If you’re trying to unlock all the achievements and endings in House 2, you’ll quickly realize that there are quite a few things to keep track of. Some achievements are straightforward, while others require you to repeatedly save or kill characters, find hidden items, or complete specific actions around the house.
In this House 2 Achievements and Endings Guide and Walkthrough, I’ll walk you through the important House 2 achievements, endings, phone numbers, tendency system, collectibles, and some of the more confusing secrets. I’ve also included useful tips for the save-everyone and kill-everyone routes so you can plan your playthrough instead of randomly trying things.
House 2 Achievements – Endings Guide and Walkthrough
Keep in mind that some of the information can depend on your current playthrough and certain achievements may require you to unlock other areas first. If something doesn’t work immediately, continue progressing through the game and try again after unlocking more content.
House 2 Phone Numbers
One of the easiest achievement-related things you can do early on is use the phone around the house. There are several numbers you can call, and you’ll want to call all of them for the Caller achievement.
Here are the numbers you should try:
- 666 6666
- 777 7777
- 888 8888
- 911
- 411
- 438-7424
- 364-2559
- 867-5309
- 555-7387
- 332-3483
Make sure you actually call each number rather than assuming you’ve already completed this part.
Donut Call Again
For Donut Call Again, you need to annoy the police.
Simply call 911 several times. Keep repeating the call until the achievement triggers.
Customer
The Customer achievement is much simpler.
Call 888-8888 to order some pizza. This is also useful later because pizza can be used for some of the game’s other interactions and can provide a combat-related buff.
House 2 Tendency System
One of the most important systems to understand is the Tendency system.
Your actions throughout the game can push your tendency toward either Pure or Corrupt. This isn’t just a cosmetic system either. Your tendency can affect characters, events, achievements, and even which endings become available.
Because of that, I recommend deciding early whether you’re going for the good route or the murder route.
How to Get Pure Tendency
If you want to build Pure Tendency, your goal is to repeatedly save people and other characters around the house.
The characters you should save include:
- Lois
- Melody
- Cat
- Dog
- Horse
- Rat
Continue saving them during your playthrough until your tendency becomes Pure.
Reaching Pure Tendency is important because it eventually allows you to obtain the Spirit Bell, which is required for the You Rang? achievement.
This route also contributes toward the Guardian and Savior achievements.
You Rang?
For You Rang?, you need to find the Spirit Bell.
The easiest way to work toward it is by repeatedly choosing the save route and building up your Pure Tendency. Once you reach the required point, the strange spirit in the basement will give you the bell.
If you’re already working toward the save-everyone ending, this achievement fits naturally into that route.
How to Get Corrupt Tendency
The opposite route is Corrupt Tendency.
Instead of saving characters, you need to repeatedly murder characters around the house. Doing this enough times will eventually cause Marnie the Snail to appear in the garden. Later, Marnie moves into your room.
The characters involved in this route include:
- Lois
- Melody
- Pizza Guy
- Cat
- Dog
- Snail
- Fish
- Horse
- Rat
- Doll
- Spider
Keep following the kill route until your tendency becomes Corrupt.
This route is also connected to the Who Is She?, Killer, and Butcher achievements.
Who Is She?
To unlock Who Is She?, you need to befriend Marnie the Snail.
Building Corrupt Tendency by repeatedly killing characters causes Marnie to appear. Continue progressing through this route until she eventually moves into your room.
Nihilist Ending
The Nihilist ending is connected to the Corrupt Tendency route.
Once you’ve reached Corrupt Tendency, you can eat the apple in the toilet. Doing so takes you to the Mudoworld.
Once you’re there, you need to fight the Mud Tabby.
A useful way to weaken her is to destroy the three stationary growths located around the area. They are positioned roughly to the west, north, and east of the spawn area.
I recommend returning to the spawn grass patch after dealing with each one. This makes navigating the area easier and also gives you a chance to deal with the mudmouth before continuing.
Destroying the growths takes a large amount of health away from Mud Tabby, making the encounter much easier.
House 2 Save and Kill Achievements
Several of the game’s biggest achievements are tied directly to whether you save or kill characters.
If you’re trying to complete everything, you’ll eventually want to do both routes.
Survivor
The Survivor achievement requires you to kill your father.
