Get ready to conquer White Day 2: The Flower That Tells Lies – Complete Edition with our complete walkthrough and puzzle guide! In this article, we will provide a detailed walkthrough for all 3 stories and show you how to get every ending, as well as solve every puzzle in the game. Let’s dive in and become a master of White Day 2 together!
Disclaimer on spoilers
Info & Important Links
- MB – Refers to Main Building. This refers to the older section of the school, where the majority of the game takes place.
- MB1 – Main Building 1. This is the larger, east and central sections of MB. This contains most of the classrooms, the small auditorium, path to the Gym, etc.
- MB2 – Main Building 2. This is the west part of MB. This section contains the staff offices on the 2nd floor, the music room, science room, biology room, etc.
- NB – Refers to New Building. This is the more modern and sleek section of the school, that requires you to travel through a long winding tunnel to reach.
Links
https://steamcommunity.com/sharedfiles/filedetails/?id=3258702299
https://steamcommunity.com/sharedfiles/filedetails/?id=3259991993
━━STORY 1 WALKTHROUGH━━
Story 1 – Main Walkthrough
- As soon as you spawn in, look to your right and walk forward a few steps, taking note of the rubble ahead of you.
- A sound effect will play, and a burning ghost will appear to your left. Go over and interact with the Evidence Marker 2 on the floor. Take note of the symbol on the back of it.
- We can’t get into this room just yet. Instead, go back to the rubble and note the symbol behind Evidence Marker 3.
- Head back to where you spawned in and go downstairs. Go to the far right side (assuming you’re facing the set of 4 entrance doors) to find Evidence Card 4.
- Finally, go to the far left side this time and you’ll spot a burned hallway. Evidence Card 1 is on the floor just a few feet away.
- Once you have all 4 symbols, interact with the lock that’s right in front of Evidence Card 1 and enter the symbols in numerical order of the cards. If you’re struggling, the solution is:
-
水 木 火 金
- Enter the now opened room and grab the Key to the Projector Room from the box on the right.
- Exit the room and look to your right to spot a bunch of blue sparkles. Head over to it to find your first Water Plate Fragment.
- Head back upstairs to the locked Projector Room and open it. Grab the second Water Plate Fragment from the right side of the workbench, and the Key to the Left Hall Corridor from the left side.
- Head back down to where the 4th Evidence Card was and unlock the burned set of double doors. At the far end is the Key to the (Right) Hall Corridor and the 3rd Water Plate Fragment.
- Go back to the burned hall on the other side now. Halfway down the hall will be a wheelbarrow with a set of locked double doors directly across from it. Unlock these to gain access to the main gym floor.
- Head to your right and climb the ladder to find the final Water Plate Fragment, then interact with the crank near the railing to move the rubble.
- Head back to where you spawned and plug the plate into the blue socket on the wall.
-
Only do this first step if you’re going for Alt route endings: Wrong Choice, Crucial Mistake, and Confession.
Walk through the hall to MB and immediately walk towards the large window on your left to trigger a cutscene of a hanging ghost. This will set you on to the Alternate route, as playing through Story 2 no longer does that.If you’re going for either the Deception or Distrust endings, don’t trigger that cutscene to keep yourself on the main route.
- Head down to the 1st floor and enter the Women’s Bathroom. Grab the Key to the Machine Room off of the stepladder.
- Unlock the Machine Room and grab the Key to the Photography Club Secret Cabinet from the locker to the back right.
- Now, head back up to the 2F Photography Club and open the left and right lockers. On the chalkboard is a note that will give you a clue on how to open the right locker. If you’re struggling, the code is:
-
252
- Grab the History Book from inside the right locker.
- Go through the hole in the left locker and grab the Blue Cutters off of one of the shelves inside.
- Head back to the stairwell and go up to the 3rd floor. You’ll be cut off by a shutter, so use the Cutter to open it.
- As soon as you go to enter the 3rd floor proper, the Night Guard will spawn in.
- From there, make your way all the way down to room 1-1 and grab the Morse Code Remote Control from the right-most locker inside.
- Head to room 1-4 and use the remote on the TV to the top left of the room. It will start spitting out Morse code, which will give you the code to room 1-5.
- If you’re new to Morse code, a long beep is a dash (-), and a short beep is a dot (.)
- If you’re still struggling, the code is:
-
4578
- Plug that into the room 1-5 lock to get inside. Open the right-most locker to find the Science Book.
- If you’re trying to solve puzzles on your own, stop by the 3F Bicycle Club and read the notes inside to get an understanding on how to solve the locker codes. If you need a little more help, read the following step.
- Now, make your way up to the 4th floor and interact with the 4 trophies outside of the Small Auditorium. Each one will give you a date. All we’re interested in is the month and day. You can compare these dates to the winners from the All-Time Results note, found within the Bicycle Club room. This will tell you what dates correspond with which lockers.
- Once you have those 4 dates noted, head back to the 3F Bicycle Club and open locker #1 to find the Key to 1-10. If you can’t figure out the code, it’s:
-
0625. You can refer to the Puzzle Solutions section if you want the other locker codes.
- Head up to the 4th floor, and use the key you just found to unlock room 1-10. Go to the back of the room and slot the 2 books in your inventory into the holder. The note you find in the same room will tell you how to solve the puzzle. If you need help:
This puzzle is randomized. The note on the desk in the classroom will tell you what day of the week we need to arrange the books in. Look at the board to the left of the chalkboard, find the correct day, and arrange the books in order of the classes for that day. I have all days I’ve seen so far listed in the Puzzle Solutions section.
