Faith Chapter 2 Walkthrough, Guide, Endings, and Trailer

Faith Chapter 2 Guide

 

Faith Chapter 2 is divided into several sections, each with its own character and objectives. In the first section, you control Father Garcia, who must use a crucifix to confront a demon in the basement of a church. In the second section, you switch to John Ward and explore a cemetery, exorcising demons and collecting notes.

The third section takes place in a church, where you face the Spindly Lady and solve puzzles. In the fourth section, you navigate through sewers, encountering various demons. The fifth section involves a hidden sanctum, where you unlock doors with a flashlight and face a boss demon. There are also secret endings to discover by following specific instructions. Throughout the game, you collect notes to uncover the story.

Faith Chapter 2 Walkthrough

Section 1 – Father Garcia:

  • Start as Father Garcia.
  • Use WASD to move and the spacebar to hold up the crucifix.
  • Pick up Note 1 from the left of Father Garcia’s bed.
  • Move downstairs at your own pace; no collectibles in this area.
  • Head to the basement.
  • After dialogue, use the crucifix while facing the demon.
  • When the lights go out, move upstairs and through the open door for a cinematic.

Section 2 – The Cemetery:

  • Take control of John Ward.
  • Grab Note 2 at the top of the screen.
  • Go right where the deer came from and exorcise the deer in the tree to get Note 3.
  • Head to the cemetery entrance.
  • Exorcise the tombstone at the top right for Note 4.
  • Move north and grab the note in front of the tomb entrance (Note 5).
  • Enter the Save Family Tomb.
  • Approach the mirror for a cutscene.
  • Face three different demons.
  • Defeat Demon 1 in the Fog Maze (Note 5).
  • Defeat Demon 2, the Mist Demon (Note 6).
  • Defeat Demon 3, the Cord Demon (Note 8).
  • Return to the Save Family Tomb.

Section 3 – The Church:

  • Collect Note 10 in front of the church.
  • Exorcise the scarecrow in the cornfield for Note 11.
  • Inside the church, collect Note 12 by the entrance.
  • Learn about the Spindly Lady.
  • Face the Spindly Lady, keeping an eye on lit candles.
  • Defeat her to stop being pursued in the church.
  • Collect Note 13 by the confessional booth.
  • Enter the confessional booth for Note 14.
  • Exorcise the stained glass window for Note 15.
  • Head to the church basement (Note 17).
  • Solve the puzzle by stepping on symbols in the right order.
  • Collect Note 18 from the ritual circle.

Section 4 – Sewers:

  • Go down one screen, right once, and then up to the bridge.
  • Decide whether to pursue the secret ending related to the shadows or continue with the main story.
  • Proceed through the sewers.
  • In the Candy Tunnel, exorcise the skeleton to get Note 20.
  • Continue to the left to exorcise another skeleton for Note 19.
  • Go north to the ‘satin lives’ room, then right to reach a checkpoint.
  • Continue right and solve the “Don’t Move” puzzle.
  • Advance right to trigger a demon ambush.
  • Defeat the Flashlight Demon and continue north.
  • Enter the sewer grate with red eyes painted around it.

Section 5 – Hidden Sanctum:

  • Reach the entrance of the hidden sanctum (Crashed Your Party achievement).
  • Follow hints to unlock doors with a flashlight.
  • Face Shadow Demons and exorcise the portrait.
  • Continue to find a key.
  • Collect Note 23 if you’ve fulfilled the conditions for the third ending.
  • Return to the main entrance and unlock the door.
  • Face the boss demon in three phases: Father Garcia recites the 91st Psalm, one-on-one battle, and a mix of both.
  • Defeat the boss demon in the final phase.
  • Collect Note 24 after the final cutscene.
  • Pick up Note 25 in the kitchen north of the first letter.
  • Grab the final letter to end the game (endings 1 or 2).

First Secret Evil – To Conjure His Demon

  • Pick up the key from the ground.
  • After a cinematic, follow the blood trail back to the circle of stones where the game started.
  • Perform a conjuring ritual by drawing a star symbol starting from the top left stone, then bottom middle, top right, bottom left, bottom right, and back to the top left.
  • Stand in the center of the star and defend against an attacking demon with your crucifix.
  • Once you defeat the demon, you’ll receive Note 9.

Second Secret Evil – To Serve His Demon

  • After dealing with the Spindly Lady, go to the cornfield where a child is hiding.
  • Ensure you don’t look directly at the child, or it will run away.
  • Lead the child to the church without looking at them.
  • Inside the confessional booth, both the child and you will be grabbed by hands.
  • Defeat the demon in the confessional booth to receive Note 16.

Third Secret Evil – To Walk as His Demon

  • As the spider demon, don’t cross the bridge yet.
  • Instead, move down and further down the ditch.
  • Eventually, you’ll find two people with a broken car. Chase and kill them.
  • If you want, let a truck hit you for the Pendejo achievement.
  • Proceed under the bridge to continue the game as normal.

