Welcome to the Into Indie Games walkthrough for Act 2 of Project Songbird.
Project Songbird is a cinematic first-person horror story set deep in the woods of West Virginia. You play as Dakota, a struggling musician dealing with musician’s block, who retreats to a remote cabin to try and finish a new album… but things start to feel off pretty quickly.
In this part of the walkthrough we go through Act 2 of Project Songbird, in which we discover the Church and learn about the Granny Witch.
Act 2
Day 17
The next time we see Dakota, 13 more days have passed. You can check her journal for updates during that time. You can go inside the cabin and listen to the demos she has recorded, which adds a bit more context to what she is going through.

Head outside and you will hear static from the broken radio on the picnic table outside.

Pick up the radio and then head to the Radio Tower to strengthen the signal. Head up the ladder and use the screwdriver on the locked box.

There is a switch combination puzzle here. The clue was back on the picnic table near the cabin.
The solution is – hit down on the first switch and up on the next two. Hit the fourth switch on the right to lock it in.

Next is Up, Up, Up. Lock it in.

Finally, Up, Down, Up. Lock it in.

Dakota can now use the radio. Use it to talk to Rob. After the chat with Rob, the day will end.
Day 18
The day begins with Dakota talking to Rob again. She is obsessed with recreating the last time she felt creative.
You need to head to the church and you need to look for the key to the Church. Rob tells you to go find the tree stump where Don might have hidden the key. Take the path you took to come up to the cabin on the first day.

If you go down all the way to the shore, you can use your field recorder there to record the sound of the fish jumping in the water. For the key, check the rotted-out stump next to the concrete steps.

The key isn’t here. Rob will tell you to next check Don’s trunk, which is behind the cabin.

Inside, you will find a Revolver. Make your way to the church gate and shoot the lock off.

Once you are through the gate, head straight up. You will see the church soon.
After the call to Rob, pick up the bullet from the low wall on the right.

Go into the church. Here, you can use your field recorder to record the sound of the water dropping from the roof near the entrance. A bit up ahead, you can find a map of the graveyard and some scrap metal.

Pick up the painkillers and the rifle bullets from the seats as well. Go to the back and you will see some writing on the wall.

Next check the grave with the purple daisies.

Go to the right and you will find a shovel and a couple of graves to the right will net you some scrap metal. Use the shovel to dig up the grave with the purple daisies.
The coffin is locked up and the clue is on the wall behind you. The codes refer to the graves from the map. So the grave at H2 is Beth C., M1 is Elick F., and Q3 is Augusta B. This means that the code should be C-F-B.

Pick up the Old Journal inside. Next, Dakota will inspect the journal inside.
Night 18
Watch the cutscenes play out to get context of what is happening. You will hear a gong and see the light cloud again.
Follow it through the red door and you will be in a bar that Dakota used to play her first gigs at. Pick up the bullet from the counter.

There are metal scraps on the pool table. Next check the music diagram on the table.

The door out is locked with the scales C-E-G.

On the piano, press the 1st, 3rd, and 5th key to unlock the door. Go through and turn the corner.
The next door is locked with the code B-F-E-A-F.

From the left – press the 7th key, 4th key, 3rd key, 6th key, and 4th key to unlock the door.
Right now, you have other issues; the mannequin monster will follow you if you don’t keep an eye on it. It creeps closer when you are playing the piano. You can lure him back to the end of the hallway so that you get enough time to enter the piano sequence.

Go through the door once its opened and make it to the other room.
In this room, there is a door on the left with a padlock on, which you can shoot off.

Pick up the metal scraps, the rifle bullet, and the painkillers.
Go out and check the workbench. I wanted to upgrade the revolver. Pick up the battery cell from near the synthesizer.

There are two doors in this room. The one on the right leading to a stage. Get on stage and use the radio.
The messages you get here will possibly be different from mine.
Next, check the easel on the stage. Pick up the metal scraps at the end of the stage. Jump off the stage and you can pick up scrap metal on the floor near the left corner.

