Tormented Souls 2 Guide: Survival Strategies and Walkthrough (Chapters 1-4)
From the initial mysteries in the Convent to the last corners of the game, we guide you through every nook of the game. Learn how to solve complex puzzles, manage limited resources, and survive brutal encounters with mutated enemies.
(Guide in development)
Introduction to Tormented Souls 2: Return to Terror
Tormented Souls 2 is the sequel to the acclaimed survival horror that captured the hearts of fans of Resident Evil and Alone in the Dark. Developed by Dual Effect, this title puts you in the shoes of Caroline Walker, a determined woman set on rescuing her sister Anna from the clutches of an ancestral curse. Set in an abandoned convent, a desolate shopping district, and a bloody processing plant, the game combines fixed perspective exploration, scarce inventory management, and clever puzzles that will test your wits.
In this detailed Tormented Souls 2 guide, we will cover each chapter with precise steps, key item locations, puzzle solutions, and tips to maximize your survival. If you are new to the genre, start by understanding the basic mechanics: the lighter to dispel lethal darkness, weapons like the hammer and shotgun to fight, and maps to navigate complex mazes. For veterans, we will delve into advanced strategies such as efficient backtracking and ammo optimization.
The game is divided into main areas: the Convent (split into two parts), the Commercial District with the Butchery and Mall, and the Processing Plant. Each section includes subtle lore that enriches the narrative of psychological horror. Prepare for about 10-15 hours of gameplay on standard difficulty, but this guide will help you shorten that without losing immersion.
Initial Setup: Difficulties and Basic Controls
Upon starting Tormented Souls 2, choose your difficulty: Assisted (easy, with autosaves and more resources), Standard (manual saves, realistic scarcity) or Tormented (unlockable post-game, extreme). We recommend Standard for the first playthrough to appreciate the balance of survival horror.
Key controls: W/A/S/D for movement, mouse to look, E to interact, 1-4 for item/weapon shortcuts. The map (M) is your best friend; mark pending puzzles and safe rooms with record players to save.
| Difficulty | Saves | Resources | Enemies | Recommended For |
|---|---|---|---|---|
| Assisted | Unlimited + Autosave | Abundant | Weak | Beginners |
| Standard | Manual on record players | Scarce | Balanced | Intermediate players |
| Tormented | Limited manual | Very scarce | Lethal | Experts |
This comparison table will help you decide based on your experience. In Standard, health regeneration is minimal, so prioritize first aid kits.
Advanced Tips: Mastering Resources, Secrets, and Hidden Lore
Efficient backtracking: always keep the map updated. Secrets: Juan’s journals uncover cults; melee weapons save ammo. Prioritize lighter in darkness, combine items quickly.
| Weapon | Ammunition | Damage | Range | Ideal Use |
|---|---|---|---|---|
| Hammer/Iron Bar | None | Medium (high stun) | Melee | Finishes and evasion |
| Nailer / Automatic | Nails / Coil | Low-Medium (burst) | Medium | Swarm and stagger |
| Shotgun / Double Barrel | Shells | High (area) | Short | Groups and bosses |
| Crossbow | Acid Tubes | High (piercing) | Long | Armored enemies |
| Chainsaw | Fuel | Extreme (sustained) | Melee | Final emergencies |
Solution to Chapters 1-4
Chapter 1: Convent Part 1 – Awakening in the Eternal Shadows
The Convent bursts forth as an oppressive prologue, a labyrinth of corrupted faith where Caroline awakens to the echo of a scream that rends the night. This section, spanning 40-60 minutes of pure suspense, introduces the fundamental mechanics: darkness as a silent killer, symbolic puzzles rooted in religious iconography, and the first brush with mutated horrors. The lore here is subtly woven, hinting at forbidden rituals that bound Anna to this nightmare, transforming a sacred refuge into a profane tomb.
The Infirmary: Unraveling the Key of the Floral Bud
After the opening cinematic, Caroline lies in the Infirmary, a room steeped in rancid antiseptic and echoes of past agony. The main door, guarded by a lock shaped like a floral bud, symbolizes the twisted rebirth of the convent order. Step back and turn left towards the adjoining bed; on the nightstand rests the Holy Bible, a dusty tome whose cover evokes promises of salvation now mocked by the curse.
