writÂten 10/28/2024, updatÂed 2/17/2025

- PubÂlished: FrogÂwares
- PlatÂform Played: NinÂtenÂdo Switch
- Price: MSRP: $24.99
- RatÂed: M (Mature)
- Genre: AdvenÂture, PuzÂzle, OthÂer
- Date Released: March 9, 2023
First Run: 22:52
This is a detailed walkÂthrough with picÂtures of puzÂzles and (most) of the soluÂtions. There are othÂer walkÂthroughs out there since the game has been released for a while on othÂer platÂforms, but it seems that the NinÂtenÂdo Switch verÂsion is slightÂly difÂferÂent from othÂer iterÂaÂtions.
WarnÂing: SpoilÂers Ahead!!
This is a detailed walkÂthrough. For a simÂpliÂfied verÂsion CLICK HERE
Game Start
Tutorial: Necklace at the Marquis of Conyngham’s Mansion
Watch the cutscene in the modÂern times with the kids
Watch the cutscene and lisÂten to WatÂson explain the locked door crime.
FolÂlow the prompts:
Walk
Look around
Inspect the glass disÂplay case
ExamÂine both the winÂdow and the winÂdow glass
Take the magÂniÂfyÂing glass from the manÂtle
Press Y to open the invenÂtoÂry
Use the magÂniÂfyÂing glass on the music sheets on the ground near the piano

HighÂlight and Press A on the small handÂprint in the midÂdle of the sheet
Press X to change from 1st to 3rd perÂson and back
Hold down ZR and run around
Press ZL to actiÂvate sixth sense skill (basiÂcalÂly hints)
Inspect any othÂer blue magÂniÂfyÂing glassÂes or hands in the room (Door, aquarÂiÂum, canÂdle on floor, papers on the table, draught screen [a screen to block drafts. Draught is British spelling], floor behind screen, objects on manÂtle, bell pull, fireÂplace, sooty footÂprints, cabÂiÂnet) until InspecÂtor Baynes comes through the door.
LisÂten to Holmes’ brilÂliant deducÂtion of the monÂkey being the culÂprit and dropÂping the jewÂels in the aquarÂiÂum. The MarÂquis himÂself comes in to posÂiÂtiveÂly ID the neckÂlace. Holmes puts it away in the corÂner cabÂiÂnet, then retires to BakÂer Street.
221B Baker Street — 1
WatÂson insists that Holmes reads the outÂraÂgeous newsÂpaÂper artiÂcle by an incensÂing reporter that enjoys flamÂing Holmes and spinÂning his case solvÂing by paintÂing him a crook. Feel free to inspect things around the apartÂment and then read the artiÂcle (or not). Holmes doesÂn’t care and invites InspecÂtor Baynes who is outÂside the door in. They disÂcuss the probÂlem with the fake neckÂlace. Ask about the SlanÂder, the NeckÂlace, and the MarÂchioness. Holmes is itchÂing to go see PereÂgrine MaitÂland, the BishÂop of KnightsÂbridge, but acquiÂesces to examÂinÂing the neckÂlace.
Look at it on the table which will launch a simÂple mini puzÂzle. SimÂply move the right curÂsor over all the blue magÂniÂfyÂing glassÂes (the 3 weird beads) and examÂine them.

As WatÂson, go get the map on the desk and press the DioÂcese of KnightÂbridge to go there
Diocese of Knightsbridge — Bishop Maitland’s Murder
Watch the cutscene with the stubÂborn RevÂerend
ExamÂine the body (this game is provÂing to be pretÂty grueÂsome). Get the piece of rope from next to his thigh. Get the finÂger from the ground
ExamÂine the broÂken botÂtle of whisky, the botÂtle of whisky, the bloody paperÂweight, the stove, get the broÂken phial from the rug.
ExamÂine the picÂture, open the cabÂiÂnet door to get a metÂal rod from the cilÂice (in ancient times, it was an underÂgarÂment made from coarse fur, or a sackÂcloth, purÂposeÂfulÂly uncomÂfortÂable for the impleÂmenÂtaÂtion of penance. In more modÂern times it is often seen as a band with small spikes in it, hence the in-game BishÂop’s spiky belt and conÂsisÂtent belÂly holes), check out the chest on the shelf which canÂnot be solved yet and the RevÂerend refusÂes to give the propÂer eleÂments to open it.
Get the scalpel from the small table. Try the veranÂda door. Open the door to the small bedÂroom. ExamÂine the bed and the winÂdow.
ExamÂine the footÂprints on the ground in front of the entry door for a small puzÂzle.
FootÂprint PuzÂzle SoluÂtion (Click to Expand)
Grab the magÂniÂfyÂing glass and check out all of the footÂprints. Get a stone fragÂment. Then use the tape to meaÂsure each print. When you’re ready answer the two quesÂtions on the top.
SoluÂtion
- 3
- One man left the room wearÂing difÂferÂent shoes

It’s now time for the DeducÂtion Board
Go through the prompts and figÂure it out
DeducÂtion Board SoluÂtion (Click to Expand)

- One of the murÂderÂers left wearÂing the BishÂop’s shoes
- The murÂderÂers are poor
- The murÂderÂers were lookÂing for someÂthing speÂcifÂic
- The BishÂop’s murÂderÂers were hired by someÂone

- The BishÂop’s murÂderÂers didÂn’t get what they wantÂed
- The BishÂop resistÂed torÂture
After comÂpletÂing the 2 deducÂtions, Holmes asks again for help openÂing the chest, but the RevÂerend conÂtinÂues to refuse. He then tells WatÂson to go with the RevÂerend to the police staÂtion and to only speak to InspecÂtion Baynes.
Alone now to do what he wants, Holmes conÂtinÂues the invesÂtiÂgaÂtion.
Use the metÂal rod on the veranÂda door lock to start a puzÂzle. It’s a simÂple one where you have to bend the metÂal to shape above. “It is simÂplicÂiÂty itself”
VeranÂda Door Lock SoluÂtion (Click to Expand)
SimÂple puzÂzle. Just bend the metÂal to the shape outÂlined above it

ExamÂine both sides of the rug, the inkwell on the desk, then the rug again. Grab the horse’s head from the ground near the winÂdow, read the love note, and then use the head on the uncovÂered floor.
PuzÂzle time!
Knight’s Tour PuzÂzle SoluÂtion (Click to Expand)
This is a clasÂsic puzÂzle called the Knight’s Tour. This parÂticÂuÂlar one is set on a 5x5 board. All you have to do is move the knight piece in an L‑shape until you covÂer every square on the grid.
This is how I did it




When you solve it, use the pockÂet-knife on the last piece to uncovÂer a sheaf of love letÂters between none othÂer than the good RevÂerend and his misÂtress who has borne his chilÂdren and wants him to comÂmit to their relaÂtionÂship and famÂiÂly.
Walk back into the room to start a cutscene where Holmes indiÂcates that he knows about the letÂters. He asks again for the impleÂments for the chest. The revÂerend again refusÂes, so you get to choose which method you’d like to employ (corÂrupÂtion, blackÂmail, or threat). If you choose blackÂmail, the revÂerend will refuse to comÂply, so you’re off to find the pins for the chest lock yourÂself (shelf, edge of the bed, plant in the veranÂda, and desk in the veranÂda). I chose corÂrupÂtion and threat the first time, and the revÂerend gave me the pins.
Chest PuzÂzle!
Chest PuzÂzle SoluÂtion (Click to Expand)
It is not explained anyÂwhere, but you have to place the 7 pins where they will not overÂlap in any direcÂtion. There is more than 1 answer here, but this is how I did it:


You open what is supÂposed to be unopenÂable except by the BishÂop. The revÂerend can’t stand it anyÂmore and runs away. WatÂson can’t catch him. Turns out nothÂing was imporÂtant in the chest worth stealÂing. Head home to BakÂer Street before the cops show up.
221B Baker Street — 2
Now it’s time to anaÂlyze the clues found at the crime scene.
Use the broÂken phial on the right side of the desk to start the chemÂiÂcal anaÂlyzÂer. Press A to place the subÂstance into the “?” tube, then rotate each colÂor chemÂiÂcal and count how many colÂored bleps show up on the botÂtom thing. Input the numÂbers into noteÂbook (If you’re too lazy to actuÂalÂly do it, just input the numÂbers the soluÂtion below)
ChemÂiÂcal AnaÂlyzÂer SoluÂtion (Click to Expand)

Grab the note from the writÂing desk and give it to Holmes.
Use one of the remainÂing items on the left porÂtion of the lab desk to start anaÂlyzÂing them.
- FinÂger: examÂine the teeth marks on the botÂtom, use the scalpel on the nail to scrape out dirt, use the pinÂcers on the dirt
- Scalpel: Use water, then the brush
- Rope: Use the pinÂcers twice on the rope and then on the dirt. ExamÂine the rope.
- Stone FragÂment: Use acid, use brush
- Dirt SamÂples: Put both dirt samÂples under the lens, add water, use scalpel
Go to the bookÂshelf and get the midÂdle book (no, not the female anatoÂmy book, lol), then place it on the workÂtable in front of Holmes.
DeducÂtion Board!
DeducÂtion Board 1 SoluÂtion (Click to Expand)
Do your best to try and figÂure this out. I just poked a lot of stuff until it worked. You don’t have to if you don’t want to, just use my soluÂtion

- The Whitechapel ClinÂic is near a grave
- The rope was always used from the same side
- The soil is from a pit
- This fragÂment comes from a monÂuÂment paintÂed black
- The rope is used to lowÂer someÂthing into a pit
- The earth and the stone are from a pit near a monÂuÂment
- The earth, the rope and the fragÂment of granÂite come from a grave
Then in the book, choose the approÂpriÂate locaÂtion
ChoosÂing LocaÂtion SoluÂtion (Click to Expand)

Back to the DeducÂtion Board about the BishÂop of KnightsÂbridge
Solve it.
DeducÂtion Board 2 SoluÂtion (Click to Expand)

