House 2: All Achievements and Endings

House 2 has thirty achievements, and the last one on the list, Completionist, only fires once the other twenty nine are done. This page has a section for every one of them, plus every ending, and what each one takes. The one gap is the desert: this page does not cover how you first get out there, only what to do once you are.

The short version. The house runs on loops that end at midnight, and on a hidden Tendency meter that swings Pure when you save people and Corrupt when you kill them. Six endings sit on top of that, and the last of them needs four of the others done first. Everything else is phone numbers, collectibles, deaths and counters you can chip away at in any run.

One warning first. This page spoils House 2 from top to bottom, including both hidden areas and what waits in them. The game is far better blind, so if you have not finished a run yet, close this and come back when something has you stuck.

The six endings

Each ending is named here by the achievement it hands you.

AchievementThe endingWhat has to come first
SurvivorYou kill Daddy yourselfNothing
SaviorYou get everyone out aliveNothing
ButcherYou kill everything in the houseNothing
BabysitterYou save Suzie from the clownOne other ending
NihilistYou let go, out in the mud worldA fully corrupt house
HeartlessYou break free of the loopSurvivor, Savior, Butcher and Babysitter

How Tendency works

Tendency is the hidden state of the house and it moves with what you do to the people and animals in it. It decides which characters turn up, which endings are open to you, and how the house treats you generally.

The tree painting in your bedroom is the readout for Tendency.

The bedroom tree painting at full Pure, green and heavy with fruit over a bed of flowers.

The same bedroom painting at full Corrupt, a bare black tree on dead ground under a dark sky.

You need both ends of the meter for the full list, so the plan is to push the house one way, take everything that state gives you, then push it back the other way.

Pure

Pure is the bright end of that meter. Bringing light into the house means one thing: keep saving people, repeatedly, until the painting in your room is green and bearing fruit. There is no shortcut and no separate trigger.

The Pure achievement icon, an eye held wide open with a round pupil.

Corrupt

Corrupt is the other end. Bringing darkness into the house is the same job in reverse: keep murdering people, repeatedly, until the painting is a dead black tree.

The Corrupt achievement icon, a similar eye with a narrow, ragged pupil.

You Rang?

You Rang? asks you to find the Spirit Bell, and a monster is holding it. Get the meter pinned at either end first, because both work. In a pure house, the ghoulish figure down in the basement hands the bell over. In a corrupt house you can take it off the mud man out in the backyard instead, by setting the anvil under him and letting the lightning hit.

The You Rang? achievement icon, the Spirit Bell shown as a small handbell.

Who Is She?

Who Is She? is Marnie the snail. Once the house has gone corrupt, a second snail turns up in the backyard, and that is her. Pick her up and talk to her across a few loops and she moves into your room, which is the achievement.

The Who Is She? achievement icon, a snail curled up in its shell.

Guardian

Guardian is the family only: Melody, Lois and the cat. Save those three in one loop and it pops, whether or not the dog, the rat and Majesty make it. The Melody, Lois and Cat rows in the table under Savior have the method.

The Guardian achievement icon, an adult figure with two children pressed against them.

Savior

Savior wants everyone through the loop alive: Lois, Melody, the cat, the dog, the rat, and Majesty the horse up in the attic. Do all six in one loop and Guardian lands at the same moment.

The Savior achievement icon, a winged child with a halo, arms spread.
WhoHow to save them
MelodyMop up the cat pee at the head of the stairs, do the dishes, and flush the thing in the toilet
LoisBring the anvil up from the basement, smash the attic hatch with it, then knock the chandelier down with the baseball
CatFeed the dog first, then set off the bear trap in the basement. Throwing the baseball from the doorway is the easy way
RatThree hazards in three places: set off the mousetrap upstairs in the room that leads to the attic, knock the spider out of the closet downstairs, and get the kitchen knife down before he runs under it
DogFeed him, as under Animal Husbandry below
MajestyFeed him the same way

Killer

Killer is the family three again, dead instead of alive: Melody, Lois and the cat, all in one loop. Lois is down in the living room and Melody is upstairs in her room, and the knife is all either of them needs. The cat dies under the anvil, or under the hanging plant in the upstairs hallway if you hit the plant with the baseball as it passes below.

