Gameplay

House 2 Walkthrough: Night Route and Kimiko’s Curse

Follow House 2’s early-night route, clear Kimiko’s Curse 2 for Gamer, and find the optional minigame’s weapon, boss and patch checkpoints before retrying.

Updated

House 2 Game screenshot
House 2 · Gameplay
01

Start the night, then choose your objective

Explore the house, collect the game CD outside and use the upstairs TV to begin Kimiko’s Curse 2. The minigame is optional: you can continue the main House 2 story without beating it.

For Gamer, finish the minigame during the prologue or epilogue. If you want to continue the main story first, leave that achievement for later.

02

Early-night checkpoints

  • Explore the rooms on the first night, then go outside through the large window and collect the game CD.
  • Take the CD to the upper room and insert it into the TV to start Kimiko’s Curse 2.
  • On the next day, check the Living Room area after the boxes disappear; the newly accessible room contains the Telephone.
03

Kimiko’s Curse 2: key items before Mother

  1. Complete the clown’s quick-time event to obtain the key, then continue through the kitchen and take the right-hand door beyond the table to find the axe.
  2. Read the safe combination from the box, then break the fragile wall for ammunition. Use the code you find in your game.
  3. Search the kitchen side table for the battery, open the safe for the gun, and break the fish tank for more ammunition.
  4. If you defeat the optional Yukiko encounter, take the pill bottle from the bathroom sink for a full heal.
  5. Break the boards, descend the ladder and follow the long corridor to Mother.
04
05

Return to the main-house objectives

  1. Use the Telephone when its room becomes available and work through the available numbers for Caller.
  2. Choose whether to save or kill the house’s residents. Saving pushes Tendency toward Pure, while killing pushes it toward Corrupt and different endings.
06

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