- The murÂderÂers had a poiÂson that causÂes madÂness
- The BishÂop went mad
- The murÂderÂers made the BishÂop drink the conÂtents of the flask
Watch the cutscene where Holmes had already hired some urchins to ferÂret out inforÂmaÂtion for him and forces WatÂson to pay, as usuÂal. They go to sleep.
Cutscene back to the kids in the present time who think the stoÂry is super interÂestÂing (isn’t this kind of inapÂproÂpriÂate for litÂtle kids…?)
The next mornÂing arrives and now, you get to choose 3 locaÂtions and which order to invesÂtiÂgate the probÂlem from: WestÂgate Jail, KensÂingÂton GarÂdens, or Whitechapel Street. Order does not matÂter.
Investigation A: Westgate Jail

Watch the cutscene where Holmes rudeÂly disÂmissÂes a fan of his. Go straight down the hall behind the entry guard and to the left, last door on the right. The recepÂtionÂist nodÂded off and they deduce that she’s pregÂnant. Inspect the blue magÂniÂfyÂing glassÂes and Holmes deduces that the direcÂtor and the recepÂtionÂist are relatÂed. He gives you a Pass. Talk about “FamÂiÂly Ties” with the recepÂtionÂist.
Go back towards the entrance and, armed with the Pass, take a left into the open room. Go straight and start a cutscene. Ask about “The Great DetecÂtive,” “Inmates,” “InforÂmaÂtion,” and “Guard Index Cards.”
Head down through the gates into the prison. Let’s go meet the famous Hans SchielÂman. Talk to him and press him on “InforÂmaÂtion” and “Pen.” Head back and talk to the Chief WarÂden about “The PrisÂonÂer’s Things” and “Key.”
Go back and talk to Ms. PatÂterÂson the recepÂtionÂist and the DirecÂtor. As it turns out, the reaÂson why she hasÂn’t put up the duty list is because she lost the key to her lockÂer. Great. AnothÂer mysÂtery to solve. For now, head back to the Chief WarÂden where you’ll find that it is now of utmost imporÂtance to get the duty list up. Then head back to the door in front of the DirecÂtor’s office, and use the Keys on it. Check out SchielÂman’s lockÂer to find…
A PuzÂzle Box!
SchielÂman’s PuzÂzle Box SoluÂtion (Click to Expand)
First, pull up the poem on the left and then snag the magÂniÂfyÂing glass. It’s basiÂcalÂly triÂal and error until you find an “interÂestÂing” secÂtion of words.
SoluÂtion: HydroÂgen, SulÂfur, CalÂciÂum, Bromine (H, S, Ca, Br)

Yay! You get HanÂs’s Pen. OKAY. now that we have the pen, the new probÂlem is how to get in there. To do that we have to solve Ms. PatÂterÂsonÂ’s dilemÂma.
Head to entrance to the jail and talk to the guard Brighton, who comÂplains that the dry cleanÂers delivÂered his cerÂeÂmoÂniÂal uniÂform while he’s on duty, but he can’t leave his post. Holmes volÂunÂteers to do it for him. Get Key for Brighton’s LockÂer and Brighton’s Suit. Head to the room next to the DirecÂtor’s office and across from the PrisÂonÂer’s BelongÂings and open it. Use the key to open it. Move the bicarÂbonÂate of soda aside and open the book to find Key “JenÂny PatÂterÂson.” Ah HAH. Now we know what’s hapÂpenÂing. ScanÂdal! Place the Suit in the lockÂer and use the Key on Ms. PatÂterÂsonÂ’s lockÂer right across from it.
AnothÂer PuzÂzle Box!
Ms. PatÂterÂson PuzÂzle Box SoluÂtion (Click to Expand)
Easy one this time

Get Brighton’s LockÂet, LetÂter from Brighton, and Guard Duty List.
Talk to Ms. PatÂterÂson, then head into the warÂden’s room. Talk through everyÂthing, and then visÂit Mr. SchielÂman to give him his Pen. He cackÂles and alludes to an escape attempt. Head towards the DirecÂtor posthaste and interÂrupt him beratÂing his daughÂter about her basÂtard child. They conÂduct a search of his cell, but find nothÂing, and then some unforÂtuÂnate events begin to unfold that SherÂlock Holmes seems wholÂly unsurÂprised about.
ConÂtrolÂling WatÂson now, try to sound the alarm on the wall in front of you, and then talk to the Chief WarÂden through the grates. Take the Keys as instructÂed, then run out the door and to the left. Talk to WarÂden O’SulÂliÂvan (sounds kinÂda funÂny, don’t he?) through the gate and use the Keys on the door to get to him. It doesÂn’t work, so the warÂden tells you to throw the Keys down. Do it.
All of the sudÂden, Holmes shows up and tell you to repair the alarm. Mini game!
It’s simÂple, realÂly. You just move the litÂtle blue triÂanÂgle to the midÂdle withÂout hitÂting anyÂthing.


Watch the cutscene. Go down to the cell and find that it’s not SchielÂman in the cell, it’s O’SulÂliÂvan sleepÂing on the cot!! He’s escaped! Crap! Go find a comÂpleteÂly nonÂplussed SherÂlock Holmes and leave the jail. Walk up the path a bit to find… SchielÂman? Sedate and obeÂdiÂent?
Read Holmes’s explaÂnaÂtion if you’d like. Holmes realÂly is a clever devÂil, isn’t he? Able to preÂdict and pre-empt everyÂone. InvesÂtiÂgaÂtion over!
Investigation B: Kensington Gardens

Head forÂward and talk to the landÂlaÂdy. She won’t let you in, so poke around in the garÂden. Turn all the blue magÂniÂfyÂing glassÂes green. Get the Spade (which is realÂly a hoe), Rake, and Clothes Pegs. Use the Spade on the fence next to the clothesÂline. Pick up the NewsÂpaÂper “The Strand” and invesÂtiÂgate the othÂer magÂniÂfyÂing glassÂes. Use the Rake on the tree next to the shed to get TatÂtered Clothes.
Go back and talk to the landÂlaÂdy who changes her tune and lets you in.
Grab the Scarf from the ground in the room, then examÂine the points of interÂest. Pick up the Torn-up pieces of paper from the trashÂcan, then put them on the desk.
PuzÂzle!
Paper PuzÂzle SoluÂtion (Click to Expand)
Using the ink splatÂters and crease as a guide, rotate the pieces to put the sheet back togethÂer (preÂsumÂably with tape?? that part was nevÂer elabÂoÂratÂed on). You can have difÂferÂent oriÂenÂtaÂtions, but here is one method:

WatÂson comÂplains that it’s blank, but as we’ve already deduced, it’s likeÂly invisÂiÂble ink. Use the Clothes Pegs you swiped earÂliÂer on the bit of rope on the table, and light the canÂdle with the MatchÂes. Move the canÂdle behind the paper and press A to uncovÂer some words. If they’re not in the right order, you have to fix it.

InvisÂiÂble Ink PuzÂzle SoluÂtion (Click to Expand)

It spells out a mesÂsage: “StingÂing Street, Wharf 321, SouthÂbank”
Now, examÂine the space near the winÂdow and use the Spade. Oh no. AnothÂer puzÂzle box. And this one proves to be tough. Turn the box around and inspect all the ciphers until WatÂson has jotÂted it all down.
ComÂbiÂnaÂtion PuzÂzle Box SoluÂtion (Click to Expand)

- I: 8
- II: 1
- III: 4
- IV: 3
I wracked my brain tryÂing to figÂure out this puzÂzle. The first 2 numÂbers are easy to get. If you folÂlow the RLRL…etc. of a comÂbiÂnaÂtion lock, folÂlowÂing the numÂber availÂable, that’s corÂrect. The 3rd numÂber is trickÂiÂer, but makes sense is you folÂlow the LRLR…etc. comÂbiÂnaÂtion lock. The last numÂber, howÂevÂer, if you folÂlow the LRLR… etc. patÂtern, gives a 2 no matÂter how many times I do it. Yet the corÂrect answer is a 3? I don’t underÂstand!! Unless the missÂing numÂbers in each set is supÂposed to be guessed? In that case, then perÂhaps all 4 numÂbers folÂlow the RLRL… scheme and #3 just so hapÂpens to work backÂwards. Yep. No idea. (Here’s a hint though: 10 spins makes a full cirÂcle, so if you subÂtract 10 from the highÂest numÂbers, it ought to be the same)
You find that the Colt PaterÂson is gone from the box. Here’s anothÂer puzÂzle. You need to figÂure out what artiÂcles are missÂing that should not have been.
IdenÂtiÂfy MissÂing Pieces PuzÂzle SoluÂtion (Click to Expand)

Holmes deduces that the BishÂop’s nephew sufÂfers from a mild case of autism. GivÂen that the shovÂel, the vioÂlin case, and the powÂerÂful Colt pisÂtol is missÂing, he’s worÂried that the volatile man is going to do someÂthing bad. It’s time to head down to the wharf and to enlist the help of an old friend.

TOBY! THE DOGGY!!!
You are conÂtrolÂling Toby. Use the old pup’s nose up past the stairs. FolÂlow the conÂveÂnient pathÂway of woodÂen ramps and go until you find the secÂond set of footÂprints. Head down to the grass and open the door. FootÂprints lead to a stuck lever, so head out the back to the lit yard and find anothÂer set of prints. If you head to the right side, Holmes will pick up some Grease. Go back towards the lever which can now be used with the help of the Grease.
This is a mini-game of sorts, tryÂing to decide how to guide Toby across the pilÂlars.
Dog PilÂlar PuzÂzle SoluÂtion (Click to Expand)

LowÂer the bridge for Holmes, then press forÂward to the next set of footÂprints. Try to open the door. It’s locked. Welp. Head over to the side of the large door and undo the rope. Holmes will raise you up to get in through the winÂdow.