- Grab the Key to the Theater Club from the locker that opens below you.
- Make your way down to the Theater Club and go inside. Read the note on the gingerbread house to trigger our next story step.
- We now need to find 4 gingerbread men. You can find the Strawberry Gingerbread Man in 4F room 1-7, the Grape Gingerbread Man in 4F room 1-11, the Chocolate Gingerbread Man in 3F room 1-6, and finally, the Mint Gingerbread Man in 3F room 1-2.
- After grabbing the Mint Gingerbread Man, The Woman in Red will appear in the hallway. If you read the note, Safety Code of Conduct, you’ll know how to deal with her. If you don’t:
-
– I’m looking for my friend.
– No one likes anyone like that.
– Though she wears a mask, she must be very pretty. - Head back to the Theater Club and plug all 4 gingerbread men into the house to get the Keys to the Cage. Turn around and open the cage behind you to find the Wooden Plate inside.
- With that in hand, it’s time to head over to the Small Auditorium and prepare for our first “boss fight”.
- The goal here is to locate 3 mannequins with the correct body parts. Every time you grab parts, the mannequin you stole from will come to life.
- You’re looking for mannequins with bloody body parts. They always spawn in the same locations. I suggest you locate all 3 first, before grabbing, as it is possible to get yourself stuck and die.
Story 1 – Main Walkthrough (Cont.)
- As soon as you enter the room, go to the far right wall and look to your right to spot the mannequin with bloody arms.
- Facing the bloody torso in the center of the room, go to the left side of the stage, where the red ladder is. Facing the ladder, 180 to spot the mannequin with bloody legs.
- Finally, starting from the steps that lead onto the stage, go up and look immediately to your right to spot a little nook behind the stage. Follow this nook all the way to your left to spot the bloody neck mannequin. You can also access this area from the left side of the stage.
- I recommend grabbing them in the reverse order of how I listed them. Neck > legs > arms. As soon as you have all 3, slot them into the bloody torso and grab the Fire Plate from the torso to end the encounter.
- Use the stairwell near the Theater Club to head down to floor 3. As soon as you exit the stairwell, you should spot the red slot for the Plate to your right.
- Go through the long hallway and make your way into the Science Room. Grab the Round Plastic Button from the skeleton’s eye socket.
- Exit the Science Room and plug the button into the lock on the double hallway doors. The note on the windowsill to your right will give you a clue on how to solve the puzzle.
-
Left, down, up, right.
- Make your way down to the 2nd floor and grab the Key to the 4th Floor Main Building 2 off of the breaker door right as you exit the stairwell.
- Head back up to the 4th floor and unlock the door to your right as soon as you exit the stairs.
- Enter the Biology Room and open the teacher’s desk to find the Pay Phone Card.
- With the card in hand, go out to the 4F bathroom area and locate the payphones. Use the card on the middle payphone to get the code to the side room door in the Biology Room, then head back and plug it in.
-
1350
- As soon as you enter the side room, grab the Science Room’s Remote Control from the cardboard box directly ahead of you, as well as Switchboard Part A from the far-left bookshelf in the same room.
- Head back down to the 3rd floor, but don’t exit the staircase yet!
-
MAKE A NEW SAVE FILE (Manual Save 1) BEFORE ENTERING THE HALLWAY THAT LEADS TO THE SCIENCE ROOM IF YOU’RE AIMING TO GET BOTH ENDINGS IN ONE RUN.
- Attempt to head to the Science Room and prepare for a very awkward chase scene.
- The guard will spawn in directly behind you. You need to duck between each room to reach the far end of the hallway and end the chase.
-
This is where Story 1 will branch, depending on whether you put yourself on to the Alternate route or not. If you’re on the main route, keep reading below. If you’re on the alternate route, jump ahead to the “Story 1 Walkthrough – Alternative” section.
You will be given your first ending choice here! You’ll enter a cutscene with a girl who will ask you where Seo-yeon is.
– Telling her will set you on the Distrust Ending.
– Not telling her will set you on the Deception Ending.
Distrust + Deception
- After the cutscene, you will immediately be placed in another, very annoying chase scene.
- You essentially need to avoid the Principle, while not touching any of the green ghosts, otherwise you’ll instantly die. The route you need to take here is very particular, so I’ve included a video of it below, if you need help.
- If you’re on the Distrust route, the story ends here. If you’re on the Deception route, scroll to the Basement section below.
-
DISTRUST ROUTE ENDS HERE.
Deception – continued
- Go down the staircase and enter the first room you come across (Management Room). You should spot a map on the opposite wall and a lever to its left. Pull Lever A.
- Exit the room and enter the doorway to your left. Go left, down the stairs, and through another door.
- To your right is the door to the Isolation Room, where our next encounter is.
- The note on the floor near the door will give you a clue, but it can still be a little confusing. If you can’t figure the solution out:
-
We need to flip specific levers to power on every cell in the room. There’s a switchboard on either side of the room. Locate and flip switches 1, 4, and 7.
- After the Watchman leaves the room, enter Cell 4 and grab the Brick.
- Enter Cell 7 and grab the Dummy Lung.
