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City Legends 2: Trapped in Mirror - Full Walkthrough with Tips and Puzzles

Urban Legends 2: Prisoner of the Mirror. The writer travels to Pennsylvania, the home of Bloody Mary, to study mystical stories for his new book. One of these stories turns out to be a reality, so an evil entity from the world of the dead enters the world of the living. Will our hero be able to cope with the dangerous cases in which he was drawn? Will he be able to protect his loved ones? And who is the main villain in this story? This article describes a complete and detailed walkthrough of the game with pictures. An overview of all the secrets, tips, tactics and features of game mechanics from start to finish is given.

Contents

  1. General Tips
  2. Chapter 1 Bloody Mary
  3. Chapter 2 Mirror World
  4. Chapter 3 Restoring the Mirror
  5. Chapter 4 Sanders’ Store
  6. Chapter 5 Steve’s House
  7. Chapter 6 The Wachowski Mansion
  8. Chapter 7 Lake
  9. Extra Chapter
  10. Collectibles

Urban Legends 2: General Tips

The author of a novel about the Order of the Witches learns that his book has become a bestseller, and the publisher is ready to offer a major contract. There is only one condition - he needs to quickly prepare new material. Where else to get chilling stories, if not in Pennsylvania? Our hero goes there and takes his assistant with him. In one of the city’s museums, he even gets access to a mystical exhibit, a Bloody Mary mirror, and begins to study it.

It would seem that everything is going very well, only the legend of the ghost in the mirror turns out to be not a fiction at all... The evil entity successfully passes into the world of people and even kidnaps the protagonist’s assistant, putting forward his own conditions for her salvation. Now the writer will have to fight monsters not on the pages of books, but in real life, making every effort to destroy evil and save people important to him.

During the passage of the game, you will need to look for various items and use them correctly. In case of difficulty, you can use the hint. This walkthrough will not tell you each time you need to zoom in on a location. Screenshots show each close-up scene. Hidden object puzzles are referred to as HOPs. This walkthrough does not explain the decisions of the HOP. It only shows the location of the HOP and the item received.

You will be shown puzzle solutions that are not randomly generated. Please read the in-game descriptions for each puzzle. Sometimes in this game, before interacting with a scene, you will need to click on a new scene to trigger a dialogue, cutscene, or quest. Use the Map to quickly move between locations.

Urban Legends 2: Chapter 1 Bloody Mary

  1. Talk to the driver (A); you will receive a HANDKERCHIEF.
  2. Take the newspaper.
  3. Use HANDKERCHIEF; open (B).
  4. Take note book, ELECTRIC TAPE, and SMOKING PIPE (C).
  5. Use SMOKING PIPE; take RING (D).

  1. Take Advice magnifying glass and PHONE (E).
  2. Use RING; take map, WALLET, and SHOEHORN (F).
  3. Click on the laptop.
  4. Play the HOP (@).

  1. Take the GLOVE and UMBRELLA (G).
  2. Use GLOVE; take the NAILS (H).
  3. Use SHOEHORN; take the NAIL CLIPPERS (I).
  4. Read the note; take the CABLE with the NAIL PLIERS (J).

  1. Use CABLE and ELECTIVE TAPE (K).
  2. Light Duty Solution (L): 1-2-2-4-4-(M-1)-(N-2)-(O-3)-(P-4).
  3. Complex mode solution (Q): 1-1-2-3-3-5-5-(R-1)-(S-2)-(T-3)-(U-4)-(V-5 )-(W-6).
  4. You receive the SOUVENIR MAGNET.
  5. Go there (X).

  1. Take CAMERA and PLATE 1/2 (Y).
  2. Use the SOUVENIR MAGNET (Z).
  3. Take FIBULA and MUSEUM TOKEN (A).

  1. Use MUSEUM TOKEN (B).
  2. Place the boxes as shown, then click here (@).
  3. Light Mode Solution: (CDE).

  1. Hard mode solution: (CDEF).
  2. Go there (G).

  1. Take VALVE and PLATE 2/2; use FIBULA (H).
  2. Take BATTERY 1/2 and GUARD’S ID (I).
  3. Use GUARD’S ID; take the HEAVY STATUETTE (J).

  1. Place PLATES, NAILS, and HEAVY STATUETTE (K).
  2. Take BATTERY 2/2, PIPIDASTER, and BIN (L).
  3. Go back twice.

  1. Connect the BID and WALLET; take the money.
  2. Give the stall seller the MONEY (M).
  3. Play the HOP (N).
  4. Take the WHISTLE (O).
  5. Place the WHISTLE (P) and use it (Q).
  6. Take SEAL and HEAVY BOOK (R).
  7. Go there (S).

