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.
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.
Kimiko’s Curse 2: key items before Mother
- 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.
- Read the safe combination from the box, then break the fragile wall for ammunition. Use the code you find in your game.
- Search the kitchen side table for the battery, open the safe for the gun, and break the fish tank for more ammunition.
- If you defeat the optional Yukiko encounter, take the pill bottle from the bathroom sink for a full heal.
- Break the boards, descend the ladder and follow the long corridor to Mother.
Return to the main-house objectives
- Use the Telephone when its room becomes available and work through the available numbers for Caller.
- Choose whether to save or kill the house’s residents. Saving pushes Tendency toward Pure, while killing pushes it toward Corrupt and different endings.
