I Expect You To Die 2 Walkthrough: Survive All Six Missions

Stage Fright control desk and cue sheet in I Expect You To Die 2

Most failed rooms in I Expect You To Die 2: The Spy and the Liar are not asking for a faster hand. They are telling you that an irreversible trigger was pulled before the useful objects were identified, armed, and parked inside telekinetic reach. The safest route through all six missions is therefore two routes at once: prepare the room while nothing is attacking, then execute only the short chain that survives the trap.

This walkthrough covers the six campaign missions in order and includes full puzzle spoilers. It uses official Schell Games hints where they are available, readable cross-checked walkthroughs for the remaining rooms, and the current Steam build metadata checked on August 1, 2026. It does not claim every souvenir, every death, or a record-speed route.

Build a no-death staging area before each trigger

Telekinesis lets you keep important objects suspended or place them at the near edge of the desk. Use that freedom deliberately. Put defensive tools on the side where the threat will appear, keep the current puzzle’s key item in the center, and push food, decorations, and duplicate props out of the working area. If an object falls out of sight, pause and retrieve it before advancing dialogue.

Three kinds of action usually change the room permanently: raising a curtain, entering a code, burning a wall, sending a dumbwaiter, or removing a machine panel. Before doing one, ask what it will expose and what response that exposure needs. A death after a long speech is usually a preparation failure; a death during a dial or circuit puzzle is more often an ordering failure. The mission sections below separate those two problems.

Operation: Stage Fright – finish the setup before the curtain

Open the upper drawer at the left desk and take the key from beneath the clipboard. Use it on the curtain-rope lock at the right. Open the coded cabinet to your left with 2112 and park the fuel canister where you can reach it without looking away from the stage. Bring the small shield and crossbow forward as well. These are the four objects that matter after the performance becomes an ambush.

For the intended stage setup, raise the clock and make it red by putting red high and green and blue low. Position the banners and lights from the clipboard, lock their ropes, turn on the spotlight, then raise and lock the curtain. The cue sheet can be followed for the performance, but the run does not depend on playing every cue perfectly. Its real checkpoint is simpler: the curtain is open, the fuel canister is ready, and the shield or crossbow is already in your hand.

When the mask descends, open its access hatch, pull out the poison canister, and replace it with the canister from the 2112 cabinet. Do not leave the poison cylinder on your working surface. The replacement turns the trap against the stage and begins the combat section.

  1. Move the light control to the chair position as the first shooter appears in the right balcony. The light disables that operative without costing a dart.
  2. For the operative entering below, either use the matching sound controls to slam the door or send the thrown grenade back. Move the grenade away from your desk even if your aim is uncertain.
  3. The last pair arrives from the left and above. Keep the shield between the red aiming line and your head, load a recovered dart or the broken rope handle into the crossbow, and remove the gunner before dealing with the slower grenade.

If the first dart kills you, the shield was not staged. If the mask poisons you, the 2112 canister was found too late. If the final pair overwhelms you, stop trying to improvise with loose props and repeat with a loaded crossbow already pointed toward the left opening.

Operation: Jet Set – solve power before the reboot voice line

Call the snack cart with the button at the front of the table. Entering a code starts the laser defense, so take a silver cloche from the cart first. Reflect each beam into an emitter; one is associated with the seat opposite you, another is behind the John Juniper portrait, and another is high on the right. Burning the portrait exposes the compartment behind it. An explosive cigar or the hidden dry-bar button can open the same route, but the reflected beam keeps the solution inside one tool chain.

The postcard behind the portrait gives the cart code: 1313. Enter it after the defense fires to retrieve the mask and one of four map circuits. The other circuits are on the rear shelving, on the shelf behind the opposite seat, and inside the dry bar. Pull the middle book on the top rear shelf to open the couch mechanism.

Jet Set cabin with snack cart and Juniper portrait
The portrait, cart, opposite seat, and shelving form one connected Jet Set puzzle rather than four unrelated searches. Official Steam screenshot.

Socket the circuits by the lights printed on them:

  • four-light circuit: top-left;
  • the two circuits whose lights sit on the outside: top-right and bottom-right;
  • the circuit with two center lights: bottom-left.

Press the green arrow. If the map does not appear, do not reshuffle everything: check whether one of the two similar outside-light pieces is missing from a right socket. Rip out the circular jammer on the map’s left panel, move the selector to Lisbon at the bottom-left of Europe, and confirm the destination.

The missile defense reboot is a spoken sequence. Press Activate Defenses, then work in the Handler’s order:

  1. Press the left and right breaker buttons on the wall.
  2. Open the cartridge panel with the left table dial. Remove both cartridges, put one in the top-left slot, raise the slider to 6, and put the other in the bottom-left slot.
  3. Take the calibration device from the compartment under the couch, open its table socket with the right dial, and insert it. Set the needles to green in the order middle dial, right dial, left dial; then follow the instruction to set them to black.
  4. Return the cartridge slider to 2. Open the lower wall controls and flip the middle and right switches.
  5. Wear the oxygen mask from under the couch, break the left window with the ice pick, and pull the jammed wing flap fully open.

