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Still Life 2 Game Guide & Walkthrough by gamepressure.com

Still Life 2 Game Guide & Walkthrough

Table of Contents

Chapter VII - Paloma Still Life 2 Guide

Last update: 11 May 2016

1 - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough
Despite the chapter's title suggesting that this time we will be controlling Paloma, we will start off with Vic - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough

Despite the chapter's title suggesting that this time we will be controlling Paloma, we will start off with Vic. However our role will be just to have a quite long conversation with Richard #1. Afterwards there will be a cutscene and we will be moved to a bunker under the killer's house #2.

2 - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough
Tell Paloma to move the wooden box #1 and take the metallic pipe hidden behind it - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough

Tell Paloma to move the wooden box #1 and take the metallic pipe hidden behind it. Move the bed #2 away from the locker and take one roll of paper from the toilet paper shelf.

3 - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough
Using the pipe we open the locker #1 and take a plastic can and a magnet #2 - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough

Using the pipe we open the locker #1 and take a plastic can and a magnet #2. Move the bed back to its place and take a closer look at the wall between the shelves.

4 - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough
Use the magnet at the shiny thing in the cracked wall #1 - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough

Use the magnet at the shiny thing in the cracked wall #1. This way we will get a ring. When we take a closer look at the cell's door, Paloma will begin a conversation with the prisoner held in the opposite cell. Ask him to give you a fork. An unfortunate throw ends in the fork landing beyond our reach. Combine the magnet with the toilet paper and use it to get the fork #2 (you will have to approach the cell's door once more).

5 - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough
Place the plastic can under the vent #1, climb onto it and use the fork to get rid of two screws holding the grille #2 - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough

Place the plastic can under the vent #1, climb onto it and use the fork to get rid of two screws holding the grille #2. By entering the vent, we will get out of the cell and to the corridor.

6 - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough
Look through the air-vent in the door, deeper into the corridor #1 and communicate with Vic - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough

Look through the air-vent in the door, deeper into the corridor #1 and communicate with Vic. She's still feeling dizzy and isn't too talkative. Go to the opposite end of the corridor and look into the box on the wall #2. Look at the empty amphetamine box and take first-aid-kit.

7 - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough
While on the way to McPherson's cell, talk to the imprisoned man #1 - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough

While on the way to McPherson's cell, talk to the imprisoned man #1. Mention the amphetamine and in exchange for the ring, he offers us a drug pill. Give the newly gained drug to Vic #2 - she will regain some vigour and return her sharp tongue will return. It's time for a logical riddle.

8 - Chapter VII - Paloma - Walkthrough - Still Life 2 - Game Guide and Walkthrough

 

When asked about the electronic locks, McPherson mentions about two manes connected with their own - Paloma "Martin" and Victoria "Stanton". Having this knowledge, talk to the man in the cell and he will tell us that when the murderer was entering the code to Paloma's door, he used 4 as the first and 5 as the last number. The image above shows the system on which the code is built. The English alphabet has 26 letters. Having numbers from 1 to 9, number the letters and then assign numbers to the letters forming the names. In effect, we have two codes - 419295 to Paloma's cell and 1215265 Vic's cell. Input the code to McPherson's cell and you will gain control over the second woman.

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