- Exit out of the opposite door from the one you entered through, then enter the door on your right to find yourself in the Mortuary.
- Interact with the skeleton to get Dummy Eyes, then approach the incinerators to your right to trigger a cutscene.
- Once it ends, grab Lever B from the incinerator. With that lever, head back to the Management Office, plug it in and flip it.
- Head back to the hallway just before the Isolation Room, but instead of going in there, go through the gate across from it to find yourself in a crowded storage room.
- As soon as you enter the room, open the green locker to your right and grab the Skull.
- Snake your way through to the center of the room and open the green locker here to find Lever C.
Continue to the far side and plug the Brick into the wall to reveal a secret room. Grab the Dummy Brain from the desk, and the Specially Crafted Copperplate from the wall cabinet. - Head back to the Mortuary and plug the skull into the skeleton hanging out of the fridge on the left side of the room.
- After it shuts, pay very close attention to the date tag on the door. This will be the code to unlock the door inside the Treatment Room. The note Manager’s Notice, which can be found in the Treatment Room, will give you a clue to the code. If you’re struggling:
-
0218
- Enter the Operating Room and plug all of the body parts into the dummy to receive another Specially Crafted Copperplate.
- Head back to the Management Office, plug in the 3rd lever and pull it.
- Go through the far end of the Isolation Room, then hook a left, right, and another right. Go down the stairs into the Soiled Utility Room.
- Press the off switch on the wood chipper to receive your final Specially Crafted Copperplate.
- Head back upstairs and plug all 3 into the door directly across from you.
- Here, you’ll trigger a chase through a small maze with the Watchman. If you’re struggling, the route is:
-
– Run to the far end of the hall to spot a closed door, but don’t enter it.
– Turn left and go upstairs. Keep going straight until you spot a skeleton in a wheelchair. Turn right.
– Go up the stairs at the far end of this hall, then turn left.
– Go up the stairs to your right, through the door, and pull the lever to end the sequence. - Exit the room you’re currently in to trigger your ending and finish the main route of story 1.
-
DECEPTION ROUTE ENDS HERE.
Story 1 Walkthrough – Alternative
- After escaping the guard, make your way back to the 3F Science Room and use the remote control on the TV at the top right of the room.
- Enter the now opened side room and grab the Switchboard Part B from the cabinet directly ahead of the doorway.
- Head back down to 2F and plug both pieces into the switchboard. This puzzle is randomized, but it’s your standard sliding puzzle. If you want to see what the finished solution should look like, I have an image in the Story 1 – Puzzle Solutions section.
- Enter the now opened double doors, grab the Yellow Keycard off of the floor, and immediately haul ass down the hall.
- Head down the 2F hallway until a cutscene plays. Afterwards, you’ll find yourself in the Language Lab with a Cassette Tape in hand.
- Interact with the cassette player on the desk to activate the headphones around the room.
- Using these headphones, you can get the code to the Teacher’s Lounge door. The headphones themselves are the hint, but this puzzle is a bit convoluted. If you need help:
-
294730
- Unlock the Teacher’s Lounge and grab the Red Keycard off of the desk.
- Unlock the Computer Room Lab, and go towards the only desk with an active light on it. Grab the Backup Keycard.
- Head to the front of the same room and look for a device that looks a lot like a calculator. Plug the blank card into it and type in the code for the Blue Keycard. You can find the solution to this by printing out a note from the computer where you grabbed the blank card.
-
20010925
- Head all the way back to the MB 2F Broadcast Studio and a cutscene will play, followed by what could be a very annoying chase sequence if you can’t figure out the route. You essentially need to avoid the Principle, while not touching any of the green ghosts, otherwise you’ll instantly die. The route you need to take here is very particular, so I’ve included a video of it below, if you need help.
- Go down the staircase and enter the first room you come across (Management Room). You should spot a map on the opposite wall and a lever to its left. Pull Lever A.
- Exit the room and enter the doorway to your left. Go left, down the stairs, and through another door.
- To your right is the door to the Isolation Room, where our next encounter is.
- The note on the floor near the door will give you a clue, but it can still be a little confusing. If you can’t figure the solution out:
-
We need to flip specific levers to power on every cell in the room. There’s a switchboard on either side of the room. Locate and flip switches 1, 4, and 7.
- After the Watchman leaves the room, enter Cell 4 and grab the Brick.
- Enter Cell 7 and grab the Dummy Lung.
- Exit out of the opposite door from the one you entered through, then enter the door on your right to find yourself in the Mortuary.
- Interact with the skeleton to get Dummy Eyes, then approach the incinerators to your right to trigger a cutscene.
- Once it ends, grab Lever B from the incinerator. With that lever, head back to the Management Office, plug it in and flip it.
- Head back to the hallway just before the Isolation Room, but instead of going in there, go through the gate across from it to find yourself in a crowded storage room.
- As soon as you enter the room, open the green locker to your right and grab the Skull.
- Snake your way through to the center of the room and open the green locker here to find Lever C.
Continue to the far side and plug the Brick into the wall to reveal a secret room. Grab the Dummy Brain from the desk, and the Specially Crafted Copperplate from the wall cabinet. - Head back to the Mortuary and plug the skull into the skeleton hanging out of the fridge on the left side of the room.