  1. Place HEAVY BOOK; take the SCISSORS (T).
  2. Use UMBRELLA (U).
  3. Open the box; take the LENS (V).
  4. Connect BATTERIES, LENS and CAMERA.
  5. Use CAMERA (W); you will receive the ENCRYPTED PASSWORD.
  6. Go there (X).

  1. Place ENCRYPTED PASSWORD (Y).
  2. Enter: 5-4-3-2 (Z).
  3. Take CD (Y).
  4. Place CD; take the CORK and NUT (A).
  5. Go back twice.

  1. Remove the stone; place VALVE and NUT. Take HOOK and CORKSCREW (B).
  2. Go there (C).
  3. Use the CORKSCREW (D). Take GLUE.
  4. Use PIPIDASTR; take the ZOOTROP PICTURES (E).
  5. Go there (F).

  1. Place ZOOTROP PICTURES (G).
  2. Play the HOP (H).
  3. Take RUNES (I).
  4. Place RUNES (J); press: 3-5-2-1-4.

Urban Legends 2: Chapter 2 Mirror World

  1. Open the bag; take note, EARRING, and GOBLET (K).
  2. Read the note; take the AICHRIZON with the SCISSORS (L).
  3. Connect the SEAL, AIHRIZON and GOBLET; you receive the STINKING AIHRIZON.
  4. Give Alice the STINKING AIHRIZON (M).
  5. You receive a FLASHLIGHT.

  1. Use the FLASHLIGHT (N).
  2. Click on the button when the skeletons are located as shown in the screenshot.
  3. Light Mode Solution: (OPQ).
  4. Hard mode solution: (OPQR).

  1. Read the note; open the bag. Take ROPE and BROKEN AMULET (S).
  2. Use ROPE and HOOK; take the HAT and SPEAKER HANDLE (T).
  3. Go back.

  1. Place COLUMN HANDLE, NUTS, and CORK (U).
  2. Take the HAMMER SHAFT, NUT CUTTER, and AMULET PIECE (V).
  3. Go there (W).

  1. Connect the GLUE, AMULET PIECE and BROKEN AMULET; you receive a HEART AMULET.
  2. Place HEART AMULET (X).
  3. Play the HOP (Y); you receive a ROSE.
  4. Put the leaf under the door; use ROSE (Z).
  5. Remove the key and open the lock with it (A).
  6. Go there (B).

  1. Use HAT; take the RULER (C).
  2. Use EARRING; take the note and MARY’S DIARY (D).
  3. Take HERBS 1/2 (E); use RULER (F).
  4. Take the BELT (G).

  1. Take the CHALK; use BELT (H).
  2. Take the SAPPHIRE (I).
  3. Place SAPPHIRE; take Chopsticks and HERBS 2/2 (J).

  1. Place HERBS, CHALK, and MARY’S DIARY (K).
  2. Light Duty Solution (L): Mx2-Nx3-Ox2-Px2-Qx3-Rx3-Sx3-Tx3-Ux2-Vx3-Wx3.
  3. Hardmode Solution: Place the lines as shown (L).

Urban Legends 2: Chapter 3 Restoring the Mirror

  1. Take CAROLINE’S PASS and PIECE (X).
  2. Connect the HAMMER HAND and the HAMMER SHACKLE.
  3. Take PARAFFIN; use HAMMER. Take the BOLT CUTTER (Y).

  1. Use BOLT CUTTER (Z); take SPELL PIECES 1/3 and WHEEL (A).
  2. Place the WHEEL and NUTS (B).
  3. Go there (C).

  1. Take MAGNET; take the SPELL PIECES 2/3 with the Chopsticks (D).
  2. Use MAGNET; take the PIPIDASTER (E).
  3. Take GEAR 1/2 with CAROLINE’S PASS (F).

  1. Take ACETONE and GEAR 2/2 (G).
  2. Place GEARS (H).
  3. Go there (I).

  1. Take the WATER (J).
  2. Use PARAFFIN; take the TROWEL (K).
  3. Use TROWEL; take SPELL PIECES 3/3 and BROKEN STETHOSCOPE (L).
  4. Go back twice.

  1. Take note book; place SPELL PIECES (M).
  2. Play HOP (N); you receive a KEY.
  3. Use KEY; take STETHOSCOPE PIECE (O).
  4. Go there (P).