The knife is enough to defeat him, so you don’t necessarily need to collect every weapon and buff available. However, there are several things around the house that can make the fight much easier.
Useful weapons and buffs
You can get a weapon and two rounds of ammunition from the safe in Lois’s room.
The safe combination is found around the house. The three numbers are located in different areas, including Suzie’s old room, the basement, and the backyard.
The combination in the referenced playthrough was 324, although you should check your own game if it doesn’t work.
You can also find additional ammunition in places such as:
- Vase in the basement
- Vase in the attic
- Suitcase in the attic
- Garbage can in the backyard
- Vase with a flower near Melody’s door
You can also use different buffs to make the fight easier.
Marty, the snail, provides a speed boost, while Marnie can provide a knife damage boost if you’ve followed the bad route.
Food can also help:
- Pizza: Knife damage boost
- Pie: Stamina boost
- Banana: Luck boost
There are also environmental methods you can use against Daddy.
For example, you can re-arm and use the trap in the basement, carry the anvil into the backyard and use lightning, or drop the upstairs plant on him by throwing a baseball at it while he walks underneath.
Independent
For Independent, you need to kill Daddy without using any help.
In other words, don’t use the additional buffs or environmental tricks.
Use only your knife and gun to defeat him.
This makes the achievement more demanding than the normal Survivor route, so don’t accidentally activate one of the extra buffs while attempting it.
Babysitter
The Babysitter achievement requires you to save Suzie.
Interact with the TV after 9 PM to trigger the clown encounter. You then need to kill the clown.
The knife is enough for the fight, although you can use the same weapons, ammunition, and buffs available during the other combat encounters if you want to make things easier.
Guardian
The Guardian achievement is unlocked by saving your family.
This is part of the good route, so focus on keeping the important characters alive instead of following the Corrupt Tendency route.
Savior
For Savior, you need to save everyone.
The characters you need to save include:
- Lois
- Melody
- Cat
- Dog
- Horse
- Rat
If you successfully save everyone, you can unlock both Guardian and Savior during the same route.
This is one of the better routes to follow if you’re trying to get multiple achievements at once.
Killer
The Killer achievement requires you to murder your family.
This is the opposite of the Guardian route and should be completed while working toward Corrupt Tendency.
Butcher
For Butcher, you need to kill everyone.
The required characters include:
- Lois
- Melody
- Pizza Guy
- Cat
- Dog
- Snail
- Fish
- Horse
- Rat
- Doll
- Spider
If you kill everyone successfully, you can unlock both Killer and Butcher during the same playthrough.
Recommended Kill-Everyone Order
If you’re going for the kill-everyone route, the order you choose can save you quite a bit of backtracking.
A useful route is:
- Take the baseball.
- Order the pizza while heading toward the basement.
- Go to the basement and use the baseball to get the anvil.
- Drop the anvil in the kitchen and pick up the knife.
- Use the anvil to kill the cat.
- Kill the pizza delivery guy.
- Go upstairs and deal with your sister, snail, and doll.
- Return downstairs and use the baseball to drop and stomp the spider.
- Go back to the living room and deal with Grandma and the goldfish.
- Take the anvil back to the kitchen to kill the rat.
- Collect the bullet from the nearby room.
- Go to Grandma’s room for the gun.
- Use the baseball to drop the chandelier onto the bed.
- Pick up the gun and collect the two rounds from the safe.
- Return to the basement to kill the dog and collect the ammunition from the vase.
- Go upstairs toward the horse.
- Collect the ammunition near the plant.
- Enter the attic and collect the ammunition from the vase and suitcase.
- Finish the remaining requirements.
- Wait until midnight.
Following a route like this helps you collect useful items while moving through the house instead of making unnecessary trips.
Heartless
The Heartless achievement requires you to break free.
You can access this route after breaking the clock, which appears to require some previous progression.
Once you reach the heart, you’ll find that it is held down by four chains.
You need to deal with several objects around the house to remove these restrictions:
- Drop the anvil on the mouth in the backyard.
- Stab the brain in the attic.
- Kill the hand in Lois’s room by baiting it into dropping down, then cut off its fingers.
- Do the same thing to the hand in Tabby’s room.
After dealing with all four parts, you can continue toward the heart and unlock the achievement.
Other House 2 Achievements
Not every achievement requires a complicated ending. Some are connected to simple interactions, exploration, or repeated actions.