The Killer achievement icon, a snarling face crouched low with its teeth showing.

Butcher

Butcher wants everything in the house dead in a single loop: Lois, Melody, the pizza delivery guy, the cat, the dog, the snail, the goldfish, Majesty, the rat, the doll and the spider. This route keeps the walking down:

The Butcher achievement icon, a large kitchen knife lying at an angle.
  1. Take the baseball.
  2. Call 888-8888 on your way to the basement so the driver is already coming.
  3. In the basement, throw the baseball and pick up the anvil.
  4. Set the anvil down in the kitchen and pick up the knife.
  5. Drop the anvil on the cat.
  6. Stab the pizza driver when he turns up.
  7. Upstairs for Melody, the snail and the doll. The doll is in the clown room and it has to be done before 8 or 9pm.
  8. Back downstairs, throw the baseball to drop the spider and stomp it, then the living room for Lois and the goldfish.
  9. Carry the anvil back for the rat.
  10. In Lois’s room, take the gun and two rounds out of the safe.
  11. Down to the basement for the dog.
  12. Last stop is Majesty in the attic.

Then wait until midnight for the ending to play.

If Majesty is being difficult, the gun settles it, or you can feed him pizza and stab him while he eats. The dog also dies to the anvil when the clock hits 7.

Survivor

Survivor is the ending where you kill your father yourself. Do not save the whole household and do not kill the whole household, because either one locks you into a cutscene ending instead of the fight. Stay alive, let the loop run to midnight, and win.

The knife is all you actually need. Everything else is optional.

The Survivor achievement icon, a tall figure standing still in a long dark coat.

Food and a snail will buff you:

BuffWhat it does
PizzaKnife damage
PieStamina
MartyMovement speed. Marty is the snail the house starts with
MarnieKnife damage. Corrupt house only, see Who Is She? above

The gun, the knife and every round in the house:

WhereWhat is in it
The safe in Lois’s roomThe gun and two rounds. The code is 324 as of the launch build, written a digit at a time in Suzie’s old room, the basement and the backyard
The kitchenSet the anvil down and the knife shakes loose
The vase in the basementA round
The vase in the atticA round
The suitcase in the atticA round, if you stab it
The backyard trash canA round
The flowered plant by Melody’s doorA round, if you stab it
The room next door to the kitchenA bullet
The catTwo rounds, knocked off a shelf, if you keep it alive all the way

Or you can let the house do the work:

  • Re-arm the bear trap in the basement and lead him onto it.
  • Carry the anvil out to the backyard and let the lightning hit him.
  • Throw the baseball at the hanging plant in the upstairs hallway as he walks underneath on his way to you.

Independent

Independent is the same fight with the training wheels off. Kill Daddy with the knife, and the gun if you want it. Nothing else: no food buffs, no snail, and nothing the house drops on him.

The Independent achievement icon, a broad shouldered figure standing alone with its arms down.

Babysitter

Once you have one ending behind you, the television in the living room starts showing a clown waving you closer after 8 or 9pm. Interact with the TV, go in, and kill the clown to save Suzie. The knife is enough here too, and the same buffs and ammo listed under Survivor carry over if you want them. The clown has a second phase, so the fight is not over when it looks over.

The Babysitter achievement icon, a hooded shape opening a wide black mouth.

Nihilist

Nihilist is the ending where you let go. With the house corrupt, an apple turns up in the bathroom. Eat it and you drop into the mud world, and the rest of it is the fight in the next section.

The Nihilist achievement icon, a melting skull dripping at the jaw.

Giga Tabby

Giga Tabby is the boss of the mud world, and beating her is what closes the Nihilist ending. Killing her outright is a long fight, so use the map instead. Three stationary growths sit out there, one to the west, one to the north and one to the east of the spawn, and every one you destroy takes a large chunk out of her health.