Go down the stairs, unlock the door for Holmes, then pick up the Iron Bar from the ground. Find the next set of footÂsteps. Use the Iron Bar on the big doors and Holmes will open it.
To the left of that, some ice picks are missÂing from the wall. Turn around and find the next set of prints that seems to lead to nowhere. Smell the wall above the crates and Holmes will comÂment that the man used the icepicks to climb the wall.
Straight ahead outÂside the big door and to the left, you can inspect to see that he cut a piece of fire hose. Turn and head right of the big door. There’s a locked gate. To the left of it is a broÂken part of the rail. Head up to it to start a cutscene.

Turn around and hit the lever on the wall. Holmes will swing you across. Remove the chocks on the cart to creÂate a bridge for Holmes. If you folÂlow the footÂprints, there is yet anothÂer door locked from the inside. ExamÂine the carÂriage tracks on the ground and then folÂlow them up a conÂveÂnient ramp.

You find an open winÂdow, but Holmes tells you not to jump in, so head back down the ramp and on the othÂer side of that are a bunch of sacks on the ground. Remove them and head inside.

Pull the rope pulÂley in the corÂner so that Holmes can get in. Oh wow. This place is full of tight corÂners and conÂveÂnient ramps for litÂtle short-legged pupÂpies. FolÂlow the footÂsteps and take a left then go up some crate ramps until you get to a set of conÂcrete stairÂcasÂes. Go up them. You know you’re in the right place when you get a cutscene of Toby chasÂing a cat.
Now you’re back as SherÂlock Holmes. Go through the door ahead and come out… in a lava room? Head down until you find your tarÂget. Watch an unforÂtuÂnate cutscene where Toby foils your plans, and the man sufÂfers a rather swelÂterÂing end.

Investigation C: Whitechapel Street

LisÂten to their banÂter then move forÂward down the street. Explore and talk to peoÂple if you’d like but keep going down the street until WatÂson points out the pubÂlic disÂpenÂsary. Head inside and talk to the docÂtor who turns out to be an old colÂleague of WatÂson’s. Talk to him about the scalpel and he’ll conÂfirm that it comes from that locaÂtion. NothÂing left to do, so leave and head across the way to the church. Go to the right and open the gate to the cemeÂtery.
Go in and towards the first shed before the gate. Pick up the flyÂer for the soup kitchen, then examÂine the rope hangÂing next to the shed’s door. This will start a mini invesÂtiÂgaÂtion. SimÂply pick up the magÂniÂfiÂer and idenÂtiÂfy that both the piece of rope and the hangÂing rope are the same. SimÂiÂlarÂly, when you venÂture past the bent gate and towards the othÂer shed, examÂinÂing the tombÂstone on the side will launch anothÂer mini invesÂtiÂgaÂtion. Pick up the magÂniÂfiÂer again and highÂlight the granÂite then the black paint (just use any dark area).
Armed with the clue from the flyÂer, leave the cemeÂtery and go talk to the guy runÂning the mobile soup kitchen in front of the church. Press him on “Grape Ape” but he doesÂn’t want to spill, so check out the monÂey game next to the cart, then talk to him again. Ask about “MonÂey Game” and then preÂpare to play a game (havÂing just bet WatÂson’s priceÂless watch). Not to be defeatÂed, the legÂendary SherÂlock Holmes inevitably shall win.
I don’t realÂly have any hints here. I kind of just hit butÂtons until I won. The game’s pretÂty self-explanaÂtoÂry


Press him on the “win” and he’ll spill the beans. Ask about the “morgue” and he’ll point you back to the disÂpenÂsary. Go there.
Talk to the docÂtor and ask about the “morgue.” He gives you perÂmisÂsion to poke around. Do so. Snag a list of the recent dead, then go into the morgue itself. Head over to the chair and check out the jackÂet.

Back out and grab the ScisÂsors off the workÂtable (WatÂson will exclaim at how disÂgustÂing the workÂspace is). Take the scisÂsors and cut at 3 places:
- Sleeve: get MetÂal Core
- PockÂet: get Keys
- Name Tag: get Plan
Time to head back to the cemeÂtery. Go to the first shed where you found the soup kitchen flyÂer, and try to open the lock. PuzÂzle time!
Locked Box SoluÂtion (Click to Expand)
This is pretÂty simÂple. Place both the keys in the locks and turn them. Then pick up the metÂal core and place in the side to push the lock out. BOOM. You’re in.


Take the Note from the CemeÂtery from the wall and then pick up the axe and use it on the box on the ground. Remove the rocks from withÂin and use your pockÂet-knife to uncovÂer a hidÂden stash. Take the Note from the CemeÂtery BanÂdits.
Go through the bent gates and inspect the lover’s tree. Point to SalÂly + John

Go find the symÂbol on the graveÂstone at the back wall. Head back to the side of the first shed and take the shovÂel, then come back and make WatÂson dig. PUZZLE BOX.
Grave PuzÂzle Box SoluÂtion (Click to Expand)
For the life of me, I canÂnot work this out. MovÂing the 2 numÂbers at a time with the first and last numÂbers is crazy. So, in the end, I just skipped it when givÂen the option (wait a few minÂutes). I’ve includÂed images of how I worked through it iniÂtialÂly, but then got stuck.





Take the Key and the HamÂmer which is covÂered in blood. This sparks moveÂment. Head over to the gravedigÂger’s shed and watch the cutscene. Make a deciÂsion on how to proÂceed (Care, MediÂaÂtion, Afraid).
- Care — doesÂn’t result in much. He gives them an ultiÂmaÂtum. InforÂmaÂtion or no treatÂment. In the end you get to choose between MediÂaÂtion and Afraid.
- MediÂaÂtion — Holmes says that he’ll make WatÂson pay for the damÂage to Mr. Fletcher’s shop and they give up the ghost.
- Afraid — Holmes says he’ll call the police and the kid fessÂes up.
You get Kurtz’s Address for your trouÂble. Turns out Holmes knows the butchÂer and he’s not an unfair man and Holmes stretched the truth to get inforÂmaÂtion from the kids. Leave the cemeÂtery to get a cutscene of Prince Woodville.
You need to find BatÂty Street now. Head left from the cemetery/church and run down until you see the street blocked by barÂrels. BatÂty Street is right across from that. Head down the alley to the last door on the right. Go in using the key.
MurÂder scene! Yo! InvesÂtiÂgate every magÂniÂfyÂing glass until they turn green. Pick up Kurtz’s LetÂter. Once all the invesÂtigaÂtive icons are green, turn to your deducÂtion board to figÂure it out.
Kurtz’s MurÂder DeducÂtion Board 1 SoluÂtion (Click to Expand)

The BishÂop tore his aggresÂsor’s finÂger off with his teeth

The man was poiÂsoned by his accomÂplices
UnforÂtuÂnateÂly, inforÂmaÂtion is missÂing. So, you conÂtrol Dr. WatÂson who needs to conÂvince the docÂtor at the disÂpenÂsary to let you examÂine the body. Head to the morgue to talk to your old colÂleague. The disÂcusÂsion turns heatÂed, but you get what you want.
Back with Holmes, uncovÂer the body and move to examÂine it.
- Use the cotÂton to clean the area
- Use the scalpel to cut the 2 lined spots
- Use the sepÂaÂraÂtor, then the scisÂsors, then the tweezÂers on the stomÂach cut to get a Kurtz’s Map
- Take the sepÂaÂraÂtor, use it on the lung cut, then the scalpel, then the pipette to get a Full Pipette
Go over to the desk and just like with the lab at home, figÂure out the conÂtents of the pipette… Or just input these numÂbers I’ve proÂvidÂed below
Skin TisÂsue ChemÂiÂcal AnalyÂsis (Click to Expand)

Now we can finÂish the deducÂtion board!
Kurtz’s MurÂder DeducÂtion Board 2 SoluÂtion (Click to Expand)


- The murÂders had a poiÂson that causÂes madÂness
- The man was givÂen a pipe that already had opiÂum in it
- His accomÂplices brought him the pipe
- The man is one of the BishÂop’s murÂderÂers
- The man was poiÂsoned by a mixÂture of opiÂum and poiÂson
- The man was poiÂsoned by the same poiÂson as the BishÂop
- The dogs were poiÂsoned
- The man fought savÂageÂly against his dogs
A powÂerÂful poiÂson mixed in the opiÂum! Now to find the source. Using the map, head left of the disÂpenÂsary, then take your first right. Run all the way down the alley and take anothÂer right straight to the opiÂum den. Head inside.
Explore the opiÂum den. When you’ve invesÂtiÂgatÂed enough, it will trigÂger a cutscene. You need to sneak into the back room. Pick up AshÂes, Tea, and Dirty Water. ComÂbine all 3 in your bag to creÂate Lousy Booze. Give it to the only patron who’s still awake. This will disÂtract the host. Run up to the front and snag the corÂrect key to the door (there was a sign above the door to tell you which one)
ChiÂnese Room Key PuzÂzle SoluÂtion (Click to Expand)


WatÂson returns the key. Go inside. Pick up the Stick and the BillÂhook. Check out the small winÂdow across from the door to start a cutscene. Then pick up the BarÂbiÂturic Acid, the Syringe, and the TeaÂspoon with OpiÂum Beads. Walk over to the cart near the othÂer winÂdow.
Place the TeaÂspoon with OpiÂum Beads onto the burnÂer on the left and swing it into place. Use your MatchÂes to light it up. You get LiqÂuid OpiÂum.
The host locks the door sudÂdenÂly. First, comÂbine the LiqÂuid OpiÂum, BarÂbiÂturic Acid, and the Syringe to get Syringe with SoporifÂic. Then remove the cloth from the winÂdow next to the door. Now, use the BillÂhook on to open it, and the Stick to prop it up.

This part is hit or miss. Arm yourÂself with the Syringe with SoporifÂic, then start the mini game.
Put your curÂsor about where I have it and as soon as the icon changes to a green syringe, press A. It’s okay if you fail, you get to keep tryÂing.


