
The Midnight Walk Guide: ‘Chapter 2' Walkthrough & All Collectibles
The Midnight Walk Guide: Chapter 2
Home Sweet Housey
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Proceed down the main path until you find Housey — your go-to spot for checking collectibles and a hub between chapters. The projector by the fire lets you view Story Pages collected throughout the game, split across the six chapters.
Inside Housey, you'll also find dolls representing main characters from each chapter and unique records that can change the background music. There's an Achievement tied to spending 10 continuous minutes inside Housey, so it's a good idea to do this at the end of the six chapters. (Access Housey from the main menu and select 'Visit Housey.')
This way you can view all the Story pages and also unlock this Achievement at the same time.
Once you're ready, exit Housey and continue down the main road.
Close your eyes by pressing L1 (LT) and clear a path through for Housey when you arrive at the wall with a blue eye. Just to the left of this, you'll also find a hatch holding Story Page #2 (Who Took The Sun Away?)
Continue on the path and turn left when you reach the drawbridge. You'll find Shellphone #4 just to the right here, next to the main path, so grab it.
Hide and Seek With Crawlers
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In the next section, evade the Crawler by hiding in the wardrobe, then bolt past and head for the next area. When you reach the bright corals, crouch through the gap and you'll be given a tutorial about hiding from Crawlers.
In this same section, near where the Crawler's starting position is, you'll come to a wardrobe. Hide inside to evade the Crawler and wait for it to move to your right before exiting. On the way, look to your left to find a hole you can crawl through to a hidden area.
If you are spotted, head for the end of this section and hide in the alcove until the Crawler leaves. Then, turn back and exit back the way you came to find this hidden area (pictured below).
Crawl through the gap and grab Shellphone #5.
Continue on the main path and you'll find a Crawler prowling a garden area with a couple of switches. Instead of heading into the garden, continue on the path forward and to the left, you'll find a candle.
Light the candle, wait for the Crawler to leave then activate the switches to open the door with Potboy.
On the other side, run past all the Crawlers after dropping down the gap. After making it through the alcove, head back on the main path with the drawbridge. Use Potboy to enter the tubes to drop the bridge down and allow Housey to pass.
To the right of the drawbridge, you'll find a hatch holding Gramophone Disc #4 (Grans).
Continue up the road with Housey and after the cutscene, keep moving along the linear path until you reach the NPC at a bonfire. Light a match from the box, and use it to bring the fire to life.
Just to the left of the dark path Potboy can destroy, you'll find a hatch with Story Page #3 (Who Took The Sun Away?) inside.
After being reunited with Housey, wait for the strange white eyes to disappear from the end of the path and look to the left of the main road. You'll find Shellphone #6 inside a little hut.
Opposite this, off the main path, you'll find a little optional puzzle where you need to stand on the red platform and use Potboy to burn the furnace to send the platform up
You'll find a clue on how to progress here but we don't really need that, especially if you're following this guide! So instead, head to the matchbox next to the earlier Shellphone collectible, burn a match then hold down R2 (RT) and throw it into the darkness where those white eyes showed up.
A key will be spat out from the dark, which you can use against the spiralled door (pictured above) to unlock.
Just past the title credits, you'll find a bunch of heads calling you names. Just to the left of where these heads are, look for a hatch holding Clay Figurine #5 (The Headmaster) inside.
Before progressing on the main path, progress to the right, behind the heads and between the two fallen logs. At the end of this path you'll find a Paper Stick. Pick it up and then continue back on the main path.
Wait for the giant head to finish talking then place the Paper Stick in the middle of the levers.
The idea here is to raise every single candle so then Potboy can work his magic and burn all candles at once. In order to do that, you have three switches, and after the initial dialogue with the big head, you'll notice two rings that can move between the six containers.
The left and right levers on this console move the rings around, while the middle sees the candles raised or lowered. Move the rings around and raise all six candles, then send Potboy onto the bridge and press Square (X) to light the candles.
Nobodyville
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On the other side of the gate, follow the neon wisp up the main path. On the way, open the hatch just to the right (pictured below) to find Gramophone Disc #5 (Nobodyville).
At the big circular arena with the heads, take the path on the left to enter a little house.
Inside the house, directly to your left, you'll find Shellphone #7. Before you leave, head up the stairs to the back of the guillotine. Potboy will mischievously cut his own head off, which will also net you the Achievement: Mind Over Body.
Now you can return to the Headmaster and light the fire in the middle.
After the cutscene you'll be given the Matchlock, which you can now use to light candles that are too far away to light manually. Use the Matchboxes to refill the gun and then aim at the two candles to unlock the door.
Head through the doors and then use the flying contraption. Activate it by pressing Square (X). When it lifts in the air, hold on with X (A).
The Swamp
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When you arrive in the swamp, just after you land, Shellphone #8 can be found on the right just beyond your starting location.
Continue on until you reach the Molgrim's Lair door to the right. Use the Matchlock to burn all three candles in this area. There are two just on the right hand side of the door – be sure to look up to find the third!
Keep moving forward after unlocking the door and use Potboy to light the furnace by the door on the left side of the main path. When the door opens, you'll find the Molgrim and it'll take Potboy away.