  1. Connect the STETHOSCOPE PART and BROKEN STETHOSCOPE; you receive a STETHOSCOPE.
  2. Use STETHOSCOPE (Q).
  3. Light Mode Solution: (R).
  4. Hard Mode Solution: (S).

  1. Take the DISCHARGED NAVIGATOR and RAG (T).
  2. Use ACETONE and RAG; take the FILE (U).
  3. Go there (V).

  1. Use FILE (W); take the SCOOP and GYPSUM (X).
  2. Place WATER and GYPSUM (Y).

  1. Solution (Z): 1-1-1-2-3-4-5-5-6-6-6-6-6-7-8-9-10-11-12.
  2. You receive ATLANTA.
  3. Place ATLANTA; take COIN and OIL CAN.
  4. Use PIPIDASTR; take the PALETTE EMBLEM (A).
  5. Go back twice.

  1. Place PALETTE EMBLEM; take the FAN and CARD KEY (B).
  2. Use KEY CARD (C).

  1. Light Mode Solution: (D).
  2. Hard Mode Solution: (E).
  3. Take the CAR KEY and CUTTERS (F).
  4. Go there (G).

  1. Use SCOOP and CUTTERS (H); you receive SEEDS.
  2. Give the SEEDS to the parrot (I).
  3. Play HOP (J); you receive a DIAMOND RING.
  4. Go there (K).

  1. Use DIAMOND RING; take CHAIN ​​and PATCH (L).
  2. Place DISCHARGED NAVIGATOR and PATCH; take the NAVIGATOR (M).
  3. Open the car door.
  4. Place the NAVIGATOR (N) and CAR KEY (O).

Urban Legends 2: Chapter 4 Sanders’ Store

  1. Take BOOK EMBLEM 1/2; use OIL CAN (P). You receive a PADLOCK.
  2. Take the OPENER (Q).
  3. Use FAN; take the STAR (R).
  4. Use COIN; take NEWSPAPER and NUT (S).

  1. Place NUT and OPENER (T).
  2. Light Duty Solution (U): V-Wx2-Xx2-Yx2-V.
  3. Hard Mode Solution (U): VWVXW-Xx2-V.
  4. Take the CUTTERS (Z).

  1. Place STAR (A); use CUTTERS (B).
  2. Go there (C).

  1. Take BOOK EMBLEM 2/2 and TORN BASEBALL GLOVE (D).
  2. Place BOOK EMBLEM; take note and TWEEZERS (E).
  3. Raise the mat; use NEWSPAPER and TWEEZERS (F).
  4. Go there (G).

  1. Place CHAIN ​​and PADLOCK (H).
  2. Easy Mode Solution (I): 3-(move 3-5)-5-5-(5-8)-8-8-(10-9).
  3. 10-(8-12)-10-(9-10)-10-(10-8)-8-(8-5)-5-(5-1)-3-(2-3)-3.
  4. (3-5)-5-5-(5-8)-8-8-(8-12)-10-(11-10)-10-(10-8)-8-(8-5)- 5-(5-1).
  5. Hard mode solution (I): 6-(6-7)-6-(3-4)-5-5-(8-5)-5-3-(5-1)-(10-9)- 3.
  6. (2-3)-3-(3-5)-5-5-(5-8)-8-8-10-(8-12)-10-(9-10)-10.
  7. (10-8)-8-(8-5)-5-(5-1)-3-(4-3)-3-(3-5)-5-5-(5-8)-8- eight.
  8. (8-12)-10-(11-10)-10-(10-8)-8-(8-5)-5-(5-1)-6-(7-6)-6-(6 -8)-8-8-(8-12).

  1. Read the note; take BOARDS and SEWING KIT (J).
  2. Combine the SEWING KIT and TORN BASEBALL GLOVE; you receive a BASEBALL GLOVE.
  3. Take BOOT, WIRE, and note (K).
  4. Use BASEBALL GLOVE; take the ANTISTAPLER (L).
  5. Go back twice.

  1. Use ANTISTAPLER; take the PETARD (M).
  2. Use PETARD; take the HAIRPIN (N).
  3. Return to Sanders’ shop.

  1. Use HAIRPIN; take the GAME BUTTON (O).
  2. Place GAME BUTTON (P).
  3. Play the HOP (Q); you receive a SUCKER WOLF.
  4. Use the SUCKER WOLF; take note and COMB (R).
  5. Go back.

  1. Take the NAILS with the COMB (S).
  2. Place PLANKS, NAILS, and BOOT (T); take the CORKSCREW, HACKSAW HANDLE, and HOSE (U).
  3. Go back.

