Project Songbird: Act 2 Walkthrough – All Puzzles & Items

Project Songbird: Act 2 Walkthrough – All Puzzles & Items

FinalBoss·4/29/2026·14 min read
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Why Act 2 Matters (and How This Guide Is Structured)

Act 2 of Project Songbird is where the game really tightens the screws: the cozy cabin opens up into the church, the bar, and a maze of backstage corridors full of mannequins and tree monsters. On my first run, this act took about 45-60 minutes, and most of my time-loss came from fumbling piano inputs or getting ambushed while trying to be “just a little greedy” with puzzles.

This walkthrough takes you through Act 2 from waking up at the cabin to ending the night back home, with:

  • Exact puzzle solutions (radio tower, grave lock, every piano)
  • Bullet, battery, key, and scrap locations so you don’t backtrack blind
  • Safe routes and tricks for tree monsters and mannequins
  • Notes for the optional “Resourceful” scrap achievement in this act

Follow the sections in order and you’ll hit every mandatory trigger and cutscene, plus most of the useful extras, without wandering in circles or dying to a statue you forgot to stare at.

Step 1 – Cabin Morning and the Radio Tower Switch Puzzle

Act 2 opens with Dakota back at the cabin after another time skip. Before you sprint off, take a minute to soak in the setup:

  • Check Dakota’s journal on the table to see how her headspace has shifted.
  • Pop inside the cabin and listen to the new demos for some extra context.

When you step outside, you’ll hear static coming from the broken radio on the picnic table.

  • Pick up the radio from the table.
  • Head uphill to the radio tower next to the cabin and climb the ladder.
  • Use the screwdriver to open the small locked box on the tower.

Inside is a switch-sequence puzzle. The clue is scribbled back on the picnic table at the cabin, but if you don’t want to run back, here’s the solution straight up. Think of the three switches as 1-3 from left to right, and a separate “lock in” button on the right.

  • Sequence 1: Switch 1 = Down, Switch 2 = Up, Switch 3 = Up, then press the lock-in button.
  • Sequence 2: Switch 1 = Up, Switch 2 = Up, Switch 3 = Up, then lock in.
  • Sequence 3: Switch 1 = Up, Switch 2 = Down, Switch 3 = Up, then lock in.

Once all three patterns are entered correctly, the tower comes to life and Dakota can use the radio to talk to Rob. When the conversation finishes, the day ends automatically.

Tip: Don’t stress about “failing” this puzzle – wrong patterns just mean trying again, not a game over. Save your nerves for the mannequins later.

Step 2 – Hunting the Church Key: Shore, Trunk, and Revolver

The next morning, you’re back on the radio with Rob. Dakota is fixated on recreating her last real creative high, and Rob points you toward the old church. You’ll need its key, which kicks off a short scavenger trail.

  • Leave the cabin and take the downhill path you used when you first arrived in Act 1.
  • If you follow this path all the way to the shoreline, pull out your field recorder and capture the sound of fish jumping for an extra audio piece. Not required, but it’s easy lore.
  • Near the concrete steps you used earlier, look for a rotted-out tree stump. Check inside it when prompted.

The key is not in the stump. After Dakota and Rob talk about it, he suggests checking Don’s trunk behind the cabin.

  • Head back up to the rear of the cabin.
  • Open Don’s trunk to find a revolver.
  • Make your way down the path to the church gate.
  • Equip the revolver and shoot the padlock off the church gate to enter.

Ammo is limited throughout Act 2, so don’t waste extra shots on the lock. One bullet is all you need.

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Step 3 – Church Interior, Items, and the Grave Coffin Lock

Inside the churchyard, head straight up the slope and through the main church doors. This area hides a surprising amount of supplies and the first core puzzle of Act 2.

  • Right after the gated path, check the low wall on the right for a bullet.
  • Inside the church entrance, use your recorder on the dripping water from the roof for another sound capture.
  • A bit further in, look on the wall for a graveyard map and pick up the nearby scrap metal.
  • Search the pews for painkillers and rifle bullets (even before you have the rifle, stack these).
  • At the back, read the writing on the wall – this ties into the grave puzzle.

Head outside toward the graves and look for the one marked with purple daisies. This is the one you need to dig.

  • On the right side of the graveyard, grab the shovel.
  • Check the nearby graves for extra scrap metal.
  • Return to the daisy-marked grave and dig it up.

