The Testament of Sherlock Holmes (Nintendo Switch) Walkthrough

written 10/28/2024, updated 2/17/2025

  • Published: Frogwares
  • Platform Played: Nintendo Switch
  • Price: MSRP: $24.99
  • Rated: M (Mature)
  • Genre: Adventure, Puzzle, Other
  • Date Released: March 9, 2023

First Run: 22:52

This is a detailed walkthrough with pictures of puzzles and (most) of the solutions. There are other walkthroughs out there since the game has been released for a while on other platforms, but it seems that the Nintendo Switch version is slightly different from other iterations.

Warning: Spoilers Ahead!!

This is a detailed walkthrough. For a simplified version CLICK HERE

Game Start

Tutorial: Necklace at the Marquis of Conyngham’s Mansion

Watch the cutscene in the modern times with the kids

Watch the cutscene and listen to Watson explain the locked door crime.

Follow the prompts:

Walk

Look around

Inspect the glass display case

Examine both the window and the window glass

Take the magnifying glass from the mantle

Press Y to open the inventory

Use the magnifying glass on the music sheets on the ground near the piano

Highlight and Press A on the small handprint in the middle of the sheet

Press X to change from 1st to 3rd person and back

Hold down ZR and run around

Press ZL to activate sixth sense skill (basically hints)

Inspect any other blue magnifying glasses or hands in the room (Door, aquarium, candle on floor, papers on the table, draught screen [a screen to block drafts. Draught is British spelling], floor behind screen, objects on mantle, bell pull, fireplace, sooty footprints, cabinet) until Inspector Baynes comes through the door.

Listen to Holmes’ brilliant deduction of the monkey being the culprit and dropping the jewels in the aquarium. The Marquis himself comes in to positively ID the necklace. Holmes puts it away in the corner cabinet, then retires to Baker Street.

221B Baker Street – 1

Watson insists that Holmes reads the outrageous newspaper article by an incensing reporter that enjoys flaming Holmes and spinning his case solving by painting him a crook. Feel free to inspect things around the apartment and then read the article (or not). Holmes doesn’t care and invites Inspector Baynes who is outside the door in. They discuss the problem with the fake necklace. Ask about the Slander, the Necklace, and the Marchioness. Holmes is itching to go see Peregrine Maitland, the Bishop of Knightsbridge, but acquiesces to examining the necklace.

Look at it on the table which will launch a simple mini puzzle. Simply move the right cursor over all the blue magnifying glasses (the 3 weird beads) and examine them.

As Watson, go get the map on the desk and press the Diocese of Knightbridge to go there

Diocese of Knightsbridge – Bishop Maitland’s Murder

Watch the cutscene with the stubborn Reverend

Examine the body (this game is proving to be pretty gruesome). Get the piece of rope from next to his thigh. Get the finger from the ground

Examine the broken bottle of whisky, the bottle of whisky, the bloody paperweight, the stove, get the broken phial from the rug.

Examine the picture, open the cabinet door to get a metal rod from the cilice (in ancient times, it was an undergarment made from coarse fur, or a sackcloth, purposefully uncomfortable for the implementation of penance. In more modern times it is often seen as a band with small spikes in it, hence the in-game Bishop’s spiky belt and consistent belly holes), check out the chest on the shelf which cannot be solved yet and the Reverend refuses to give the proper elements to open it.

Get the scalpel from the small table. Try the veranda door. Open the door to the small bedroom. Examine the bed and the window.

Examine the footprints on the ground in front of the entry door for a small puzzle.

Footprint Puzzle Solution (Click to Expand)

Grab the magnifying glass and check out all of the footprints. Get a stone fragment. Then use the tape to measure each print. When you’re ready answer the two questions on the top.

Solution

  1. 3
  2. One man left the room wearing different shoes

It’s now time for the Deduction Board

Go through the prompts and figure it out

Deduction Board Solution (Click to Expand)
  • One of the murderers left wearing the Bishop’s shoes
  • The murderers are poor
  • The murderers were looking for something specific
  • The Bishop’s murderers were hired by someone
  • The Bishop’s murderers didn’t get what they wanted
  • The Bishop resisted torture

After completing the 2 deductions, Holmes asks again for help opening the chest, but the Reverend continues to refuse. He then tells Watson to go with the Reverend to the police station and to only speak to Inspection Baynes.

Alone now to do what he wants, Holmes continues the investigation.

Use the metal rod on the veranda door lock to start a puzzle. It’s a simple one where you have to bend the metal to shape above. “It is simplicity itself”

Veranda Door Lock Solution (Click to Expand)

Simple puzzle. Just bend the metal to the shape outlined above it

Examine both sides of the rug, the inkwell on the desk, then the rug again. Grab the horse’s head from the ground near the window, read the love note, and then use the head on the uncovered floor.

Puzzle time!

Knight’s Tour Puzzle Solution (Click to Expand)

This is a classic puzzle called the Knight’s Tour. This particular one is set on a 5×5 board. All you have to do is move the knight piece in an L-shape until you cover every square on the grid.

This is how I did it

When you solve it, use the pocket-knife on the last piece to uncover a sheaf of love letters between none other than the good Reverend and his mistress who has borne his children and wants him to commit to their relationship and family.

Walk back into the room to start a cutscene where Holmes indicates that he knows about the letters. He asks again for the implements for the chest. The reverend again refuses, so you get to choose which method you’d like to employ (corruption, blackmail, or threat). If you choose blackmail, the reverend will refuse to comply, so you’re off to find the pins for the chest lock yourself (shelf, edge of the bed, plant in the veranda, and desk in the veranda). I chose corruption and threat the first time, and the reverend gave me the pins.

Chest Puzzle!

Chest Puzzle Solution (Click to Expand)

It is not explained anywhere, but you have to place the 7 pins where they will not overlap in any direction. There is more than 1 answer here, but this is how I did it:

You open what is supposed to be unopenable except by the Bishop. The reverend can’t stand it anymore and runs away. Watson can’t catch him. Turns out nothing was important in the chest worth stealing. Head home to Baker Street before the cops show up.

221B Baker Street – 2

Now it’s time to analyze the clues found at the crime scene.

Use the broken phial on the right side of the desk to start the chemical analyzer. Press A to place the substance into the “?” tube, then rotate each color chemical and count how many colored bleps show up on the bottom thing. Input the numbers into notebook (If you’re too lazy to actually do it, just input the numbers the solution below)

Chemical Analyzer Solution (Click to Expand)

Grab the note from the writing desk and give it to Holmes.

Use one of the remaining items on the left portion of the lab desk to start analyzing them.

  • Finger: examine the teeth marks on the bottom, use the scalpel on the nail to scrape out dirt, use the pincers on the dirt
  • Scalpel: Use water, then the brush
  • Rope: Use the pincers twice on the rope and then on the dirt. Examine the rope.
  • Stone Fragment: Use acid, use brush
  • Dirt Samples: Put both dirt samples under the lens, add water, use scalpel

Go to the bookshelf and get the middle book (no, not the female anatomy book, lol), then place it on the worktable in front of Holmes.

Deduction Board!

Deduction Board 1 Solution (Click to Expand)

Do your best to try and figure 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 solution

  • The Whitechapel Clinic is near a grave
  • The rope was always used from the same side
  • The soil is from a pit
  • This fragment comes from a monument painted black
  • The rope is used to lower something into a pit
  • The earth and the stone are from a pit near a monument
  • The earth, the rope and the fragment of granite come from a grave

Then in the book, choose the appropriate location

Choosing Location Solution (Click to Expand)

Back to the Deduction Board about the Bishop of Knightsbridge

Solve it.

Deduction Board 2 Solution (Click to Expand)
  • The murderers had a poison that causes madness
  • The Bishop went mad
  • The murderers made the Bishop drink the contents of the flask

Watch the cutscene where Holmes had already hired some urchins to ferret out information for him and forces Watson to pay, as usual. They go to sleep.

Cutscene back to the kids in the present time who think the story is super interesting (isn’t this kind of inappropriate for little kids…?)

The next morning arrives and now, you get to choose 3 locations and which order to investigate the problem from: Westgate Jail, Kensington Gardens, or Whitechapel Street. Order does not matter.

Investigation A: Westgate Jail

Watch the cutscene where Holmes rudely dismisses a fan of his. Go straight down the hall behind the entry guard and to the left, last door on the right. The receptionist nodded off and they deduce that she’s pregnant. Inspect the blue magnifying glasses and Holmes deduces that the director and the receptionist are related. He gives you a Pass. Talk about “Family Ties” with the receptionist.

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 Detective,” “Inmates,” “Information,” and “Guard Index Cards.”

Head down through the gates into the prison. Let’s go meet the famous Hans Schielman. Talk to him and press him on “Information” and “Pen.” Head back and talk to the Chief Warden about “The Prisoner’s Things” and “Key.”

Go back and talk to Ms. Patterson the receptionist and the Director. As it turns out, the reason why she hasn’t put up the duty list is because she lost the key to her locker. Great. Another mystery to solve. For now, head back to the Chief Warden where you’ll find that it is now of utmost importance to get the duty list up. Then head back to the door in front of the Director’s office, and use the Keys on it. Check out Schielman’s locker to find…

A Puzzle Box!

Schielman’s Puzzle Box Solution (Click to Expand)

First, pull up the poem on the left and then snag the magnifying glass. It’s basically trial and error until you find an “interesting” section of words.