  1. Remove the cover; place HOSE. Take BROOM, note, and HEX KEY (V).
  2. Go forward.
  3. Use HEX KEY; take HACKSAW and MOTHERBOARD (W).

  1. Place WIRE and MOTHERBOARD (X).
  2. Light Mode Solution: (Y).
  3. Hard Mode Solution: (Z).
  4. You receive a REMOTE CONTROL.
  5. Go there (A).

  1. Use REMOTE CONTROL; take the SKULL EMBLEM (B).
  2. Place SKULL EMBLEM; take notes (C).

Urban Legends 2: Chapter 5 Steve’s House

  1. Take FLASHLIGHT, note, and TAPE; use CORKSCREW (D).
  2. Take COIN 1/2 and WING NUT (E).
  3. Use BROOM; take the HACKSAW BLADE (F).
  4. Connect the HACKSAW HANDLE, WING NUT, HACKSAW BLADE and HACKSAW; you receive a HACKSAW.
  5. Use HACKSAW (G).
  6. Go there (H).

  1. Take HOOK, BATTERIES and OIL (I).
  2. Connect BATTERIES and FLASHLIGHT.
  3. Place FLASHLIGHT (J).
  4. Play the HOP (K); you receive a MIRROR.
  5. Use MIRROR and HOOK (L).
  6. Go there (M).

  1. Take the CHAIR (N).
  2. Use the CHAIR (O).
  3. Take the LAMP HOLDER and CORK (P).
  4. Use CORK; take COIN 2/2.
  5. Take the FINGERPRINT with the TAPE (Q).
  6. Use FINGERPRINT (R).
  7. Go there (S).

  1. Take SPONGE; use COIN (T).
  2. Take the TIN NOOSE (U).
  3. Take MOSAIC PIECE 1/3; use the TIN LOOP.
  4. Read the note and take the PEN (V).
  5. Go back three times.

  1. Place HANDLE and OIL (W).
  2. Light Mode Solution: (X).
  3. Hard Mode Solution: (Y).
  4. Take SHEARS and CLEANER (Z).

  1. Use CLEANER and SPONGE (A).
  2. Choose any answer option (B or C).
  3. If you chose B, skip the steps marked with #.
  4. # YOU RECEIVE A VALVE.
  5. # PLACE THE VALVE (D).
  6. # GO THERE (E).

  1. # TAKE THE LIGHT BULB AND THE HAT (F).
  2. # USE THE HAT; TAKE THE MAGNIFIER (G).
  3. # PLACE LIGHT BULB AND MAGNIFIER; take BALLBOON 1/3 and CLOVER EMBLEM (H).
  4. Return to the courtyard of Steve’s house.

  1. Use SHEARS; take the LEVER (I).
  2. # PLACE CLOVER EMBLEM; take the OFFICE KNIFE (J).
  3. Place LEVER; take MAIL BOX FLAG and MOSAIC PIECE 2/3 (K).
  4. Exit to the barrier.

  1. Place MAIL BOX FLAG; take note and CLIP (L).
  2. # USE OFFICE KNIFE; take BALL 2/3 and THIRD EYE (M).
  3. Use the CLIP; take HOOK and MOSAIC PIECE 3/3 (N).
  4. Go back.

  1. Place MOSAIC PIECES (O).
  2. Play the HOP (P); you receive the MOON AMULET.
  3. Place MOON AMULET (Q); take the HELMET (R).
  4. Go back.

  1. Use the HAZEL; take the WHEEL (S).
  2. Place the WHEEL (T); take note, HORN, BOOK 1/3, and ROPE (U).
  3. Go back.

  1. Place HORN and LAMP HOLDER (V); take the TONGS and SAW (W).
  2. Use the SAW; open the refrigerator (X).
  3. Take CRYSTAL BALL and BAT (Y).
  4. # GO THERE (Z).

  1. # PLACE THIRD EYE; take BALLBONS 3/3 (A).
  2. # PLACE BALLS (B).
  3. # LIGHT MODE SOLUTION (C): (2-1)-(4-2)-(5-3).
  4. # SOLUTION FOR HARD MODE (D): (2-1)-(4-2)-(5-3)-(5-6).
  5. # TAKE THE WINDING KEY (E).
  6. # GO TO THE COURTYARD OF STEVE’S HOUSE.

  1. # USE THE WINDING KEY; TAKE THE REEL (F).
  2. # RETURN TO THE BUNKER.
  3. # PLACE THE BOBBIN (G).
  4. # PLAY THE HOP (H); you will receive a CODE.
  5. # PLACE CODE, READ DIARY (I).
  6. Return to Steve’s house.