Proceed to the adjoining room and scrutinize the bulletin board in the far-right corner: a harmless Pushpin gleams dimly, a detail that rewards sharp observation. In the inventory, examine the Bible and apply the Pushpin to the right arm of the Christ figure, a gesture that unlocks its inner secret, revealing the Floral Bud Key. This puzzle is not a mere mechanism; it reflects the lore of subtle desecration, where faith is used as a tool to unleash horrors.
Insert the key into the lock and ascend the opposing stairs. A cart blocks the exit; push it with determination to emerge into the South Corridor 2F, where the light flickers like a dying heart. Here, darkness begins its hunt: stay in lit areas or perish, a reminder that in Tormented Souls 2, light is life.
The Bell Tower: Acquiring the Lighter and the Tweezers
In the South Corridor 2F, drift left to a reading table; Anna’s Sketchbook lies there, a personal relic that tightens the emotional knot of the lore, with sketches hinting at prophetic visions of the lost sister. Adjacent, the Matron’s Office provides refuge: a Record Player on the central table allows for manual saves, an oasis in the storm.
On the candle table, a First Aid Kit restores health; use it if initial stress has depleted your health bar. Open the wooden chest for the Tweezers, a versatile tool to manipulate the inaccessible, evoking the skill of the nuns in forgotten rituals. Exit, and as you advance, the lights gradually extinguish: run to the end of the corridor, past the Infirmary, and enter the right door to the Bell Tower.
Descend the spiral staircase ignoring the growing darkness; beside a lamp, a chained body moans silently. Use the Tweezers on the cage of its abdomen to extract the Lighter, a primordial artifact that, when assigned to a shortcut, repels shadows with an eternal flame. This item not only saves lives but metaphorically illuminates Caroline’s path towards redemption.
Return to the Corridor; optionally, revisit the Infirmary with the Lighter for additional loot: a healing item and a note about the plague that struck the order, enriching the lore tapestry with touches of gothic history.
The Library: The Convent Map as a Compass in Madness
From the Matron’s Office, something stirs in the distance: a hooded sentinel, herald of the undead guardians. Ignore it and proceed to the adjoining corridor. Enter the Library, vast mausoleum of profane knowledge, where an old phone lacks a dial plate, a harbinger of spectral communications.
Descend minor stairs and turn right to a staircase that descends to the lower level; on a table, the Convent Map awaits, your beacon in this labyrinth. Mark safe rooms, puzzles, and optimal routes, turning chaos into strategy. Exit through the door between giant statues into the North Corridor 1F.
The map is not merely a cartographer; it reveals lore connections, like hidden ritual passageways, fostering exploration that unravels Anna’s curse.
The Basement: Initial Weapons, the Hammer and the Nailer
In the North Corridor 1F, to the left, a wooden door with a rusty lock challenges; note it for later. Circle around the central area towards a powerless elevator. Head to the entrance of the Lady’s Chapel, triggering a cinematic that exposes cursed barriers, profane seals of the order.
Activate the nearby lever to power the elevator and descend to B1. Run through the corridor to the Basement, anticipating a chase: a lurking enemy, but evade by sprinting, preserving health for the imminent weaponry. In the southern workshop, activate the left lever for energy.
On a table, a Compressed Air Cartridge; on the workbench, Nailer Frame. Combine them in inventory to assemble the Nailer, your first firearm that shoots nails. Collect more in the Basement and assign it to a shortcut. Exit the workshop; the monster bursts in, maneuver around bars and sprint to the right door to the Crematorium.
Cinematic: an NPC pleads for a sacred book to break barriers and save Anna, weaving threads of alliance in the lore. After the scene, extract the Hammer from the head of a dead nun, a melee weapon for stunning without ammunition. Loot the locker for more nails and ascend.
The Upper Bell Tower: The Bells Puzzle and the Shotgun
With basic weapons, return to the Bell Tower and ascend. Break two green vases with the Hammer to clear the way; climb the ladder to the top. The Shotgun rests in indestructible crystal; inspect the plaque: verse about four singers—Victor (first, flawless), Big Joe (second, deep), Claudio (third, high-pitched), Elias (last, deep like Joe)—whose voices «shatter» the silence.
Four bells vary in size; strike with the Hammer in sequence according to voices: second smallest (Joe, deep), largest (Elias, equally deep), smallest (Claudio, high-pitched), second largest (Victor, first). The crystal shatters; take the Shotgun, devastating for groups but greedy for shells.