Straight From a Horse’s Mouth
For Straight From a Horse’s Mouth, you need to meet Majesty.
Go to the room opposite Melody’s room and open the wardrobe. A clown will fall out.
Deal with the clown, then climb the ladder to reach Majesty.
You’ll need the knife for the encounter. You can get it by dropping the anvil in the kitchen and picking it up afterward.
You can also put pizza or cooked pie on Majesty’s plate and feed him so you can interact with him.
Immortal
The Immortal achievement requires you to witness every possible way to die.
This is one of the achievements you’ll probably work on over time rather than completing immediately.
As you unlock different endings and new locations, you’ll gain access to additional enemies and hazards that can kill you.
Because of that, it’s a good idea to save this achievement for later in your completion run.
What Was That?
For What Was That?, you need to have a strange encounter.
After it becomes dark, look toward the kitchen window, which is the area where your sister was taken.
The creepy figure can appear there and take a picture of you, triggering the achievement.
Feeder
The Feeder achievement involves taking the rat on a culinary journey.
You need to manipulate several objects around the house:
- Drop the anvil in the kitchen before the rat reaches the cheese.
- Trigger the mousetrap in the room leading toward the attic.
- Kill the spider in the room or closet to the left of the stairs.
- Reach the ending.
The achievement should trigger during the ending if you’ve completed the required steps.
Scribe
The Scribe achievement requires you to collect every journal entry.
The exact complete list was not available in the supplied information, so this is one achievement that may require additional exploration and tracking.
If you’re going for 100% completion, keep an eye out for journal entries during every new area and playthrough.
Simple Achievements
A few achievements are much easier and don’t require complicated routes.
Animal Husbandry
For Animal Husbandry, simply feed the dog.
Place pizza or pie in the dog’s plate.
Baker
For Baker, you need to bake some pies.
Take the pie from the refrigerator in the kitchen and place it in the oven on the left.
Masochist
For Masochist, you need to die 25 times.
There isn’t a complicated trick here. Just keep playing and you’ll eventually reach the required number of deaths.
Maid
For Maid, you need to clean up 50 messes.
Use the sponge on things such as:
- Cat pee
- Refrigerator water
- Clown juice
Keep cleaning these messes whenever you see them until the counter reaches 50.
Exterminator
For Exterminator, kill 50 bugs.
Whenever you see a bug, simply step on it. Keep doing this throughout your playthrough until you reach 50.
Gamer
The Gamer achievement requires you to beat Kimiko’s Curse 2.
A full walkthrough may be useful if you’re having trouble with this challenge, as the supplied guide did not include all of the details.
Glutton
For Glutton, you simply need to eat a lot of food.
Keep eating whenever you have the opportunity until the achievement unlocks.
Completionist
The Completionist achievement is tied to completing the game’s broader collection of content. If you’re already working toward the other achievements, you’ll naturally make progress toward this one.
Consumer Collectibles
The Consumer achievement is connected to collecting the game’s Consumer items.
A number of these collectibles can be found inside boxes that spawn on shelves around the house.
Check locations such as:
- The room or closet to the left of the downstairs stairs, where the spider appears
- The closet containing the gun
- The basement area where the cat climbs
- The attic suitcase
- A box in Lois’s bedroom
There are also several collectibles hidden in the backyard.
Backyard collectibles
You can find four collectibles in the backyard through different methods.
One can be obtained by killing the frog with the anvil, although the frog doesn’t always appear.
Another can come from the trash can. You can use the baseball to repeatedly hit the trash can instead of stabbing it, which can make the process faster.
Another is obtained by using the bell to kill the ghost that appears after you slip and fall in the area.
The fourth can be obtained by placing the anvil in the grill with the egg and waiting for lightning to strike.
Desert collectibles
There are also several collectibles connected to the desert.
The known ones include:
- The Sun
- The Moon
- The Hourglass
The Sun collectible can be obtained by activating all of the Sun plates and reaching the Sun door.
The Moon collectible requires activating all of the Moon plates.
The Hourglass can be found somewhere below the ladders near the axes.
There are additional collectibles connected to the desert and other areas, so don’t assume these are the only ones required for the full collection.
More Consumer Collectible Locations
Some additional collectible methods have been reported by players.
One collectible can be obtained by repeatedly stabbing the suitcase in the attic until it randomly drops an eye collectible.