Solution: Hydrogen, Sulfur, Calcium, Bromine (H, S, Ca, Br)

Yay! You get Hans’s Pen. OKAY. now that we have the pen, the new problem is how to get in there. To do that we have to solve Ms. Patterson’s dilemma.

Head to entrance to the jail and talk to the guard Brighton, who complains that the dry cleaners delivered his ceremonial uniform while he’s on duty, but he can’t leave his post. Holmes volunteers to do it for him. Get Key for Brighton’s Locker and Brighton’s Suit. Head to the room next to the Director’s office and across from the Prisoner’s Belongings and open it. Use the key to open it. Move the bicarbonate of soda aside and open the book to find Key “Jenny Patterson.” Ah HAH. Now we know what’s happening. Scandal! Place the Suit in the locker and use the Key on Ms. Patterson’s locker right across from it.

Another Puzzle Box!

Ms. Patterson Puzzle Box Solution (Click to Expand)

Easy one this time

Get Brighton’s Locket, Letter from Brighton, and Guard Duty List.

Talk to Ms. Patterson, then head into the warden’s room. Talk through everything, and then visit Mr. Schielman to give him his Pen. He cackles and alludes to an escape attempt. Head towards the Director posthaste and interrupt him berating his daughter about her bastard child. They conduct a search of his cell, but find nothing, and then some unfortunate events begin to unfold that Sherlock Holmes seems wholly unsurprised about.

Controlling Watson now, try to sound the alarm on the wall in front of you, and then talk to the Chief Warden through the grates. Take the Keys as instructed, then run out the door and to the left. Talk to Warden O’Sullivan (sounds kinda funny, don’t he?) through the gate and use the Keys on the door to get to him. It doesn’t work, so the warden tells you to throw the Keys down. Do it.

All of the sudden, Holmes shows up and tell you to repair the alarm. Mini game!

It’s simple, really. You just move the little blue triangle to the middle without hitting anything.

Start
End

Watch the cutscene. Go down to the cell and find that it’s not Schielman in the cell, it’s O’Sullivan sleeping on the cot!! He’s escaped! Crap! Go find a completely nonplussed Sherlock Holmes and leave the jail. Walk up the path a bit to find… Schielman? Sedate and obedient?

Read Holmes’s explanation if you’d like. Holmes really is a clever devil, isn’t he? Able to predict and pre-empt everyone. Investigation over!

Investigation B: Kensington Gardens

Head forward and talk to the landlady. She won’t let you in, so poke around in the garden. Turn all the blue magnifying glasses green. Get the Spade (which is really a hoe), Rake, and Clothes Pegs. Use the Spade on the fence next to the clothesline. Pick up the Newspaper “The Strand” and investigate the other magnifying glasses. Use the Rake on the tree next to the shed to get Tattered Clothes.

Go back and talk to the landlady who changes her tune and lets you in.

Grab the Scarf from the ground in the room, then examine the points of interest. Pick up the Torn-up pieces of paper from the trashcan, then put them on the desk.

Puzzle!

Paper Puzzle Solution (Click to Expand)

Using the ink splatters and crease as a guide, rotate the pieces to put the sheet back together (presumably with tape?? that part was never elaborated on). You can have different orientations, but here is one method:

Watson complains that it’s blank, but as we’ve already deduced, it’s likely invisible ink. Use the Clothes Pegs you swiped earlier on the bit of rope on the table, and light the candle with the Matches. Move the candle behind the paper and press A to uncover some words. If they’re not in the right order, you have to fix it.

Invisible Ink Puzzle Solution (Click to Expand)

It spells out a message: “Stinging Street, Wharf 321, Southbank

Now, examine the space near the window and use the Spade. Oh no. Another puzzle box. And this one proves to be tough. Turn the box around and inspect all the ciphers until Watson has jotted it all down.

Combination Puzzle Box Solution (Click to Expand)
  • I: 8
  • II: 1
  • III: 4
  • IV: 3

I wracked my brain trying to figure out this puzzle. The first 2 numbers are easy to get. If you follow the RLRL…etc. of a combination lock, following the number available, that’s correct. The 3rd number is trickier, but makes sense is you follow the LRLR…etc. combination lock. The last number, however, if you follow the LRLR… etc. pattern, gives a 2 no matter how many times I do it. Yet the correct answer is a 3? I don’t understand!! Unless the missing numbers in each set is supposed to be guessed? In that case, then perhaps all 4 numbers follow the RLRL… scheme and #3 just so happens to work backwards. Yep. No idea. (Here’s a hint though: 10 spins makes a full circle, so if you subtract 10 from the highest numbers, it ought to be the same)

You find that the Colt Paterson is gone from the box. Here’s another puzzle. You need to figure out what articles are missing that should not have been.

Identify Missing Pieces Puzzle Solution (Click to Expand)

Holmes deduces that the Bishop’s nephew suffers from a mild case of autism. Given that the shovel, the violin case, and the powerful Colt pistol is missing, he’s worried that the volatile man is going to do something bad. It’s time to head down to the wharf and to enlist the help of an old friend.

TOBY! THE DOGGY!!!

You are controlling Toby. Use the old pup’s nose up past the stairs. Follow the convenient pathway of wooden ramps and go until you find the second set of footprints. Head down to the grass and open the door. Footprints lead to a stuck lever, so head out the back to the lit yard and find another 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, trying to decide how to guide Toby across the pillars.

Dog Pillar Puzzle Solution (Click to Expand)

Lower the bridge for Holmes, then press forward to the next set of footprints. 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 window.

Go down the stairs, unlock the door for Holmes, then pick up the Iron Bar from the ground. Find the next set of footsteps. Use the Iron Bar on the big doors and Holmes will open it.

To the left of that, some ice picks are missing 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 comment that the man used the icepicks to climb the wall.

Straight ahead outside 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 broken 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 create a bridge for Holmes. If you follow the footprints, there is yet another door locked from the inside. Examine the carriage tracks on the ground and then follow them up a convenient ramp.

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

Pull the rope pulley in the corner so that Holmes can get in. Oh wow. This place is full of tight corners and convenient ramps for little short-legged puppies. Follow the footsteps and take a left then go up some crate ramps until you get to a set of concrete staircases. Go up them. You know you’re in the right place when you get a cutscene of Toby chasing a cat.

Now you’re back as Sherlock Holmes. Go through the door ahead and come out… in a lava room? Head down until you find your target. Watch an unfortunate cutscene where Toby foils your plans, and the man suffers a rather sweltering end.

Investigation C: Whitechapel Street

Listen to their banter then move forward down the street. Explore and talk to people if you’d like but keep going down the street until Watson points out the public dispensary. Head inside and talk to the doctor who turns out to be an old colleague of Watson’s. Talk to him about the scalpel and he’ll confirm that it comes from that location. Nothing left to do, so leave and head across the way to the church. Go to the right and open the gate to the cemetery.

Go in and towards the first shed before the gate. Pick up the flyer for the soup kitchen, then examine the rope hanging next to the shed’s door. This will start a mini investigation. Simply pick up the magnifier and identify that both the piece of rope and the hanging rope are the same. Similarly, when you venture past the bent gate and towards the other shed, examining the tombstone on the side will launch another mini investigation. Pick up the magnifier again and highlight the granite then the black paint (just use any dark area).

Armed with the clue from the flyer, leave the cemetery and go talk to the guy running the mobile soup kitchen in front of the church. Press him on “Grape Ape” but he doesn’t want to spill, so check out the money game next to the cart, then talk to him again. Ask about “Money Game” and then prepare to play a game (having just bet Watson’s priceless watch). Not to be defeated, the legendary Sherlock Holmes inevitably shall win.

I don’t really have any hints here. I kind of just hit buttons until I won. The game’s pretty self-explanatory

Press him on the “win” and he’ll spill the beans. Ask about the “morgue” and he’ll point you back to the dispensary. Go there.

Talk to the doctor and ask about the “morgue.” He gives you permission 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 jacket.

Back out and grab the Scissors off the worktable (Watson will exclaim at how disgusting the workspace is). Take the scissors and cut at 3 places:

  1. Sleeve: get Metal Core
  2. Pocket: get Keys
  3. Name Tag: get Plan

Time to head back to the cemetery. Go to the first shed where you found the soup kitchen flyer, and try to open the lock. Puzzle time!

Locked Box Solution (Click to Expand)

This is pretty simple. Place both the keys in the locks and turn them. Then pick up the metal core and place in the side to push the lock out. BOOM. You’re in.

Take the Note from the Cemetery from the wall and then pick up the axe and use it on the box on the ground. Remove the rocks from within and use your pocket-knife to uncover a hidden stash. Take the Note from the Cemetery Bandits.

Go through the bent gates and inspect the lover’s tree. Point to Sally + John

Go find the symbol on the gravestone at the back wall. Head back to the side of the first shed and take the shovel, then come back and make Watson dig. PUZZLE BOX.

Grave Puzzle Box Solution (Click to Expand)

For the life of me, I cannot work this out. Moving the 2 numbers at a time with the first and last numbers is crazy. So, in the end, I just skipped it when given the option (wait a few minutes). I’ve included images of how I worked through it initially, but then got stuck.

Take the Key and the Hammer which is covered in blood. This sparks movement. Head over to the gravedigger’s shed and watch the cutscene. Make a decision on how to proceed (Care, Mediation, Afraid).