Descend; two monsters ambush. A single shot each eliminates them. Assign it to a shortcut, but save it for bosses, resorting to the Nailer for standard encounters.
This part of the Convent sets the tone: exploration rewarded, puzzles that honor the religious lore, and combat that teaches resource management. With the Crown Key implied in progression, you prepare for deeper depths, where faith turns into nightmare.
(Expansion: Additional details about enemy variations in difficulties, alternative routes for hidden loot and lore connections with the order’s history add narrative and strategic depth.)
Chapter 2: Convent Part 2 – Breaking Cursed Barriers and the Other Side
Part 2 of the Convent (40-60 minutes) intensifies the distortion, introducing the «Other Side» as a demonic mirror world and the first boss, the Iron Maiden. Here, puzzles advance in complexity, demanding memory and observation, while the lore delves into holy tears and cursed books that tether souls to eternity.
The Prison: Phone Book Page and Cursed Book
With the Crown Key, descend to the Crematorium via the elevator; ambushed by a crawling enemy: aim for the head to stun, evade lunges. Pass through bars and head straight to the red door to the Prison, unmapped for psychological disorientation.
Advance through two gates to a circular chamber; circle counterclockwise, enter left to descend stairs. Activate the power lever for light, essential against the dark aggression. Central panel with lever releases cells afterwards.
In the final open cell, run for the Paper Symbol on the cart; ambushed: light the candelabrum or sprint to light for visibility. Flip the paper forhidden writing, a puzzle key. Right to a safe subsection with ammo, lore note about the cursed inmates and a record player for saving.
Red panel: use Tweezers for wire, then dials: Right, Left x3, Right for symbols. Release cells: loot ammo, two ambushes; backpedal shooting. Final cell: Phone Book Page on the bed, for decoding spectral calls.
Cell with no mattress: pull frame for a hole to the Crypts. Descend, light candelabras against darkness; erratic camera signals a cursed artifact. Take the Cursed Book from the pedestal, place the Bible for sacred-profane balance.
Return; rotating spikes activate: zigzag. In the Crematorium, NPC reveals holy tears for the barrier, gives the Museum Key.
The Museum: Jade Ornament and Rotating Marker
With the Museum Key, head to the south Cloister; enemies in tight paths: funnel for takedowns. Dark Museum courtyard: activate power lever for light, deterring ambushes. Descend stairs, unlock shortcut to the Basement.
Museum door: insert key, press middle, left, right for latches, opens. Inside, inspect painting between lamps: lit candles herald reflective puzzle. Descend to statue platform: note parchment on chest, symbol of sealed prophecies.
Base of stairs, Jade Ornament between statues of nuns. In Torture Museum, descend wooden stairs to hanging chains: tape recorder on chair. Unlock door to sub-area of Basement, Rotating Marker on right table.
Jade Disco Puzzle and Empty Sprayer
In the Library, phone: tie the Marker to the plate. Decipher Phone Book: 3890* for voice Anna, revealing lore. Painting shifts, Jade Disco emerges.
Flip the Ornament, insert Disco; rotate edge buttons for lines completing the central square. Use on green door in the Calefactory at Chapter House. Demonic barrier seals; loot ammo/health, ritual note. On wooden chair, Empty Sprayer for «tears».
Three monsters from floor hole: focus one, kite space, melee if low on ammo. They break the barrier.
The Other Side and Adorned Stone Heart
Torture Museum end: break lock with Hammer on bars. Mirror with 10 candles: ignite 5 mirroring painting in the Museum (visual clue). Portal activates to the Other Side, dark inversion.
Cut straw figure, take Stone Heart. Assemble Double Barrel Shotgun with Metal Tube for power upgrade.
Lady’s Chapel: Defeating the Iron Maiden
Fill Sprayer with holy blood (statue weeps). Spray the barriers. Boss: evade spinning attacks, use daggers from bound bodies for finish, shotgun for stun.
This part culminates in escaping the Convent, with lore of parallel dimensions and bloody redemption.
Chapter 3: Commercial District, Butchery and Mall – Forgotten Streets and Eternal Shopping
(30-40 minutes) Transition to urban decay: empty streets, gore butchery and labyrinthine mall. Lore evolves into societal corruption, with pig mutations symbolizing cursed gluttony.
City Map and Personal Entrance Key for Mall
Emerging onto the street; cross to Secure Calling Center, save. Advance, City Map in left newspaper kiosk.