  1. Place BAT and ROPE (J). You receive the MAGNETIC KEY.
  2. Go there (K).
  3. Use the MAGNETIC KEY (L).

  1. Light Mode Solution: (M).
  2. Hard Mode Solution: (N).
  3. You receive the MOTORCYCLE KEY.
  4. Use MOTORCYCLE KEY (O).

Urban Legends 2: Chapter 6 The Wachowski Mansion

  1. Take OLD STATUETTE and VINE (P).
  2. Connect the VINE and HOOK; you receive the HOOK ON THE VINE.
  3. Use the HOOK ON THE VINE (Q).
  4. Go there (R).

  1. Take BOOK 2/3 and SAND (S).
  2. Use SAND; take the DIAMOND PENDANT with the TONGS (T).
  3. Use DIAMOND PENDANT (U).
  4. Play the HOP (V); you receive the WACHOWSKI SEAL.
  5. Use the WACHOWSKI SEAL (W).
  6. Go there (X).

  1. Place CRYSTAL BALL; take CLOCK HAND 1/2 and BOOK 3/3 (Y).
  2. Place BOOKS; take note and MACHETE (Z).
  3. Go back twice.

  1. Use MACHETE (A).
  2. Light Mode Solution (B).

  1. Hard mode solution (C).
  2. You receive a STUD EARRING.

  1. Use STUD EARRING (D); take the PORTRAIT and note (E).
  2. Go there (F).

  1. Place PORTRAIT; take CLOCK HAND 2/2, PESTLE, and BLACK PEARL (G).
  2. Place CLOCK HANDS (H); take the RULER and WACHOWSKI’S RECORD (I).
  3. Go there (J).

  1. Use RULER (K); take HANDKERCHIEF, INSTRUCTIONS, and HAT (L).
  2. Give Steve the WACHOWSKI RECORDS (M).
  3. Choose any answer option (N or O).
  4. If you chose N, skip the steps marked with #.
  5. # YOU RECEIVE A CHESS PIECE.

  1. # PLACE THE CHESS PIECE (P).
  2. # SOLUTION (Q): (11-6)-(6-7)-(7-12)-(8-1)-(1-6)-(6-11)-(11-4).
  3. (4-9)-(10-5)-(9-10)-(2-9)-(9-4)-(4-3)-(12-7)-(7-6)-(5 -12).
  4. (12-7)-(7-2)-(6-7)-(7-12)-(2-7)-(7-6)-(6-1).
  5. Place PESTLE and HAT; take COMB, BOMB HOUSING, TERMINAL 1/2, and ADJUSTABLE WRENCH (R).
  6. # GO THERE (S).

  1. # TAKE CORK 1/3 AND TWEEZERS (T).
  2. # TAKE CORK 2/3; take the MIRROR with the TWEEZERS (U).
  3. # PLACE MIRROR; take the MOSAIC PIECE (V).
  4. Exit to the entrance to the mansion.

  1. Use the COMB; take the AWL, CANDLE, and WICK (W).
  2. # PLACE MOSAIC PIECE; take CORK 3/3 and FOLIANT KEY (X).
  3. Use AWL and OLD STATUETTE (Y); you receive a WHITE PEARL.
  4. Return to the sorcerer’s office.

  1. Place BLACK PEARL and WHITE PEARL (Z).
  2. Take note and LABEL (A).

  1. Place LABEL (B).
  2. Play the HOP (C); you receive an OBSIDIAN.
  3. Place OBSIDIAN; take the GRATED OBSIDIAN (D).
  4. # GO THERE (E).

  1. # USE CORK; take REAGENTS (F).
  2. # PLACE REAGENTS (G).

  1. #Light Mode Solution (H): (1-3)-(2-3)-(3-4)-(5-4)-(6-7)-(8-7)-9-(9- 10)-11-12-13.
  2. # SOLUTION FOR HARD MODE (H): (1-3)-(2-3)-(3-4)-(5-4)-(6-7)-(8-7).
  3. 9-(9-10)-11-12-13-(14-15-16).
  4. # TAKE THE ACID.
  5. # GO BACK.

  1. # USE ACID (I); take the CHALK (J).
  2. # GO THERE (K).
  3. # PLACE FOLIANT KEY AND CHALK (L); take the RUNE (M).

  1. # PLACE RUNE (N).
  2. # PLAY THE HOP (O); you receive the MAGIC CONTRACT.
  3. # PLACE MAGIC CONTRACT (P).
  4. Return to the main hall.