Prologue Achievements:

  • My Little One: Complete the prologue.
  • Jane Loves You: Finish the prologue with a max score of 666/666.
  • Made of This: Get both prologue endings.
  • Collect 8 out of 99 notes for the Lore Master achievement.

Cornfields:

  • Start by heading right for some points (10/666) and return to your car (20/666).
  • Follow the blood trail and scare off a thrall (30/666).
  • Find the scarecrow and inspect it.
  • Battle the Corn Demon four times to make it disappear (80/666).
  • Go north to the graveyard and exorcise the statue of Saint William for a note (120/666).
  • Enter the church for more points (220/666) and pick up a note (240/666).
  • In the church, defeat the Cup Demon and collect its note (310/666).
  • Find a note near the secret stairway (330/666).
  • Exorcise a painting, triggering a thrall attack (355/666).
  • Return to the stairway to find another note (375/666).
  • Exorcise a purple skull and defeat the thrall (400/666).
  • Exorcise a stained glass window, but watch out for thralls (420/666).
  • Descend to the church basement for more points (580/666) and pick up a flashlight (590/666).

Flashlight Demon Boss Battle:

  • Defeat the demon with the flashlight to progress (640/666).
  • Go north to find the final note (660/666).

Choose an Ending:

  • To achieve the secret ending, go south and exorcise the scarecrow. Then return to your car, get lit on fire, and proceed as the spider demon.
  • For the normal ending, follow the boy and go up the stairs in the church.

Getting the Second Ending:

  • You’ll need to replay the prologue separately from Chapter 2.
  • Turbo mode is not recommended, as it can make the game harder.
  • If you’ve already achieved the maximum score, you can speed through the prologue.

TRENDING

Faith Chapter 2

Faith (stylized as FAI†H) is a notable survival horror video game developed by Airdorf Games exclusively for Windows platforms. This distinctive game is divided into three chapters, each offering a unique horror experience.

The first two chapters were self-published by Airdorf Games in October 2017 and February 2019, respectively, gaining attention for their retro aesthetics reminiscent of early computers and gaming systems like the Apple II or Atari 2600.

Chapter 2 of Faith delves into a new and eerie narrative. It commences with Father Garcia, another priest, in the midst of an exorcism attempt on a teenager named Michael Davies. Michael, who is revealed to be the pale monster from Chapter 1, had become possessed following a troubling encounter with his stepmother’s cultist friends.

During the exorcism, Michael manages to break free from his restraints, preventing Garcia from completing the ritual. In a gruesome turn of events, Michael escapes, leaving a grisly scene behind after attacking and partially consuming a passerby.

The player then assumes the role of John Ward, who finds himself in a state of crisis following the events of Chapter 1’s fifth ending. Despite grappling with a crisis of faith, John embarks on a journey to Gallup Cemetery in Connecticut to investigate a series of peculiar occurrences.

As he explores the cemetery, he becomes the target of demonic entities, including the haunting presence of Amy Martin. These otherworldly beings subject him to nightmarish visions and torment.

Eventually, John stumbles upon a clandestine cultist sanctuary hidden in the labyrinthine sewers. Inside, he faces a sinister, cloaked old woman who launches an attack on him. At this critical juncture, Father Garcia emerges and implores John for assistance in defeating this malevolent figure.

Their collaboration is met with a relentless demonic assault, during which Father Garcia’s life hangs in the balance unless adequately protected.

In a chilling twist, the cloaked woman undergoes a horrifying transformation into a grotesque demon. However, the story takes an unexpected turn when John awakens in his own bed, revealing that the terrifying ordeal he just experienced was, in fact, a harrowing dream.

As he rises, he discovers a letter left by Father Garcia, urgently requesting his help to prevent the imminent summoning of a powerful demon. This letter serves as the catalyst for the unfolding events in Chapter 2 of “Faith.”

Faith Gameplay

In the game “Faith,” players assume the role of a priest who finds himself entangled in a sinister battle against malevolent forces. The gameplay revolves around two primary objectives: completing a failed exorcism and preventing the summoning of a formidable demon.

To aid in this perilous journey, the player wields a crucifix as their main weapon. When held aloft, the crucifix not only damages but also slows down enemies, providing a critical means of defense. Additionally, it serves the purpose of exorcising possessed objects, a crucial mechanic in unraveling the game’s plot and solving intricate puzzles.

Faith embraces a retro aesthetic, drawing inspiration from 8-bit computer games of the early 1980s, reminiscent of titles found on platforms like the Atari 2600 console or Apple II computer. The game predominantly employs an isometric perspective with a deliberately low framerate, evoking a sense of vintage nostalgia.

However, to enhance storytelling, Faith incorporates rotoscoped cutscenes at key moments throughout each chapter. Furthermore, the game cleverly utilizes 80s-era synthesized speech to deliver much of the dialogue.

Some voice lines and sound effects are derived from “real” electronic voice phenomena (EVPs) and exorcisms, processed through the same vintage programs. The musical backdrop is a fusion of original compositions and iconic pieces like Ludwig van Beethoven’s Moonlight Sonata and Erik Satie’s Gnossiennes.