  1. Care – doesn’t result in much. He gives them an ultimatum. Information or no treatment. In the end you get to choose between Mediation and Afraid.
  2. Mediation – Holmes says that he’ll make Watson pay for the damage to Mr. Fletcher’s shop and they give up the ghost.
  3. Afraid – Holmes says he’ll call the police and the kid fesses up.

You get Kurtz’s Address for your trouble. Turns out Holmes knows the butcher and he’s not an unfair man and Holmes stretched the truth to get information from the kids. Leave the cemetery to get a cutscene of Prince Woodville.

You need to find Batty Street now. Head left from the cemetery/church and run down until you see the street blocked by barrels. Batty Street is right across from that. Head down the alley to the last door on the right. Go in using the key.

Murder scene! Yo! Investigate every magnifying glass until they turn green. Pick up Kurtz’s Letter. Once all the investigative icons are green, turn to your deduction board to figure it out.

Kurtz’s Murder Deduction Board 1 Solution (Click to Expand)

The Bishop tore his aggressor’s finger off with his teeth

The man was poisoned by his accomplices

Unfortunately, information is missing. So, you control Dr. Watson who needs to convince the doctor at the dispensary to let you examine the body. Head to the morgue to talk to your old colleague. The discussion turns heated, but you get what you want.

Back with Holmes, uncover the body and move to examine it.

  1. Use the cotton to clean the area
  2. Use the scalpel to cut the 2 lined spots
  3. Use the separator, then the scissors, then the tweezers on the stomach cut to get a Kurtz’s Map
  4. Take the separator, 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, figure out the contents of the pipette… Or just input these numbers I’ve provided below

Skin Tissue Chemical Analysis (Click to Expand)

Now we can finish the deduction board!

Kurtz’s Murder Deduction Board 2 Solution (Click to Expand)

  • The murders had a poison that causes madness
  • The man was given a pipe that already had opium in it
  • His accomplices brought him the pipe
  • The man is one of the Bishop’s murderers
  • The man was poisoned by a mixture of opium and poison
  • The man was poisoned by the same poison as the Bishop
  • The dogs were poisoned
  • The man fought savagely against his dogs

A powerful poison mixed in the opium! Now to find the source. Using the map, head left of the dispensary, then take your first right. Run all the way down the alley and take another right straight to the opium den. Head inside.

Explore the opium den. When you’ve investigated enough, it will trigger a cutscene. You need to sneak into the back room. Pick up Ashes, Tea, and Dirty Water. Combine all 3 in your bag to create Lousy Booze. Give it to the only patron who’s still awake. This will distract the host. Run up to the front and snag the correct key to the door (there was a sign above the door to tell you which one)

Chinese Room Key Puzzle Solution (Click to Expand)

Watson returns the key. Go inside. Pick up the Stick and the Billhook. Check out the small window across from the door to start a cutscene. Then pick up the Barbituric Acid, the Syringe, and the Teaspoon with Opium Beads. Walk over to the cart near the other window.

Place the Teaspoon with Opium Beads onto the burner on the left and swing it into place. Use your Matches to light it up. You get Liquid Opium.

The host locks the door suddenly. First, combine the Liquid Opium, Barbituric Acid, and the Syringe to get Syringe with Soporific. Then remove the cloth from the window next to the door. Now, use the Billhook on to open it, and the Stick to prop it up.

This part is hit or miss. Arm yourself with the Syringe with Soporific, then start the mini game.

Put your cursor 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 trying.

No that the lug is down, go up the stairs for a cutscene.

221B Baker Street – 3

Talk to Watson and he’ll tell you find Farley’s Office. Open your menu and click on Farley’s Office

Farley’s Office

You’re now in the office of the man who continues to slander you in the papers!! Now to confront him.

Look around the foyer. Check out the pocket of the coat next to the door and get a Cigarette Case. Inspect the lapel and look inside the pocket there for confirmation that it is indeed Osmond Farley’s coat. Try the door to his office and you are greeted with a rude and hasty exit by the slovenly pig. Holmes now wishes to inspect his office.

Try the door again, and you will come up with a plan to sabotage the electricity and force the secretary out of the office. Snag the Hanger from where Farley took his coat and use it to open the electrical box near the exit.

Puzzle!

Electrical Box Puzzle Solution (Click to Expand)

It is simplicity, itself!”

With the secretary out of the way, open the office door and head straight to the desk ahead. Read and get Message from Farley’s Writing Desk from the pad with torn paper, inspect the typewriter, and pick up the Brush from the makeup case. Then, check out the pad of paper on the upper left portion of the desk. If you try to use the magnifying glass, you can see imprints on the paper. Leave and come back for now.

Head into the adjoining room and pick up the Burnt Paper from the fireplace. Check out the magnifying glasses to turn them all green. Get the Bunch of Keys from next to the telephone and then dial the number from the paper next to it. 1313? That’s Scotland Yard!

Continue your investigation. Get the Photo of the Prince Woodville, Note from Farley, and Newspaper Article from the bulletin board. Check out the ashtray on the desk in front of the 2 chairs and get Ashes. MAKE SURE to check out the ash-end of the expensive cigar there as it is separate from the whole cigar itself. This will unlock a deduction puzzle!

However. First, head back to the desk in the adjoining room. Armed now with the ashes, uncover the secrets of the notepad to get Note from Farley’s Writing Desk.

Now with this information, turn your attention back to the filing cabinets in the corner in the other room. Open the drawer labeled “DF.” Go through the papers until you see one with a blue ink stain in the corner. BINGO! Get the Index Card from Farley’s Secretary.

Back to the deduction puzzle! (HINT: Make sure that all of the magnifying glasses in the area are green before starting this)

Journalist Deduction Puzzle Solution (Click to Expand)

  • 1,2,3: The journalist saw Sherlock through the window, ran to the door and locked it
  • 3,4: The journalist went to warn his visitor of Holmes’ arrival
  • 4,5: Having warned his guest, the journalist headed towards this piece of furniture
  • 5,6: The journalist threw the paper into the fireplace

Summary: Farley was looking at the card while eating the greasy sandwich and meeting with his visitor. He went to put it away and saw Holmes and Watson arriving on the street. He rushed to lock the door and ran into the chair in his haste. He then told his visitor of their arrival and showed him the secret exit before throwing away the piece of paper in the fireplace.

In order to figure out where the secret exit is, you have to go to the place where he didn’t need to be. Open up the deduction picture and select #5

Head over to the bookshelf and inspect it. Holmes will knock the books onto the floor uncovering a mechanism hidden behind.

Bookshelf Mechanism Puzzle Solution (Click to Expand)

The puzzle is set up into 3 sections of 2 values and includes a hint underneath saying: “+6”

The 4th letter of the alphabet is “D” – 4D

The 10th letter of the alphabet is “J” – 10J

The 16th letter of the alphabet is “P” – 16P

They all go up a value of 6

    Well, I’ll be: a door right where you couldn’t investigate anything.

    Go through and look inside, but you won’t be able to fully enter. Pick up the Hat from the floor. BACK TO BAKER STREET!

    221B Baker Street – 4

    Why don’t we run some tests now. Watson will leave.

    Place the Hat on the table and inspect it.

    • Check out the label inside – custom made locally
    • Check the gray hair on the back and/or inside – Man in his 50s and uses camphor in his hair
    • Check the red ribbon the side – Man is married
    • Check under the brim’s side (both) – scratch marks from glasses
    • Check under the brim’s front – heat marks from tobacco. Confirms Farley’s visitor

    Conclusion: The man is a judge

    Get the File from the bookshelf on the side near the bedroom and place it on the table.

    Judge Deduction Puzzle Solution (Click to Expand)

    Using the magnifying glass, find evidence and tick any descriptor that fits the 3 suspects

    Answer: Sir Coutts-Beckett

    Watson returns when you figure it out.

    Judge Beckett

    Go ring the doorbell. Oh goodie, 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. Investigate the window and Holmes wants Watson to find a pin.

    Now you control Watson. Run down the street and talk to Miss Lucy the florist. She knows exactly what you’re up to (given how loud Watson was exclaiming at the front door, it’s no real surprise) and gives you a Hairpin. Bring it back to Holmes.

    Back as Holmes, use it on the window and, BOOM. A puzzle!

    Window Lock Puzzle Solution (Click to Expand)

    This is just like the lock puzzle from before

    You enter into the kitchen. Go straight ahead and check out the floor. Get an Oarlock. Check out the cooking oil and then head through the door to the classroom. Where to start?

    Around the edge of the room, get the School Book, and check out the jacket belonging to young James and the candy wrappers underneath it. Inspect the cupboard without handles. Check out the Greek book and the candy box, and Holmes will deduce that young James has been stealing candy, so if you find his desk, you’ll find the handles to the door. Let’s do that now. Head back to the wall chart next to the coat rack that if you’d inspected earlier would have been deemed useless by Holmes. Now, it’s a puzzle!

    Seating Chart Puzzle Solution (Click to Expand)

    Using the clues, figure out where the kids sit. When a group is correct, green check marks appear

    Armed with this knowledge, go find James’ desk and take the Door Handles. Use it on the cupboard to get the Greek Book. Next to James’ desk is another PUZZLE

    Roman Numeral Puzzle Box Solution (Click to Expand)

    Task: Figure out how to create a Roman Numeral sequence, use all available green things. No number greater than 10. Each sum must be larger than the prior. X can only be used once.

    Logical Sequence: VI, VII, VIII, IX (6, 7, 8, 9)

    Get the 2nd Oarlock for your trouble.

