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Lumina Veil Walkthrough – Chapter 2

lumina veil walkthrough

Welcome to the second part of Into Indie Games’ walkthrough for Lumina Veil

As Lunatti jumps in for a second day of streaming, she navigates a dark warehouse filled with danger. But things take a turn when she also begins to notice strangeness in the real world.

Note
This is part of our Lumina Veil Walkthrough Hub. Be sure to check it out for more content.

For more information about the game, check out its Steam page here.



Entering the Warehouse

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As you jump into the game, you find yourself outside in a dark parking lot. The rain is heavy, reducing your visibility, but you still have the Flashlight from the last chapter.

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You’ll spot a Security Booth and a locked gate near it. The door to the Security Booth is also locked.

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Head to the other end of the parking area. You’ll spot a glowing item on a small table, past the fuel pumps.

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Pick it up to collect the Rusty Key.

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Return to the Security Booth. Along the way, you’ll be able to spot some Bolts on the ground. This is the ammo you’ll need for a weapon you find a bit later.

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Use the Rusty Key to unlock the Security Booth door and head inside.

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You can interact with the radio to save your progress inside the Security Booth. Interact with the lever to open the gate outside.

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Exit the booth and head through the now-open gate.

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As you take a few steps in, you’ll encounter the first Hunter entity in the game. Unlike the monster from the previous chapter, Hunters can go invisible. They also deal quite a bit of damage and move around to dodge your attacks.

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You can see their silhouettes as they rush in to attack you. Make sure you dodge after one or two hits to avoid taking damage.

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After defeating the monster, loop around the containers to the left side to find a Health Drink on the ground.

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There’s not much else to do here. Head toward the door at the end and go inside to enter the Warehouse.

The Warehouse & Office 1F

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Continue forward and pick up the Evacuation Notice document from the chair. Then head through the door up ahead.

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Crouch immediately and slowly move forward while hugging the left side wall. There’s a Hunter up ahead with its back turned. Walk up to it for a surprise attack.

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You’ll find another Hunter on the far right corner of the warehouse. This one will charge at you when you get close. Take it down.

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With the two monsters defeated, take a moment to collect all the loot from the different shelves. You’ll find two Health Drinks and an Epinephrine. The Epinephrine is another consumable that temporarily increases your Strength and Endurance.

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In the far left corner of the room, you’ll spot a door with flesh growth around it. You’ll need to find something flammable to burn away the flesh before you can open the door. Pick up the Warehouse Key on the ground near the door.

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Head to the door on the right wall near where you found the Epinephrine. The door has a notice next to it. Use the Warehouse Key to open the door. This will take you to Office 1F.

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Office 1F has two sections, one where you are, and the other raised section up some small steps on the far side. Head right first to pick up a First Aid Kit from one of the desks.

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Go all the way to the other side next. Pick up some Bolts from a shelf on the left and go through the wooden door nearby to enter the Supervisor’s Office.

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This is a safe room similar to the Director’s Office in the last chapter. Save your game and pick up the Health Drink here before heading back out to Office 1F.

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As you exit the Supervisor’s Office, a monster will drop from the ceiling. Don’t worry, it won’t attack you.

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Go forward, and head up the steps to the left up ahead. Collect the Personal Log document from the conference table.

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Go to the far right side of the room to find a door that takes you to the Stairway.

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As soon as you enter, you’ll see a huge hole in the ground that will take you to the lower floor. Drop down through the hole.

Reaching The Basement

After dropping through the hole, you’ll spot a few glowing items nearby. The first one near you is a set of Bolts.

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On your left, you’ll find the Speargun Manual document on the workbench. But the most important item here is the Speargun that’s on the table up ahead. There are also some Bolts on the ground near it. Pick them up. Then head through the door with the red glow inside.

The Speargun is a ranged single-shot weapon that lets you fire the Bolts that you’ve been picking up. You’ll have to reload after each shot, so it’s not very fast. But it allows you to fight from a safe distance and deals more damage than the Pipe.

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Continue along the narrow passage. You’ll have to fight two monsters up ahead. Use your new weapon to take them down from afar, or wear them down for a melee finisher.

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After the monster, as you progress, keep an eye on the right side. There’s a Hunter up ahead waiting to ambush you.

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You’ll reach a circular room where you can pick up two more Bolts.

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Continue forward past this zone to fight another monster.

Then take a few steps forward, and you’ll see the path split off to either left or right. Both paths lead to the same area and are filled with monsters along the way.

At the end of the passage, you’ll spot two more monsters. Take them down and head toward them.

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Pass through the zone to reach another red light section.

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You’ll encounter a new type of monster up ahead. Unlike the two you’ve faced so far, this one shoots blobs from a distance. So you need to be careful even when you’re far away.

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On top of that, the body of the monster explodes after a brief delay when you take it down.

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Keep moving forward after you take it down. You’ll spot a bench along the corridor.

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As you approach the bench, the lights go out, and a new path opens up behind you.

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Head along the path and follow the pipe on the ground to reach a lever. Interact with it.

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Then return the way you came. You’ll have to fight a Hunter up ahead. Take it down.

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Follow the path past the Hunter after taking it down. You’ll reach a large empty chamber.

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On the far side of the chamber, you’ll have to fight another ranged entity. Take it down.

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Head through the door past the entity to reach the Basement.

The Basement & Office 2F

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After entering the basement, walk along the corridor. You’ll spot a door to your right. This leads to the Workshop, but don’t go in just yet.