No that the lug is down, go up the stairs for a cutscene.
221B Baker Street — 3
Talk to WatÂson and he’ll tell you find FarÂley’s Office. Open your menu and click on FarÂley’s Office
Farley’s Office

You’re now in the office of the man who conÂtinÂues to slanÂder you in the papers!! Now to conÂfront him.
Look around the foyÂer. Check out the pockÂet of the coat next to the door and get a CigÂaÂrette Case. Inspect the lapel and look inside the pockÂet there for conÂfirÂmaÂtion that it is indeed Osmond FarÂley’s coat. Try the door to his office and you are greetÂed with a rude and hasty exit by the slovenÂly pig. Holmes now wishÂes to inspect his office.
Try the door again, and you will come up with a plan to sabÂoÂtage the elecÂtricÂiÂty and force the secÂreÂtary out of the office. Snag the HangÂer from where FarÂley took his coat and use it to open the elecÂtriÂcal box near the exit.
PuzÂzle!
ElecÂtriÂcal Box PuzÂzle SoluÂtion (Click to Expand)
“It is simÂplicÂiÂty, itself!”

With the secÂreÂtary out of the way, open the office door and head straight to the desk ahead. Read and get MesÂsage from FarÂley’s WritÂing Desk from the pad with torn paper, inspect the typeÂwriter, and pick up the Brush from the makeÂup case. Then, check out the pad of paper on the upper left porÂtion of the desk. If you try to use the magÂniÂfyÂing glass, you can see imprints on the paper. Leave and come back for now.
Head into the adjoinÂing room and pick up the Burnt Paper from the fireÂplace. Check out the magÂniÂfyÂing glassÂes to turn them all green. Get the Bunch of Keys from next to the teleÂphone and then dial the numÂber from the paper next to it. 1313? That’s ScotÂland Yard!
ConÂtinÂue your invesÂtiÂgaÂtion. Get the PhoÂto of the Prince Woodville, Note from FarÂley, and NewsÂpaÂper ArtiÂcle from the bulÂletin board. Check out the ashÂtray on the desk in front of the 2 chairs and get AshÂes. MAKE SURE to check out the ash-end of the expenÂsive cigÂar there as it is sepÂaÂrate from the whole cigÂar itself. This will unlock a deducÂtion puzÂzle!
HowÂevÂer. First, head back to the desk in the adjoinÂing room. Armed now with the ashÂes, uncovÂer the secrets of the notepad to get Note from FarÂley’s WritÂing Desk.

Now with this inforÂmaÂtion, turn your attenÂtion back to the filÂing cabÂiÂnets in the corÂner in the othÂer room. Open the drawÂer labeled “DF.” Go through the papers until you see one with a blue ink stain in the corÂner. BINGO! Get the Index Card from FarÂley’s SecÂreÂtary.

Back to the deducÂtion puzÂzle! (HINT: Make sure that all of the magÂniÂfyÂing glassÂes in the area are green before startÂing this)
JourÂnalÂist DeducÂtion PuzÂzle SoluÂtion (Click to Expand)

- 1,2,3: The jourÂnalÂist saw SherÂlock through the winÂdow, ran to the door and locked it
- 3,4: The jourÂnalÂist went to warn his visÂiÂtor of Holmes’ arrival
- 4,5: HavÂing warned his guest, the jourÂnalÂist headÂed towards this piece of furÂniÂture
- 5,6: The jourÂnalÂist threw the paper into the fireÂplace
SumÂmaÂry: FarÂley was lookÂing at the card while eatÂing the greasy sandÂwich and meetÂing with his visÂiÂtor. He went to put it away and saw Holmes and WatÂson arrivÂing on the street. He rushed to lock the door and ran into the chair in his haste. He then told his visÂiÂtor of their arrival and showed him the secret exit before throwÂing away the piece of paper in the fireÂplace.
In order to figÂure out where the secret exit is, you have to go to the place where he didÂn’t need to be. Open up the deducÂtion picÂture and select #5

Head over to the bookÂshelf and inspect it. Holmes will knock the books onto the floor uncovÂerÂing a mechÂaÂnism hidÂden behind.

BookÂshelf MechÂaÂnism PuzÂzle SoluÂtion (Click to Expand)
The puzÂzle is set up into 3 secÂtions of 2 valÂues and includes a hint underÂneath sayÂing: “+6”
The 4th letÂter of the alphaÂbet is “D” — 4D
The 10th letÂter of the alphaÂbet is “J” — 10J
The 16th letÂter of the alphaÂbet is “P” — 16P
They all go up a valÂue of 6

Well, I’ll be: a door right where you couldÂn’t invesÂtiÂgate anyÂthing.

Go through and look inside, but you won’t be able to fulÂly enter. Pick up the Hat from the floor. BACK TO BAKER STREET!
221B Baker Street — 4
Why don’t we run some tests now. WatÂson will leave.
Place the Hat on the table and inspect it.

- Check out the label inside — cusÂtom made localÂly
- Check the gray hair on the back and/or inside — Man in his 50s and uses camÂphor in his hair
- Check the red ribÂbon the side — Man is marÂried
- Check under the brim’s side (both) — scratch marks from glassÂes
- Check under the brim’s front — heat marks from tobacÂco. ConÂfirms FarÂley’s visÂiÂtor
ConÂcluÂsion: The man is a judge
Get the File from the bookÂshelf on the side near the bedÂroom and place it on the table.
Judge DeducÂtion PuzÂzle SoluÂtion (Click to Expand)
Using the magÂniÂfyÂing glass, find eviÂdence and tick any descripÂtor that fits the 3 susÂpects

Answer: Sir Coutts-BeckÂett
WatÂson returns when you figÂure it out.
Judge Beckett

Go ring the doorÂbell. Oh goodÂie, no one’s home. You can talk to the florist, but Holmes will be rude about it. Go to the right side of the place and enter the unlocked gate. InvesÂtiÂgate the winÂdow and Holmes wants WatÂson to find a pin.
Now you conÂtrol WatÂson. Run down the street and talk to Miss Lucy the florist. She knows exactÂly what you’re up to (givÂen how loud WatÂson was exclaimÂing at the front door, it’s no real surÂprise) and gives you a HairÂpin. Bring it back to Holmes.
Back as Holmes, use it on the winÂdow and, BOOM. A puzÂzle!
WinÂdow Lock PuzÂzle SoluÂtion (Click to Expand)
This is just like the lock puzÂzle from before

You enter into the kitchen. Go straight ahead and check out the floor. Get an OarÂlock. Check out the cookÂing oil and then head through the door to the classÂroom. Where to start?
Around the edge of the room, get the School Book, and check out the jackÂet belongÂing to young James and the canÂdy wrapÂpers underÂneath it. Inspect the cupÂboard withÂout hanÂdles. Check out the Greek book and the canÂdy box, and Holmes will deduce that young James has been stealÂing canÂdy, so if you find his desk, you’ll find the hanÂdles to the door. Let’s do that now. Head back to the wall chart next to the coat rack that if you’d inspectÂed earÂliÂer would have been deemed useÂless by Holmes. Now, it’s a puzÂzle!
SeatÂing Chart PuzÂzle SoluÂtion (Click to Expand)
Using the clues, figÂure out where the kids sit. When a group is corÂrect, green check marks appear

Armed with this knowlÂedge, go find James’ desk and take the Door HanÂdles. Use it on the cupÂboard to get the Greek Book. Next to James’ desk is anothÂer PUZZLE
Roman NumerÂal PuzÂzle Box SoluÂtion (Click to Expand)
Task: FigÂure out how to creÂate a Roman NumerÂal sequence, use all availÂable green things. No numÂber greater than 10. Each sum must be largÂer than the priÂor. X can only be used once.

LogÂiÂcal Sequence: VI, VII, VIII, IX (6, 7, 8, 9)
Get the 2nd OarÂlock for your trouÂble.
ConÂtinÂuÂing on, try the sides of the chalkÂboard to find that the screw is stuck. The chalkÂboard itself is a lesÂson on ancient Greek culÂture. On the podiÂum, take the LetÂter from Lord BenaÂgard. Head back into the kitchen. Take the CookÂing Oil and use it on both sides of the chalkÂboard. Flip it around and Holmes will make WatÂson write down the Greek letÂters.
On the desk, take the LetÂter from Judge BeckÂett out of the drawÂer, the Judge’s WedÂding PhoÂto and the PhoÂto of the Judge and His Wife, from the top, and now turn your attenÂtion to the box. It’s a puzÂzle box.
ClassÂroom Map PuzÂzle Box SoluÂtion (Click to Expand)
InspectÂing the phoÂtos and utiÂlizÂing the map conÂtrols (butÂtons to scroll, then curÂsor to point), solve the puzÂzle!


Left PhoÂto — BomÂbay
- Clock reads 6pm (24 hour clock)
- CouÂple is unmarÂried at the time
- “The most romanÂtic evening of my life, in the heat of BomÂbay”
Right PhoÂto — Big Ben
- Judge got marÂried in LonÂdon, just after 10am
- PhoÂtoÂgraph takÂen on Judge’s wedÂding day
You get a Key! Hmm… I wonÂder what that’s for…?
That exhausts everyÂthing in the room, so head out the douÂble doors near the coat rack. Take Lord BeckÂetÂt’s Note from the side table, the WarnÂing from the small bulÂletin board, and invesÂtiÂgate Lord BeckÂetÂt’s door. Use the Key on the door.
*sigh* All this sneakÂing around like a comÂmon crimÂiÂnal. RealÂly, Holmes!
Start invesÂtiÂgatÂing: pick up a 3rd OarÂlock from the small table next to the door, the 4 picÂture frames above it, get the PhoÂto of a SymÂbol, the cakes, the cigÂar, the papers, the troÂphies, the big metÂal doors.
Ah. There’s the puzÂzle!
Safe Door Lock PuzÂzle SoluÂtion (Click to Expand)
Using all the clues gathÂered up until now, try to figÂure out which fraÂterÂniÂty the Judge was a memÂber of

It’s the Red crest’s Greek LetÂters (I don’t realÂly underÂstand. I assume the note sayÂing #3, so it’s the 3rd crest of the UniÂverÂsiÂty of New York?)