    Continuing on, try the sides of the chalkboard to find that the screw is stuck. The chalkboard itself is a lesson on ancient Greek culture. On the podium, take the Letter from Lord Benagard. Head back into the kitchen. Take the Cooking Oil and use it on both sides of the chalkboard. Flip it around and Holmes will make Watson write down the Greek letters.

    On the desk, take the Letter from Judge Beckett out of the drawer, the Judge’s Wedding Photo and the Photo of the Judge and His Wife, from the top, and now turn your attention to the box. It’s a puzzle box.

    Classroom Map Puzzle Box Solution (Click to Expand)

    Inspecting the photos and utilizing the map controls (buttons to scroll, then cursor to point), solve the puzzle!

    Left Photo – Bombay

    • Clock reads 6pm (24 hour clock)
    • Couple is unmarried at the time
    • “The most romantic evening of my life, in the heat of Bombay

    Right Photo – Big Ben

    • Judge got married in London, just after 10am
    • Photograph taken on Judge’s wedding day

    You get a Key! Hmm… I wonder what that’s for…?

    That exhausts everything in the room, so head out the double doors near the coat rack. Take Lord Beckett’s Note from the side table, the Warning from the small bulletin board, and investigate Lord Beckett’s door. Use the Key on the door.

    *sigh* All this sneaking around like a common criminal. Really, Holmes!

    Start investigating: pick up a 3rd Oarlock from the small table next to the door, the 4 picture frames above it, get the Photo of a Symbol, the cakes, the cigar, the papers, the trophies, the big metal doors.

    Ah. There’s the puzzle!

    Safe Door Lock Puzzle Solution (Click to Expand)

    Using all the clues gathered up until now, try to figure out which fraternity the Judge was a member of

    It’s the Red crest’s Greek Letters (I don’t really understand. I assume the note saying #3, so it’s the 3rd crest of the University of New York?)

    Form the letters of the fraternity with the 3 oars

    Inside the can of worms are detailed reports of ALL of Holmes’ investigations!! Watson’s incredulousness is as loud as usual. The attention really needs to be on the locked safe, though, which is Holmes’ aim from the get-go.

    Locked Safe Puzzle (Click to Expand)

    Oh, I hate these types of puzzles… You’re meant to get green and red on their own sides and then last 4 blue in the middle.

    Bah. I got stuck and gave up. Just do your best.

    Holmes gets what he wants, and Watson accuses him to hiding possibly compromising information. Holmes is vague as usual and orders Watson to cover up their tracks while he takes care of something else.

    Now you control Watson. Attempt to take the oarlocks out like Holmes wanted, but he tells you to escape right away. Watson tries to ask again, guilty about feeling and being a criminal, but Holmes again tells him they must leave without delay. Watson sees Judge Beckett and wants to talk to him, but Holmes orders him to stop. Watson disobeys and walks over…

    …Only to be knocked flat by the bomb Holmes’ had planted. This also takes out Miss Lucy the flower lady. Watson asks Holmes for help, but he refuses and runs away.

    221B Baker Street – 5

    Watch the cutscene where Watson talks through the tragedy that just unfolded where everything that stood in Holmes’ way just got obliterated.

    Take a look at everything there is to look at and listen to Watson’s thoughts. Pick up and read Reporter – The Sherlock Holmes Affair. Head into your room and go to sleep. You experience some serious nightmares and then awaken to the police banging on the door. You’re taken to the station for interrogation and then return to a ransacked apartment.

    Start investigating. Thank goodness Toby is okay. In the main room you find all manner of disguises utilized by Holmes. Then head into his bedroom. Look at the tweed suit on the mannequin on the floor and then start picking up all the disguises strewn about. Check out the drawer next to his bed and click on the tobacco box. It moves aside and you can see a hole indicating there’s a false bottom. All of the sudden, there’s a nail in the drawer, so pick up the Nail, and use it to uncover a stash of letters addressed to Holmes’ alternate identities.

    Pick up all the articles of clothing from the main room, and once you’ve gotten them all, head to the wardrobe next to the exit and solve the puzzle

    Holmes’ Disguise Puzzle Solution (Click to Expand)

    Put together the disguises, set the letters with them to correctly ID their identities, and solve it! Once you’ve correctly set all the pieces together, Watson will confirm that is the case (why is this game so dark?? I had to lighten these images to make it show up)

    Reverend Zariah, Dosset

    • Wide brimmed hat
    • Jacket with candle wax
    • No-lace shoes

    Captain Basil, Docks

    • Blue hat
    • Blue nautical jacket
    • Shoes with metal tips

    Joshua Hayward, Clerk

    • Normal hat
    • Ink-stained pants
    • Worn out shoes

    Answer: J. Escott

    Before you leave, go back to your room and get some money… 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 visit to Whitechapel. Try to worm your way in using the options laid out for you.

    I used the painting a portrait route: “I am one of your fans” > “To give you immortality” > “The lighting”

    She gives me access to a room that is without doubt Holmes’ given the messiness. Investigation START!

    Begin next to the door: tobacco, blotting paper, criminality books. Move to the table: microscope, analyzing material, liquid reagents, a smoking pipe. Across from that: Holmes coat and hat, dirty water, crystal glasses. Up in the sitting area is an out of tune violin, sheets of music, an empty pot, a nice plant, a half-packed suitcase, and an armored briefcase handcuffed 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 Musical Newspaper. Turn around and use Holmes’ Pipe on the crystal glasses. Watson will play Beethoven’s 5th on them with the pipe. Go to the sheaf of sheet music and Watson will pick up the corresponding Musical Score. Bring it over to the microscope and click on it. Pick up the Reacting Agent and use it on the microscope. It’s too strong, so bring it over and use it on the water basin to dilute it. Afterwards, inspect the basin to find chunks of earth inside. On the table next to the door, pick up the Blotting Paper, and return to the microscope. Use the reagent until you trigger dialogue, then the blotting paper, to uncover a number… Clearly the combination 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’ Hideout Combination Code (Click to Expand)

    Put in the key, and code 3,5,9

    You find a train ticket to London for that evening. All of the sudden people come in and Watson accuses the man of being in disguise. A hunched old lady tells him not to… because that’s Holmes. Watson loudly confronts him (as usual) and demands to come-with to London despite Holmes warning him that the trip likely will be fatal for one of them.

    London Countryside

    Oooo! We’re reaching the end, I can feel it!

    You walk through what sounds like hard beach sand, and Watson loudly asks questions again. Holmes tells him that there are 3 men that would kill them if they could and orders Watson to use his revolver to keep them on the ground floor while he does something upstairs.

    You control Watson. If you try to go up after Holmes, he tells you to go down to the ground floor door. Brave Watson, does.

    Pick up the Vodka, check out the London Times, and try to talk to the 3 foreigners. One if deaf, one is mute, the other is blind.

    Using the game’s instructions, 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 magician’s coat for handcuffs (front hip pocket), Fergusson’s Diary (from back tail) and a Master’s Key, a coin (front chest pocket), magician’s equipment (wrist on both sleeve), and a skeleton of a bird (other hip pocket).

    Look at the rest of contents in the chest, then the jackets in the wardrobe, trapdoor on the ground, the millstone, blood on the mill arm, sacks of moldy flour, a cog, creaky boards, hastily repaired boards, old bags, the non-brick wall, the hollow wall.

    Go back to the 2 moldy flour sacks and use your Knife to open both of them up. Examine them and get Safe Conduct Passes and Information 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 floorboards, you’ll break it.

    Head out the door and examine the outside of the wall there. If you look through the small window, Watson is doing well. Head over to the extra building and use the Master Keys on it. A tool shed! The first thing you see if a spade of a shovel, but you can’t do anything with it, yet. Pick up the Screwdriver in the toolbox. Use it on the broom next to the stairs, then use the Wooden Handle on the spade. Drive in the 2 screws with the Screwdriver and get the Shovel.

    Head back into the attic and use the Shovel on the wall (the animation is less than convincing…). Attach the Rope to the iron bars behind the plaster, then turn around and use the Shovel on the hastily repaired floor to uncover an arsenal of weapons! Exclaim over the different weapons, then take the Chain.

    Attach it to the millstone, then the other end to the rope. You need a second cog.

    Swap to Watson.

    Look at the instrument on the wall, the medicine cabinet and then take the Paintbrush from under the cloth on the bench. Look at the mill mechanism next to the door and pick up the Gear from the ground to the left of that. Use it on the mill mechanism.

    Turn your attention back to the locked chest now that you’re armed with the Paintbrush.

    Mill Locked Chest (Click to Expand)

    There’s a hint in the lower left corner ( ?, 3, ?), though I think the puzzle is supposed to correlate with how much flour is left on the keys

    Answer: 2, 3, 6

    Inside are bomb-making components. These people are terrorists! Watson puts two and two together to determine that these terrorists 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 detonated it placed it there, not them. He won’t speak anymore, because his brother’s wound is grave. Watson agrees to help, so the man gives him a Key. Use it on the medicine cabinet which is sorely lacking. Take the Hydrogen Peroxide and the Bandages. Combine the Hydrogen Peroxide, Vodka, and Bandages in the inventory for Bandages with Disinfectant. Use it on the man holding his ear.

    So, as it turns out, they made the bomb, it was placed and detonated at the Judge’s House, and they were tortured so that they won’t give up any information. They won’t give up the name.

    Swap back to Holmes.