Two things make the trip between them easier. There is a mouth in the ground that bites your legs off, so clear that before you start moving around. And come back to the grass patch at the spawn after each growth, so you always know which way you are pointing.

Heartless

Heartless is the ending where you break free, and it comes last because the four endings named in the table at the top have to be done first. After that you can throw a baseball at the clock, and you end up somewhere new with a heart pinned down by four chains. Break all four and the heart can be killed:

The Heartless achievement icon, a bare heart threaded with veins.
  • Anvil onto the mouth out in the backyard.
  • Stab the brain in the attic.
  • Bait the hand in Lois’s room into dropping down, then cut its fingers off one at a time.
  • A second hand, in Tabby’s room, goes the same way. Where that room is has not been pinned down, so expect to hunt for it.

Straight From a Horse’s Mouth

Majesty is the horse who lives in the attic, and meeting him is its own achievement. Go to the room opposite Melody’s and open the wardrobe. A clown balloon falls out of it, so stab that, then climb the ladder behind it. Put a pizza or a cooked pie in his plate and he will talk to you. As of the launch build, players also report the achievement firing when Majesty eats them instead, so either way through works.

The Straight From a Horse's Mouth achievement icon, the head of a horse in profile.

Feeder

Feeder is the rat’s payoff. You do not hand him any food. What you do is keep him alive past all three of his hazards, which are in the Rat row of the table under Savior, and then go and find him again up in the clown room. At the time of writing it tends to pop when the loop finishes rather than the moment you reach him.

The Feeder achievement icon, a wedge of holed cheese.

What Was That?

Walk into the kitchen from the living room after 9pm and, now and then, a man appears at the kitchen window and takes a picture of you. That is the whole encounter. It does not fire every loop, so keep passing through the kitchen at night.

The What Was That? achievement icon, a boxy camera seen head on.

Immortal

Immortal wants you to have witnessed every possible way to die, and the way to farm it is to die to anything new you meet. The log runs to twenty two entries. Four names come up twice in it, so the bracket says which one is which.

The Immortal achievement icon, a small hooded figure carrying a blade.
DeathHow it happens
Eaten aliveStep into the television at night and the clown swallows you
InflatedThe clown’s second form pumps you up until you burst
Chomped (Lois)On a loop where Lois is dead, her head floats around after dark and bites
Drained (Lois)Die to the monster in the bed after 9pm and Lois drains you
Stabbed (Daddy)Lose the fight at midnight
ZappedStand outside holding the anvil and let the storm find you
Put on displayThe coat rack roams at night and mounts you on it
Chomped (Majesty)Let the hungry horse in the attic eat you
SplitThe roaming shadow tears you in two after dark
SquishedGet flattened under the refrigerator at night
FlushedLet the thing in the toilet grab you once it is past 8pm
Throat removedLeave the basement dog unfed and it takes your throat
StairsSlip in the puddle of cat pee upstairs
Crippled (bear trap)Walk into the armed bear trap downstairs and lose your legs
Stabbed (thrown knife)A thrown knife catches you in the dark
ImpaledA spike trap runs you through at night
Crippled (floor mouth)The mouth in the ground eats your legs during the Nihilist ending
PoppedOn a loop where Melody is dead, a high note in her room bursts your head
HungOn that same loop, a noose strings you up at night
Carried awayA sandstorm picks you up out in the desert
Drained (mummy)A desert mummy drinks your soul
BeheadedA swinging axe out in the desert takes your head off

Scribe

Scribe asks for every journal entry, and there is nothing to hunt down separately. The entries come in as you do everything else on this page, so it will almost certainly unlock on the way to Completionist without you doing anything for it.

The Scribe achievement icon, a long feather quill.

Caller

Caller is call every number, at least once each. There are ten.