Phone rings, tape seals receiver: note for later. At the Butchery; hole in shutter enters. Povidone on counter, note on grim lore table. Basement stairs: body on wall, Mall Key.
Ambushed by pig: run, preserve bullets.
Mall Map and Instant Photo
Exit, cross opposing corridor, use door key. First right, unlock shortcut. Left corner store: Nails Coil, Mall Map board.
Ascend previous stairs, note back door dojo locked. Descend new stairs to the right Pharmacy: office back door, fridge without power. Store stairs to left: sink bank, Instant Photo; locker Pain.
Restoring Power and Automatic Nailer
Hole in wall Video Rental: tape recorder on left. TVs flicker. Shutter drops to lower mall floor.
Chained man: floor symbol ignites candles. Right passage, broken wall kitchen. Shutter hair salon secure save. Right door shortcut.
Half arcade median shutter corridor: note Letter Zacharias for bear with one eye. Door danger sign: power panel end, route to mall. Wooden chest with Nails.
Ambushed by two pigs: flee to power lever room, cover. Shortcut left door. Bathroom: Automatic Nailer on floor corpse.
Dojo Keys and Box Cutter
Pharmacy powered fridge: dials A blue, B yellow, C red by Photo mix (green A+B, orange B+C, purple A+C). Opens: Dojo Key, First Aid Kit.
Ascend upper floor, crawling enemies: Automatic Nailer stagger distance. Dojo: unlock, back bathroom Box Cutter on floor symbol. Ambush: eliminate or flee.
Coins, Gold Ring and Chained Man
Commercial District phone: cut tape, answer Anna, Coin falls.
Arcade Claw: insert Coins, maneuver for Teddy Bear with one eye, extract Gold Ring.
Chained Zacharias: gives ring, releases for access to Backstreets.
Ammo in arcades; backtrack missed items.
Chapter 4: Processing Plant – Industrial Hells and the Reaper
(1.5-2 hours) Culminating gore zone: cursed machinery, failed experiments. Lore culminates in manipulating cults, with timed puzzles and a brutal boss.
Metal Bike Parts and Plant Map
Backstreets ascend stairs, Container Office secure save. Newspaper Gazebo. Lower Wing door.
Conference room on the right: empty projector. Upper Wing corridor wooden stairs. Secure warehouse, Surveillance: tape on bed, Bike Parts on steel table. Board 1765 (6 fallen).
Secret Freezer Area: VHS and Decapitated Save
Upper Wing corridor: decapitated, right office ammo, Plant Map board. Left bedroom Juan’s diary. Bathroom: Joseph dialogue, Iron Bar on dead neck, Nails stall.
Password door without battery. Bank Acid Tubes. Return to start, four-legged enemy: Iron Bar melee dodge.
Lower Wing green boxes: break Bar, basement elevator. Steam corridor: time movements. Monster: run, ignite candelabrum.
Freezer: cabinet Juan’s diary «Mysterious Woman.» Photo wall: click chest girl switch, wall opens. Final cell red button VHS Freezer.
Conferences: insert VHS, play cutscene past. Freezer: drag wardrobe ventilation block killer. Present: ambushed, Nailer red switch unlocks. Table lamp Bulb, Sketchbook Anna on floor.
Underground Dock and Cassette Player
Basement corridor end Reception: Acid Tubes on table. Fan panel switch off. Install Bulb panel, activates illumination.
Break right boxes elevator down. Docks: melee crabs. Steel door elevator panel without power. Electric box: Node middle 1 turn, right 3 for lights.
Down, dock body candles Cassette Player, clear crabs. Stairs shark chained: Bar mouth partial.
Dining Room: Crossbow and Metal Base Plate
Password door: Batteries for cassette, insert 1765, unlock. Remove Batteries.
Dining Room stairs: Diary «Painting Woman Torch» on sofa. Down left: painting man with hammer. Down kitchen: Pain on counter, Povidone vase.
Up body: ambushed by two, distance. Body Frame Crossbow, combine Bike Parts.
Boss: The Reaper
Expanded details: Dodge saws, Crossbow weak points eyes/throat. Phase 2: use environment crush, acid ammo melts armor. On Standard, 3-5 min; Tormented, constant cover.
Final zone release final truth, unlocking New Game+ modes with extended lore.

