
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:
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.
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:
When you step outside, you’ll hear static coming from the broken radio on the picnic table.
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.
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.
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.
The key is not in the stump. After Dakota and Rob talk about it, he suggests checking Don’s trunk behind the cabin.
Ammo is limited throughout Act 2, so don’t waste extra shots on the lock. One bullet is all you need.
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.
Head outside toward the graves and look for the one marked with purple daisies. This is the one you need to dig.
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.

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:
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.
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.
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.
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:
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.
There are two doors leading out:
On stage, you can:
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:

The door covered in green leaves here is locked for now. Grab the battery sitting on the drum, then backtrack.
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:
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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:
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:
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.
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.
In the next rooms:
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.
On exiting the vent, another tree monster patrols the corridor. As before, you can sneak or fight:
Eventually you’ll reach a distinctive room filled with TVs, a big flip switch, and the missing E key locked behind the puzzle.

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