  1. Use CANDLE (Q); you receive a BURNING CANDLE.
  2. Combine the BOMB BODY, GRATED OBSIDIAN, WICK, and INSTRUCTIONS; you receive a BOMB.
  3. Place BURNING CANDLE and BOMB (R).
  4. Go there (S).

Urban Legends 2: Chapter 7 Lake

  1. Take TERMINAL 2/2 and GLOVE BUTTON.
  2. Place NECK HANDKERCHIEF and ADJUSTABLE KEY; take note and CARBINE (T).
  3. Place CARBINE; take the GARDEN GNOME (U).
  4. Place the GARDEN GNOME (V).
  5. Solution: (1-3)-(2-4)-(4-5).
  6. Take the PASS (W).
  7. Use the PASS (X).
  8. Go there (Y).

  1. Take BACKPACK and SOAP (Z).
  2. Use SOAP; take CABLE and FISH EMBLEM 1/2 (A).

  1. Place CABLE and TERMINALS (B).
  2. Light Mode Solution (C).
  3. Hard mode solution (D).
  4. Go there (E).

  1. Take the BLADES and NUT (F).
  2. Place GLOVE BUTTON (G); take the LOOKER’S KEY (H).
  3. Use LOOKER’S KEY (I).
  4. Play HOP (J); you receive the CHEST KEY.

  1. Place CHEST KEY; take notes, METEORITE, and NOZZLE (K).
  2. Go back.
  3. Place the NOZZLE (L); you receive a BLOWTORCH.
  4. Use the BLOWTORCH (M).
  5. Go there (N).

  1. Take the REEL OF WIRE and LADDER (O).
  2. Place LADDER (P).
  3. Take the BOOK (Q).

  1. Place BOOK (R).
  2. Light Duty Solution (S): 4-5-4-3-2-5-1-2.
  3. Hard Mode Solution (S): 4-5-4-3-2-5-1-2-4-3-1.
  4. Take BELLOWS and CORK (T).

  1. Place CORK (U); take note, FISH EMBLEM 2/2, and SCREW (V).
  2. Return to the lake.

  1. Place FISH EMBLEMS (W); take the WOODEN SPOON (X).
  2. Use WOODEN SPOON; take the VALVE (Y).
  3. Go back twice.

  1. Place VALVE and NUT (Z).
  2. Light Mode Solution (A): 2-9.
  3. Hard Mode Solution (A): 1-10.
  4. Take the KEY (B).
  5. Return to the closet.

  1. Use KEY (C); take the HARNESS and FOUNTAIN PEN (D).
  2. Use FOUNTAIN PEN (E); take the BLADE (F).
  3. Go back.

  1. Connect the BLADES, SCREW and BLADES.
  2. Place BLADES (G).
  3. Play the HOP (H); you receive a GOLF CLUB.
  4. Use GOLF CLUB; take the EAGLE FIGURINE and SUCKERS (I).
  5. Place the REEL OF WIRE and SUCKERS; take the SWALLOW FIGURINE (J).
  6. Go there (K).

  1. Combine the EAGLE FIGURINE, SWALLOW FIGURINE and BACKPACK.
  2. Light Duty Solution (L): (1-4-7-8-9)-(11-6-5-4-1)-(2-8-7-6-11).
  3. (9-8-7-6-5)-(3-8-7-6)-(12-10-9-8-2)-(13-10-9-8-3)-(6-7 -10-12)-(5-6-7-10-13).
  4. Hard Mode Solution (M): (1-5-8-9-10)-(2-5-8-9)-(12-7-6-5-1)-(13-7-6-5 -2).
  5. (9-8-7-12)-(10-9-8-7-13)-(3-9-8-7-6)-(4-9-8-7)-(14-11-10 -9-3).
  6. (15-11-10-9-4)-(7-8-11-4)-(6-7-8-11-15).
  7. Take the LIGHT BULB (N).

  1. Replace LIGHT BULB (O).
  2. Play the HOP (P); you receive a GOLDEN BROOCH.
  3. Use GOLDEN BROOCH; take the FOLDING KNIFE (Q).
  4. Use FOLDING KNIFE; take the ANTISTAPLER (R).
  5. Return to the closet.

  1. Use ANTISTAPLER; take the LEATHER PATCH (S).
  2. Place LEATHER PATCH and HARNESS; take note and DAGGER MOLD (T).
  3. Place METEORITE, DAGGER MOLD, and BELLOWS; 1 and 2 and 3 (U). You receive the MAGIC DAGGER.
  4. Go back twice.