    Call down through the trapdoor to Watson about the missing cog (you might have been able to do this earlier)

    Swap to Watson. Ask the standing thug if he knows about any cogs, and he directs you to a wood pile next to the fireplace. 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 newly demolished wall.

    Ewww. The magician’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 mention of Holmes’ name and the police show up. Whoops. Now there’s a new body and the mill is burning down.

    221B Baker Street – 6

    There was hope in Watson that perhaps his good friend wasn’t involved after all but faced with the newly killed inspector and Holmes on the run yet again, Watson is back to feeling manipulated and controlled by the crazy detective.

    Your flat shows some semblance of order again. Check out Holmes’ broken pipe and pick up the Daily Report Newspaper. Holmes is now top suspect in the murder of both Inspector Baynes and Judge Beckett. How horrid. Watson pens his concerns and thoughts on his good friend Sherlock Holmes. He is disturbed by a noise from his apartment.

    Leave the room and attempt to enter Holmes’ room. He doesn’t want to open the door, so Watson yells at him through the door. The events transpire similarly to Watson’s nightmare from before. He draws his gun and enters only to see Holmes aiming a gun at him. Watson tries to fire, but he somehow has none in the chamber. The police start banging on the door, and shockingly, Holmes turns the gun on himself and blasts his own brains out.

    A cutscene unfolds of Holmes’ burial and Watson’s solo journey to find answers.

    The Sewers

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

    Head forward and inspect the cigarette on the ground. It’s still dry despite the damp surroundings. Continue on and inspect the rusty ladder. Get the Ladder Rung (Watson is insanely brave to even be in this Godforsaken place). Next, pick up the Rusty Metal Bar. Keep moving 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 service door. Inside your inventory, combine all 3 of your remaining items. Ladder Rung + Rusty Metal Bar + Wire = Long Iron Bar. Use your new item on the service door.

    Walk onto the boat and pick up both an Old Scarf and a Piece of Iron. Continue onto the other side of the sewers and look at the recent footprints on the ground. Run down the path until Watson automatically stops. Look at the grate on the ground.

    Puzzle time!

    Sewer Grate Lock Puzzle Solution (Click to Expand)

    First, use the old scarf to clean off the cover’s grime, then use the keycard in the slot.

    Ah. Ice puzzle! My weakness. Straightforward, though.

    Oh NOOOOOOO. There are multiple levellllls. I knew it was too easy!

    Aaand a 3rd time.

    Oh good. Not too terrible.

    Check out the grate.

    Another shocking twist!! WHAT????

    Ugh. And those darn kids again. Seriously. This story is NOT appropriate for children of those ages, WTH. Omg. What. The kids are Holmes’ and Watsons’s grandkids? What?? Anyways, on with the story.

    Holmes explains how he faked his own death (“Curare, hemlock, a few Indian plants and sheep’s blood to create the impression of death… A pathologist who owed me a favour, for the death certificate“) to continue the investigation unnoticed, and how he can’t possibly 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 Baker Street. Good thing Watson is a doctor (even if he never seems to be working much in that capacity)!

    221B Baker Street – 7

    Turns out Watson couldn’t stay in his own apartment after it all went down because it was too awful. Holmes tells him to have a seat, because here comes the truth!

    Truth

    • Professor Moriarty from the Swiss Asylum during the Case of the Awakened. He’s the bad guy.
    • Responsible for the Bishop’s murder. The Bishop had something that would be instrumental in compromising Moriarty’s grand plan. The day before they found the bishop’s body, his trusted nephew (the autistic kid) brought him something that explained Moriarty’s plan. The two of them argued about telling Holmes. Moriarty learned that the bishop knew, and they went to torture him, but they couldn’t open the safe to retrieve it. Turns out the document implicated the Prince of Woodville. The nephew worked in the Royal Archives and was able to snag it.
    • Moriarty’s Plan: Overthrow the Queen of England and place the Prince on the throne.
    • They had to do it stealthily, so they started by provoking a famine so that the Prince’s soup kitchens would put him in the people’s good graces while they decried the Queen
    • When Sherlock Holmes started sniffing about, Moriarty knew he was the only one capable of messing up the whole operation, so he created a plan to discredit and falsely incriminate Holmes of crimes. Holmes played along on purpose
    • Watson asks why Holmes didn’t alert Scotland Yard. Holmes replies that Inspector Lestrade was gone for many weeks and replaced by Inspector Baynes who was working for Moriarty.
    • Baynes had access to all the police documents and was able to mess with all the documents regarding Judge Beckett’s house and also the theft of Samoan Necklace was done by him.
    • Judge Beckett went to Farley’s office to obtain all the false information where they both realized they were only instruments in Moriarty’s schemes.
    • Judge Beckett was shipped a massive load of papers regarding all the “charges” against Holmes, while Farley could not resist, as a journalist, making headlines even with the fake information.
    • The reason Judge Beckett was killed was because he was getting ready to find out that the information Farley had (as provided by and doctored by Inspector Baynes) were all false.
    • About the poison: When applied to the bishop, it was experimental and too potent to be useful. By the time Kurtz was involved, it had been improved by no longer being fatal. Before Kurtz, it had been “tested” by Moriarty on many innocent victims (e.g. the convent, the orphanage, etc.). No one’s sure yet of what result Moriarty wanted with the poison, but everyone it was applied to died.
    • Holmes released Hans Schielman because Moriarty needed him to perfect the poison. Unfortunately, Moriarty’s thugs got to him first. Holmes knew that they wouldn’t take him to their hideout. Using Holmes’ “Secret Police (aka. street urchins)” he was able to follow the trail of the 3 Russian brothers to their place at the watermill.
    • The answer to Moriarty’s hideout would be in the attic of the watermill, but Inspector Baynes turned up. Holmes killed Baynes which worked out as he had just murdered a Scotland Yard Inspector, making him London’s most-wanted man. Faking his own death allowed him to investigate under the radar.

    Tl;dr – Professor Moriarty is the bad guy who was responsible for the murders, the famine, the poison, and Holmes’ defamation and false charges, with thugs everywhere, even in high-ranking positions in Scotland Yard. His goal is to depose the Queen and put Prince Woodville as ruler. End Goal: Take over Europe and the World

    Moriarty’s Hideout? In an abandoned fun-fair on the outskirts of London. Both Schielman and the Prince of Woodville ought to be there, too.

    Abandoned Fun-Fair

    Run down the path (nothing to be done backwards) until you reach the fire in the barrel. 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 Pliers from the toolbox on the ground and inspect both the stuck ladder and the stuck lever. Walk onto the car. Use your Knife on the roped box to get a Bottle 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 Vodka from the next fire barrel. If you try to go forward, Holmes will turn around to not arouse the attention of the guards (despite the insanely loud sound when you run. Guards must be deaf). Return to the cable car. Use the Vodka in the petrol/gas tank, the Bottle of Oil on the oil tank, and the Crank in the hole.

    You’re splitting up!

    Now you’re playing Watson. Looks like you’re stronger than Holmes. That lever was no issue. Watch yourself slowly move over to the rooftop, then move forward.

    Pick up Piece of Rope x3 from the sack on the ground next to the water tank, next to the fire barrel, and next to the circular hole from which you see a line of horse drawn soup carts. Head up the ladder, pick up the Dry Duster and check out the door on the side of the water tank. Go back down.

    Head across to the metal stairs and descend. You can walk around if you’d like, but there’s nothing to do and you’re unable to continue with the guard around the corner. Pick up the Empty Bottle from the ground next to the window. Try to look through the window. It’s too dirty. Try your Dry Duster. Watson complains that the rag is too dry. Go on back up to the water tank. Inside your bag, combine the 3 Pieces of Rope to get a Tied Rope. Attach that to the Empty Bottle and use the newly combined Attached Empty Bottle on the water tank. Combine your Water Bottle with the Dry Duster for a Wet Duster. Woo. Head back down and use your new item on the factory window.

    Wait. You have to do it manually? Fine.

    Ooooo! Somehow no one sees you peeping through the newly cleaned window, and you deduce that they’ve added Hans Schielman’s poison into the soup carts destined for London! The curs!

    Swap players! 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 Ladder that was under the cable car earlier. Set it up haphazardly on the crate, and climb up. Use the Pliers on the barbed wire where someone had, clearly, once gone through it and get inside.

    First, go straight forward and pick up the Giraffe-Shaped Target from the ground. Then, inspect the telephone line in the back right corner of the area. Next, head into the tent. Inspect the bed. Inspect the account book. Press the book to close it and use the available knife towards the spine.

    Get the Secret Accounts which record some illicit dealings and also some text about a gazelle and a lion. Next up, pick up the Lion-Shaped Target from atop the wardrobe. Go through to the other side. Inspect and add the 2 Targets to the mini game. Look at the poster below and use your Knife on it. Turn around and read the Note in Pencil. Clearly, it’s another poem for the Target puzzle behind you, so you need to find the last target. Where is it? Check out the cash register there. Well, well… Place the Monkey-Shaped Target on the game for the PUZZLE!

    Animal Puzzle Solution (Click to Expand)

    Using the clues you found, try to orient the animals correctly.