Faith weaves a narrative deeply influenced by the Satanic panic of the 1980s and 90s. During this period, there were widespread allegations of physical and sexual abuse purportedly committed in the name of Satan.

Accusations were directed at various entities, including teachers, schools, tabletop role-playing games, toy companies, heavy metal musicians, and television/film producers. This historical context provides the foundation for the eerie and unsettling storyline that unfolds in the game.

Faith Chapter 2 Endings 

Normal Ending:

  • Follow the boy and go up the stairs in the church.
  • This is the default ending that you’ll get if you progress through the game without any special conditions or actions.

Secret Ending – To Conjure His Demon:

  • First, pick up the key from the ground.
  • After a cinematic, follow the blood trail back to the circle of stones where the game started.
  • Perform a conjuring ritual by drawing a star symbol starting from the top left stone, then bottom middle, top right, bottom left, bottom right, and back to the top left.
  • Stand in the center of the star and defend against an attacking demon with your crucifix.
  • Once you defeat the demon, you’ll receive Note 9.

Secret Ending – To Serve His Demon:

  • After dealing with the Spindly Lady, go to the cornfield where a child is hiding.
  • Ensure you don’t look directly at the child, or it will run away.
  • Lead the child to the church without looking at them.
  • Inside the confessional booth, both the child and you will be grabbed by hands.
  • Defeat the demon in the confessional booth to receive Note 16.

Faith Chapter 2 Notes

Cardinal Gifford’s Letter:

  • This letter from Cardinal Gifford likely contains important information or instructions for Father Garcia.

Notice/Aviso:

  • This notice might provide details about an event or situation in the area.

Long-Lost Friend:

  • This note could be about someone reconnecting with a friend they haven’t seen in a long time.

UNSPEAKABLE’s Blessing Instructions:

  • These instructions may reveal how to receive blessings from something ominous or mysterious referred to as “UNSPEAKABLE.”

Freed:

  • This note might describe someone’s feeling of liberation or release from a troubling situation.

Missing Grandpa:

  • It appears that someone’s grandfather has gone missing, and this note may contain information about the search.

Obituary:

  • An obituary typically provides details about a person’s life and passing, possibly about someone relevant to the story.

Miscarriage:

  • This note likely discusses the deeply emotional and personal topic of a miscarriage.

Dr. Spinel – New Patient Initial Consultation:

  • This note could contain information about a new patient’s initial consultation with Dr. Spinel, potentially revealing a character’s psychological state.

She:

  • The context of this note isn’t clear, but it seems to refer to a mysterious or important figure named “She.”

Doomed Child:

  • This note might touch on the tragic fate of a child, offering insight into the game’s dark narrative.

Paranormal Investigation – Day 1:

  • This note appears to be part of a paranormal investigation journal, specifically detailing events from the first day of investigation.

Paranormal Investigation – Night 3:

  • This entry likely recounts events from the third night of a paranormal investigation, possibly revealing eerie discoveries.

Paranormal Investigation – Night 1:

  • This journal entry likely covers events and findings during the first night of a paranormal investigation.

Paranormal Investigation – Night 2:

  • This note is likely part of a journal describing events from the second night of a paranormal investigation.

Dr. Spinel – Observation Note:

  • This note may contain Dr. Spinel’s observations, possibly related to the mental or physical condition of a character.

Father Clarke’s Final Memoir:

  • This note could be the last writings of Father Clarke, potentially offering insights into his experiences or beliefs.

Ritualistic Killings Newspaper Article:

  • This newspaper article might discuss ritualistic killings, shedding light on the sinister events in the game.

Shootout Newspaper Article:

  • This newspaper article could describe a shootout, providing context for the game’s setting.

Dead Bodies Near Tunnels Newspaper Article:

  • This newspaper article may report on the discovery of dead bodies near tunnels, adding to the game’s atmosphere of dread.

Stash:

  • This note likely relates to the location of a hidden stash of items or secrets.

Beast in the Candy Tunnel:

  • This note might mention a creature or entity residing in the Candy Tunnel, adding to the game’s sense of danger.

Faithful Servant:

  • This note could be about someone who has been a loyal and dedicated servant, possibly to a higher power.

Molly’s Letter:

  • Molly’s letter may contain important information or personal messages relevant to the story.

Father Garcia’s Letter (Ending I “Go Forth With Faith”):

  • This letter from Father Garcia could conclude the game’s narrative for Ending I.

Alternate Father Garcia’s Letter (Ending II “Road to Redemption”):

  • This letter, an alternate version from Father Garcia, might conclude the story differently for Ending II.

“Have you forgotten already”:

  • This mysterious note likely raises questions and hints at forgotten memories or secrets.

Disclaimer: The above information is for general informational purposes only. All information on the Site is provided in good faith, however we make no representation or warranty of any kind, express or implied, regarding the accuracy, adequacy, validity, reliability, availability or completeness of any information on the Site.

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