Form the letÂters of the fraÂterÂniÂty with the 3 oars
Inside the can of worms are detailed reports of ALL of Holmes’ invesÂtiÂgaÂtions!! WatÂson’s incredÂuÂlousÂness is as loud as usuÂal. The attenÂtion realÂly needs to be on the locked safe, though, which is Holmes’ aim from the get-go.
Locked Safe PuzÂzle (Click to Expand)
Oh, I hate these types of puzÂzles… You’re meant to get green and red on their own sides and then last 4 blue in the midÂdle.

Bah. I got stuck and gave up. Just do your best.
Holmes gets what he wants, and WatÂson accusÂes him to hidÂing posÂsiÂbly comÂproÂmisÂing inforÂmaÂtion. Holmes is vague as usuÂal and orders WatÂson to covÂer up their tracks while he takes care of someÂthing else.

Now you conÂtrol WatÂson. Attempt to take the oarÂlocks out like Holmes wantÂed, but he tells you to escape right away. WatÂson tries to ask again, guilty about feelÂing and being a crimÂiÂnal, but Holmes again tells him they must leave withÂout delay. WatÂson sees Judge BeckÂett and wants to talk to him, but Holmes orders him to stop. WatÂson disÂobeys and walks over…
…Only to be knocked flat by the bomb Holmes’ had plantÂed. This also takes out Miss Lucy the flower lady. WatÂson asks Holmes for help, but he refusÂes and runs away.
221B Baker Street — 5

Watch the cutscene where WatÂson talks through the tragedy that just unfoldÂed where everyÂthing that stood in Holmes’ way just got oblitÂerÂatÂed.
Take a look at everyÂthing there is to look at and lisÂten to WatÂson’s thoughts. Pick up and read Reporter — The SherÂlock Holmes Affair. Head into your room and go to sleep. You expeÂriÂence some seriÂous nightÂmares and then awakÂen to the police bangÂing on the door. You’re takÂen to the staÂtion for interÂroÂgaÂtion and then return to a ranÂsacked apartÂment.
Start invesÂtiÂgatÂing. Thank goodÂness Toby is okay. In the main room you find all manÂner of disÂguisÂes utiÂlized by Holmes. Then head into his bedÂroom. Look at the tweed suit on the manÂnequin on the floor and then start pickÂing up all the disÂguisÂes strewn about. Check out the drawÂer next to his bed and click on the tobacÂco box. It moves aside and you can see a hole indiÂcatÂing there’s a false botÂtom. All of the sudÂden, there’s a nail in the drawÂer, so pick up the Nail, and use it to uncovÂer a stash of letÂters addressed to Holmes’ alterÂnate idenÂtiÂties.

Pick up all the artiÂcles of clothÂing from the main room, and once you’ve gotÂten them all, head to the wardrobe next to the exit and solve the puzÂzle
Holmes’ DisÂguise PuzÂzle SoluÂtion (Click to Expand)
Put togethÂer the disÂguisÂes, set the letÂters with them to corÂrectÂly ID their idenÂtiÂties, and solve it! Once you’ve corÂrectÂly set all the pieces togethÂer, WatÂson will conÂfirm that is the case (why is this game so dark?? I had to lightÂen these images to make it show up)



RevÂerend ZariÂah, DosÂset
- Wide brimmed hat
- JackÂet with canÂdle wax
- No-lace shoes
CapÂtain Basil, Docks
- Blue hat
- Blue nauÂtiÂcal jackÂet
- Shoes with metÂal tips
Joshua HayÂward, Clerk
- NorÂmal hat
- Ink-stained pants
- Worn out shoes
Answer: J. Escott
Before you leave, go back to your room and get some monÂey… Except. Holmes stole your cash. Like a scoundrel.

Holmes’ Hideout — Whitechapel, 6 Buck’s Row

Head down the only street open (there was a nasty riot where they stole the police horse to eat it). Click on the door and you are faced with… the big woman from the last visÂit to Whitechapel. Try to worm your way in using the options laid out for you.

I used the paintÂing a porÂtrait route: “I am one of your fans” > “To give you immorÂtalÂiÂty” > “The lightÂing”
She gives me access to a room that is withÂout doubt Holmes’ givÂen the messiÂness. InvesÂtiÂgaÂtion START!
Begin next to the door: tobacÂco, blotÂting paper, crimÂiÂnalÂiÂty books. Move to the table: microÂscope, anaÂlyzÂing mateÂrÂiÂal, liqÂuid reagents, a smokÂing pipe. Across from that: Holmes coat and hat, dirty water, crysÂtal glassÂes. Up in the sitÂting area is an out of tune vioÂlin, sheets of music, an empÂty pot, a nice plant, a half-packed suitÂcase, and an armored briefÂcase handÂcuffed to the sofa, locked with a code and a key.
Go back to the table where Holmes’ Pipe is. Pick it up, and also the MusiÂcal NewsÂpaÂper. Turn around and use Holmes’ Pipe on the crysÂtal glassÂes. WatÂson will play Beethoven’s 5th on them with the pipe. Go to the sheaf of sheet music and WatÂson will pick up the corÂreÂspondÂing MusiÂcal Score. Bring it over to the microÂscope and click on it. Pick up the ReactÂing Agent and use it on the microÂscope. It’s too strong, so bring it over and use it on the water basin to dilute it. AfterÂwards, inspect the basin to find chunks of earth inside. On the table next to the door, pick up the BlotÂting Paper, and return to the microÂscope. Use the reagent until you trigÂger diaÂlogue, then the blotÂting paper, to uncovÂer a numÂber… ClearÂly the comÂbiÂnaÂtion code to the lock!

Now where is the key…? Wait… earth in the water basin… Ah hah! Check out the plant pot and, yep, there’s the Key.

Now armed with all you need for the lock, go ahead and open it
Holmes’ HideÂout ComÂbiÂnaÂtion Code (Click to Expand)
Put in the key, and code 3,5,9

You find a train tickÂet to LonÂdon for that evening. All of the sudÂden peoÂple come in and WatÂson accusÂes the man of being in disÂguise. A hunched old lady tells him not to… because that’s Holmes. WatÂson loudÂly conÂfronts him (as usuÂal) and demands to come-with to LonÂdon despite Holmes warnÂing him that the trip likeÂly will be fatal for one of them.

London Countryside

Oooo! We’re reachÂing the end, I can feel it!
You walk through what sounds like hard beach sand, and WatÂson loudÂly asks quesÂtions again. Holmes tells him that there are 3 men that would kill them if they could and orders WatÂson to use his revolver to keep them on the ground floor while he does someÂthing upstairs.

You conÂtrol WatÂson. If you try to go up after Holmes, he tells you to go down to the ground floor door. Brave WatÂson, does.
Pick up the VodÂka, check out the LonÂdon Times, and try to talk to the 3 forÂeignÂers. One if deaf, one is mute, the othÂer is blind.

Using the game’s instrucÂtions, swap to Holmes.
Pick up the Rope, then check out the lamp fuel, and the lamps.
Look at the chest on the floor and look through the magiÂcian’s coat for handÂcuffs (front hip pockÂet), FerÂgusÂson’s Diary (from back tail) and a MasÂter’s Key, a coin (front chest pockÂet), magiÂcian’s equipÂment (wrist on both sleeve), and a skeleÂton of a bird (othÂer hip pockÂet).
Look at the rest of conÂtents in the chest, then the jackÂets in the wardrobe, trapÂdoor on the ground, the millÂstone, blood on the mill arm, sacks of moldy flour, a cog, creaky boards, hastiÂly repaired boards, old bags, the non-brick wall, the holÂlow wall.
Go back to the 2 moldy flour sacks and use your Knife to open both of them up. ExamÂine them and get Safe ConÂduct PassÂes and InforÂmaÂtion Card. Pick up the Cog, too, and place it on the left side of the mill axle.

If you use your Knife on the repaired floorÂboards, you’ll break it.
Head out the door and examÂine the outÂside of the wall there. If you look through the small winÂdow, WatÂson is doing well. Head over to the extra buildÂing and use the MasÂter Keys on it. A tool shed! The first thing you see if a spade of a shovÂel, but you can’t do anyÂthing with it, yet. Pick up the ScrewÂdrivÂer in the toolÂbox. Use it on the broom next to the stairs, then use the WoodÂen HanÂdle on the spade. DriÂve in the 2 screws with the ScrewÂdrivÂer and get the ShovÂel.
Head back into the attic and use the ShovÂel on the wall (the aniÂmaÂtion is less than conÂvincÂing…). Attach the Rope to the iron bars behind the plasÂter, then turn around and use the ShovÂel on the hastiÂly repaired floor to uncovÂer an arseÂnal of weapons! Exclaim over the difÂferÂent weapons, then take the Chain.

Attach it to the millÂstone, then the othÂer end to the rope. You need a secÂond cog.
Swap to WatÂson.
Look at the instruÂment on the wall, the medÂiÂcine cabÂiÂnet and then take the PaintÂbrush from under the cloth on the bench. Look at the mill mechÂaÂnism next to the door and pick up the Gear from the ground to the left of that. Use it on the mill mechÂaÂnism.

Turn your attenÂtion back to the locked chest now that you’re armed with the PaintÂbrush.
Mill Locked Chest (Click to Expand)
There’s a hint in the lowÂer left corÂner ( ?, 3, ?), though I think the puzÂzle is supÂposed to corÂreÂlate with how much flour is left on the keys

Answer: 2, 3, 6
Inside are bomb-makÂing comÂpoÂnents. These peoÂple are terÂrorÂists! WatÂson puts two and two togethÂer to deterÂmine that these terÂrorÂists were the ones that blew up the Judge’s house! Not Holmes after all? Well… the man says they made the bomb, but the one who detÂoÂnatÂed it placed it there, not them. He won’t speak anyÂmore, because his brothÂer’s wound is grave. WatÂson agrees to help, so the man gives him a Key. Use it on the medÂiÂcine cabÂiÂnet which is soreÂly lackÂing. Take the HydroÂgen PerÂoxÂide and the BanÂdages. ComÂbine the HydroÂgen PerÂoxÂide, VodÂka, and BanÂdages in the invenÂtoÂry for BanÂdages with DisÂinÂfecÂtant. Use it on the man holdÂing his ear.
So, as it turns out, they made the bomb, it was placed and detÂoÂnatÂed at the Judge’s House, and they were torÂtured so that they won’t give up any inforÂmaÂtion. They won’t give up the name.
Swap back to Holmes.