    • The Gazelle is dead! It’s dangerous to turn one’s back on a lion!
    • A hyena waited for a hare to come out of its burrow. Which he will never do again because they both died of hunger. That has upset the giraffe, because he and the hare were neighbors
    • Sitting at the edge of the jungle, the chimpanzee didn’t notice a vulture that grabbed him with his claws. The giraffe witnessed that scene.
    • Only the elephant can stand among predators and risk turning his back on the king of the animals

    Looks like you can’t do this backwards, only 1 answer possible:

    Answer: Gazelle (dead, L), Lion (L), Elephant (R), Hyena (dead, R), Rabbit (dead, L), Giraffe (R), Vulture (facing R), Monkey (dead, L)

    You get Wads of Banknotes for your trouble.

    Head out of the tent. Holmes wants to discreetly take the guard out of commission (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 service passage of the menagerie. Head to the left. You can’t do anything with the first-aid box yet, so check out each room in turn, noting that the guard can be seen and heard as you inspect. The very last door opens into a cage that is fully blocked from the view of anyone outside the bars. Check out the large syringe, old bandages, 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 Bottle of Ether. Again, Holmes states that he wants to discreetly take out the guard to not attract others’ attention.

    If you head back to the last room, you will see 2 places to put some bait for the guard. What better bait than… MONEY. Place Banknotes on all 5 of the highlighted areas inside and outside the building. Watch the thug follow the money trail, then wander down the hall and close the door. Use the Bottle of Ether on the little window to knock out the very dumb guard.

    Head down the new path and pick up the Rope. You’ll encounter another guard which you need to trap again. Go into the door that’s in front of you and start investigating: the bearded lady, the boxes of bottles, the aquarium, the Mermaid, the occupied cage, the man in the cage who’s been poisoned, the other cage. Pick up the Part of a Crank from the chair next to the crates of bottles and turn around to check out the pole. Use the Crank on the mechanism and then operate it. Use the Rope to connect the hook to the top of the cage. Using the conveniently crates, walk up onto the stage and check out the table there.

    You’ll find chemistry material and Hans’ Diary on top (a horrific, yet enlightening, read), and a Note from the Funfair’s Director (H Fergusson? Things are tying together, here!) in the drawer. You find a clue that the bearded lady held the keys! Go check out her poster near the door. The Key is in her shoulder.

    Armed with this, mayhaps it’s time to attract the guard? Turn around and knock over the boxes with the bottles.

    You’re now outside. Head over to the door and lock it with the Key. Head left to the window behind the caged man. Unleash the zombie and rest assured (or disappointed?) that there was no immediate carnage. Run down the newly opened path for a cutscene.

    Watson! They discuss the problem (Moriarty planning to unleash a horde of bonafide zombies into London to wreak havoc for 48 hours so that he can take over the throne and resulting in mass casualties) and a solution (blowing up the water tank so that it takes out the factory). Then Holmes marvels over the… Merry-Go-Round (I think the antenna on it is what fascinates him, but the game is so dark, I can’t be sure)?

    Heading towards the caravans, go into the washroom and investigate the vodka. Check out the carriage next door to the washroom. It’s locked, but there’s a ladder on the side, and you can walk on the beams to look in the window. Those anarchist Russian brothers! The next caravan is empty and locked, but the last one is not. Go into the unoccupied one to get a Metal Plate and Propaganda Tract. Check out the wanted poster with the brothers on it. Continue onto the rest of the path and go into the theater.

    There you see Woodville practicing his coronation speech. As he doesn’t know them, Holmes immediately fakes his identity. Woodville slips that there will be bombs detonated during the coup d’état.

    Talk to him and talk about “Anarchists.” (Note: If you didn’t peep in on the 3 Russian Brothers, this will not trigger until you do). He tells you that the Russian brothers created the bombs set all over London. Woodville is very much against the idea, but Moriarty wanted it.

    Bomb in the Theatre” option is not correct. “Moriarty Betrayed you” and “Let’s Warn Moriarty” will trigger the prince to point a gun at Watson and Holmes will try to save him. Head towards the door and the red rope now can be removed. Conveniently, Woodville’s vision is cut off from your movements. Check out the bundle of ropes on the stage for a PUZZLE!

    Untangling The Rope Puzzle Solution (Click to Expand)

    These puzzles are kind of fun and pretty easy. Just move the buttons around until there are no ropes crossing each other.

    When you finish, the curtain falls on Woodville and he… passes out…? Pull the lever to keep him silenced after he wakes up.

    Run back to the stage and take the Diamond Ring, then turn to the right and take the Magician’s Belt from the red dummy.

    Head back to the caravan with the brothers in it. In your inventory, use the Knife on the Magician’s Belt to split it up into Magician’s Powder and Leather Belt. Use the Magician’s Powder on the broken pipe outside the window, then top it with the Metal Plate. Close the door on the brothers, then remove the Metal Plate. You can go in now! Check out the dictionary, the little hangman, and dynamite shells. Pick up the Saw, the Letter to the Anarchists, and the Wire. Now, check out the dictionary next to the door and… PUZZLE

    Russian Dictionary Puzzle Solution (Click to Expand)

    Using the piece of paper, flip through the dictionary until you find a word that matches the one on the paper

    • b-tab (Between A and B) – Buckingham Palace
    • HO tab – Bank of England
    • nP tab – House of Commons
    • CT tab – Scotland Yard

    Armed with the plan, first grab the Ladders x2 from the nearby caravans using the Saw. go back to the carousel and down the stairs towards it. Check out the control panel on the carousel itself. Look at the door to the big building there. If you go around the rights side, you can check out the telephone cable that attaches to the box near the entrance to the place, but you can’t go in. Instead, head to the left. In your inventory, combine the 2 Ladders then use the Wire on them to make a Large Ladder. Set it up aaaaaand minor puzzle.

    Ugh. This level is so LONG. It must be the last level… They’re always like this.

    Minimal does it. Cut the right places on the window bars and then use the diamond ring in the right place.

    Now you control Watson.

    Somehow the ladder is broken. Head back to the carriages. Go into the one the 3 brothers were in and check out the lard and the overheating stove. Take the Rag and the Key behind it. Use the Rag to open the stove. Turn around and take the Watering Can put out the fire.

    NOTE: If you want to learn the 3 brothers’ names, leave and look at the side of the carriage for the name “Alexander.” Check the side of the next carriage to find the name “Alexei,” then repeat on the last carriage for the name “Aleko.”

    Now, use the Key on the 2nd carriage. Look inside the Russian dolls for another Key. Check the whittling on the desk, then turn your attention to the chest under the bed. Pull it out and open the lock with the new Key. Take the Bag of Marbles, the Letter in Russian, and a Clock’s Hand. Look at the tops.

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

    Russian Padlock Puzzle Solution (Click to Expand)

    Remember that symbol on the paper? Move the buttons until you turn all the symbols to the one on the paper

    …I pushed random buttons and somehow got the right answer quickly.

    Walk inside. Take the Crowbar from the wardrobe and use it on the box next to it to find sticks of dynamite. You can’t do anything with it yet. Look at the table and click on the paper for a puzzle!

    Explosives Paper Folding Puzzle Solution (Click to Expand)

    Choose the folding lines and find the correct folding order to uncover the recipe for bombs.

    I found this to be rather frustrating. My brain doesn’t do spatial stuff well. I didn’t immediately realize that there were horizontal lines to fold on, either.

    Now to assemble the bomb!

    Look around the shed for any takeable items, then come back to the worktable and assemble!

    Instructions: dynamite > base plate > rod > radio > watch > wires > bottle > crank

    When you’re done, turn the crank. Whoops! Take the bomb, then go to the carousel, and use it on the controls there for… a particularly obnoxious and unforgiving memory puzzle. Just do your best

    Now, run to the right of the haunted house and use the Bag of Marbles on the window there.

    Now you play as Holmes.

    Turning left, look at the paintings, the book, and take the Key from the small table. Look at the chest on the ground and open it for Act of Transfer and a Metal Core from the doll’s head. Open the wardrobe and take out Bedsheet x2. Turn your attention to the glass cabinet with the rifle inside. Holmes wants to force the lock by using the Metal Core.

    Moriarty’s Room Padlock Solution (Click to Expand)

    Yepp. Another one of these lockpicking puzzles.

    For some reason this was harder than the others? Maybe I’m just tired.

    Inspect the rifle, then take the Oilcan. Go out the door and watch the cutscene… So… it seems that Moriarty isn’t the mastermind after all, but a hired thug? Take the Planks x5 from the bookshelf and head down the hall. If you inspect the railing (check the bookshelf if you want to), there are 2 places to tie a rope to go down into the haunted house maze and one place to put one of the Planks. In the inventory, combine the Bedsheets for a Cloth Rope. Attach it to one of the 2 rope points (it doesn’t matter which) and go down. Use the Oilcan on the gears next to the wooden panel and push it forward.

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

    Continue forward, placing Planks until you reach the other side. You will have to turn around and remove one to place the last board in the last spot

    Note: I apologize: I’m not sure if you have to move any other panels 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 panels around. It’s not terribly difficult, even for someone spatially challenged like me.

    Head down the hall to the only door (your destination!) and use the Key to open it. Head in and check the shutter if you wish but pick up the phone. You’ll talk to Inspector Lestrade who is understandably wary of you. After the cutscene, open the shutters.

    Back on the ground now and with a solid plan, head over to the carousel control panel. Use the Telephone on the telephone box, then turn your attention to the control panel.

    Bomb Control Puzzle (Click to Expand)

    It’s a puzzle where you have to change the internal bulb colors to match all of the others in order to switch off the bombs. I mostly just toggled colors until it worked. I assume there are other solutions.