  1. Use the MAGIC DAGGER (V).
  2. Defeat the opponent (W).

Urban Legends 2: Extra Chapter

  1. You will receive a TICKET ON PHONE.
  2. Take MEDAL and NEWSPAPER (A).
  3. Take BILLIARD BALL 1/3, FANG PENDANT, and BROKEN SHEARS (B).
  4. Connect the MEDAL and BROKEN SHEARS; you receive the SHEARS.
  5. Use SHEARS (C).
  6. Play the HOP (D); you receive a BUTTON.
  7. Place the BUTTON and click on it (A).

  1. Take the BOLT and CLOTCH (E).
  2. Use CLOTHING PEL; take the NUT and PASSPORT (F).
  3. Place TICKET ON PHONE and PASSPORT (G).
  4. You receive the BUNGALOW KEY.

  1. Choose any answer option (H or I).
  2. If you chose option H, skip the steps marked with #.
  3. # YOU WILL RECEIVE A MUSEUM TICKET.
  4. # USE MUSEUM TICKET (J).
  5. # GO THERE (K).

  1. # TAKE PIANO KEYS 1/2 (L).
  2. # READ THE NOTE AND TAKE THE BAS-RELIEF FRAGMENT (M).
  3. # PLACE BAS-RELIEF FRAGMENT (N).

  1. # LIGHT MODE SOLUTION (O).
  2. # SOLUTION FOR HARD MODE (P).
  3. # YOU RECEIVE A MIRROR.

  1. # PLACE MIRROR; open the chest (Q). Take GHOST POWDER (R).
  2. # GO BACK.
  3. Use BUNGALOW KEY (S).
  4. Go there (T).

  1. Click here (U).
  2. Take ROPE, HOOK 1/2, and EAGLE FIGURINE (V).
  3. Use FANG PENDANT and EAGLE FIGURINE (W); take BILLIARD BALL 2/3, HOOK 2/2, and MAGNET (X).
  4. Use MAGNET; take BILLIARD BALL 3/3 (Y).
  5. Go back.

  1. Place BILLIARD BALLS (Z).
  2. Pocket all the balls (A).
  3. Take the VALVE (B).
  4. Go back.
  5. Place VALVE; take the WHEEL (C).
  6. Return to the bungalow.

  1. Place WHEEL, BOLT, and NUT (D); take CHAIR, COMB, and # PIANO KEYS 2/2 (E).
  2. Take the PLANKS with the COMB (F).
  3. Go back twice.

  1. Connect the HOOKS, BOARDS and ROPE; you receive the LADDER.
  2. Place LADDER (G).
  3. Take the FLINT, CLIMBING HOOK, and BROKEN CANE (H).
  4. Go there (I).
  5. Use BROKEN CANE; take the FOLDING KNIFE (J).
  6. # GO THERE (K).

  1. # PLACE PIANO KEYS; take the GEM (L).
  2. # PLACE THE GEM; take the CHALK and DIRTY MONOCLE (M).
  3. Return to the bungalow.

  1. Use FOLDING KNIFE; take # HANDKERCHIEF, INSECT REPELLENT, and FAN (N).
  2. Use the FAN (O).
  3. Play the HOP (P); you receive the YACHT KEY.
  4. # RETURN TO THE ANTIQUES MUSEUM.

  1. # CONNECT THE HANDKERCHIEF AND DIRTY MONOCLE; you receive the MONOCLE.
  2. # USE THE MONOCLE (Q).
  3. # PLAY THE HOP (R); you receive a PEACH EMBLEM.
  4. # PLACE PEACH EMBLEM; read the book (S).
  5. # PLACE CHALK AND GHOST POWDER (T).
  6. Return to the entrance to the recreation center.
  7. Use the YACHT KEY (U).

  1. Take the MIRROR SHARD, ROPE, and HARPOON (V).
  2. Use the HARPOON (W); take the HANDLE (X).
  3. Connect the CHAIR, HANDLE and FLINT; you receive a FEATHER.
  4. Use the FEATHER (Y).
  5. Go there (Z).

  1. Take the SHARPENING KNIFE and HELMET (A).
  2. Place ROPE, CLIMBING HOOK, and HELMET (B).

  1. Light Duty Solution: DFGEDH, Ix3-Jx2-Kx2.
  2. Hard Mode Solution: Dx5-EFDEH, Ix3-J-Ix3-KIJ-Ix3-KIJ-Ix3.
  3. You receive the MAGNETIC KEY.
  4. Use the MAGNETIC KEY (L).
  5. Go there (M).