Go through the door on the other end, where you’ll find the wood monster. I suggest trying to axe it down, if only for the achievement. Otherwise, distract it with the green bottles laying around and go through.
The door with the green leaves is locked. Pick up the battery from the drum and go back out. The other door at the end of the hallway is locked as well.
Go back across the stage to the back room and take the other door now. Go down the stairs and pick up the key.

The gate ahead is locked so this key must be for the other door from the hallway we just left. Use the key on the second door – the door with the leaves seems impassable.
Go up the stairs and into the hallway. You can listen to the Witch on the radio again while you’re here. Anyway, blow the padlock on the door on the right.

If you pick up the pink box in this room, something strange will happen. Once you are back in control, go through the red door. Pick up the hunting rifle and exit the room.
You are back in the same hallway as before. Go through the other door now.
In this maze there are two pianos that you need to play, they are marked with a bird cage and a tombstone. This might vary for you. You will be followed around by the stone statue that you need to keep watching while you do this.
The sequence for the piano marked with the bird cage is C-A-G-E which is the 1st, 6th, 5th, and 3rd keys.
The sequence for the piano marked with tombstone is D-E-A-D which is the 2nd, 3rd, 6th, and 2nd keys.
When both lights have turned green, head through the door. Note that you do not need to enter the whole sequence at one go.
Go through the corridor and pick up the bolt cutters from the table.

Exit through the door and head down the stairs. Follow the path and you will run into another tree monster. Run past it or take it out.
Follow the path and you will exit through the door with the leaves from earlier. Get back up on stage again.
Cross over into the back room and take the door on the right down to the wired gate. Use the bolt cutter to make your way through.

Crouch down and enter the corridor. Use the radio to talk to the witch again.
Again, the message you receive might be different from mine. Here are mine so far.

In this area, turn left and go through the door. You will notice some monster is moving around in the distance. Crouch down under the plank and go through.

In the next room past the jump scare mannequins, pick up the bullet from the drum.
There is a piano here with a Suitcase drawn above it, but the piano is missing the E key.

The green door on the right is locked and you need to use the keyboard. The other door will lead you into a room with machinery. The door next to the machine is locked.
Take the door on the right. There are metal scraps on the paint table here. The door in here is locked as well.
Go back out and go through the opening on the left of the room. You can find a bullet on the door on the left in this next area.

Follow the path and at the end crouch down to enter the vent. Once you get out you will see another tree monster. Either let it pass or take it down.
Either way, blow the lock of the first door on the left. Inside you will find a rifle bullet, metal scraps and painkillers.
Follow the corridors till you run into the next tree monster by entering a door on the left. Once again, my suggestion is to swing your axe at it. However, you can also sneak past it by using the rooms and crouching.
The first room with the green door has 2 bullets in it. Finally you will come to a room with the missing E key, as well as a bunch of TVs and a flip switch.

You need to have heard all three of the messages on the radio to have a clue about which TVs to turn on. Each has a themed video going on. These were mine: the themes were Black Ink, Doors, Witches.

Next, turn the switch on and you can have the key.
Head back to the room with the keyboard now. You might run into a tree monster on your way there.

You need to play B-A-G-G-A-G-E on the piano now, which is 7-6-5-5-6-5-3 on the keys.
Go through the door that opens up. You will be in Finn’s studio now – read the letter and pick up the painting.
We need to get back to the stage now. On your way back, Granny Witch will call you back.
Move through the doors and take care of the tree monster in the backstage area. Get up on stage and place the painting on the easel.

Go past it and through the red door. You will now be in a talk show of sorts, involving mannequins and dialogue choices. I do not know at the moment if these have any impact on the ending, so I role-played.

It does seem like the answers need to be skewed towards making the fans happy. It’s basically a scene showing the kind of pressure Dakota is under to perform for the audience at the cost of herself.

Day 19
You will be back at the church now. Make your way to the cabin. This will now end Act 2.
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