The Caller achievement icon, an old telephone handset lifted off its cradle.
NumberWho answersWhere you find it
911The policeNo note needed, just dial it
411Local emergency servicesNo note needed, just dial it
888-8888The pizza placeMelody’s TV
777-7777The fortune tellerMelody’s TV
666-6666An exorcism serviceThe devil’s number, so you can guess it
555-7387Majesty’s farmAttic, on a newspaper with a dog on it
364-2559Your neighbourThe drawer in Lois’s nightstand
438-7424UnlistedStab the suitcase in the attic and part of the number can drop out
867-5309UnlistedFrom the song Jenny by Tommy Tutone
332-3483UnlistedPulled out of the game files. As of the launch build, nobody has found it written anywhere in the house

Donut Call Again

Ring 911 three times inside a single loop to annoy the cops. As of the launch build a few players needed a fourth call before it registered, so keep dialling if three does nothing.

The Donut Call Again achievement icon, a single glazed ring donut.

Customer

Customer is ten pizza orders. Ring 888-8888, wait for the driver, and do it again. They do not have to be in the same loop.

The Customer achievement icon, one slice of pizza.

Consumer

Consumer wants every collectible in the game. Most of them come out of boxes that spawn on high shelves, which you knock down by throwing the baseball at them. There are three shelves worth checking every loop:

  • The small room or closet downstairs, off to the left of the staircase, the one the spider lives in.
  • The closet in Lois’s bedroom.
  • The second basement room, where the cat ends up if you save it.

That spawn is random, and it gets better the further the house leans Pure. Eating a banana also improves your luck, so it is worth one before a shelf run. Bananas come out of the backyard trash can when you stab it or hit it with the baseball.

The twelve below are the collectibles that do not come out of a box, so they are the ones you have to go and get on purpose. The boxes hold the rest.

Crystal Ball. Call the fortune teller on 777-7777 and keep calling until she has run out of lines to say.

The Crystal Ball collectible, a pink glass orb resting on a dark stand.

Chicken. Hit the grill in the backyard until it opens. There is an egg inside it, so set the anvil down by the grill and wait for the lightning to strike.

The Chicken collectible, a yellow bird with a red comb standing upright.

Toilet. Flush the toilet again and again until it drops. It is a random drop, so it can take a while.

The Toilet collectible, a plain white toilet with the lid up.

Mud Man. During the Nihilist ending there is a chest in the north east of the boss arena. Lure Giga Tabby over to it and let her smash it open. This is a separate thing from the mud man out in the backyard.

The Mud Man collectible, a small brown figure moulded out of wet mud.

Sun Totem. Step on all six Sun plates, then go through the Sun door. The totem itself is at the north end of the map.

The Sun Totem collectible, an orange sun with eight pointed rays.

Moon Totem. Step on all six Moon plates, then go through the Moon door. The totem itself is at the south end of the map.

The Moon Totem collectible, a pale crescent moon with a face carved into it.

Hourglass. Out in the desert, down the ladders near the swinging axes. The exact spot is loose, so sweep that area.

The Hourglass collectible, a wooden hourglass with sand running through it.

Suzie. In a box on the vanity in Lois’s bedroom, on your left as you walk in.

The Suzie collectible, a small doll balanced on a red ball with a star on it.

Trash Can. A random drop from the backyard trash can. Line your feet up with the bottom of the stick on the ground and throw the baseball, and it will keep hitting the can on its own.

The Trash Can collectible, a dented grey metal bin with its lid on.

Burger. Sometimes when you slip and fall in the backyard, a fat ghost turns up to laugh at you. Kill him with the Spirit Bell.

The Burger collectible, a stacked cheeseburger in a pale green bun.

Frog. A frog occasionally hops around the backyard. Squash it with the anvil.

The Frog collectible, a green frog crouched low to the ground.

The Network. Stab the suitcase up in the attic and it drops out at random. Keep stabbing.

The Network collectible, a purple eye shape ringed with curling arms.

Getting around the desert

Once you have been out to the desert and come back, a necklace turns up in the backyard, and if you have already picked it up it will be sitting on your desk. Interacting with it moves you between the house and the desert whenever you like.

Everything worth finding sits either in the middle or around the edges, so navigate by zone.

