Muhit Rahman lives off two things: gaming marathons and endless cups of tea. He writes guides, reviews, and occasionally forgets that real life doesn’t come with checkpoints. His favorite genres are Soulslike and Metroidvania, with Dark Souls III, Hollow Knight, and Dota 2 forever holding top spots on his all-time list.
Welcome to our walkthrough for chapter 2 of Luto. This walkthrough picks up immediately after going through the trapdoor in chapter 1. The first segment of the game already gave you a sense that something is seriously wrong with the place.
But things are going to get even weirder and scarier for Sam.
If you want to know more about Luto, check out the official website here.
Table of contents
Inside the Trapdoor

The chapter starts in complete darkness. Use the directional button to go down. The narrator will mention that it doesn’t seem to be a good idea. You’ll find a door up ahead. Go through it.

You’ll see another door past a dimly lit corridor. Open it and go through to arrive at a different house.
Exploring the New House

The door in front of you is barred, and you’ll need tools to get through. Inside, you can spot a clock on the ground.


Turn right and pick up the Sketchbook Sheet from the coffee table. Note the clock just under it.

From this area, go left and take the first door on your left. You’ll find three ghost-like figures inside the room. There’s another word card on top of the cardboard boxes for you to collect.

Down the hallway, there’s a half-open door. But you can’t get through as something seems to be blocking the door from the other side.

Return to the coffee table. There’s a path leading right down a passageway.

In the passageway, turn left to see a weird mirror with a TV screen that shows the number 1 inside.

Move along the passage and down the stairs to arrive at a new room. The narrator will mention a hole in the room.

As you approach the stairs to go down, turn around and note the clock hiding behind the crates.

The hole the narrator talked about is on your left, halfway down the stairs. There’s another Word Card inside that you can pick up.
Also note the hammer hanging on the chandelier. You’ll need this hammer to get access to the barred room from earlier.

There’s a ladder nearby. Approach it to find a note on it. Inspect it in your inventory, and it mentions asking for help first before doing anything yourself. This is a clue for the puzzle you need to solve to get the hammer.

Take the door at the bottom of the stairs and see that it splits off into two directions, left and right.
Exploring the Left Side

Heading left from the door, you’ll find a locked glass door with blue light coming out of it. Note the clock hidden behind a vase on the ground on your left.

Moving along, you’ll find another locked room with a white door. There are seven clock symbols all around it. Hmm… maybe the clocks you’ve been seeing have something to do with this.

Interact with the peephole on the door. You’ll see a monkey inside and the number 1.

Back out and keep moving, and you’ll arrive at a bathroom with a broken mirror similar to the one in your house.

Turn right and you’ll see a clock submerged in a bathtub. Interact with it and it’ll stop moving. It stops at exactly 5 o’clock.

Now head back to where the path split off from earlier. While walking, note that one of the clock symbols around the locked door is marked off.
So to solve the puzzle, you’ll have to find the remaining six clocks and interact with them.
Exploring the Right Side

On the right section of the area, you’ll find a phone on the table. Pick up the Sketchbook Sheet from the table and inspect it.

Note the different writings on the Bulletin Board. Also, a sticky note beside the phone says this message, “Looking for help?”
Remember how the note on the ladder said to ask for help before you do anything. You’ll have to use the phone and call the right number to get the hammer. The big clue here is the writing on the bulletin board: 555 – F A D B. For the letters, you’ll have to refer to the pages in your Sketchbook.
Solving the Phone Puzzle


Check the Sketchbook in your inventory and open pages 11 and 12. This shows six different images for the letters. Check page 10 for the name for each letter.
The important letters for you to know are:
- A – The Big Lie
- B – The Drowned Hour
- D – The Hidden Ghost
- F – The Reflection.
The F image shows Sam standing in front of a mirror and his reflection. This matches up with the mirror you found in the passageway from earlier. The number inside the mirror was 1.
The A image shows a monkey and the number 1 beside it.
The D Image refers to the three refers to the room with the three ghostly figures. The ghosts in your Sketchbook are numbered 1, 3, 2, and 4. The ghost that was missing in the room was the one marked 2.
The B Image is called The Drowned Hour, referring to the clock you found in the bathtub. The hands stopped moving at 5.

With that, the number you need to call from the phone is 555-1125. Dial the numbers and press the SOS button. You’ll hear a loud thud.

Get back to the room with the chandelier and find the hammer waiting for you on the ground. Go ahead and pick it up.
Finding the Clocks

After picking up the hammer, return to the section of the house with the phone. Look up to see a clock hiding between two wooden beams. Interact with it.
Continue forward and take the stairs down on your right.

Go inside the room and interact with the clock on the chair on your right. Go through the door to arrive back at the starting area.

Now that you have the hammer, you can get into the room that was barred off. Interact with the four points on the wooden board to remove the nails.

Open the door and walk inside. Interact with the clock on the ground and pick up the Sketchbook Sheet that has the drawing of two monkeys.
Interact with the clock under the coffee table, the one above the stairs, and the one opposite the glass door, and the room with the white door will unlock.
Inside the Room

Open the white door to go inside the room. The wall has the writing “A Lie Multiplies 7 Times”. This is the clue to solve a puzzle that opens the glass door with the blue light.
Pick up the note on the chair beside the radio. Also collect the Monkey doll hanging on the ladder.
Opening the Glass Door
The clue refers to the name of the drawing A in your Sketchbook, The Big Lie. For the phone puzzle, you’ll input the same numbers again, but instead of 1 that you used for drawing A, you’ll multiply it by 7.

So the final number is 555-1725. Call the number on the phone and listen to the ominous voice once again.
Chapter 2 Finale

After hanging up the phone, turn left towards the blue light. You’ll see a ghostly figure standing at the end of the hallway.
Ignore it and walk towards the glass door. The figure will begin to move. Sprint down the hallway as things start falling off around you.

Follow the toy car down the hallway. It will lead you to an open door.

Go through the door. You’ll find a Sketchbook sheet on a table on your left. Pick it up and go through the door on the other side.

Take the stairs leading down to get to another bathroom on your left. You’ll find a note on the sink.

Exit the bathroom, and as you take a few steps, you’ll see something fall to the ground just up ahead. You will also see an odd Gold Coin pop out of it.
As you go to pick it up, the ghost attacks you and everything turns black.

Choose the dialogue option you want, and watch the short cutscene play out, and you’ll eventually wake up in a cave.

Keep moving through the cave, and eventually you’ll make it back out to the desert. The screen will inevitably go black, and you’ll find yourself back at your house in front of the broken mirror in the bathroom.
This concludes the second chapter of Luto. For walkthroughs of the other chapters, be sure to check out our walkthrough hub for the game.
If you’re into indie games and want to read more interesting articles, check out the links below.
- Into Indie Games Homepage
- Fretless – The Wrath of Riffson Review
- The Drifter Review
- Eriksholm: The Stolen Dream Walkthrough
- Everdeep Aurora Guide: What you need to know
Muhit Rahman lives off two things: gaming marathons and endless cups of tea. He writes guides, reviews, and occasionally forgets that real life doesn’t come with checkpoints. His favorite genres are Soulslike and Metroidvania, with Dark Souls III, Hollow Knight, and Dota 2 forever holding top spots on his all-time list.