Call down through the trapÂdoor to WatÂson about the missÂing cog (you might have been able to do this earÂliÂer)
Swap to WatÂson. Ask the standÂing thug if he knows about any cogs, and he directs you to a wood pile next to the fireÂplace. Go pick the Gear up and give it up through the hatch to Holmes.
Swap back to Holmes and install it on the end of the mill axle.
Go check out the newÂly demolÂished wall.

Ewww. The magiÂcian’s body. If you look at the wall above the body, there’s an iron bar that holds it in place. Take the piece of paper from the body’s hand. Holmes now wants to destroy the place. Go pick up the Petrol next to the door.
This kicks off a cutscene where the thugs run away at the menÂtion of Holmes’ name and the police show up. Whoops. Now there’s a new body and the mill is burnÂing down.


221B Baker Street — 6
There was hope in WatÂson that perÂhaps his good friend wasÂn’t involved after all but faced with the newÂly killed inspecÂtor and Holmes on the run yet again, WatÂson is back to feelÂing manipÂuÂlatÂed and conÂtrolled by the crazy detecÂtive.
Your flat shows some semÂblance of order again. Check out Holmes’ broÂken pipe and pick up the DaiÂly Report NewsÂpaÂper. Holmes is now top susÂpect in the murÂder of both InspecÂtor Baynes and Judge BeckÂett. How horÂrid. WatÂson pens his conÂcerns and thoughts on his good friend SherÂlock Holmes. He is disÂturbed by a noise from his apartÂment.
Leave the room and attempt to enter Holmes’ room. He doesÂn’t want to open the door, so WatÂson yells at him through the door. The events tranÂspire simÂiÂlarÂly to WatÂson’s nightÂmare from before. He draws his gun and enters only to see Holmes aimÂing a gun at him. WatÂson tries to fire, but he someÂhow has none in the chamÂber. The police start bangÂing on the door, and shockÂingÂly, Holmes turns the gun on himÂself and blasts his own brains out.



A cutscene unfolds of Holmes’ burÂial and WatÂson’s solo jourÂney to find answers.


The Sewers

Go backÂwards until you see a rope in the water. Pull it sevÂerÂal times to find a body weighed down by an anchor. Pull up one final time to get a Hook and Rope.

Head forÂward and inspect the cigÂaÂrette on the ground. It’s still dry despite the damp surÂroundÂings. ConÂtinÂue on and inspect the rusty ladÂder. Get the LadÂder Rung (WatÂson is insaneÂly brave to even be in this GodÂforÂsakÂen place). Next, pick up the Rusty MetÂal Bar. Keep movÂing on down the way and pick up the length of Wire.
Look across the water and use the Hook and Rope on the boat there. Now, look at the ground and click on the hand that appears at the water’s edge to pull up a serÂvice door. Inside your invenÂtoÂry, comÂbine all 3 of your remainÂing items. LadÂder Rung + Rusty MetÂal Bar + Wire = Long Iron Bar. Use your new item on the serÂvice door.

Walk onto the boat and pick up both an Old Scarf and a Piece of Iron. ConÂtinÂue onto the othÂer side of the sewÂers and look at the recent footÂprints on the ground. Run down the path until WatÂson autoÂmatÂiÂcalÂly stops. Look at the grate on the ground.
PuzÂzle time!
SewÂer Grate Lock PuzÂzle SoluÂtion (Click to Expand)
First, use the old scarf to clean off the covÂer’s grime, then use the keyÂcard in the slot.

Ah. Ice puzÂzle! My weakÂness. StraightÂforÂward, though.

Oh NOOOOOOO. There are mulÂtiÂple levÂelÂlÂlÂlls. I knew it was too easy!

Aaand a 3rd time.

Oh good. Not too terÂriÂble.
Check out the grate.
AnothÂer shockÂing twist!! WHAT????


Ugh. And those darn kids again. SeriÂousÂly. This stoÂry is NOT approÂpriÂate for chilÂdren of those ages, WTH. Omg. What. The kids are Holmes’ and WatÂsonÂs’s grandÂkids? What?? AnyÂways, on with the stoÂry.

Holmes explains how he faked his own death (“Curare, hemÂlock, a few IndiÂan plants and sheepÂ’s blood to creÂate the impresÂsion of death… A patholÂoÂgist who owed me a favour, for the death cerÂtifiÂcate”) to conÂtinÂue the invesÂtiÂgaÂtion unnoÂticed, and how he can’t posÂsiÂbly be the leader of the thugs because, damn it, would thugs beat up their own boss? He’s in a bad way and can’t even walk on his own. They head back to BakÂer Street. Good thing WatÂson is a docÂtor (even if he nevÂer seems to be workÂing much in that capacÂiÂty)!

221B Baker Street — 7
Turns out WatÂson couldÂn’t stay in his own apartÂment after it all went down because it was too awful. Holmes tells him to have a seat, because here comes the truth!

Truth

- ProÂfesÂsor MoriÂarÂty from the Swiss AsyÂlum durÂing the Case of the AwakÂened. He’s the bad guy.
- ResponÂsiÂble for the BishÂop’s murÂder. The BishÂop had someÂthing that would be instruÂmenÂtal in comÂproÂmisÂing MoriÂarÂty’s grand plan. The day before they found the bishÂop’s body, his trustÂed nephew (the autisÂtic kid) brought him someÂthing that explained MoriÂarÂty’s plan. The two of them argued about telling Holmes. MoriÂarÂty learned that the bishÂop knew, and they went to torÂture him, but they couldÂn’t open the safe to retrieve it. Turns out the docÂuÂment impliÂcatÂed the Prince of Woodville. The nephew worked in the RoyÂal Archives and was able to snag it.
- MoriÂarÂty’s Plan: OverÂthrow the Queen of EngÂland and place the Prince on the throne.
- They had to do it stealthÂily, so they startÂed by proÂvokÂing a famine so that the Prince’s soup kitchens would put him in the peoÂple’s good graces while they decried the Queen
- When SherÂlock Holmes startÂed sniffÂing about, MoriÂarÂty knew he was the only one capaÂble of messÂing up the whole operÂaÂtion, so he creÂatÂed a plan to disÂcredÂit and falseÂly incrimÂiÂnate Holmes of crimes. Holmes played along on purÂpose
- WatÂson asks why Holmes didÂn’t alert ScotÂland Yard. Holmes replies that InspecÂtor Lestrade was gone for many weeks and replaced by InspecÂtor Baynes who was workÂing for MoriÂarÂty.
- Baynes had access to all the police docÂuÂments and was able to mess with all the docÂuÂments regardÂing Judge BeckÂetÂt’s house and also the theft of Samoan NeckÂlace was done by him.
- Judge BeckÂett went to FarÂley’s office to obtain all the false inforÂmaÂtion where they both realÂized they were only instruÂments in MoriÂarÂty’s schemes.
- Judge BeckÂett was shipped a masÂsive load of papers regardÂing all the “charges” against Holmes, while FarÂley could not resist, as a jourÂnalÂist, makÂing headÂlines even with the fake inforÂmaÂtion.
- The reaÂson Judge BeckÂett was killed was because he was getÂting ready to find out that the inforÂmaÂtion FarÂley had (as proÂvidÂed by and docÂtored by InspecÂtor Baynes) were all false.
- About the poiÂson: When applied to the bishÂop, it was experÂiÂmenÂtal and too potent to be useÂful. By the time Kurtz was involved, it had been improved by no longer being fatal. Before Kurtz, it had been “testÂed” by MoriÂarÂty on many innoÂcent vicÂtims (e.g. the conÂvent, the orphanÂage, etc.). No one’s sure yet of what result MoriÂarÂty wantÂed with the poiÂson, but everyÂone it was applied to died.
- Holmes released Hans SchielÂman because MoriÂarÂty needÂed him to perÂfect the poiÂson. UnforÂtuÂnateÂly, MoriÂarÂty’s thugs got to him first. Holmes knew that they wouldÂn’t take him to their hideÂout. Using Holmes’ “Secret Police (aka. street urchins)” he was able to folÂlow the trail of the 3 RussÂian brothÂers to their place at the waterÂmill.
- The answer to MoriÂarÂty’s hideÂout would be in the attic of the waterÂmill, but InspecÂtor Baynes turned up. Holmes killed Baynes which worked out as he had just murÂdered a ScotÂland Yard InspecÂtor, makÂing him LonÂdon’s most-wantÂed man. FakÂing his own death allowed him to invesÂtiÂgate under the radar.
Tl;dr — ProÂfesÂsor MoriÂarÂty is the bad guy who was responÂsiÂble for the murÂders, the famine, the poiÂson, and Holmes’ defamaÂtion and false charges, with thugs everyÂwhere, even in high-rankÂing posiÂtions in ScotÂland Yard. His goal is to depose the Queen and put Prince Woodville as ruler. End Goal: Take over Europe and the World
MoriÂarÂty’s HideÂout? In an abanÂdoned fun-fair on the outÂskirts of LonÂdon. Both SchielÂman and the Prince of Woodville ought to be there, too.

Abandoned Fun-Fair

Run down the path (nothÂing to be done backÂwards) until you reach the fire in the barÂrel. Pick up the Iron Bar. Keep going up to the cable car. Inspect the motor and remove cap for both tanks. Looks like you’ll need both oil and petrol. Of course. Inspect the square hole between the 2 tanks and Holmes will prompt that the motor needs a crank.