- After it shuts, pay very close attention to the date tag on the door. This will be the code to unlock the door inside the Treatment Room. The note Manager’s Notice, which can be found in the Treatment Room, will give you a clue to the code. If you’re struggling:
-
0218
- Enter the Operating Room and plug all of the body parts into the dummy to receive another Specially Crafted Copperplate.
- Head back to the Management Office, plug in the 3rd lever and pull it.
- Go through the far end of the Isolation Room, then hook a left, right, and another right. Go down the stairs into the Soiled Utility Room.
- Press the off switch on the wood chipper to receive your final Specially Crafted Copperplate.
- Head back upstairs and plug all 3 into the door directly across from you.
- Here, you’ll trigger a chase through a small maze with the Watchman. If you’re struggling, the route is:
-
– Run to the far end of the hall to spot a closed door, but don’t enter it.
– Turn left and go upstairs. Keep going straight until you spot a skeleton in a wheelchair. Turn right.
– Go up the stairs at the far end of this hall, then turn left.
– Go up the stairs to your right, through the door, and pull the lever to end the sequence. - Exit the room you’re currently in to trigger your ending and finish the main route of story 1.
-
DECEPTION ROUTE ENDS HERE.
Story 1 Walkthrough – Alternative (Cont.)
- After the cutscene, go down to the 1F Listening Room and pull the Cassette Tape out of the player.
- Go next door to the Dance Studio 1 and plug the tape into the player to trigger a boss encounter. If you read the Hide-and-Seek note from the Listening Room, you’ll know what to expect here.
- Whenever the little girl stops to sing, you have a moment to move closer. If you’re moving or not hidden behind a (standing) body when she stops, you’ll die. I recommend slowly moving up one row at a time. Once you’re close enough to the Metal Plate, grab it to end the encounter.
-
MAKE A NEW SAVE FILE (Manual Save 2) BEFORE GOING UP TO THE 2ND FLOOR IF YOU’RE AIMING TO GET BOTH ENDINGS IN ONE RUN.
- Head upstairs and plug the plate into the wall between rooms 3-4 and 3-5 to trigger a cutscene.
-
You will be given your second ending choice here! You’ll enter a cutscene with Seo-yeon, who will ask you not to break the barrier that you’re about to.
– Ignore Seo-yeon and break the barrier to trigger the Wrong Choice Ending.
– Listen to her and collect the barrier fragments to put yourself on the Crucial Mistake & Confession Ending Route. - If you chose to ignore her, the alt route ends here.
-
WRONG CHOICE ROUTE ENDS HERE.
Crucial Mistake
- After the cutscene with Seo-yeon, book it all the way back to the 2F Auditorium from the very start of the game. Don’t collect any items, or do anything else. Head straight there.
-
CRUCIAL MISTAKE ROUTE ENDS HERE.
Confession
- First, head all the way back to the hallway outside of the 3F Bicycle Room and grab the Fire Plate from the wall that connects MB1 to MB2.
- Head up to the 4F Small Auditorium, where we did the mannequin boss, and grab the Wooden Plate from the wall there.
- Finally, head back to the 2F Gym and grab the Water Plate off of the wall to your right as you enter.
- MAKE SURE YOU GRABBED ALL 3 OF THOSE PLATES IN THAT ORDER, OR YOU WILL TRIGGER THE CRUCIAL MISTAKE ENDING.
- With all of the plates collected, head down the staircase and through the double doors on your right. Go to the far end of the gym and up the stairs to trigger a cutscene.
- After the scene, your screen will go dark. Spin your camera until you spot a glowing light in the distance. Slot the required plate and watch the flashback that occurs, then interact with th eitem in the scene. Do this for every plate.
CONFESSION ROUTE ENDS HERE.
━━STORY 2 WALKTHROUGH━━
Story 2 Walkthrough
- As soon as you spawn in, head up to the 2nd floor to trigger a cutscene.
- You need to immediately sprint into room 2-10, otherwise the ghost girl will kill you.
-
Only do this step if you’re going for Alt route endings: Blackout, Endless Whispers, and Kkotnim Sweetheart.
After the cutscene where you hide in room 2-10, exit the room and go back into the 2F stairwell. Tucked in the corner behind the door is the Family Picture. Picking this up will set you on the alt route.
I have all of the item locations for Kkotnim Sweetheart listed as you progress through the story. This includes the 8 photos, the Teddy bear, the Candle, and the Language Teacher’s Journal. If you’re not going for that ending, feel free to ignore them on your playthrough.
If you’re going for either the Dissonance or Karma endings, don’t pick that photo up
- Backtrack to room 2-12 and grab Mysterious Piece 1.
- Go to the hallway with the 2F Gym Closet and go all the way to the end. On the large window to the right will be Occult Club Picture 8.
- Go into room 2-9 and grab Mysterious Piece 4 off a desk near the center.
- Go back out into the hallway and grab Occult Club Picture 2 off of the side of the green locker, just outside of 2-8.
- Head over to the 2F Broadcasting Studio. Turn the mixer on and wait for the event to end. Afterwards, go into the booth and grab Mysterious Piece 3 off of the desk.
- Enter the staircase next to the Broadcasting Studio and go down to the 1st floor. Don’t exit on to the floor just yet. Go down the next flight of stairs to find Occult Club Picture 6 near the shutter.
- Enter the 1F Print Room and grab Mysterious Piece 2 off of the printer inside.
