A White Day 2: The Flower That Tells Lies walkthrough is almost indispensable for playing the intense Korean horror. In this third part of our walkthrough you will find help for the final puzzles that occur during the first episode.
What it’s about: White Day 2: The Flower That Tells Lies is the direct sequel to 2001’s White Day: A Labyrinth Named School, a survival horror game from South Korea that was hugely successful nationally; however, thanks to a YouTube hype about ten years ago, it also became better known internationally.
The impetus for White Day 2 was certainly the respectable success of the remake released in 2017. In a way, The Flower That Tells Lies seamlessly picks up where the prequel left off, although the game takes place in our days. Nevertheless, Yeondu High School is still standing and in White Day 2: The Flower That Tells Lies it once again swallows up some teens in search of the truth.
Of the two brats, the cheeky Jung Soo-jin is especially interested in the school’s past. You nevertheless take on the role of her somewhat timid schoolmate Jang Sung-tae, who gets separated from Soo-jin early on. Below, you’ll learn the solutions to the final puzzles Sung-tae encounters during the first episode.
White Day 2: The Flower That Tells Lies Walkthrough |
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White Day 2 Walkthrough: Episode 1 (Part 3)
Once down in the hospital, enter the nurses’ room just to the left of the entrance. There you will discover a device on a wall with usually three levers, but only one of them is in place. Use it to open an electronically secured door on the floor below. Go through it and then go to the cells on the right. As soon as you take a few steps into the room, “the Guard” will appear; it’s best to duck before the corresponding movie sequence starts.
After the end of the movie, continue to run ducked to the left towards the middle two concrete pillars. As you can see, there is some kind of control panel with four numbered levers between them. Stand up and pull lever number 2. (39) You should do all this quickly so that the guard doesn’t stab you in the back.
Now walk (still crouched) around to the left to the other side of the room. There is another control panel there, this time with levers number 5 to 8. (40) Pull levers 5 and 8. You can now leave the room to the right; you will probably have to run because the guard has spotted you.
But that’s no big deal. Just run outside and turn right. After that, run to the end of the corridor (it makes a bend to the right in between). Open the door on your left and quickly hide behind the big green sofa. There you will have peace and quiet from the guard, unless he has spotted you in the immediate vicinity of the room.
Finding the Two Levers for the Nurses’ Room
Now carefully go back towards the cells and enter the crematorium (it’s the first room on the right). As soon as you approach the furnace, the corpse inside will be cremated as if by magic. From the remains you’ll get the second lever for the nurses’ room. But wait, don’t run yet! First take the dummy eyes from the second skeleton; you’ll need them later.
Now you can go back to the nurse’s room, insert the lever and use it. This will open another door downstairs, run there. When you enter the room behind it, you’ll see a green iron cabinet in front on the right. Open it and take out the skull and the third lever.
Your next stop is once again the nurses’ room, where you use lever number three and activate it. You also have to go to the crematorium again. There you open the upper right corpse cooler to complete the remains contained therein with the bone skull from your inventory. After that, exit the room to the right and keep to the right.
The First Copper Plate in the Generator Room
Shortly after, run down a long flight of stairs to the generator room. At the bottom, go to the left end of the room. You’ll see a bloodstained machine there. (41) Turn it on at the front. (42) The strange pipe on the right side of the machine spits out a copper plate. These things are your ticket out of the hospital; you’ll need two more of them.
Run back up the stairs. You can now put the copper plate directly into the exit door opposite the stairs. (43) (44) However, you can also wait until you have collected the rest of the plates.
The Second Copper Plate in the Secret Room
Walk down the long corridor back to the cells. There may be a bit of a waiting game, because now you have to open and examine some of the cells while the guard goes in and out of the room. You can check the cells in any order.
Relevant are cells number 7 (where you get a dummy lung) and 4 (brick). Put the brick in the back left wall (45, see green arrow) of the room with the iron cabinet (the cabinet where you found the skull). A secret room will open. Examine the desk in it; you’ll find a dummy brain on it. Also, the small closet on the right is interesting, because it contains the second copper plate. (46)
The Third Copper Plate in the Operating Room
Go back towards the nurses’ room and walk past it. Enter the treatment room a bit further back on the left side. Inside there is a door secured by a combination lock, the combination is 0218. Behind it is the operating room including a surgical dummy. Insert the dummy’s brain, eyes and lungs. This way you will get the last copper plate (it is in the “gut”).
Once you have inserted the three copper plates into the exit door, you will find yourself back in the school building. Leave the chairman’s room to watch a short film sequence. After the end of the film, run up the stairs to the second floor on the right. But beware: a deadly ghost-girl is on your heels!
Run one floor up to the right through the connecting corridor back to the main building 2. The ghost will try to cut you off several times, so you’ll have to run back and forth a few times. Once in the main building, quickly run down the staircase to the first floor. There you immediately turn left; just before the toilets turn left again. After one more movie, the first episode is over.
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