  • Grab the cassette tape by the radio. Playing it requires you to pull the batteries out of your flashlight, so plan on walking blind for a moment. The tape itself is story-critical: it is the recorded conversation between Isabella and Caroline's family about Anna's drawings and the referral to Mother Lucia.
  • Pick up the map immediately. Once inside, head up the staircase to the small office and take the map out of the printer. It is the cheapest quality-of-life upgrade in the zone.

Batteries are never a consumable in this game — they only get swapped between devices. That means every VHS player and tape deck you find costs you your torch until you put them back.

Zone Order for Your Tormented Souls 2 Walkthrough

It helps to know where the School sits in the campaign before you commit an evening to it. The zone progression in the published walkthrough hubs runs like this:

OrderZoneWhat to Expect
1Convent (two parts)Opening puzzles, Lady Chapel barrier, first mirrors
2Commercial District, Butcher Shop & MallTown exploration, arcade claw machine, pharmacy safe
3Processing PlantKeycard hunt, cage control panel, furnace
4CemeteryMetal detector octagons, constellation dial, Four Horsemen
5SchoolFuse juggling, animal figurines, pig cook boss
6ChurchMaster key gate, candle mirror, eye door
7BunkerLate-game puzzle gauntlet and the puppet virus

If you are lost before the School, the zone order above is your roadmap. The full listing lives in the Into Indie Games walkthrough hub, and the official Tormented Souls 2 Steam page covers the game itself.

Tormented Souls 2 Walkthrough: Solving the School's Two Fuse Puzzles

The School only ever gives you two fuses, and you will move them constantly. One powers the elevator, one powers floor-specific doors, and neither is optional.

The Xylophone and Beethoven Statue

Head to the Art & Music Room for the hint. You will find sheet music and a xylophone poster that nod to the Moonlight Sonata — a clear Resident Evil wink — but the actual answer is a word you spell in notes. Collect the xylophone from the Kindergarten classroom and the metal spoon from the schoolyard.

Bring both to the Beethoven statue in East Corridor B, use the spoon on the xylophone, and play F-A-C-E-D-E-A-D. In the color language the instrument uses, that is purple, yellow, green, blue, then red, blue, yellow, red. The reward is the 7A fuse.

Keep a phone photo of the sheet music. There is no in-game corkboard for it, and you will want the reference later.

Helena's Cabinet in Classroom 102

Read Helena's note in Classroom 101 first. Her failing memory forced her to write a riddle instead of a code, and each line points to an object:

  • "An arc that safeguards ideas" → Book
  • "A righteous guide that straightens the path" → Ruler
  • "A voyager who circles" → Compass
  • "One that peels the skin" → Sharpener

Rotate the dials as Book, Ruler, Compass, Sharpener. That is the second fuse, which lets you power the elevator and the second floor simultaneously.

PuzzleItems NeededSolutionReward
Beethoven statueSpoon, xylophone, sheet musicPlay FACEDEAD7A fuse
Helena's cabinetHelena's noteBook, Ruler, Compass, SharpenerSecond fuse

Turning Four Figurines Into the Master Key

Four animal figurines sit behind four separate obstacles in the School. None of them is optional.

FigurineLocationHow to Get It
HawkClassroom 202Solve the other-side dials: Grenade, Fire, Male symbol, Sun, Happy mask
SnakeClassroom 103Give the teacher the apple you grow with the VHS tape
ToadClassroom 203 (other side)Reach it while exploring the mirror world
FlyGirl's RestroomSpray the flies on the other side with insecticide

The Other Side Reversal

Classroom 202 shows a series of symbols on the wall — but every one of them is inverted. A hare becomes a snail, peace becomes war, frost becomes fire. Translate each symbol to its opposite and you get the code that opens the birdcage: Grenade, Fire, Male symbol, Sun, Happy mask.

The Insecticide Trouble

Combine the insecticide sprayer from the other-side Director's Office with the can from the cupboard in Storage Room 201. Use the filled sprayer on the flies in the other-side restroom, then return to the real world to collect the fly figurine behind the now-empty cage.

The Apple and the Teacher

You need three items for this one: apple seeds from the teacher's desk in Classroom 204, the VHS tape from Classroom 104, and the VHS player in the Art & Music Room. Travel into the past, plant the seeds in the pot, then drag the table under the dripping shower head so the plant actually gets watered. Return to the present, take the apple from the playground, and place it in the waiting teacher's hand. Her drawer opens, and the snake figurine is yours.

Order Matters in the Science Lab

Back in the Science Lab, slot the four figurines into the stand following the "strong devour the weak" blackboard: Hawk, Snake, Toad, Fly. That produces the master key.

Use it twice more before the boss: the Director's Office dials (Female, Cross, Moon) and the Computer Lab cupboard (Sun, Heart, Man), which holds the recoil spring upgrade for the hand cannon.

Combat, Traps, and Resource Tips for the School

Community playthrough footage is blunt about one thing: this zone punishes ammo greed and rewards a good melee tool.

  • Sledgehammer the doll children. These knife-wielding kids are the School's signature enemy, low-health and relentless. A sledgehammer swing is often a one-hit kill, though the animation leaves you exposed for a beat. The crowbar is the safer alternative because it stun-locks.
  • Save the shotgun and acid rounds for the pigs. The heavier encounters in the playground and pig pen can eat a dozen hits. Nitro acid rounds for the crossbow are boss-tier ammunition — do not waste them on dolls.
  • Treat health as a resource instead of ammo. Stockpiling large and medium first aid kits lets you absorb hits instead of spending shells.
  • Watch the floor, not the corridor. Isabella's tripwires are strung low and the lighting hides them. Walk, do not sprint, through unfamiliar rooms. Player experience reports say traps occasionally catch pursuing enemies in tight hallways, but more often they catch you.
  • Open shortcuts religiously. The School is built so that key items always come with a nearby door back to the main route. Grabbing the shortcut saves you the long way around later.

Beyond the School: Later Puzzle Warnings

A few late-game puzzles in this game are unforgiving enough to deserve a heads-up.

  • Church eye door: in the Undercroft other side, extinguish every candle, kill your lighter and flashlight, and stand in the dark until the eye opens.
  • Bunker puppet virus: the solution is Red 6, Yellow 1, Green 2. Inputting a wrong amount is an instant game over, so read Angelica's notepad before you touch the tubes.
  • Bunker generator: insert the spark plug, flick the switch on the lower level, and pull the lever last. Order is everything.

FAQ

How long does the School take in a Tormented Souls 2 walkthrough? Community footage of the zone runs past the hour mark before the boss even begins, so plan a full session. It is the longest single stretch in most players' runs.

Can I skip the animal figurine puzzle? No. The four figurines are the only route to the master key, and the master key unlocks both the Director's Office dial lock and the path to the pig cook. Any Tormented Souls 2 walkthrough that skips them is skipping the boss.

What note order do I play on the xylophone? F-A-C-E-D-E-A-D, which reads as "FACE DEAD" on the sheet music. The spoon is the striker and the Beethoven statue in East Corridor B is the target.

Why can't I power both doors at once? Because the School only contains two fuses and the elevator competes with the floor doors for them. Complete both the xylophone puzzle and Helena's cabinet early, then shuttle the fuses between the generator room, the elevator, and the second floor as needed.