- Go into the next room over and grab the Orange Cutters from the open cabinet.
- Go back out into the hallway and use the Cutters on the chained door across from the Student Record Room.
- To your right, room 2-1 will be locked, but underneath the window will be a note giving you a clue on how to open the door.
-
637
- Enter 2-1 and grab the Straw Doll off of the chalkboard.
- Head down to room 2-5 and grab the Key to the 1st Floor Corridor out of the left-most locker.
- Open the door leading back to where we started this chapter, and go down the hallway where the Machine Room is. At the end will be a table you can slot the photos into. Doing so will open a drawer below you with the Book of Asian Talismans inside.
- With that, head back to the 1F Print Room and use the book on the printer to create a Ritual Doll.
- Head to 1F room 2-6 and use the doll on the table inside to receive the Talisman of Evil Ghost: Yellow. You can use this to dispel the barrier on floor 3.
- After the cutscene, go through the doorway your character opens and enter the Music Room. There’s a note on one of the sheet music holders that will tell you how to solve the puzzle in here.
-
Hit the keys in this order: 4, 6, 1, 3, 2, 6
- Completing the puzzle will open up the side room. Head in and grab Mysterious Piece 3 from one of the bookcases inside.
- Go down to the 2nd floor and grab Occult Club Picture 7 off of the floor. It’s to the right of the sealed White Talisman doors.
- Head into the 2F Counselor’s Office and grab Mysterious Piece 2 off of the desk.
- Continue down the hall and grab Occult Club Picture 3 off of a computer screen outside of Teacher’s Room 2.
- Enter Teacher’s Room 2 and grab the Chrysanthemum off of a desk near the center of the room, then read the note near the Teacher’s Lounge door for a clue on how to unlock it. There is a chance that the note with the clue can bug and give you the wrong text, essentially soft-locking you. The solution is below, as usual.
-
74-1-53-52-39
- Go inside the room and grab the Straw Doll as well as Mysterious Piece 4.
- Make your way up to the 4F Art Room and open one of the cabinets to the left of the side room door to find a Scraper.
- Enter the side room. Open the first cabinet you see to find Clay.
- Head back into the main Art Room and slot the clay into the wooden mould on the table to receive An Incomplete Constellation Card.
- Take that to the oven located at the top right of the room (next to the air unit) and bake it to get the Heated Constellation Card.
- Facing the oven, turn around and you should spot a painting on your left you can interact with. Pull it off of the wall with the scraper to find Mysterious Piece 2.
- Head back into the side room and slot all 4 pieces into the frame to receive another Book of Asian Talismans.
- Finally, head to the Biology Room and put the mould into the cooler (same location as the heater was in the Science Room) to get the Complete Constellation Card.
- With all of that done, head back to the 1F Print Room, copy the book, and get another Ritual Doll.
- Now, head all the way back to the 2F Counselor’s Room and use the doll to receive the Talisman of Evil Ghost: White Talisman. You can use that to dispel the barrier on the 2nd floor.
- Run through the long hall to NB, then go into the 2F Women’s Bathroom. Look on the floor to your immediate right to spot Occult Club Picture 1.
- Head down to the 1st floor and go through the blue door at the end into NB proper, then go to the staircase for a cutscene.
- Afterwards, head up to the staircase between floors 3 and floor and plug your Constellation into the wall. Grab the note that pops out for a clue on what to do. This will also cause the Night Guard to spawn, so if you want to explore, do so before activating this.
-
– In 3-10 pull out the left chalkboard.
– In 3-9 pull out the right chalkboard.
– In 3-6 pull out the left chalkboard.
– In 3-1 pull out the right chalk board. - After doing so, the door to the Occult Room will open. Head down to it.
- Go the right-most open locker and grab the Talisman of Evil Spirit: Red from inside. Also make sure to grab the Purchase Order note off of the little fridge/safe thing, otherwise the next step won’t trigger.
- Go up to 2F room 3-5 and read the note next to the crying girl. You’ll need to head back down to the 1F Cafeteria and grab the Instant Lunch Box off of the table to give to her.
- Afterwards, grab the new note and the Yeondu Coin off of the chair.
- The only working vending machine is on floor 3, so head on up there and purchase a Can of Coffee. Bring it back to the girl.
Story 2 Walkthrough (Cont.)
- Read the new note, then head all the way up to the end of the 4th floor and climb the staircase there. You’re in the right spot if you see some metal shelves and bloody mannequin legs. Go to the door with the chair in front of it and look to the radiator on your right. The Cigarettes are on top of it. Bring them to 3-5 and leave them on the table, then leave the room.
- After the cutscene, investigate the blood splatter on the 1F ramp to get a Type-C Battery. Bring that to the Occult Club and plug it into the fridge/safe thing under the pin board. Grab the Key to the Piano from inside.
- With that in hand, it’s time to head back to the 3F Music Room in MB2. Plug the key into the chair.
- Grab the Key to the 4th Floor Corridor, head up the staircase, down the hall, and unlock the double doors.
- Use the Yellow Talisman on the next set of doors.
- Use the White Talisman on the door to your left to open it up. You can also use the Red Talisman just past room 1-11 to open up the other end as well.
- Whichever way you choose to go, make your way down to the 3F Library and use the Red Talisman on the door.