Take the PliÂers from the toolÂbox on the ground and inspect both the stuck ladÂder and the stuck lever. Walk onto the car. Use your Knife on the roped box to get a BotÂtle of Oil. On the side of the car next to the lever, use the Iron Bar on the locked box to get a Crank.
Keep going down the path and pick up the VodÂka from the next fire barÂrel. If you try to go forÂward, Holmes will turn around to not arouse the attenÂtion of the guards (despite the insaneÂly loud sound when you run. Guards must be deaf). Return to the cable car. Use the VodÂka in the petrol/gas tank, the BotÂtle of Oil on the oil tank, and the Crank in the hole.
You’re splitÂting up!
Now you’re playÂing WatÂson. Looks like you’re stronger than Holmes. That lever was no issue. Watch yourÂself slowÂly move over to the rooftop, then move forÂward.

Pick up Piece of Rope x3 from the sack on the ground next to the water tank, next to the fire barÂrel, and next to the cirÂcuÂlar hole from which you see a line of horse drawn soup carts. Head up the ladÂder, pick up the Dry Duster and check out the door on the side of the water tank. Go back down.
Head across to the metÂal stairs and descend. You can walk around if you’d like, but there’s nothÂing to do and you’re unable to conÂtinÂue with the guard around the corÂner. Pick up the EmpÂty BotÂtle from the ground next to the winÂdow. Try to look through the winÂdow. It’s too dirty. Try your Dry Duster. WatÂson comÂplains that the rag is too dry. Go on back up to the water tank. Inside your bag, comÂbine the 3 Pieces of Rope to get a Tied Rope. Attach that to the EmpÂty BotÂtle and use the newÂly comÂbined Attached EmpÂty BotÂtle on the water tank. ComÂbine your Water BotÂtle with the Dry Duster for a Wet Duster. Woo. Head back down and use your new item on the facÂtoÂry winÂdow.
Wait. You have to do it manÂuÂalÂly? Fine.


Ooooo! SomeÂhow no one sees you peepÂing through the newÂly cleaned winÂdow, and you deduce that they’ve added Hans SchielÂman’s poiÂson into the soup carts desÂtined for LonÂdon! The curs!

Swap playÂers! You play Holmes now.
Look at the fence ahead of you and then the box on the ground. Not large enough! Head back and pick up the Iron LadÂder that was under the cable car earÂliÂer. Set it up hapÂhazÂardÂly on the crate, and climb up. Use the PliÂers on the barbed wire where someÂone had, clearÂly, once gone through it and get inside.

First, go straight forÂward and pick up the Giraffe-Shaped TarÂget from the ground. Then, inspect the teleÂphone line in the back right corÂner of the area. Next, head into the tent. Inspect the bed. Inspect the account book. Press the book to close it and use the availÂable knife towards the spine.

Get the Secret Accounts which record some illicÂit dealÂings and also some text about a gazelle and a lion. Next up, pick up the Lion-Shaped TarÂget from atop the wardrobe. Go through to the othÂer side. Inspect and add the 2 TarÂgets to the mini game. Look at the poster below and use your Knife on it. Turn around and read the Note in PenÂcil. ClearÂly, it’s anothÂer poem for the TarÂget puzÂzle behind you, so you need to find the last tarÂget. Where is it? Check out the cash regÂisÂter there. Well, well… Place the MonÂkey-Shaped TarÂget on the game for the PUZZLE!
AniÂmal PuzÂzle SoluÂtion (Click to Expand)
Using the clues you found, try to oriÂent the aniÂmals corÂrectÂly.

- The Gazelle is dead! It’s danÂgerÂous to turn one’s back on a lion!
- A hyeÂna waitÂed for a hare to come out of its burÂrow. Which he will nevÂer do again because they both died of hunger. That has upset the giraffe, because he and the hare were neighÂbors
- SitÂting at the edge of the junÂgle, the chimÂpanzee didÂn’t notice a vulÂture that grabbed him with his claws. The giraffe witÂnessed that scene.
- Only the eleÂphant can stand among predaÂtors and risk turnÂing his back on the king of the aniÂmals

Looks like you can’t do this backÂwards, only 1 answer posÂsiÂble:
Answer: Gazelle (dead, L), Lion (L), EleÂphant (R), HyeÂna (dead, R), RabÂbit (dead, L), Giraffe (R), VulÂture (facÂing R), MonÂkey (dead, L)
You get Wads of BanÂknotes for your trouÂble.
Head out of the tent. Holmes wants to disÂcreetÂly take the guard out of comÂmisÂsion (Note: if you go too far, the guard will see you and you restart in the tent). Instead of going right, head left next to the fence and open the door there into the serÂvice pasÂsage of the menagerie. Head to the left. You can’t do anyÂthing with the first-aid box yet, so check out each room in turn, notÂing that the guard can be seen and heard as you inspect. The very last door opens into a cage that is fulÂly blocked from the view of anyÂone outÂside the bars. Check out the large syringe, old banÂdages, then pick up the Key from the ground. Go use it on the first-aid box at the end of the hall and pick up the BotÂtle of Ether. Again, Holmes states that he wants to disÂcreetÂly take out the guard to not attract othÂers’ attenÂtion.
If you head back to the last room, you will see 2 places to put some bait for the guard. What betÂter bait than… MONEY. Place BanÂknotes on all 5 of the highÂlightÂed areas inside and outÂside the buildÂing. Watch the thug folÂlow the monÂey trail, then wanÂder down the hall and close the door. Use the BotÂtle of Ether on the litÂtle winÂdow to knock out the very dumb guard.

Head down the new path and pick up the Rope. You’ll encounter anothÂer guard which you need to trap again. Go into the door that’s in front of you and start invesÂtiÂgatÂing: the beardÂed lady, the boxÂes of botÂtles, the aquarÂiÂum, the MerÂmaid, the occuÂpied cage, the man in the cage who’s been poiÂsoned, the othÂer cage. Pick up the Part of a Crank from the chair next to the crates of botÂtles and turn around to check out the pole. Use the Crank on the mechÂaÂnism and then operÂate it. Use the Rope to conÂnect the hook to the top of the cage. Using the conÂveÂnientÂly crates, walk up onto the stage and check out the table there.

You’ll find chemÂistry mateÂrÂiÂal and Hans’ Diary on top (a horÂrifÂic, yet enlightÂenÂing, read), and a Note from the FunÂfair’s DirecÂtor (H FerÂgusÂson? Things are tying togethÂer, here!) in the drawÂer. You find a clue that the beardÂed lady held the keys! Go check out her poster near the door. The Key is in her shoulÂder.

Armed with this, mayÂhaps it’s time to attract the guard? Turn around and knock over the boxÂes with the botÂtles.
You’re now outÂside. Head over to the door and lock it with the Key. Head left to the winÂdow behind the caged man. Unleash the zomÂbie and rest assured (or disÂapÂpointÂed?) that there was no immeÂdiÂate carÂnage. Run down the newÂly opened path for a cutscene.

WatÂson! They disÂcuss the probÂlem (MoriÂarÂty planÂning to unleash a horde of bonafide zomÂbies into LonÂdon to wreak havÂoc for 48 hours so that he can take over the throne and resultÂing in mass casuÂalÂties) and a soluÂtion (blowÂing up the water tank so that it takes out the facÂtoÂry). Then Holmes marÂvels over the… MerÂry-Go-Round (I think the antenÂna on it is what fasÂciÂnates him, but the game is so dark, I can’t be sure)?
HeadÂing towards the carÂaÂvans, go into the washÂroom and invesÂtiÂgate the vodÂka. Check out the carÂriage next door to the washÂroom. It’s locked, but there’s a ladÂder on the side, and you can walk on the beams to look in the winÂdow. Those anarÂchist RussÂian brothÂers! The next carÂaÂvan is empÂty and locked, but the last one is not. Go into the unocÂcuÂpied one to get a MetÂal Plate and ProÂpaÂganÂda Tract. Check out the wantÂed poster with the brothÂers on it. ConÂtinÂue onto the rest of the path and go into the theÂater.

There you see Woodville pracÂticÂing his coroÂnaÂtion speech. As he doesÂn’t know them, Holmes immeÂdiÂateÂly fakes his idenÂtiÂty. Woodville slips that there will be bombs detÂoÂnatÂed durÂing the coup d’éÂtat.

Talk to him and talk about “AnarÂchists.” (Note: If you didÂn’t peep in on the 3 RussÂian BrothÂers, this will not trigÂger until you do). He tells you that the RussÂian brothÂers creÂatÂed the bombs set all over LonÂdon. Woodville is very much against the idea, but MoriÂarÂty wantÂed it.
“Bomb in the TheÂatre” option is not corÂrect. “MoriÂarÂty Betrayed you” and “Let’s Warn MoriÂarÂty” will trigÂger the prince to point a gun at WatÂson and Holmes will try to save him. Head towards the door and the red rope now can be removed. ConÂveÂnientÂly, Woodville’s vision is cut off from your moveÂments. Check out the bunÂdle of ropes on the stage for a PUZZLE!
UntanÂgling The Rope PuzÂzle SoluÂtion (Click to Expand)
These puzÂzles are kind of fun and pretÂty easy. Just move the butÂtons around until there are no ropes crossÂing each othÂer.


When you finÂish, the curÂtain falls on Woodville and he… passÂes out…? Pull the lever to keep him silenced after he wakes up.