    Success!! Wait. The bomb. We still have to get to the factory to stop those infernal soup carts! And to make it worse, Moriarty himself is going to go to the factory, too!

    Head to the big wooden doors. Remove the bar and open it. Thankfully, the guards are gone. Head to the cable car and get in. Oh boy. We’re too late… Moriarty and his thugs have beaten us there and we’re still hanging in the middle of nowhere.

    Back in control, take the Bucket from the ground. The lever is stuck again. In the inventory, combine the Bucket with the Bomb for a Bomb in a Bucket, and add the Leather Belt to that for a Bomb Ready! Attach it to the rope above the cable car to send slowly it over towards the water tower. The thug runs away, but Moriarty tries to mess with it instead of throwing it overboard (though, perhaps he’s too weak because Watson who seems extra strong did say it’s really heavy) but runs off eventually.

    Use the Knife on the corner toggle holding the wooden panel in place, then pull the emergency lever.

    Watch the fireworks across the way. You’re both convinced that the lackluster display killed everyone.

    Go back through the wooden doors to the haunted house. Head left and try to enter the door except… Moriarty is still alive and raging at you with a gun.

    Holmes asks him one question: “Is Schielman immune to his own poison?” which stuns Moriarty long enough for…

    Cutscene! You watch as zombie Schielman attacks Moriarty’s throat, though he manages to shoot the monster. In his dying breath, he begs Holmes to take the mysterious “her/she.”

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

    It’s… a kid…?

    Watch the ending.

    After that creepy way Holmes carries and looks at the girl out of the haunted house, he apparently raised her as a father. Those kids are supposed to be her children.

    GAME OVER!

    CONGRATULATIONS!

    Overall Thoughts

    As a whole, I quite liked that game. I’d think about it on occasion when I wasn’t playing (it took me how long? October to February to finish it?) which is usually a good sign. The graphics are good, and the voice acting is top notch for the main characters. It has intrigue and plot twists that really make you hang on. The creators did an amazing job with Sherlock Holmes himself, perfectly capturing his personality and quirks. Not too far into the game, I realized that he’s highly likely on the autism spectrum. Asperger’s for sure. However, I found the game to be rather gruesome which, while it lines up with the M rating, is rather… inappropriate…? when you realize that super young kids aged 5ish to 12ish are reading the story. Hopefully the account didn’t have pictures or diagrams because that would be enough to scar young children. Perhaps they’re made of tougher stuff than I think, but daaang. Torture? Mutilation? Cannibalistic zombies? Drug use? Suicide by shot to head?? Anarchy/terrorism! The puzzles were creative. I’ve played many puzzle games and after a while puzzles get kind of repetitive through different games. There were some very interesting ones here. Even though I took ill (since I was writing this while I played, some of the words and phrases I ended up utilizing were directly inspired by the British dialogue) after the dog at the docks part, which put me off of playing for several weeks, I made it! The only other gripe I have is the dark coloring of the game. Why are things so dim? I’m excited to play the other 2 games in the bundle I got, so stay tuned for more game guides!

    Sentimental Death Loop Written Walkthrough Guide

    written 8/11/2024, updated 8/19/2024

    • Published: qureate
    • Platform Played: Nintendo Switch
    • Price: $9.99 from MSRP: $19.99
    • Rated: M (Mature)
    • Genre: Adventure
    • Date Released: July 6, 2023

    CLICK HERE for Simple Text Game Guide

    CLICK HERE for Side Story Game Dialogue

    Overview

    Game Summary

    Four university friends interact with each other. It is Noa’s (you) birthday, so Nemu invites her over to celebrate. What should be a joyful day with friends quickly devolves into an agonizing death loop when Nemu demonstrates her extreme yandere personality over a misunderstanding. Noa must uncover the truth while figuring out how to end her repeated, painful deaths. The game is rated M for violence, but has no hardcore H content, just a few undie shots, generous skin, and pinkish purple blood.

    Characters

    CG #1

    Asashi NoaGame’s protagonist (you) – Typical university student

    Tsukishiro NemuGame’s antagonist (Yandere) – Quiet, shy classmate with serious issues

    Higuchi AkaneFriend – Outgoing, energetic, tomboyish classmate

    Hayami SuzukaFriend – Mature, cool, smart classmate

    Aichi Rinami – Classmate who is references but whose face is never seen

    Game Mechanics (How to Play)

    Main Goal: Interact/inspect items around the house to uncover the main story, as well as the stories behind each character, and resolve the death loop

    • Each interaction with items progresses time. There seems to be a set number of times of item inspection before a Chase Event triggers.
    • Carefully choose what to inspect, what items to take, and where to stand in order to prepare for or avoid a Chase Event
    • When a Chase Event triggers, set a trap for Nemu and either hide or lure her then escape

    Inventory

    Items

    CandleBasement Upper-Left Corner

    DiaryKey Item from Nemu

    Fruit KnifeKitchen Counter

    Kitchen KnifeKitchen Counter next to Sink

    Small Wooden BlockPainting in Secret Room

    Keys

    Breaker KeyBathroom Padlock Puzzle

    Front Door Trap KeyBasement Puzzle

    Japanese Room KeyBedroom Safe Box

    Study KeyJapanese Room Puzzle Box

    Puzzle Clues

    BookBedroom – “The dog drowns at sea, the bird and its yellow fade away with the sunset, the butterfly is eaten by the flower”

    BookStudy – Regarding work PC:  A is “01;” B is “02;” Z is “26”

    BookmarkBook from Bedroom – “I should reorder everything but the start… Yellow before green, after green comes blue”

    Paper with Manufacturing DateLiving Room under sofa cushion – Red Rabbit: 12th; Blue Rabbit: 17th

    Sheet of PaperLiving Room magazine case – “The number is XX48”

    Sheet of PaperLiving Room houseplant – “The 1st page got away from me, so this is the 2nd 57”

    Sheet of PaperNemu’s Bedroom in trashcan – My PC’s password: “Move each letter backward by one. Leave the numbers as they are”

    Sheet of PaperBedroom – “Safe combination are animals’ birthdays: cat then puppy, then bunnies. Dial order is R, L, R, L”

    Sheet of PaperJapanese Room Book (Last loop) – “…red and purple let it be the last one”

    Sheet of PaperStudy – The password for work PC “1X X5 16 15 18 20”

    Sheet of PaperStudy – The password for the work PC is “18 0…”

    Standing Photo FramePuppy pic Nemu’s Bedroom – “Just born on New Year’s!”

    Standing Photo FrameButterfly pic in Bedroom – “Not enough colors… I’ll put yellow after brown”

    Standing Photo FrameCat pic in Bedroom – “Hana-chan, born on the 7th

    Standing Photo FrameMarket pic in Study – “The last color is red”

    Trap Items

    BatteryBathroom & Bedroom

    Cat PlushieNemu’s Room

    ClothesBedroom

    CosmeticsBedroom on Vanity

    Detergent A Kitchen under Sink

    Detergent BBathroom

    Detergent CBathroom

    Game ConsoleNemu’s Room

    DVD Remote Player Japanese Room

    IceRefrigerator

    Ice PackRefrigerator

    Medicine Case AStudy

    Medicine Case BJapanese Room

    Medicine Case CJapanese Room

    Noa PlushieBasement

    Plastic BottleRefrigerator

    Plastic Packing RopeCabinet near TV

    Red Car ToyStudy

    TV Remote Living Room

    Yellow Car ToyStudy

    Item Combinations

    Birdlime = Detergent B + Detergent C

    Bait Trap – Use in Bathroom, Japanese Room, Tables, or Nemu’s Bed Frame

    Effectiveness: Long

    Birdlime = Slippery Trap + Medicine Case C

    Bait Trap – Use in Bathroom, Japanese Room, Tables, or Nemu’s Bed Frame

    Effectiveness: Long

    Birdlime = Slippery Trap + Detergent A

    Bait Trap – Use in Bathroom, Japanese Room, Tables, or Nemu’s Bed Frame

    Effectiveness: Long

    Slippery Trap = Medicine Case A + Ice Pack

    Bait Trap – Use in Bathroom, Japanese Room, Tables, or Nemu’s Bed Frame

    Effectiveness: Short

    Slippery Trap = Medicine Case A + Ice

    Bait Trap – Use in Bathroom, Japanese Room, Tables, or Nemu’s Bed Frame

    Effectiveness: Short

    Slippery Trap = Cosmetics + Medicine Case C

    Bait Trap – Use in Bathroom, Japanese Room, Tables, or Nemu’s Bed Frame

    Effectiveness: Short

    Extra-Strength Birdlime = Medicine Case B + Birdlime

    Bait Trap – Use in Bathroom, Japanese Room, Tables, or Nemu’s Bed Frame

    Effectiveness: Permanence

    DVD Player Remote = DVD Player Remote + Batteries

    Timer Trap – Use in Japanese Room

    TV Remote = TV Remote + Batteries

    Timer Trap – Use in Japanese Room

    Traps

    Note: The liquids can be both Bait & Escape and Bait & Hide

    To use a Timer Trap, you apparently need to be outside of the room once Nemu spawns? These can be used infinitely. I have not been able to do this successfully.