- Go to the far right corner of the room and look on the bookshelf directly across from the air unit to find Occult Club Picture 4.
- Interact with the bookshelf to the top left of the room and rearrange them into the proper order. If you need help, refer to the Story II Puzzle Solutions section for a image.
- Crawl under the now open bookcase and grab the note on the wall to trigger a cutscene.
-
This is where Story 2 will branch, depending on whether you put yourself on to the Alternate route or not. If you’re on the main route, keep reading below. If you’re on the alternate route, jump ahead to the “Story 2 Walkthrough – Alternative” section.
MAKE A NEW SAVE FILE (Manual Save 1) BEFORE EXITING THE LIBRARY IF YOU’RE AIMING TO GET BOTH ENDINGS IN ONE RUN.
Leave the Library and exit the hallway towards the staircase to trigger another scene. You will get a flashback to the choice you made in Story 1. Choose your answer here based on what ending you’re going for.
– Don’t tell her to set yourself on the Dissonance Ending.
– Tell her to set yourself on the Karma Ending. - From here, you need to check every wall slot where you would fit the plates into. I recommend doing them in the following order for ease:
- One is outside the 4F Auditorium, one is by the staircase besides the 3F Bicycle Club, and the final one is at the 2F west bathroom area in MB2.
- Once you reach the 2F Plate, you’ll trigger whichever ending you set yourself up for.
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DISSONANCE + KARMA ROUTES END HERE
Story 2 Walkthrough – Alternative
- Leave the Library and exit the hallway towards the staircase to trigger another scene.
- From here, you need to check every wall slot where you would fit the plates into. I recommend doing them in the following order for ease:
- One is outside the 4F Auditorium, one is by the staircase besides the 3F Bicycle Club, and the final one is at the 2F west bathroom area.
- Once you reach the 2F Plate, you’ll enter a chase scene with the ghost girl.
- Keep running forward, using the appropriate Talisman to unseal the doors as you go.
- Once you reach NB, the chase will end. Make your way down to the 1st floor and out into NB proper.
- Go up to the 2nd floor and head to the Metal Plate slot to trigger a cutscene, then head down to the first floor for another scene.
- Enter the Chairman’s Room and grab the Blue Keycard, as well as the Key to Room 3-8 off of his desk.
- Unlock the 1F Listening Room and grab Occult Club Picture 5 off of one of the chairs in the front row. It’s directly across from the radio on the desk.
- Make your way up to 3F room 3-8 and unlock it. On the podium is a note that will give you a hint to the next puzzle.
- Look at the left-most radiator under the window closest to the chalkboard and you should be able to pop it open, revealing a moon puzzle.
- Before we can solve this, you need to head over to the 2F Earth Science Lab. Use the note you found to decipher the clues inside and figure out the key to the puzzle. The solution is in the Story 2 Puzzle Solutions section.
- Once you’ve solved the puzzle, a compartment on the radiator will open, containing the Library B Key. Grab that, but don’t exit the room just yet.
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MAKE A NEW SAVE FILE (Manual Save 2) BEFORE LEAVING ROOM 3-8 (MOON PUZZLE ROOM) IF YOU’RE AIMING TO GET ALL 3 ENDINGS IN ONE RUN.
Leave the room and you’ll get a flashback to the 2nd ending choice of Story 1.
– Ignore Seo-yeon will give you the Blackout Ending.
– Listening to her will set you on the path for Endless Whispers + Kkotnim Sweetheart Endings.BLACKOUT ROUTE ENDS HERE.
If you chose to do the Endless Whispers path, keep reading below. If you’re going for Kkotnim Sweetheart, ignore this section and skip to its dedicated paragraph.
Endless Whispers
- You now have to head up to the 4F Library and unlock the door to Library B.
- Head inside and grab the Key to the Showcase from the pedestal near the back of the room.
- Go down to the 1F History Room and unlock the display case near the center of the room.
- Grab the Chairman’s Glasses from inside, then turn around and walk towards the stone bust.
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ENDLESS WHISPERS ROUTE ENDS HERE.
Kkotnim Sweetheart
- Kkotnam Sweetheart is almost identical to Endless Whispers, but we’re going to do a few extra steps.
- First, head down to the 1F Occult Club and plug all 8 photos into the photo board. This will unlock the cabinet to your left with the Teddy Bear[[/u]/b] inside.
- Now, head back to MB2, and make your way to the 2F Lost and Found. Halfway through the hall, a cutscene should play, and then another one when you open the door to Lost and Found. Grab the Language Teacher’s Journal that falls out of the crate.
- Next, head back to the Occult Club Room in NB. There should now be a Candle in the middle of the room.
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THE NEXT STEP IS CURRENTLY BUGGED AND IMPOSSIBLE TO COMPLETE ON v4.0
Refer to my Kkotnim Sweetheart Downpatch guide for a working method to earning the achievement/ending.
https://steamcommunity.com/sharedfiles/filedetails/?id=3258702299
- By this point you should have the Chrysanthemum, the Teddy Bear, the Candle, and the Language Teacher’s Journal in your inventory/notes. With all of that, head up to 3F room 3-9 and a cutscene will play. This will lock you into the Kkotnim Sweetheart ending.
- From here, you simply need to do the steps from Endless Whispers to confirm the ending. Once you do, an alternate cutscene will play.
KKOTNIM SWEETHEART ROUTE ENDS HERE.