Run back to the stage and take the DiaÂmond Ring, then turn to the right and take the MagiÂcian’s Belt from the red dumÂmy.
Head back to the carÂaÂvan with the brothÂers in it. In your invenÂtoÂry, use the Knife on the MagiÂcian’s Belt to split it up into MagiÂcian’s PowÂder and Leather Belt. Use the MagiÂcian’s PowÂder on the broÂken pipe outÂside the winÂdow, then top it with the MetÂal Plate. Close the door on the brothÂers, then remove the MetÂal Plate. You can go in now! Check out the dicÂtioÂnary, the litÂtle hangÂman, and dynaÂmite shells. Pick up the Saw, the LetÂter to the AnarÂchists, and the Wire. Now, check out the dicÂtioÂnary next to the door and… PUZZLE
RussÂian DicÂtioÂnary PuzÂzle SoluÂtion (Click to Expand)
Using the piece of paper, flip through the dicÂtioÂnary until you find a word that matchÂes the one on the paper

- b‑tab (Between A and B) — BuckÂingÂham Palace
- HO tab — Bank of EngÂland
- nP tab — House of ComÂmons
- CT tab - ScotÂland Yard




Armed with the plan, first grab the LadÂders x2 from the nearÂby carÂaÂvans using the Saw. go back to the carousel and down the stairs towards it. Check out the conÂtrol panÂel on the carousel itself. Look at the door to the big buildÂing there. If you go around the rights side, you can check out the teleÂphone cable that attachÂes to the box near the entrance to the place, but you can’t go in. Instead, head to the left. In your invenÂtoÂry, comÂbine the 2 LadÂders then use the Wire on them to make a Large LadÂder. Set it up aaaaaand minor puzÂzle.
Ugh. This levÂel is so LONG. It must be the last levÂel… They’re always like this.
MinÂiÂmal does it. Cut the right places on the winÂdow bars and then use the diaÂmond ring in the right place.



Now you conÂtrol WatÂson.
SomeÂhow the ladÂder is broÂken. Head back to the carÂriages. Go into the one the 3 brothÂers were in and check out the lard and the overÂheatÂing stove. Take the Rag and the Key behind it. Use the Rag to open the stove. Turn around and take the WaterÂing Can put out the fire.
NOTE: If you want to learn the 3 brothÂers’ names, leave and look at the side of the carÂriage for the name “AlexanÂder.” Check the side of the next carÂriage to find the name “AlexÂei,” then repeat on the last carÂriage for the name “Aleko.”
Now, use the Key on the 2nd carÂriage. Look inside the RussÂian dolls for anothÂer Key. Check the whitÂtling on the desk, then turn your attenÂtion to the chest under the bed. Pull it out and open the lock with the new Key. Take the Bag of MarÂbles, the LetÂter in RussÂian, and a ClockÂ’s Hand. Look at the tops.

Go to the striped buildÂing at the end of the way and look at the lock.

RussÂian PadÂlock PuzÂzle SoluÂtion (Click to Expand)
RememÂber that symÂbol on the paper? Move the butÂtons until you turn all the symÂbols to the one on the paper

…I pushed ranÂdom butÂtons and someÂhow got the right answer quickÂly.


Walk inside. Take the CrowÂbar from the wardrobe and use it on the box next to it to find sticks of dynaÂmite. You can’t do anyÂthing with it yet. Look at the table and click on the paper for a puzÂzle!
ExploÂsives Paper FoldÂing PuzÂzle SoluÂtion (Click to Expand)
Choose the foldÂing lines and find the corÂrect foldÂing order to uncovÂer the recipe for bombs.

I found this to be rather frusÂtratÂing. My brain doesÂn’t do spaÂtial stuff well. I didÂn’t immeÂdiÂateÂly realÂize that there were horÂiÂzonÂtal lines to fold on, either.

Now to assemÂble the bomb!
Look around the shed for any takeÂable items, then come back to the workÂtable and assemÂble!
InstrucÂtions: dynaÂmite > base plate > rod > radio > watch > wires > botÂtle > crank


When you’re done, turn the crank. Whoops! Take the bomb, then go to the carousel, and use it on the conÂtrols there for… a parÂticÂuÂlarÂly obnoxÂious and unforÂgivÂing memÂoÂry puzÂzle. Just do your best

Now, run to the right of the hauntÂed house and use the Bag of MarÂbles on the winÂdow there.
Now you play as Holmes.
TurnÂing left, look at the paintÂings, the book, and take the Key from the small table. Look at the chest on the ground and open it for Act of TransÂfer and a MetÂal Core from the dolÂl’s head. Open the wardrobe and take out BedÂsheet x2. Turn your attenÂtion to the glass cabÂiÂnet with the rifle inside. Holmes wants to force the lock by using the MetÂal Core.
MoriÂarÂty’s Room PadÂlock SoluÂtion (Click to Expand)
Yepp. AnothÂer one of these lockÂpickÂing puzÂzles.

For some reaÂson this was hardÂer than the othÂers? Maybe I’m just tired.
Inspect the rifle, then take the OilÂcan. Go out the door and watch the cutscene… So… it seems that MoriÂarÂty isn’t the masÂterÂmind after all, but a hired thug? Take the Planks x5 from the bookÂshelf and head down the hall. If you inspect the railÂing (check the bookÂshelf if you want to), there are 2 places to tie a rope to go down into the hauntÂed house maze and one place to put one of the Planks. In the invenÂtoÂry, comÂbine the BedÂsheets for a Cloth Rope. Attach it to one of the 2 rope points (it doesÂn’t matÂter which) and go down. Use the OilÂcan on the gears next to the woodÂen panÂel and push it forÂward.

Climb back up the rope, and now you can add the 2nd Plank.

ConÂtinÂue forÂward, placÂing Planks until you reach the othÂer side. You will have to turn around and remove one to place the last board in the last spot


Note: I apolÂoÂgize: I’m not sure if you have to move any othÂer panÂels aside from the first one because I moved all kinds of stuff before I did it. If you do, then go down into the maze and change the panÂels around. It’s not terÂriÂbly difÂfiÂcult, even for someÂone spaÂtialÂly chalÂlenged like me.
Head down the hall to the only door (your desÂtiÂnaÂtion!) and use the Key to open it. Head in and check the shutÂter if you wish but pick up the phone. You’ll talk to InspecÂtor Lestrade who is underÂstandÂably wary of you. After the cutscene, open the shutÂters.
Back on the ground now and with a solÂid plan, head over to the carousel conÂtrol panÂel. Use the TeleÂphone on the teleÂphone box, then turn your attenÂtion to the conÂtrol panÂel.

Bomb ConÂtrol PuzÂzle (Click to Expand)
It’s a puzÂzle where you have to change the interÂnal bulb colÂors to match all of the othÂers in order to switch off the bombs. I mostÂly just togÂgled colÂors until it worked. I assume there are othÂer soluÂtions.

SucÂcess!! Wait. The bomb. We still have to get to the facÂtoÂry to stop those inferÂnal soup carts! And to make it worse, MoriÂarÂty himÂself is going to go to the facÂtoÂry, too!
Head to the big woodÂen doors. Remove the bar and open it. ThankÂfulÂly, the guards are gone. Head to the cable car and get in. Oh boy. We’re too late… MoriÂarÂty and his thugs have beatÂen us there and we’re still hangÂing in the midÂdle of nowhere.

Back in conÂtrol, take the BuckÂet from the ground. The lever is stuck again. In the invenÂtoÂry, comÂbine the BuckÂet with the Bomb for a Bomb in a BuckÂet, and add the Leather Belt to that for a Bomb Ready! Attach it to the rope above the cable car to send slowÂly it over towards the water towÂer. The thug runs away, but MoriÂarÂty tries to mess with it instead of throwÂing it overÂboard (though, perÂhaps he’s too weak because WatÂson who seems extra strong did say it’s realÂly heavy) but runs off evenÂtuÂalÂly.


Use the Knife on the corÂner togÂgle holdÂing the woodÂen panÂel in place, then pull the emerÂgency lever.

Watch the fireÂworks across the way. You’re both conÂvinced that the lackÂlusÂter disÂplay killed everyÂone.

Go back through the woodÂen doors to the hauntÂed house. Head left and try to enter the door except… MoriÂarÂty is still alive and ragÂing at you with a gun.

Holmes asks him one quesÂtion: “Is SchielÂman immune to his own poiÂson?” which stuns MoriÂarÂty long enough for…
Cutscene! You watch as zomÂbie SchielÂman attacks MoriÂarÂty’s throat, though he manÂages to shoot the monÂster. In his dying breath, he begs Holmes to take the mysÂteÂriÂous “her/she.”



Well. Let’s find out who this is!! Go through the door.

It’s… a kid…?


Watch the endÂing.
After that creepy way Holmes carÂries and looks at the girl out of the hauntÂed house, he apparÂentÂly raised her as a father. Those kids are supÂposed to be her chilÂdren.





GAME OVER!
CONGRATULATIONS!

Overall Thoughts
As a whole, I quite liked that game. I’d think about it on occaÂsion when I wasÂn’t playÂing (it took me how long? OctoÂber to FebÂruÂary to finÂish it?) which is usuÂalÂly a good sign. The graphÂics are good, and the voice actÂing is top notch for the main charÂacÂters. It has intrigue and plot twists that realÂly make you hang on. The creÂators did an amazÂing job with SherÂlock Holmes himÂself, perÂfectÂly capÂturÂing his perÂsonÂalÂiÂty and quirks. Not too far into the game, I realÂized that he’s highÂly likeÂly on the autism specÂtrum. AspergÂer’s for sure. HowÂevÂer, I found the game to be rather grueÂsome which, while it lines up with the M ratÂing, is rather… inapÂproÂpriÂate…? when you realÂize that super young kids aged 5ish to 12ish are readÂing the stoÂry. HopeÂfulÂly the account didÂn’t have picÂtures or diaÂgrams because that would be enough to scar young chilÂdren. PerÂhaps they’re made of tougher stuff than I think, but daaang. TorÂture? MutiÂlaÂtion? CanÂniÂbalÂisÂtic zomÂbies? Drug use? SuiÂcide by shot to head?? Anarchy/terrorism! The puzÂzles were creÂative. I’ve played many puzÂzle games and after a while puzÂzles get kind of repetÂiÂtive through difÂferÂent games. There were some very interÂestÂing ones here. Even though I took ill (since I was writÂing this while I played, some of the words and phrasÂes I endÂed up utiÂlizÂing were directÂly inspired by the British diaÂlogue) after the dog at the docks part, which put me off of playÂing for sevÂerÂal weeks, I made it! The only othÂer gripe I have is the dark colÂorÂing of the game. Why are things so dim? I’m excitÂed to play the othÂer 2 games in the bunÂdle I got, so stay tuned for more game guides!