Another comes from placing the anvil in the backyard grill with the egg and waiting for lightning.
You can also try switching off the lights in the bathroom and flushing the toilet several times for another collectible.
In the Mud area, you can lure Monster Tabby toward the top-right section and have her hit the chest.
Another collectible can be obtained by calling 777-7777 repeatedly.
These are the kinds of secrets that are easy to miss if you’re only following the main endings, so it’s worth experimenting with unusual objects when you’re trying to complete the collection.
House 2 Desert Guide
The desert can be confusing at first because it has several different areas and underground routes.
One useful way to navigate it is to divide the desert into sections based on the most recognizable landmarks.
The center contains important locations such as:
- Main entrance
- Yellow gem entrance
- Gate
- Rock
Around the edges, you can use these areas as navigation points:
- Top-left: Sand piles
- Top-center: Sun tent
- Top-right: Rocks with the giant
- Right: Rocks with the red stone entrance
- Bottom-right: Mostly empty area
- Bottom: Water pools
- Bottom-left: Forest
- Left: Sun plate near the sand piles
The easiest way to remember the desert is to focus on landmarks rather than trying to memorize every path.
Look for things such as the water pools, forest, rocks, sand piles, and gem fragments.
The gem fragments can also help with navigation:
- Red: Leads toward the cave with the secret door
- Green: Leads toward the forest
- Blue/Yellow: Can help you find your way back toward the center
You’ll eventually also need to learn which holes lead to which underground areas.
Two particularly important entrances are the hole with the four gems in the center and the hole toward the top-right. The top-right area can also be accessed through the hole at the top-left between the sand piles if you’ve opened the grate.
Together, these routes allow you to explore most of the desert, excluding certain dead-end areas such as the yellow gem route and Water Temple.
House 2 Moon Plate Locations
Finding all of the Moon plates is another part of the desert exploration.
Here are the known locations:
Moon Plate 1
Near the area with the boy by the fire, head toward the far bottom-left section with a stone.
Look for a pile of sand sitting between four large piles. The pressure plate is located there.
Moon Plates 2 and 3
In the same general area, you’ll find a gate.
Go through the gate on the far right and head downward. Eventually, you’ll reach an area filled with candles.
There are entrances on both the left and right sides, with a pressure plate on each side.
You’ll need a stone to activate them.
Moon Plate 4
Return to the candle room and continue all the way down.
You’ll eventually reach a room filled with spikes. Look toward the top of the room near the mummy to find another pressure plate.
Moon Plate 5
Another plate can be found in the area containing the blue gem.
You’ll need to navigate through the spikes to reach it.
Moon Plate 6
The final known plate is in a small, narrow room containing one or two mummies.
The exact position can be difficult to remember, but head toward the far back-right area of the room and continue past the exit.
Tips for Completing House 2
If you’re aiming for all achievements, I recommend separating your playthroughs instead of trying to unlock everything at once.
Start with the Pure Tendency route and focus on saving everyone. This gives you access to the Guardian and Savior achievements and can also help with the Spirit Bell.
After that, start a separate Corrupt Tendency playthrough. Focus on killing the required characters, unlock Marnie, and work toward Killer and Butcher.
Once you’ve completed the major endings, start cleaning up the miscellaneous achievements and collectibles.
It’s also worth keeping track of which phone numbers you’ve already called, which collectibles you’ve collected, and which death methods you’ve experienced. Some of these achievements are much easier when you deliberately work through a checklist rather than relying on memory.
House 2 has a lot more going on than its simple-looking house setting might suggest. Between the Pure and Corrupt Tendency systems, multiple endings, hidden collectibles, phone numbers, combat encounters, and strange secrets around the map, there is plenty to discover.
If you’re just starting, I’d recommend going for the save-everyone route first. It gives you a good introduction to the characters and helps you understand how the Tendency system works. Once you’ve finished that route, you can switch to the Corrupt path and work toward the kill-everyone achievements.
For the remaining achievements, take your time exploring the house, basement, backyard, attic, Mud area, and desert. A lot of the secrets are triggered by interacting with objects in unusual ways, so don’t be afraid to experiment.
Most importantly, keep a checklist as you go. With so many achievements requiring different actions, tracking your progress will make getting closer to 100% completion much less frustrating.