━━STORY 3 WALKTHROUGH━━
Story 3 Walkthrough
- Once you load in, make your way up to the 4F Library. Once you reach the 3rd floor, the Night Guard will spawn in.
- Once you enter the Library, read the note on the desk near the TV to understand what to do. We need to grab a few books from various rooms.
- The book in 3-7 can be found on the book rack on top of the lockers.
- In 3-4, wander around the room until your screen flashes and the desks get rearranged. The book can be found on the floor to the immediate left of the teacher’s podium.
- Do the same thing in 3-2. The book is found on top of the podium, this time.
- Finally, do the same in 3-11. The book will be in the large green locker. I had to do the books in this order, I’m not 100% sure if that was intentional, or if I just missed a trigger in 3-11.
- Now head back to the Library and place all the books in their appropriate spots.
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– Going from the right-most shelf to the left-most, World Classic Novels goes on the shelf labelled “890”.
– Korean Classic Novels goes on the one labelled “190”.
– Korean Short Novels goes on “760”.
And finally, World Short Novels goes on “1310 - Grab the pink Locked Diary that spawns in.
- Head to the hallway that connects NB to MB and haul ass through it.
- Go into the stairwell and head down to the 1st floor, then go to the far end of the hall to trigger an encounter.
- As soon as the cutscene ends, wait inside Teacher’s Room 1 at the far end of the table you can loop around. Wait for the model to enter, then you need to loop it around the table so you can safely exit the room and go back to the School Nurse’s Office. You need to be extremely quick here. If the model gets too close, your character will get scared and not be able to run or move too fast.
- As soon as you’re in the nurse’s room, grab the Herbicide off of the floor, then immediately book it up to the 2F Counselor’s Office.
- Use the Herbicide on the root to cleanse the room, then wait for the model to step into the red circle to finish the encounter. Below is a video if you can’t figure out how to loop the model.
- Make sure to grab the note to the left of the doorway before you leave the room. It has the code we need for the next puzzle.
- Head down to the 1F Principle’s Office and punch the code into the keypad.
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8124
- Enter the room and crouch under the desk to find the Old Key. Use it to open the box on the desk to acquire the Earth Tablet, as well as push the button underneath it to activate the security footage.
- Feel free to watch all 4 monitors, but the one that progresses story is the bottom right screen.
- Head back up to the 2nd floor and go to the far end of the hallway to find the double doors now unlocked.
MAKE A NEW SAVE FILE (Manual Save 1) BEFORE GOING NEAR THE DOOR TO THE 2F BROADCAST ROOM IF YOU’RE AIMING TO GET ALL ENDINGS IN ONE RUN.
Head to the 2F Broadcast Room and you’ll receive an ending choice.
– Choose to eavesdrop to put yourself on the Sacrifice + All for Nothing paths.
– choose to go inside for the Revenge + Revenge Incarnate paths.All 4 of these paths will diverge at the exact same spot later on.
- After the cutscene, enter the Recording Studio and enter the booth. Grab the Diary Key off of the floor near the desk. This will give you Na-young’s Diary 1 and Na-Young’s Diary 3. You need all 5 of these diary pages for Revenge Incarnate.
- Go down to the 1st floor and enter the main hallway.
- Enter room 2-2 to start the next encounter. You need to make your way through various rooms, bobbing and weaving into them to avoid the patrols from attacking you. When you find a room with the ghost girl holding a voodoo doll, have your camera ready to take a picture of her. The timing can be a bit strict with some rooms.
- You can tell what room she’s in by checking to see if the lights are red.
- Once you’ve photographed her 3 times, the encounter is over.
- Head over to the 1F Home-Ec Room and grab the Incense Burner off of one of the shelves.
- Head back out and enter room 2-6, then place the Incense on the center table.
- Open the locker you saw the girl rummaging in to find the Photo Studio Key and Na-young’s Diary 2.
- Head up to and unlock the 3F Photo Studio. Be careful, the Night Guard will spawn in now!
- Enter the red room and grab the Film off of the board to the left, as well as the Film Holder and Photo Paper from the upper-middle and lower-middle green lockers behind you.
- We unfortunately don’t have everything we need yet. Head up to the 4th floor and enter room 1-12. Open the only locker you can, read the note, then exit the room to trigger a cutscene.
- Enter the Small Auditorium and grab the Film Developer from somewhere inside the room. Unfortunately, the spawn is random, so you will have to search the room yourself. Be careful, a bunch of mannequins are going to come to life. Don’t get cornered!
- Once you’ve escaped, head back to the red room and pour the developer into the tray on the right.
- Insert the film holder into the enlarger.
- Place the Photo Paper on to the desk under the enlarger and wait for an image to appear. Once it does, grab it and place it into the tray on the right.
- Finally, grab the Developed Photo.
- Head up to the 4F Reading Room and grab the Mysterious Piece 1 that the girl was reaching for.
- Move a few feet further into the room to trigger the girl again by a window. Grab the Mysterious Piece 2 off of the radiator.
- Again, move further in to trigger a guy drawing. Grab Mysterious Piece 3 from his table.
- Move to the far end of the room to trigger the final scene. Grab the Mysterious Piece 4 off of the floor.
- Head back to the table just before the newspaper racks and slot all 4 pieces into the frame. This will open a drawer below you, containing Na-young’s Diary 4.
