Chapter 2: The Swamp & The Orphanage

Walkthrough for REANIMAL Chapter 2: The muddy bog, stealth sections, and navigating the ruined orphanage.

Overview

After the trainyard chase, you fall into a murky swamp. This chapter emphasizes stealth and environmental hazards. You must reunite after being separated and infiltrate the looming Orphanage.

Key Objectives

  1. The Swamp: Reunite with your partner.
  2. Stealth: Evade the patrolling Searchlights.
  3. The Orphanage: Solve the Clock Tower puzzle.
  4. Escape: Flee from The Warden.

Collectibles

  • Glitched Remains: 6
  • Hats: 3 (The Muddy Cap, The Flower Crown, The Warden's Mono)

Part 1: Separate Ways

The fall separates you.

Player A (The Mud Patch)

  • Deep Mud: Walking is slow. Jump to move faster.
  • Puzzle: Find planks to cross the sinking pits.
  • Stealth: Hide in the tall reeds when the Searchlight sweeps over.

Player B (The Sewers)

  • Dark Tunnel: Use the lighter/torch to repel leeches.
  • Puzzle: The Water Valve.
    • Turn the valve to lower the water level for Player A (The Mud Patch becomes accessible).
    • Timing: Turning it too much floods your own area. Find the sweet spot (listen for the click).

Reunion: Meet at the base of the Orphanage wall. High-boost each other to climb the vines.

Part 2: The Orphanage Garden

The garden is patrol ground for "The Warden," a tall figure with a lantern.

  • Mechanic: Throw objects (cans/bottles) to distract The Warden.
  • Route:
    • Stick to the hedge maze.
    • Watch for crow alerts—if you startle them, The Warden investigates.
    • Find the Garden Key in the greenhouse (guarded by a sleeping dog).
    • Tip: Crouch-walk past the dog. Do not run.

Part 3: The Clock Tower Puzzle

Inside the main hall, a giant clock face dominates the room.

  1. Objective: Set the time to 3:00 (based on a clue found in the mess hall painting).
  2. Mechanics:
    • Face: One player climbs the pendulum to weigh down the minute hand.
    • Gears: The other player inserts a crank into the mechanism wall to move the hour hand.
  3. Coordination: The gear player must stop cranking exactly when the hand hits the number. The climber must jump off to lock it in place.

Part 4: The Warden's Office

The clock opens a secret door to the Office.

  • Key Item: The Master Key.
  • Stealth Boss: The Warden sits at the desk. You must sneak under the floorboards.
  • Floorboard Puzzle:
    • Wait for The Warden to pound his fist or move his chair (mask your noise).
    • Move only during loud ambient sounds (thunder/stomping).

The Escape: The Slide

You are discovered.

  • Slide Section: A high-speed slide down a泥 chute.
  • Controls: Steer Left/Right to avoid debris.
  • End: You crash into a new biome (The City / Factory).