Do not race the calibration dialogue. The panel can look correct before the game has accepted the previous phase. If the next controls do nothing, wait for the Handler’s line, confirm the needle colors, and continue instead of dismantling the circuit board.

Operation: Eaves Drop – open the desk without losing the tool chain

Follow the red cable near the security lasers to an empty hand statue. The matching sphere is on another hand at the left of the upper floor. Move it through the gaps rather than across a beam, place it in the empty hand, and use the crank to lower yourself until the crank withdraws. The dropped flashlight can be held in your mouth so both hands remain free.

Pull the lower-right drawers only far enough for each red square to line up with the cutout in the desk side. When all three are aligned, the rolltop unlocks. Now preserve every tool; several act as keys by their handles before serving their obvious purpose.

  1. Use the back of the X-Acto knife in the large bottom-left drawer lock. Turn that drawer’s dial until the left part of the center image becomes one corner of an upside-down triangle.
  2. Open the desk-surface gear hatch, take the small wooden wheel from the wall, and crank the raised back section into place. Retrieve the screwdriver from the new left cabinet.
  3. Use the screwdriver’s handle in the left center door. Turn its dial until the middle image shows the hammer-and-chisel section.
  4. Open the lower of the two small left drawers only a slit and cut the tripwire with the knife. Take the chisel and use its handle in the right door. Remove the false back with the screwdriver and rotate the final dial until the three center pieces complete the inverted triangle.

Touch the revealed mask to open it, but do not close it until the tracker is installed. Take the tracking device from the case lowered by the Handler. Remove the yellow circular part on the mask’s left, cut the wires at the right, lift out the square chip, place the tracker beneath it, replace the chip, solder every cut wire, and only then return the yellow part. A mask that will not close is a wiring checkpoint, not a reason to repeat the desk.

When the guard approaches, wear the mask. Set the voice changer at the top center of the desk to the Fabricator and press Play; wait for the complete voice line and the guard’s departure before removing the disguise. Put the mask back on its stand and use the returning crank to leave. The bear’s crossbow offers another solution, but the mask route verifies that the tracking repair is complete and avoids an extra moving shot.

Operation: Party Crasher – control the room before using the last gas

Send the tagged special bottle up unopened with two glasses from the second rack down. Juniper returns the dumbwaiter with a key. While it travels, remove the two swords from the large cask at the left and insert the second and last swords from the rack above; this unlocks the cask that becomes your exit later.

Party Crasher wine cellar with special bottle and large escape cask
Unlock the large cask before the guards reach the cellar; it is both puzzle hardware and the escape route. Official Steam screenshot.

Put Juniper’s key into the fourth small cask from the left. Close the spigots that retract the blade and expose the hidden mask area. Read the axe and panel as the authority here: community routes differ on whether the first spigot also needs to be closed, but agree that the keyed cask and the third cask are off. If the axe stays down or the panel remains shut, close the first spigot too rather than restarting.

Send the white Mimic Mask up when requested, then wear the red ultraviolet mask to reveal the handprint that opens the control console. Disable the alarms and sprinklers before beginning the gas plan. Switch the map to the second floor and track the guards by their live room icons; select a room only when a guard is inside it, then pull the gas lever.

The balcony guard will not walk into a room without a lure. Send the dumbwaiter to the billiards room and ring the bell. Gas that room when the icon moves inside, then keep the lever open until the reservoir is empty. The empty gauge matters: gas left in the system can be used against you after the briefcase arrives.

Bring down the briefcase and keep it between you and the door. A smoke grenade can interrupt the first shot; otherwise the case is a shield. When the attackers throw a live grenade inside, move it into the already-unlocked large cask and shut the door. If the wall does not break, the grenade was left outside the cask or its door was not closed.

Operation: Safe and Sound – make the set destroy itself

Use the knife, fork, spoon, or toothbrush to pry open the locked lower drawer at the right. Take the lighter, drill, and drill extension. Set fire to the EOD emblem on the wall; the fake room falls away and reveals the film set, rocket launcher, laser camera, mirrors, and backdrop controls.

Juniper’s speech is a choice, not a puzzle lock. Sitting through it produces one official hidden response. Waving an object in front of him or snapping the clapperboard skips to the trap. On a first clear, use either path deliberately and keep an expendable plate or prop ready for the motion sensors.