You’ll uncover a locked coffin. The code comes from the graveyard map and the wall clue. Graves are labeled with coordinates (like H2), and each grave has a name with a distinctive initial.

Screenshot from Project Songbird
Screenshot from Project Songbird
  • H2 → Beth C.
  • M1 → Elick F.
  • Q3 → Augusta B.

The wall clue points you to those three graves, and the combination uses their initials in order: C – F – B. Rotate the coffin lock to:

  • First dial: C
  • Second dial: F
  • Third dial: B

Open the coffin and take the Old Journal. Dakota will automatically inspect it, then you’ll be dropped into a sequence of cutscenes. A gong rings, the strange light appears again, and a red door opens. Go through it to leave the church and enter the bar.

Step 4 – Bar Pianos, First Mannequin, and Backstage Loot

You’re now in the bar where Dakota used to play early gigs. This is the first place where puzzle inputs and monster pressure overlap, so it’s worth doing a quick sweep for supplies before you touch any keyboards.

  • Grab the bullet from the bar counter.
  • Pick up scrap metal from the pool table.
  • Examine the music diagram on the nearby table – it hints at the upcoming piano scales.

The door out of this bar area is locked by a simple chord puzzle. The diagram shows a scaled C–E–G, i.e. a C major triad.

  • Sit at the first piano and press the 1st, 3rd, and 5th keys from the left. That’s C–E–G.

This unlocks the first door. Go through, turn the corner, and you’ll hit a second locked door with a more complex sequence: B–F–E–A–F.

On the second piano, from the left, press:

  • 7th key (B)
  • 4th key (F)
  • 3rd key (E)
  • 6th key (A)
  • 4th key again (F)

Here’s the catch: while you’re doing this, a mannequin monster stalks the hallway. It only moves when you’re not looking at it, and it loves to creep up while you’re staring at the keys.

Survival tip: Before you start entering the code, walk down the hallway and “drag” the mannequin all the way to one end by looking at it and backing up. Park it as far as possible, then sprint back to the piano and input the sequence in one go. If you hear it getting close, break off the input, spin to stun it with your gaze, then reset your position and continue.

Once the door is open, slip through into the next room. On the left is a door with a padlock.

  • Shoot the padlock to enter and grab scrap metal, a rifle bullet, and painkillers.
  • Back in the main room, check the workbench for upgrades if you’ve gathered enough scrap – I upgraded my revolver here.
  • Near the synthesizer, pick up the battery cell.

There are two doors leading out:

  • Right-hand door: Takes you to the stage. Go here first.
  • Far-side door: Leads toward a tree monster and the locked leaf-door sequence.

On stage, you can:

  • Use the radio for more cryptic messages (content may vary per playthrough).
  • Inspect the easel on stage.
  • Collect scrap at the end of the stage, and another piece near the left corner on the floor after you jump down.

Through the far-side door is a hallway with a tree monster. You can either try to axe it for an achievement or play it safe:

Screenshot from Project Songbird
Screenshot from Project Songbird
  • Use the scattered green bottles as noise distractions.
  • Stick to crouch-walking, hugging walls, and letting it patrol past before you move.

The door covered in green leaves here is locked for now. Grab the battery sitting on the drum, then backtrack.

  • Return to the backstage room and take the other door this time.
  • Go down the stairs to find a key at the bottom.
  • The gate ahead is locked; this key is for the other upstairs door from the previous hallway.

Backtrack across the stage, up the stairs, and use the key on the second locked door (the leaf-covered one remains blocked). Up ahead in the hallway, you can listen to the Witch again on the radio. Then:

  • Shoot the padlock on the right-hand door to enter.
  • Inside, pick up the pink box – this triggers a surreal sequence.
  • Once control returns, go through the new red door.
  • Grab the hunting rifle in this room and leave via the door back into the hallway.
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Step 5 – Statue Maze and Dual Piano Codes (CAGE & DEAD)

You’re now in a new hallway leading into a maze-like backstage section. A stone statue stalks this area in classic “moves when you’re not looking” fashion.

Your goal here is to find and play two pianos, each marked with a symbol:

  • One piano marked with a birdcage.
  • One piano marked with a tombstone.

All the while, keep the statue in your field of view as much as possible. I got into a rhythm of backing down hallways while facing it, then quickly turning corners and glancing back.

