Of The Devil Episode 2 Guide – 100% Walkthrough, Puzzles

I went into Episode 2 thinking it would be a chill continuation of Episode 1. It absolutely was not. This case is longer, nastier, and way more rewarding if you really dig into every corner. The game does not hold your hand here, and if you rush it, you will miss a scary amount of Credits.

So I replayed the entire episode slowly, clicked on everything, tried the wrong answers on purpose, and mapped out the cleanest possible path. This Of The Devil Episode 2 Guide is basically the route I now use when I want a perfect Credit run without guesswork.

If this is your first ever playthrough, I honestly recommend you go blind once. But if you’re here to farm Credits or make sure you didn’t miss anything, this will carry you from start to finish.

Of The Devil Episode 2 Guide – 100% Walkthrough, Puzzles

Lower Wards Street Level

The very first area already teaches you an important rule for this episode: everything matters.

I checked all three buildings before even stepping inside.

  • Left building – search ORCAS for a free Credit
  • Middle building – another free Credit
  • Right building – one more free Credit

Inside the building, most of the early dialogue is flavor, so relax and enjoy it. But do not get lazy with exploration here.

Before doing anything important, I walked around and searched:

  • Inventory pile – use MEGS and CRICCO
  • Tanks – use MIST and CYBER PUNK
  • Door, cards, and Tre for extra info

Now comes a part that is easy to miss. When the game tells you to cover your tracks, actually do it. I manually checked:

Miller, Tres, Return Keys, Darkcard, Remote, Sword, and Cigarette (only shows if you smoked).

If you don’t skip any of these, you get a clean +10 Credits for basically just being thorough.

Bar Kintsugi

This place looks simple, but it’s sneaky.

I clicked:

  • Ceiling – free Credit
  • Drinks – free Credit
  • The cat – another Credit (and possibly a cosmetic later)

Then I opened the datapad and read HELIUM FUEL.
The correct takeaway is the line about NEW FUELS. That one gives you an extra Credit and also becomes important later.

Ikariya Tower – Day 1

At this point I made it a habit to touch everything before talking to anyone.

  • Go Fish – +1
  • Ceiling – +1
  • Datapad – read CONVENTION NEXT MONTH, and select HIRING MERCENARIES for another Credit

When Makoto becomes available, don’t rush him. Ask about:

HOUSE IKARIYA
MAKOTO
THIS MANOR
THE BLACK SUITS

Each one gives Credits and fills in background you’ll be glad you remember later.

Interrogation Room – Day 1

When Sosuke is finally in front of you, you want to be careful.

Ask him about:

  • SOSUKE
  • TAKEN CAPTIVE

Then when you’re choosing what he was missing, pick BULLETS. It’s the only option here that actually pays you.

Car Ride

Talk about:

CHOPIN
THE LOWER WARDS
Then THE HOUND unlocks after that.

When London asks who you’re betting on, it doesn’t matter for Credits. I just answered with whatever felt right in the moment.

Crime Scene – Day 1

This is where I slowed down the most. The crime scene is packed with Credits, evidence, and future-proofing.

I went room by room and touched everything.

Fire escape, dumpster, windows, TV, datapads, notes, tanks, Miller, Tre, needles, blood, buckets — if it can be clicked, click it.

Make sure you:

  • Grab RedInk tech
  • Secure Darkcard
  • Pick up Magus
  • Take the Broken Bat

When you read the article SERIAL BOMBINGS, choose FEDS INVOLVED for an extra Credit.

Behind closed doors, nothing gives Credits, so don’t stress that choice.

Court – Day 2

Only one dialogue actually matters here: MOB HISTORY gives a Credit.
The rest is flavor.

Opening Statements

To maximize Credits, I used:

UNSPEAKABLE
MALEVOLENCE
TORTURE

This combo consistently pays out.

Makoto’s Testimony

This part felt tense even on replay.

Object using:

  • NEEDLES
  • MEDICAL RECORDS

Let his testimony stand.
When the sword logic chain begins, use:

CREEK → NEEDLEGUNS → MAGUS

This entire chain stacks you a lot of Credits.

Yumi Sato’s Testimony

Choose STARTING POSITION.

For Blackjack, I beat her with:

BLADE WOUNDS
KATANA STAB
CHOPIN CAUSE OF DEATH

Then later:

Use MAGUS, counter ONLY SUSPECT, and play DARKCARD when challenged.
When prompted, remove DARKCARD to unlock the achievement.

Recess

I asked MAKOTO and MIREI for extra Credits.

Qasim London

Blackjack is easy here:

WERE YOUR BODY CAMS ON
HOW’D YOU CLEAR THE BUILDING

Roger’s Testimony

Pick TO PREVENT ESCAPE.
Use:

DUMPSTER
SOUND SYSTEM
Then choose SOUNDPROOFED when asked.

Remove WINDOW SPATTER.
Follow with CHOPIN ALERTED, BALLOT MEASURES, and REDINK.

End of Trial – Day 2

Pick LAST YEAR’S MEETING.

Crime Scene – Day 2

Ask London about:

ABOUT CHOPIN
YOUR TESTIMONY

Have Serra sniff the KNIFE.
Search Sosuke, RedInk, Creek, Tank, and Datapad.

local_host

Search everything.
Read BAMBOO UNREST and choose GROWING UNREST.

When ordering drinks, pick anything except FORGET IT.

For Kim, the best choices are BRESSON’S FATE and HOUSE IKARIYA.

Ikariya Tower – Day 2

Pick NO REASON.
Discuss SOSUKE, MIREI, DAISUKE.
Choose NOT QUITE to grab more Credits and an achievement.

Morgan’s Apartment

Take your time here. It’s calm before the storm.

Sosuke’s Testimony

Object with CUT BINDINGS.
Raise the sword question.
Use MY KNIFE and SOSUKE MED RECORDS.

Han’s Testimony

Blackjack:

BUILDING SECURITY
THE NIGHT’S WEATHER
THE ALLEY

Then use:

DUMPSTER
HAN
FIRST FLOOR VAULT
Replay testimonies when prompted.

Emptied Courtroom

Use SCRAP OF PAPER and KNIFE.
Raise that they didn’t need the katana.

When the final scene rolls and the Credits tally pops up, you should be sitting on a huge pile of Credits and multiple achievements. Episode 2 is heavy, but once you understand its rhythm, it becomes incredibly satisfying to dismantle piece by piece.

If Episode 1 was the warm-up, this one is where the real game begins.