You can pick up a Flare from one of the shelves in the Basement. Flare is a consumable that you can toss to light up the environment. We’re going to need a few of those soon.

At the far end of the Basement, you’ll find a Generator. It’s currently running, which means it has fuel. But you need something to carry the fuel.

Head through the door leading to the Workshop stairwell. Go down the stairs first to collect a Health Drink. Then go all the way to the top.

Go through the door to reach the main Workshop area.

You’ll find some Bolts and Flares lying in the Workshop. Pick them up.

When the Superchat appears on the side of your screen, exit the game screen (RS/R3), and the stream will go offline.

Turn around to spot a masked person in your room. They will disappear after a brief moment.

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Once the person disappears, interact with the PC and return to the game. Go to the far end of the Workshop and out through the door straight ahead to reach the other side of the Stairway.

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There’s a Flare in the dark area under the stairs. Pick it up, then head up the stairs to the upper floor.

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There are two doors, one to your left and one to the right. The door on the right leads to Office 2F A.

As you walk into the room, you’ll hear a strange knocking sound. Lunatti will say that it isn’t coming from the headphones.

Exit the game, and for a brief moment, you’ll spot one of the monsters outside your bedroom window. You’ll also get some texts afterwards. Answer the texts and return to the game when you’re ready.

Office 2F A is mostly empty apart from a wooden door that leads to a safe room. But you’ll need a key to open the door. Return to the Stairway and go through the door at the other end to enter Office 2F B.

As you enter, you’ll spot an open door on your left. There’s also a Baseball Bat that you can pick up to upgrade your melee weapon, and some Bolts on a shelf up ahead. Pick up the items and head through the open door first.

It leads into the toilets. On the left side, where the showers are, you’ll find an item on the ground. Pick it up to collect the Office Key.

Return to Office 2F A and use the Office Key to unlock the safe room and enter the Supervisor’s Office.

This time there’s a second door out of the safe room. Go through the door to reach the Courtyard.

Getting Fuel for the Flesh Door

Drop down from the scaffolding to the ground below. There’s a Flare behind you that you can pick up.

Continue forward, and as you turn the corner, you’ll have to fight off three monsters.

Once they are down, head to the left side to find an Empty Jerrycan. Pick it up.

Run along the Courtyard till you see an open door. Head inside.

Keep moving forward until you spot a Hunter facing away from you. Sneak up behind it for a surprise attack.

There’s another door nearby that takes you back to the Workshop.

From here, work your way back to the Basement. Use the Empty Jerrycan when standing near the generator to get the Full Jerrycan. Now that we’ve got our “something flammable”, we can burn down the Flesh Door in the Warehouse.

Going Back to the Warehouse

Once you get the Full Jerrycan, the power goes out in the building. Your only source of light is your Flashlight and the Flares you’ve picked up.

Work your way back up the stairs to reach the Workshop. There will be a monster roaming around the area. Take it down.

There’s also a Hunter up ahead, but you can’t get a surprise attack on it. So stay on your toes, and be ready to dodge away when it charges at you. Then take it down.

Head out of the door to get to the Stairway. The bars that were blocking the path ahead have disappeared. On top of that, the hole that was on the floor is also gone. Head straight ahead and go through the door to reach Office 1F.

Head to the left side of the office room and make your way to the door leading into the Supervisor’s Office. You’ll have to fight a monster along the way.

Go into the Supervisor’s Office. Save your progress and pick up the Bolts nearby. Then proceed through the door straight ahead to reach the other side of Office 1F.

There are no enemies here. But as you move forward, you’ll get a text message from C-Safe in the real world. Answer the text and return to the game.

Go through the door at the end of the room to reach the Stairway. Continue forward and go through the next door to enter Office 2F B.

Just keep running, and you’ll spot a door on the left near the shelves that will take you straight to the Warehouse.

As soon as you take a step forward, you’ll drop down to the main section of the Warehouse. This area is crawling with monsters. So you’re in for a fight. Use a Flare to light up the area and take them down.

Once all the monsters are defeated, head to the Flesh Door in the far left corner and use the Full Jerrycan to light it up. Interact with it to exit the Warehouse.

The Warehouse Puzzle

You’ll find yourself outside in the rain. Continue along the path.

You’ll soon spot a blue door leading into a small building. This will take you to the Storage.

Save your progress and head out. Continue moving forward along the path.

You’ll soon get another text message, this time from an unknown contact saved as a red question mark. The person on the other end wants you to stop playing the game.

Return to the game and head through the door at the end of the passage.

This area is also called the Warehouse. Inspect the flesh mounds on the beds as you move forward.

You’ll get another text from the unknown caller.

Head toward the shutter at the end. You’ll spot five screens on the right and a board on the wall with letters and numbers. The numbers 1, 3, 4, 5, and 6 have a black outline around them.

Arrange the numbers so that it reads CSAFE. Interact with the screen so that it shows 41635.

But that doesn’t open the door. Wait a few seconds, and you’ll receive another text on your phone. The Unknown Caller texts you the code.

Enter the code into the screens. At the same time, the numbers on the screen change so that the code reads “KAORI,” which is Lunatti’s real name.

The shutter light turns green. Interact with it to head through to reach the Passage.

Keep running along the passage, and eventually, Lunatti will end the stream, and the next chapter begins.


This concludes the second part of our walkthrough for Lumina Veil. For more interesting articles related to indie games, check out the links below:

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