Are you stuck in the game Mutants vs. The Chosen: Traitor? Then you'll probably need our guide - our detailed walkthrough.
Mutants vs. The Chosen 2: Traitor is the second part of a series of adventure games created by GameStylus. The game is much longer than the first part and takes you, for example, into a bunker of an “anti-Chosen” group. And of course even in this game you can get stuck. How to walk through the game? Here are detailed instructions.
Let us add that a review of the first part is here: Mutants vs. The Chosen: A quaint Adventure. A walkthrough for it is here. And this adventure game, Mutants vs. The Chosen: Traitor, you can download (for Android) for less than one dollar here:
and for iOS - iPhone, iPad etc. this game is here:
Note: All our guides are arranged so that they do not disclose more than you want. Therefore, under every step is a large space. If you want to see the next step of the Walkthrough, click on the characters <<< O >>> or simply skip the empty space.
Go out of the cellar and pick up a cobblestone - in a courtyard.
Use the cobblestone to break a lock of a box in the cellar. Take out a screwdriver.
Use the screwdriver to remove a blackboard from the wall. Pick also a chalk beneath.
Give the whiteboard to a dumb blind man in the courtyard. Then give him the chalk. So he will be able to write whatever he wants to tell you.
Pick up a dead mouse in the cellar.
Use the mice to get rid of that snake... Then remove the hatch and crawl into the well.
Use the cobblestone at a pipe. The noise attracts the attention of a man who is there.
Talk to the man in the underground and - as an evidence of the alliance - give him a coin from the blind man.
With the help of others you get to a bunker now. Here, first go to the room number 38.
In the room number 38 take the label off the table and a cup from a sink.
In the hallway use the tag to the reader at the door X and go to a workshop which is behind it.
In the workshop take all things from the table – a screwdriver, pliers and a knife.
Use the screwdriver to open the left engine. Take oil from it – using the cup.
Use the screwdriver to open the machine on the right side. Use the cup with oil. Now the machine is repaired and you can explore the room.
Open the cabinet on the left. From a cloak take a card to an elevator. Note that bottom part of the cabinet.
Use the card at the elevator in the hallway (on that card reader there).
In the library take some papers and a lamp. Then use the card again (at the elevator).
Go back to the X room (use the tag at the reader again). Use the lamp at the bottom of the cabinet.
Cut a piece of that wire - with pliers. Use the wire to get a key from the cabinet.
In the hallway use the key on the cabinet next to the elevator. You get another key.
Go back to the room 38. Take the forgotten stethoscope there.
Use the key from the hallway to the door in the workshop.
In the warehouse, use the stethoscope at the safe and take a sketch with a code. Try that computer.
Take the elevator back to the library (again, use the card at the elevator). Here you can read the red book – marked as “PC” – on the left. You will learn how to work with computers. Our hero, of course, did not know that yet.
Go to the warehouse. Take wires from the shelves.
Use wires with the computer.
When the computer wants a password, use the code from the safe.
Print out the information (use the paper with the printer). Give it to your sister in the room 38.
Go to the warehouse. Then go to the workshop. You get a new card for the elevator. Use it to and go to the boss.
Use a key from the boss at the door on the left.
In the subway, take a lever from a bag. Look at the switch in the back. Look at the railing.
Go to the warehouse and use the computer. Read how to turn on the electricity in the subway.
Go back to the subway. Remove the rod from the railing (use pliers) and turn on the electricity.
Use the rod to pry open the doors under the stairs. And go inside.
Take a welder from a table and use it on the door of the metro car.
In the metro car, use lever. And go with the metro to the final station.
Use a switch next to the door to release the door. Then open the door by hand.
In front of the subway station do pick up a shovel and pickax. And take glasses from a men in the excavator.
Look at the conveyor belt. Then slide it under the window in the roof of the station. Note that the fuel tank is empty.
Go into the desert. Look at the graves. Smash the door (use pickaxe). Inside, go for the rope...
You are caught! Talk to that girl and you become friends. Return to her and get some fuel.
Use the fuel on the conveyor. Use shovel to throw sand on it. Then climb up to the upper part of the station.
Take a key from that skeleton.
Use the key back in the station at the locked door.
Inside - use screwdriver to open a drawer. Use glasses on it to read a code. Likewise, open the computer and remove a disc. And open the box on the left – using the screwdriver again.
The code from the drawer is familiar, isn’t it? It's a date from one of the graves in the desert. Use it on the grave and get a second date = next code.
Use the second code at the safe. And get a special component from there.
Use subway to get back to the bunker.
Use the disk on the computer in the warehouse. You will learn about a secret factory. And about the chief of the bunker. He is probably a traitor.
Go back to the subway and use it to go to the factory. At an unplanned stop solve all problems: Open a box at the track and get a wrench. Use it to switch that turnout.
Go up the stairs (that barrier can’t stop you). take a look at a plan in that shed. Then pick the right component from the floor. Connect the component to the wire in the shed and use it to switch the traffic light.
Now continue your journey. Use a knife to cut that canvas behind the subway car. Look at the door.
Drive the car under the door. Use the code from the safe again.
In the factory take a look at that display in the back. Then at that drone and drone meter. The drone again. Use the meter. And try to leave.
You are caught once again! Prove that you are allies. Give that man the component from the end station and the sketch with the code. Talk to him and get a special talisman.
Back in the bunker pick up - at the door of the boss – his card. And go inside of his office. Read these papers on his desk. Open a drawer in the desk and take a weapon.
You are caught again! Use the weapon. Take a card from the (now dead) boss and use it at the lift.
Speak with a prisoner. Show him the talisman.
Take a map from shelves in the office of the boss. Give the “prisoner card” for the lift to your sister so she could save him. And take the subway to get back into the desert.
Give the girl the map. She will take you to some mountains. And she will give you that rope (do you remember?).
Use the talisman on the second sign on the left. And walk through to the mountains.
Use the rope to a tree stump and climb down.
Use pliers and a screwdriver on that cover there - under one of the columns.
Pick up a piece of a tree and use it as a bridge - on the right side. Go on.
Return for that piece of the tree (but stay on the bridge on the right) and use it in the next scene to get over that abyss.
Talk to a mutant in a cottage. Take colored bottles from that cabinet.
In front of the cottage: Use the red solution on that device which looks like a telescope. Then the blue one. Then the red one. Green one. Blue one. (The procedure may sometimes differ, if you start to use solutions in a different order.) And it's fixed!
Talk with the mutant. Take a cable from a hanger and attach it to the mutant. Connect the drive to the cable.
Give the disk to the guy in the factory.
Take the component from him and connect it to cables in the front. And turn it on.
That long planned big attack just begun! Drones are successful wiping out many of the militants of the Chosen ones! Enjoy the success! This battle is won! But of course, the war is not yet won.