I checked the opening screen and I don't see a guide. The extra episode screen tells me that one is coming in an update.
Nevertheless I'm glad to have jumped on Part 2 at release.
I haven't enjoyed a casual game this much in I don't know how long, and as I mentioned Part 2 stands up fairly well against most regular adventure games. I get the impression that Dimmie Azu has distanced himself from casual adventure game writing and planning in the seven years intervening between the marathon 30 hours that produced the initial story or bare bones design document or whatever amalgam it was. Fingers crossed Goblinz will finish and release the third game. We all know how ill-fated such plans can be. Holly Stonehouse may wind up chained in the bowels of a corporate dungeon next to Gabriel Knight.*
Oldbroad, Part 2 has a less decisive ending than Part 1. Although the Part 2 ending is foreshadowed, at least in retrospect I can see it was and by definition foreshadowing is retrospective anyway, don't expect motivations and explanations to be tidied up.
I still am unclear about a lot of elements. Among them: all the stuff under the house in Part 1; the significance of the 6:46 train references in Part 2; the occasional convulsive head movements which may indicate possession or time travel or brainwashing or maybe all of those
so if you figure them out, please, post.
I think I know
who SHE or HER is; however, telling players in this episode would ruin the story arc, I doubt there are easily decipherable hints.
*ETA: Chris Jones and Access Software eventually paroled Tex Murphy so if Goblinz doesn't get sold or dissolved or forever lost to other genres, I'm thinking TFFS 3 has a pretty good chance.