  1. Wave the prop over the laser camera’s line so the tracking launcher fires into the camera. Use another safe object over the launcher to make it fire at itself.
  2. Take the yellow battery from the launcher wreckage and attach it to the drill. Recover the laser component from the destroyed camera and replace the drill extension with it.
  3. Use the yellow arrow controls until the Zoraxis emblem is on the reflective backdrop. Raise and angle the far-right mirror.
  4. Fire the drill laser into the mirror inside the left trailer. Follow the visible beam: it must bounce to the far mirror, across the reflective Zoraxis emblem, and into the unit above you. Adjust the far mirror, not the entire room, when the last segment misses.

The prison releases when that unit overheats. If its heat panel remains closed, the powered drill can open it, but the decisive check is the completed reflection chain. After the Handler returns, burn away the catwalk camera and tour box to expose the distant water tower. Hold the drill laser on the tower until it turns red and the Handler acknowledges the signal.

Operation: Rising Phoenix – separate elevator survival from briefcase logic

From the lobby cards, take the far-right A7 card, insert it in the elevator, and select floor 32. When the lift stops by the tool cart, take the screwdriver, wire cutters, both keys, and fire extinguisher. Use the larger key to open the hatch above the elevator before the saw sequence begins.

Remove the four screws from the damaged elevator panel while holding the extinguisher ready. Pulling the panel exposes a burning device; extinguish it before reaching into the wiring. Cut the red and black wires, but preserve the broken battery or sparking power unit from the panel. It is not trash.

At the prisoner floor, use the small key on the locked control box and pull the release lever. Retrieve the large battery and cattle prod. Connect the loose elevator leads to the matching prod contacts and use the prod to charge the battery, then connect that battery to the elevator’s red and black power leads. Color-to-color is the safe check; a live loose lead is not a telekinetic handle.

When the saw descends, open the hatch you unlocked earlier and place the elevator’s original broken power unit against the saw control. The resulting overload disables the mechanism. Using the newly charged battery here strands the elevator, which is why the two power objects must remain separate.

As the lift reaches Juniper, open the electrical box on the right catwalk and pull its lever before waiting through his attack. Bring the briefcase and the nearby screwdriver into reach. Its displayed timer jumps as panels are solved, so work by panel state rather than assuming the first number is real time remaining.

  • Track panel: move the pin around the outer route, return through the middle, then take the low path to the right so every lamp is visited.
  • Four-dial panel: point the upper-left dial down-right, upper-right left, lower-left right, and lower-right up-left. Trace the resulting Z path.
  • Button cylinder: remove its cover with the screwdriver. One readable route documents lower-right gray, upper-right yellow, lower-left yellow, then upper blue; confirm that the center lamps remain lit rather than continuing if the display disagrees.

Press the abort control after all three panels are live. The case reports insufficient power and opens a power socket. Disconnect the red and black leads currently powering the elevator, connect them to the briefcase, and press the abort control again. At this point the lift no longer matters; moving the power earlier would have stopped you below the final room.

Replay for dialogue only after each room is stable

Schell Games published official clues for extra dialogue in 2024. These triggers are poor first-clear objectives because several deliberately provoke a threat, delay a rescue, or invite a guard to reject your disguise. Use mission select after the campaign route is familiar:

  • Tutorial: put non-bombs in the disposal unit repeatedly, mix them with explosives, or detonate all bombs together.
  • Stage Fright: throw an ordinary prop or the cue sheet onto the main stage. This accelerates the Fabricator’s reaction, so have the fuel canister ready first.
  • Jet Set: inspect the voicemails, or work ahead on the defense reboot before the Handler completes the briefing.
  • Eaves Drop: collect the six audio tapes, then test the guard with the wrong face, no response, the wrong voice, or by removing the mask mid-conversation. Expect most of those branches to end the run.
  • Party Crasher: send unrequested objects or empty glasses. Do not break the special last bottle on a clear attempt; the official clue labels that branch an instant-death condition.
  • Safe and Sound: listen to Juniper’s entire monologue once, then replay and interrupt it with the clapperboard or a wave to hear the opposite response.
  • Rising Phoenix: keep blocking Juniper’s shots or throw objects back at him to extend his reactions before ending the encounter.

The useful dividing line is simple: campaign objects solve the escape; dialogue objects test the performance. Mixing both goals on the first attempt makes it harder to tell whether a death came from the puzzle, the threat sequence, or an optional trigger.

Evidence boundary and credits

The game is Steam AppID 1499120, developed and published by Schell Games and released on August 24, 2021. The official store describes six seated VR missions built around telekinesis. Mission 2 and Mission 3 routes above were checked against Schell Games’ own hint trees; the other mission steps were retained only where multiple readable walkthrough references agreed or where the article gives an on-screen checkpoint instead of pretending a disputed input is fixed.

Official references: Steam store, Schell Games Mission 2 hints, Schell Games Mission 3 hints, and official hidden-dialogue clues. Additional route checks came from verified walkthrough references. All three images are untouched official Steam JPGs.