Finding the Lair
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Follow the neon wisp across the swamp (there is a wardrobe that holds a Map of Molgrim Swamps pick-up but it's not essential to grab).
At the end of the wisp's path, close your eyes to clear the frog and find a way into the lair (pictured below).
The Molgrim's Lair
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Inside the lair, stock up your Matchlock using the matchbox on the left path, then move all the way to the far right path. Light the candle to move the Crawler, then proceed down the middle path.
Follow the path here and you'll eventually drop down into the Molgrim's Lair. Use your crouch to work your way around the arena and light all the candles with Potboy. The idea is to use the cover and move strategically when the Molgrim is looking the other way.
Stay crouched and you can look through the gaps in the fences to figure out where it's moving to (pictured below).
As you work your way around the arena, you'll eventually need use the pipes to send Potboy up to light the final candle. After lighting all four candles, leave the lair with Potboy and keep moving with the neon wisp.
Following the cutscene, wait in the burrows and evade the Molgrim. Any time it comes near on this next section, be sure to hide in these to avoid being captured!
The Three Candles/Cauldron Shards
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You'll now have three candles to follow, which will send you off to grab Shards to remake the Molgrim's cauldron.
Left Path
On the left path, you'll find a hatch en-route to your destination holding Clay Figurine #6 (The Old Man).
To the right of this Figurine, at the end of this pathway, you'll find a crawlspace that holds a container with a head inside. After the dialogue, press X (A) to interact and pick up Headvig into your inventory. We'll circle back to this one shortly!
For now, head through the hole just to the right of where you grabbed the Clay Figurine #6 collectible. On the other side, you'll find a bunch of heads bouncing around before disappearing.
You now need to use your skills to close your eyes and find 3 masks. You'll also find Shellphone #9 inside here on the perimeter of the room, on the left next to the frogs.
The aim is to find three masks to place back on the motionless figures in the middle of the room. To do that, we need to destroy the frogs. These are the frogs you need to destroy:
1. By the entrance on the far left:
2. Just to the right of one of the figures at the back:
3. Destroy this Frog at the back of the arena to uncover an alcove. Inside, you'll find the third mask.
Add all three masks to the figures outside and after the cutscene, grab the Shard of Trinity.
Return to the candles in the swamp and this time, head all the way back to the entrance. You may have seen a strange circular container beforehand. Well, place the Headvig collectible we picked up earlier on the pedestal. After the cutscene, you'll gain the Shard of the Heart.
Right Path
Return to the candles and on the right path, head over the wooden bridge and immediately turn left to head down the pathway (pictured below) to grab Gramophone Disc #6 (The Spark). This is just next to the giant guitar in the background (pictured below).
Continue along the main path here until you reach a wardrobe. In the bottom drawers you'll find a clue called Reading the Stones. We'll need this for the next section!
When you reach a pipe and cauldron at the end of this pathway, be sure to grab Shellphone #10 just to the left of this (pictured above).
Use Potboy to burn the furnace, lift the platform and then head over. Just before reaching the flying machine, open the hatch to the left and grab Story Page #4 (Who Took The Sun Away?).
Use the machine to head up to the higher level. When you reach the circular area, at the end of this cliffside section, a cutscene will pop up. After, you'll now need to light the candles in the order of the historical story. You do have the correct order via the Hint you grabbed from the wardrobe (which we've pictured below), and this can be used to determine how to light the candles:
The Order is as follows:
The second picture with the Molgrims at the campfire
The fourth picture with the Molgrim attacked by three soldiers with torches.
The fifth picture just to the right of this with the six torches and soldiers fighting eachother
The third picture with the Headmaster and headless bodies
The first picture on the far left with the scared Heads and the Molgrim.
After the story is played out again, you'll gain the Shard of the Moon.
Fixing The Cauldron
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Return all three shards to the Molgrim Cauldron and use Potboy to light it by pressing Square (X) underneath three times.
After the cutscene with the Molgrim, approach the wardrobe and destroy the blue eye to create a fast travel point back to the Headmaster.
With the key she gives you, return to the entrance of Nobodyville and now you'll be able to progress through the door on the left. Follow the neon wisp with the key if you get stuck!
On the other side of the locked door, be sure to pick up Shellphone #11 on the right when you drop down to the section between the two large, skeletal remains.
When you reach the main road, you'll find a hatch directly opposite, to the right of the bonfire NPC. Open it up to grab Clay Figurine #7 (The Mogrim).
Light the bonfire, listen to the NPC and then use the Matchlock and Potboy to light all three candles to the left of him.
Once that's done, close your eyes to remove the yellow eye that pops up just to the left of this. You'll now be reunited with Housey once again.
Keep moving down the main path and when you find NPCs walking toward you you'll find Shellphone #12 and a hatch holding Story Page #5 (Who Took The Sun Away?) by the side of the road. It's very hard to miss (pictured below).
As you continue on, you'll eventually reach another bridge. Head underneath to activate Achievement: The Tale of the Loathsome Molgrim, and bring this big chapter to an end!
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