- Head over to the second floor, where the hall that connects NB to MB is.
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Depending on which choice you made at the Broadcast Studio, the path for Sacrifice and All for Nothing splits here, as well as the path for Revenge and Revenge Incarnate.
MAKE A NEW SAVE FILE (Manual Save 2) BEFORE ENTERING THE 2F ART ROOM IF YOU’RE AIMING TO GET BOTH ENDINGS IN ONE RUN.
You will need to make another manual save at this exact same spot when you’re going for the opposite 2 endings.
Story 3 Walkthrough (Cont.)
- Head to the 2F Art Studio and approach the painting in the middle of the room.
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During the next cutscene, choose Don’t listen to Seo Yu-ri.
- Walk further down into the basement, then, towards the hallway with all the garbage scattered around.
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SACRIFICE ROUTE ENDS HERE.
All for Nothing
- Head to the 2F Art Studio and approach the painting in the middle of the room.
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During the next cutscene, choose Listen to Seo Yu-ri.
- This will transport you to the 1F Night Duty Room for some reason.
- Interact with the monitor on the desk, then exit the room.
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ALL FOR NOTHING ROUTE ENDS HERE.
Revenge
- Head to the 2F Art Studio and approach the painting in the middle of the room.
- Scroll down to the Basement section below to continue the guide.
Revenge Incarnate
- Instead of heading to the Art Studio right away, we’re instead going to head towards the 2F Gym back in MB. You will see dirty footprints on the floor, starting from the 2F hall in NB that will lead you there.
- Once you reach the doors to the Gym, your screen will get fuzzy and there will be a girl dead on the floor next to you. Grab Na-young’s Diary 5 off of her body. This scene will only trigger if you have the other 4 diary pages. Grabbing the 5th one will lock you into the Revenge Incarnate ending.
- Once you have all 5 pages, head back to NB, enter the 2F Art Room, and approach the painting.
- Follow the linear path, then slot the Earth Tablet into the holder in front of you.
- Head down the newly opened path and locate the switchboard. Flip lever 2 and 4 to open the cells nearby. Go in and grab the Fire Tablet, then locate the other cell and turn the wheel inside.
- Exit back into the main atrium and slot the tablet to your right. This will open a new door, again, to your right.
- Enter this rom and locate the levers. Flip lever 8, 5 & 6. Find the cell with the Metal Tablet, as well as the one with the valve.
- Exit to the main atrium and cut across to the other side. Slot the plate into the holder to open the door to your right, and go in.
- Flip levers 4 and 3. Go into the cell next to you to turn the valve, then go back to the front door to spot another cell door open that leads to a second area.
- Flip levers 5, 7 & 8. Grab the Wooden Plate and leave.
- Cut across the atrium and slot the plate to open the final hall to your right.
- Flip all 4 levers to open the valve to your right, then grab the Water Plate to the left.
- Exit and slot the plate directly ahead of you.
REVENGE + REVENGE INCARNATE ROUTES END HERE.
━━PUZZLE SOLUTIONS━━
Story 1 Puzzle Solutions (Spoilers)
水 木 火 金
Photography Club Locker
252
Classroom 1-5 Lock
4578
Bike Club Lockers
Locker 1 – 0625 (Key Item)
Locker 2 – 0712 (Disposable Camera)
Locker 3 – 0416 (Empty)
Locker 4 – 0426 (Note)
Classroom 1-10 Book Puzzle
- TUESDAY: Math, K.H, M.T, C.C, P.E, Social, Music
- WEDNESDAY: English, P.E, Art, Music, Tech, Science, Math
- THURSDAY: Science, Social, K.H, P.E, Music, M.T, Tech
3F Woman in Red
- I’m looking for my friend.
- No one likes anyone like that.
- Though she wears a mask, she must be very pretty.
3rd Floor Hallway Lock
Left, down, up, right.
Biology Side Room Door
1350
2F Switchboard
NB Teacher’s Lounge
294730
Blue Keycard Code
20010925
Basement Switchboard
Flip switches 1, 4, and 7.
Treatment Room Lock
0218
Story 2 Puzzle Solutions (Spoilers)
637
Piano Code
Hit the keys in this order: 4, 6, 1, 3, 2, 6
Teacher’s Lounge Lock
74-1-53-52-39
Constellation Chalkboard Puzzle
- In 3-10 pull out the left chalkboard.
- In 3-9 pull out the right chalkboard.
- In 3-6 pull out the left chalkboard.
- In 3-1 pull out the right chalk board.
3F Library Books
Moon Puzzle
Story 3 Puzzle Solutions (Spoilers)
- Going from the right-most shelf to the left-most, World Classic Novels goes on the shelf labelled “890”.
- Korean Classic Novels goes on the one labelled “190”.
- Korean Short Novels goes on “760”.
- And finally, World Short Novels goes on “1310
Principle’s Office Code
8124
Basement Levers
- Fire Hall: 2, 4.
- Metal Hall: 8, 6, 5.
- Wooden Hall A: 3, 4.
- Wooden Hall B: 5, 7, 8.
- Water Hall: Flip every lever.
And that wraps up our share on White Day 2: The Flower That Tells Lies – Complete Edition: White Day 2: The Complete Walkthrough + Puzzle Guide. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by Stef, who deserves all the credit. Happy gaming!