With the second half of Arcane now airing, it's time to return to League of Legends and finish the second half of the Jinx Fixes Everything minigame. Spoilers for Acts 1 and 2 of Arcane are here, but you can do it in the client. 
 A blue essence and an Arcane-themed skin for Singed are among the free goodies that League players can obtain by completing all three acts of the minigame. Here is a guide to help you accomplish the riddles in Jinx Fixes Everything's second act if you're having trouble. 
How to Finish Jinx Fixes Everything, Act 2
 The minigame, like the first act, occurs between the intermissions of the show's action sequences and gives the audience a peek at Jinx's off-screen activities. In Act 2, you'll visit Vander's former watering hole in search of artifacts that can trigger his recollection.
There are three things you need to do when you go to the bar in order to finish the act and get your prizes. Make note that while you're in the game, you can navigate with WASD, shift the camera with right-click, and interact with things with left-click. The three goals of the second act of the minigame are as follows:
Return the authority
Jinx remarks on re-engaging the electricity to acquire a clearer view of everything as soon as she steps foot in the bar. I am grateful that the electrical box can be found to the left of the entrance. Three canisters of green fluid must be filled in order to restore power, although their rates of filling are varied.
The minigame will start over if you fill up a single container to the brim for too long. Since the center tube fills at the slowest rate, you should activate it first in order to finish the puzzle. The middle canister must be filled halfway before the left canister may be activated. At last, turn on the right-most tube once the center canister has filled up to seventy-five percent.
Jinx wants Vander to hear an old jukebox song now that the bar's power is back on.
- The jukebox needs fixing.
- During their altercation, Sevika and Vi smashed the jukebox. To fix it, you'll need to gather two things scattered around the building. Jinx will approach the jukebox, make a remark about the broken pin, and then offer that there might be spare parts in the basement.
After you pass the bar, you'll see the basement; however, before you go into her former apartments, you'll need to get the key from behind the bartop. Inside is a pin found in one of Jinx's old toys called Mr. Duddy. Gently spin the toy and click on the marked areas to remove them one by one, all the way to the pin.
Jinx will see that the jukebox levers are also broken when you return to fix the pin. Fortunately, just above the bar top, there is an upper-level machine with functional levers. Make your way upstairs, interact with the levers to remove them, and then return to the jukebox to fix it.
Get into Silco's vault.
Even when the jukebox is working again, Jinx can't help but notice that her beloved tune is absent. She assumes that Silco has most likely hidden it in his office's safe. The door on the left leads to Silco's office, which is upstairs.
On the left-hand floor, you'll find the safe, which needs a three-digit code to open. Two maps on Silco's desk and one on the office wall will lead you to two places that mean a lot to him. On the wall, you can see the number nine affixed to Vander's statue. This is the first item.
Next, on the wall you can see the number 37, which indicates the spot where Vander attempted to drown Silco. You may open the safe with the code 937 by combining these two numbers. Return to the jukebox to play the song and complete Act Two of Jinx Fixes Everything once you have retrieved the music disk from the safe.
Lucky charms in League of Legends
Just like Arcane's three acts, Jinx Fixes Everything has three acts that are rich with prizes. After finishing the first two tasks, you will have accumulated 600 Blue Essence.
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