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The Black Bell Chapter 2 Walkthrough: Objectives in Order and the Good Ending

The complete Chapter 2 route for The Black Bell in order: the changed house, the gate wheel and lever, the four valves, the eight bells trial and the final choice that unlocks the Good Ending.

Chapter 2 of The Black Bell is one straight chain of objectives, and every step before the last is tracked on screen. You cross the changed house, find a wheel and a lever to open the workshop gate, turn four valves to drain the flooded tunnels, silence eight bells at the sealed gate, and then choose between the Black Pearl and escape. Leave the Pearl and take the ESCAPE route β€” that is what earns the Good Ending. This picks up right after Chapter 1; between the two chapter guides, the whole game is covered in order.

ObjectiveTarget
Find the missing parts1 lever, 1 wheel
Drain the water4 valves
Silence the bells8 bells
Final choiceThe Black Pearl or escape

1. Get through the changed house

Chapter 2 opens into a red-lit corridor; F toggles the flashlight on keyboard. The house distorts as you move through it. First comes an inverted, black-and-white checkered bathroom where the only way forward is a low crawl passage marked by a painted red arrow. Then a hallway of floating furniture under a SEARCH FOR AN EXIT prompt. The doors that look like exits are bricked over and tagged in red β€” TURN BACK, GET OUT OF HERE. They are dead ends by design, so take the newly opened passage instead. The fakes are catalogued in the Chapter 2 false exits guide.

2. Find the wheel and lever for the workshop gate

The open passage leads down to a basement workshop, where a locked rolling gate is wired to a console missing two parts. The objective becomes FIND THE MISSING PARTS with 0/1 WHEEL and 0/1 LEVER counters, and the voice on the radio says both are somewhere nearby β€” you need the pair to raise the gate. Search the shelves and workbenches; in one co-op run the two players found the lever and the wheel in separate spots. The console itself is covered step by step in the wheel and lever puzzle guide.

3. Drain the flooded tunnels

Beyond the gate, a floor hatch marked LEAVE THE PEARL drops you through a circular chute into green, flooded lower tunnels. The objective becomes DRAIN THE WATER with a Valves 0/4 counter, and four large pipe valves are spread across the flooded corridors β€” turning all four drains the water.

The complication is the pale humanoid creature patrolling the tunnels: it hunts by sound. Stay quiet, and if it sees you, do not try to outrun it. Duck into one of the metal lockers placed through the tunnels, let it pass, and use the E – LEAVE LOCKER prompt to step back out. The radio voice also warns that something down here can mimic voices, its own included. The flooded tunnels guide and monster guide cover this stretch in more depth.

4. Follow the chevrons back into the house

At Valves 4/4 the water drains and glowing white chevrons light up along the floor. Follow them into a floor vent and a stretch of air ducts β€” expect a shriek from the creature just before the last grille β€” and use the "Push harder" prompt to pop it open into the attic. Back upstairs, the walls are vandalised with PEARL = DEATH and the objective reads SEARCH THE HOUSE.

5. Take Arthur's portrait and key

The search leads to a framed photo board that hides a compartment with Arthur Gray's portrait and a key. Take both: the radio voice's subtitle switches from UNKNOWN to ARTHUR, and the key unlocks an interior door toward the exterior. That door is no exit β€” the screen cuts to black and you wake in an upside-down, black void room full of floating furniture, facing a massive wooden gate sealed with a glowing red seal. Touch the gate to start the SILENCE THE BELLS trial.

6. Silence all eight bells

The trial plays out on a circular stone altar marked with a pentagram. Eight bells chime in sequence, and each one has to be silenced before its chime finishes. Missing a single bell ends the attempt instantly with a creature kill and the message THE SEAL REJECTED YOU β€” but retrying restarts the sequence, not the run. In the recorded co-op clear, the players rang the bell while standing on opposite sides of the altar and moved whenever the bells rang. More on the pattern: eight bells puzzle.

7. Choose escape, not the Pearl

Through the seal, wooden double doors open into the ritual hall, where the prompt reads CHOOSE. THE PEARL OR ESCAPE AND LIVE and nearby graffiti says DONT TRUST HIM. Ignore the Pearl and take the ESCAPE route: Arthur grows frantic on the radio as you drop into an escape tunnel, climb an exit ladder to a circular valve hatch, and surface into daylight, where a black pickup truck carries you down a forest highway. The results screen displays GOOD ENDING and ESCAPED THE HOUSE.

Taking the Pearl does the opposite β€” in the recorded co-op run, a player who grabbed it triggered the bad ending, "consumed by the pearl." The voice has been pushing you toward the Pearl all chapter, and the chapter keeps answering with DONT TRUST HIM. What the object actually is: Black Pearl guide.