  1. Take CLEANER and CORKSCREW (N).
  2. Use CORKSCREW (O); take the SPRAYER (P).
  3. Connect the SPRAYER and INSECT REPELLENT; you receive the INSECT REPELLENT.
  4. Use INSECT REPELLENT; take the PIECE OF TARPAS (Q).
  5. Go back.

  1. Place the PIECE OF TARPOL; take the CROWBAR (R).
  2. Use the MIRROR SHARD (S) and CROWBAR (T); take BUTTON 1/3 and FISH KEYCHAIN ​​(U).
  3. Go back.

  1. Place FISH KEYCHAIN ​​(V).
  2. Light Mode Solution (W).
  3. Hard Mode Solution (W): Place X and Y first.
  4. Take note, BUTTON 2/3 and TONGS (V).
  5. Take the SPADE BLADE, CUTTERS and CLIP with the TONGS (Z).
  6. Return to the beach.

  1. Use the SHARPENING KNIFE and CLIP (A).
  2. Play the HOP (B); you will receive the AMMONIA.
  3. Give Gillian the AMMONIA (C).
  4. You receive a SHAWL.
  5. Go back.
  6. Place CLEANER and SHAWL; open the drawer (D).
  7. Take SCREW 1/2, BUTTON 3/3, and ANTISTAPLER (E).
  8. Go there (F).

  1. Use ANTISTAPLER (G); take the NUTS (H).
  2. Give the NUTS to the squirrel (I); take PEN and FLASH DRIVE (J).
  3. Go back twice.
  4. Place FLASH DRIVE and BUTTON (K).

  1. Take SCREW 2/3, HEAT SHRINK TUBE, note, and SPADE HAND (L).
  2. Connect the SHOVEL SHOVEL and the SHOVEL BLADE; you receive a SHOVEL.
  3. Use the SHOVEL; take the HEAVY STATUETTE (M).
  4. Place HEAVY STATUE; take INSTRUCTIONS (N).
  5. Place INSTRUCTIONS and CUTTERS (O).

Light Mode Solution (P).

  1. Hard mode solution (Q).
  2. Go there (R).

  1. Take the BUTTON and DEFLATED BALL (S).
  2. Place HANDLE, SCREW, and BUTTON (T); take TOKEN 1/3, TALC, and CHARGER (U).

  1. Place CHARGER (V).
  2. Take MATCH, BRUSH, and note (W).
  3. Place TALC and BRUSH (X).
  4. Light Mode Solution (Y): 3-5-2.
  5. Hard mode solution (Y): 3-5-2-1.

  1. Take the PLIERS (Z).
  2. Use PLIERS (Z); take the PLUG and BATTERIES (A).
  3. Place BATTERIES (B); you receive a FAN.

  1. Use HEAT SHRINK TUBE and HAIR DRYER (C).
  2. Take TOKEN 2/3, MICROPHONE, and HACKSAW (D).
  3. Go back twice.
  4. Use HACKSAW (E); take the PHONE WIRE and DYNAMITE (F).
  5. Go there (G).

  1. Place DYNAMITE and MATCH (H); open book (I).
  2. Play HOP (J); you will receive a LOCK CODE.

  1. Place LOCK CODE; enter: 1-2-3-4 (K).
  2. Take TOKEN 3/3 (L).
  3. Go there (M).

  1. Place TOKENS (N); take the DIAMOND (O).
  2. Use DIAMOND; take the PUMP (P).
  3. Go back twice.

  1. Connect the PLUG, PUMP and DEFLATED BALL; you receive a BALL.
  2. Give the BALL to the dog (Q); take the RING (R).
  3. Go there (S).

  1. Place RING (T).
  2. Solution (U): W-Vx4-Wx3-ZA-Xx4-Ax3-ZC-Dx4-Cx3-ZY-Bx4-Y.
  3. Take note and CLOCK HANDS (E).

  1. Place CLOCK HANDS (F); take the SPEAKER (G).
  2. Go there (H).

  1. Click on the phone; place MICROPHONE, PHONE WIRE, and SPEAKER (I).
  2. Solution for easy and hard modes (J). Congratulations! You have successfully completed the walkthrough of the game "Urban Legends 2: Prisoner of the Mirror Collector’s Edition".

Urban Legends 2: Collectibles

Captive ghosts (marked in yellow), writer’s belongings (marked in green), and bookmarks (marked in pink). Collectibles (A-D).

Collectibles (EH).

Collectibles (I).

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