The sequences:

  • Birdcage piano – CAGE: Press the 1st, 6th, 5th, and 3rd keys from the left (C–A–G–E).
  • Tombstone piano – DEAD: Press the 2nd, 3rd, 6th, 2nd keys (D–E–A–D).

Each completed sequence lights up its respective indicator. You do not need to input the entire word in one uninterrupted attempt, which is a lifesaver with the statue breathing down your neck.

Once both lights are green, a door unlocks deeper in the maze. Follow the corridor to a table with bolt cutters and pick them up.

Continue forward and down the stairs. You’ll encounter another tree monster; either sprint past it using corners as cover or stand your ground with the axe/rifle if you’re hunting the kill-related achievement. At the end of this path, you pop out through the once-locked leaf door from earlier, forming a nice loop back to the stage.

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Step 6 – Mannequin Gauntlet, TV Puzzle, and the Missing E Key

With the bolt cutters in hand, return to the stage area, cross into the back room, and take the door on the right that leads down to the wired gate.

  • Use the bolt cutters on the gate.
  • Crouch and slip into the narrow corridor beyond.
  • Use the radio again to hear more from the Granny Witch; pay attention to the imagery she mentions (ink, doors, witches, etc.), as it lines up with the upcoming TV puzzle.

In the next rooms:

  • Turn left, go through the door, crouch under the plank, and move forward.
  • After a quick mannequin jump-scare, grab a bullet from the drum near the piano.
  • This piano has a suitcase doodle above it but is missing its E key, so you can’t solve it yet.
  • The green door on the right is locked; use the keyboard machine next to it later.

The other door out of this area leads into a machinery room with another locked door. Take the right-hand door from here into a paint studio-type room.

  • Grab scrap metal from the paint table.
  • The door here is locked as well, so backtrack to the machinery room.
  • Slip through the opening on the left into another area; look for a bullet on a nearby door.
  • At the end of this path, crouch into the vent to progress.

On exiting the vent, another tree monster patrols the corridor. As before, you can sneak or fight:

  • Blow the lock off the first door on the left to find a rifle bullet, scrap metal, and painkillers.
  • Keep following the corridors until you enter another room on the left, triggering the next tree monster. Here, I prefer to axe it down by using doorways as choke points, but you can also creep past via side rooms.
  • The first room with a green door holds two bullets – grab them.

Eventually you’ll reach a distinctive room filled with TVs, a big flip switch, and the missing E key locked behind the puzzle.

Screenshot from Project Songbird
Screenshot from Project Songbird

The idea is to activate the TVs that match the themes from the three earlier Witch radio messages (in my run: black ink, doors, witches). Once the correct TVs are on, pull the switch to free the E key. Your exact imagery may differ slightly, but it will always line up with what you heard on the radio.

With the E key collected, backtrack toward the suitcase piano room. Expect at least one tree monster on the way back; stay crouched, listen for audio cues, and use your now-familiar route knowledge to duck into safe rooms and let it patrol past.

Return to the suitcase-marked piano and slot in the new key. Now enter the final piano word: BAGGAGE.

  • From the left, press: 7–6–5–5–6–5–3 (B–A–G–G–A–G–E).

This unlocks the door to Finn’s studio. Inside:

  • Read the letter on the desk.
  • Pick up the painting – this is your ticket to the next scene.

Step 7 – Painting on the Easel, Talk Show, and Ending Act 2

With the painting in hand, start heading back toward the main stage. On the way, the Granny Witch calls out to you again, leaning harder into Dakota’s creative guilt. Once you reach the backstage area near the stage, another tree monster may spawn; clear it or slip past using the same bottle-and-corner tricks as earlier.

  • Climb back onto the stage.
  • Place the painting on the easel.
  • Walk past it and through the new red door that appears.

This drops you into a surreal talk show scene, complete with mannequins as the audience. You’ll be presented with multiple dialogue choices. At the time of writing, there’s no confirmed evidence that these drastically alter the ending; I treated them as role-play options and leaned toward answers that “please the fans,” which fits the pressure-cooker vibe of the scene.

Once the interview spirals out and ends, you snap back to reality inside the church. From here, it’s simple:

  • Exit the church.
  • Head back along the familiar path to the cabin.
  • Cross the threshold to wrap up the act. This transition officially ends Act 2.
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FinalBoss
Published 4/29/2026
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