ZoneWhat is there
CentreThe main entrance, the gate, a rock, and the way in to the yellow gem
Top leftThe sand piles, and the hole between them once the grate is open
Top centreThe sun tent
Top rightThe rocks with the giant, and the second useful hole
RightRocks, and the way in to the red stone
BottomThe pools of water
Bottom leftThe forest
Bottom rightNothing much

The landmarks that actually read at a glance are the water pools, the forest, the rocks and the clusters of sand piles. The gem fragments on the ground work as signposts on top of that.

Gem fragmentWhere it leads
RedThe cave with the secret door in it
GreenThe forest
Blue or yellowBack toward the middle

Underground is a second map laid over that one, and the thing to memorise is which hole in which zone comes out where. Two of them do most of the work:

  • The hole with the four gems, in the centre.
  • The hole at the top right, which you can also reach from the hole between the sand piles at the very top left once the grate is open.

Between those two you can get everywhere except the dead ends, like the yellow gem hole and the Water Temple.

Sun and Moon plate locations

Six Sun plates, five of them out on the surface and the last one reached from below:

  • Next to the giant’s feet. To get to the giant, go back to the far top left where the sand piles are, enter the cave there, and take the exit just before the gate.
  • Still in the far top left, hidden in the sand piles to the left of that same cave entrance.
  • From that plate, head down to a cluster of small sand piles with one plate in the middle. Trigger it with the tornado or by dropping a rock on it.
  • Far bottom right by the pools of water, where four large rocks sit around a small sand pile. The plate is under the pile.
  • From the centre, walk toward the entrance to the yellow gem area. Just to the right of it, large rocks form a semicircle with a plate inside.
  • Track the blue gem fragments down through the tunnels, then take the upper entrance instead of carrying on into the big blue chamber. It leads to the exit and the last plate.

Six Moon plates, all of them below ground and mostly needing a stone:

  • From the boy by the fire, carry a stone to the far bottom left. A small sand pile sits between four larger ones, with a plate under it.
  • Same area, go through the gate on the far right and head down until candles are everywhere. There are side entrances left and right, with one plate on each side. That is two of the six.
  • Keep going all the way down from the candle room and you reach a room full of spikes. One plate is at the very top, near a mummy.
  • Another is by the blue gem in that room. There is one spot where the spikes can be threaded, and that is your way in.
  • The last one is only loosely pinned down. It is in a narrow, elongated room with one or two mummies in it, right at the back on the right, past the exit.

Animal Husbandry

Put food in the dog’s plate down in the basement. Either a pie you baked or a pizza you ordered on 888-8888 will do.

The Animal Husbandry achievement icon, a small dog sitting up with its ears raised.

Baker

The pie sits in the refrigerator in the kitchen. Take it out, put it in the oven to the left, and repeat until you have baked ten of them.

The Baker achievement icon, a whole pie in its dish.

Maid

Clean up fifty messes with the sponge. Cat pee, water from the refrigerator, blood, clown juice and the dishes all count, so grab anything you walk past.

The Maid achievement icon, a scrubbing sponge.

Exterminator

Squash fifty bugs. Roaches, grubs and mealworms all count, and you just step on them. Grubs only appear while the house is corrupt, and mealworms drop off Giga Tabby during the Nihilist ending, so a corrupt run is the fast one.

The Exterminator achievement icon, a squashed insect with its legs splayed out.

Masochist

Die twenty five times. Immortal’s log accounts for twenty two of them, so three more deaths of any kind finish this one off, repeats included.

The Masochist achievement icon, a rounded headstone marked RIP.

Gamer

Beat Kimiko’s Curse 2. You can play it through in the prologue or in the epilogue, so there is nothing to miss here and no reason to rush it on your first loop.

The Gamer achievement icon, the wide eyed face of the girl from Kimiko's Curse 2.

Glutton

Eat all three foods in the same loop: the pie you baked from the refrigerator, the pizza from 888-8888 once the delivery driver arrives, and a banana from the backyard trash can.

The Glutton achievement icon, a round bellied character standing with full cheeks.

Completionist

Get every achievement. There is nothing extra hiding behind it, so once the twenty nine above are done, this one lands with the last of them and the list is finished.

The Completionist achievement icon, a blank framed plaque tilted on its side.