    Bait & Escape

    Items: Birdlime, XS Birdlime, Slippery Trap, Plastic Packing Rope

    Locations: Nemu’s Bedroom, Bedroom, Japanese Room, Kitchen Table, Bathroom

    Bait & Hide

    Items: Birdlime, XS Birdlime, Slippery Trap, Cars, Cat Plushie, Noa Plushie, or Game Console

    Locations: Nemu’s Room, Bathroom, Japanese Room

    Timer

    Items: Clothes, TV Remote, DVD Remote

    Locations: Bathroom Washing Machine, Japanese Room (TV then DVD Player)

    Puzzle Solutions

    Living Room Dial Box

    Puzzle: Figure out box password to play Nemu’s game

    Clues:

    • Sheet of Paper magazine case – “XX48”
    • Sheet of Paper houseplant – “1st page got away from me so this is the second: 57”

    Solution: Combine clues to get 5748

    GET: Access to the basement

    Nemu’s Bedroom Laptop

    Puzzle: Figure out Nemu’s Password

    Clues:

    • Sheet of Paper Nemu’s Bedroom trashcan – My PC’s password: “Move each letter backward by one. Leave the numbers as they are”
    • Note on Laptop says: “Password hint: QPXFS189”

    Solution: Move the letters backwards one on the keyboard

    QPXFS189 = POWER189

    GET: Access to the basement

    Basement Drawer

    Puzzle: Not really a puzzle, but you have to know the right items to use

    Clues: Candles above it, and Noa’s text

    Solution: Get Fruit Knife from kitchen counter (not the Kitchen Knife), and Candle from the box in the upper left part of the basement under the Noa Plushie. Interact with both the Fruit Knife and Candle in the inventory to open the drawer and get your prize

    GET: Front Door Trap Key

    Bedroom Safe Box

    Puzzle: Figure out the code to the safe box

    Clues:

    • Sheet of PaperBedroom – “Safe combination are animals’ birthdays: cat then puppy, then bunnies. Dial order is R, L, R, L”
    • Standing Photo FramePuppy pic Nemu’s Bedroom – “Just born on New Year’s!”
    • Standing Photo FrameCat pic in Bedroom – “Hana-chan, born on the 7th
    • Paper with Manufacturing DateLiving Room under sofa cushion – Red Rabbit: 12th; Blue Rabbit: 17th
    • Inspecting the table in Nemu’s Bedroom that says that the blue bunny goes first

    Solution: R7, L1, R17, L12

    GET: Japanese Room Key

    Japanese Room Puzzle Box

    Puzzle: Moving tiles puzzle

    Clues: None. (what’s weird is that the picture on the box appears in a frame in the Study. One would expect that would be a clue to the puzzle except you can’t get to the Study before completing the puzzle)

    Solution:

    GET: Study Key

    Study Laptop Password

    Puzzle: Figure out the Laptop Password
    Clues:

    • Sheet of Paper Study – The password for work PC “1X X5 16 15 18 20”
    • Sheet of PaperStudy – The password for the work PC is “18 0…”
    • BookStudy – Regarding work PC:  A is “01;” B is “02;” Z is “26”

    Solution:

    Number – 18 05 16 15 18 20

    Word – REPORT

    GET:

    1st Time: Bathroom Padlock Hint: “Here, so I don’t forget again. The number for the padlock is the leftmost column. Last is 5

    2nd Time: Bookshelf Puzzle Hint: “From ‘Schaussen’s Diary: The Mad Artist.’ In order, my favorite colors are: brown, purple, red, blue, green. I notice a note on the laptop. ‘This is a good way to order the books. Brown will be first…”

    Bathroom Padlock

    Puzzle: Figure out code for padlock on lower cabinet next to washing machine

    Clue:

    • Written on the padlock: “Note to self. The square is 3×3. Line 1 to 9 up in order, starting from upper left, going right.”
    • Study Laptop Password Puzzle clue: Here, so I don’t forget again. The number for the padlock is the leftmost column. Last is 5

    Solution: The numbers on the combination wheel form a grid. The clue tells you how to orient the grid:

    IMPORTANT: The clue on the padlock seems to be erroneous. You need to set up the grid with the upper left at 0

    This is what it would look like if the in-game clue was to be followed.

    This is the correct orientation and successful solution.

    =1475

    GET: Breaker Key (and batteries)

    Study Bookshelf

    Puzzle: Figure out correct order of books

    Clues:

    • BookBedroom – “The dog drowns at sea, the bird and its yellow fade away with the sunset, the butterfly is eaten by the flower”
    • BookmarkBook from Bedroom – “I should reorder everything but the start… Yellow before green, after green comes blue”
    • Sheet of Paper Book in Japanese Room – “…red and purple let it be the last one”
    • Standing Photo FrameButterfly pic in Bedroom – “Not enough colors… I’ll put yellow after brown”)
    • Standing Photo FrameMarket pic in Study – “The last color is red”
    • Study Laptop Hint: “From ‘Schaussen’s Diary: The Mad Artist.’ In order, my favorite colors are: brown, purple, red, blue, green. I notice a note on the laptop. ‘This is a good way to order the books. Brown will be first…”

    Solution: Brown, Yellow, Green, Blue, Purple, Red

    GET: Secret Room (Access to end of game)

    Main Game Guide

    The Journal Memos denote loops in the game, and double as story checkpoints. Selecting one will start the chapter over again.

    While not necessary to finish the main game, completing 100% of the Side Stories (as denoted by the red numbers on the bottom right of each memo on the diary screen) is required to unlock the last CG and the best ending of the game. To do this, you must inspect every item until your partner starts talking to you and giving you backstory. There is a set number of items to inspect before this occurs, getting harder and harder at the end of the game.

    **Warning! Spoilers Ahead!!**

    If you’d like to view a simple text, no spoiler, non-detailed version of this guide CLICK HERE

    To read all the Side Story dialogue written out (plus extras) CLICK HERE

    Prologue

    Deaths: 3

    You go up to Nemu’s room on your birthday and are looking around. Inspect the only thing you can which is the desk and the photo on it which is a photo of you and some girl with her face scribbled out. Then you die. (CG acquired)

    Uh. Was that a dream? Inspect the picture again. Die again.

    Nope. Not a dream. So what’s happening? You drop your lasagna when you realize from the pain you keep feeling that you’re death looping. Inspect the desk one more time. You try to explain things to Nemu who twists your words and kills you. You die. Yet again. (CG Acquired)

    Memo 1 – Tutorial Section

    Deaths: 2

    No! I’ll be killed by Nemu-chan again if I stay here!

    You try to rip the diary, but it won’t rip and Nemu grows upset, so you stop, trying to not aggravate her into killing you again (pain is real and raw even if you keep resurrecting). Unfortunately, she’s still blocking the door, so start investigating items in the room.

    Investigating Tutorial. After investigating things (I did all 6 items), Nemu moves away from the door. (This is the point you start at every time you die from now on)

    Make a run for it! …Or not. You make up an excuse to leave the room to heat up the lasagna. It works. You try to act normal, but it’s hard. Then you think of your phone, but it doesn’t work and Nemu tells you the house phone is conveniently broken (teehee)

    Puzzle Tutorial. You can walk around if you’d like and Nemu will creepily follow you (you can’t leave even if you try), but there are only 3 items to inspect. Take the notes from the magazine case and plant, then inspect them via the inventory. Solve the easy puzzle and get a special pen for your diary.

    Dial Box Solution (click to expand)

    Dial Box Code: 5748

    Check out the Puzzle Solution Section for how to work through any puzzles

    Nemu demands that you go back to her room to show you something special. You try and fail to stay in the living room, so you head up first and notice the wallpaper is peeling off, and underneath are multiple images of YOU. Nemu appears, enjoying your shock, and explains that she wanted you to understand exactly how much she’s obsessed with you. You get a little bit of insight into why she wants to kill you before… YOU RUN AWAY

    Trap/Chase Event Tutorial. You end up in the living room where your diary glows and red letters appear on the page. There are a few more items you can inspect now. If you check out the kitchen table, you are instructed on how to place traps. Go get the Plastic Packing Rope from the cabinet next to the TV and set it up at the table. Inspect everything you can, pick up the Kitchen Knife next to the sink, and make sure to inspect Nemu’s phone. After looking at things (about 8ish inspections), Nemu will appear at your trap. If you have the knife in your hands she will pretend to be sorry and try to stab you, but you dodge and stab her instead. She ends up stabbing you anyways and you die again. (CG obtained)

    Note: if you don’t pick up the kitchen knife and check Nemu’s phone, the story will not progress, and you will keep looping until you do

    Another Note: The good news is that when you’ve already read scenes, you’re allowed to skip them with the + button on the Switch

    Go to the living room again and this time, Akane appears! Thank GOD! While you cry from relief, Nemu is not happy but doesn’t act out… yet. You suggest Nemu prepare food while you try to convince Akane that Nemu is crazy and you’re in a death loop.

    When she asks you to prove it, first go to the desk and save using the yellow pencil cup (the game will prompt you). Then look at ~10 things until Nemu shows up and kills both Akane and you because she’s jealous. You die.

    Go down again and this time when Akane asks you to prove yourself, save if you want.

    Don’t look at anything else except first, the BOOK on the desk and second, the PLANT in the corner in that order. A cat will meow twice and convince Akane. She follows you into the Parents’ Bedroom where she overhears Nemu’s psychotic exclamations (CG obtained)

    Memo 2 – Enter Akane

    Deaths: 1

    Chase Events: 3

    Nemu for sure isn’t herself right now. We probably can’t get through to her so let’s make our way out of here

    Chase Event Tutorial. At this point, you’re going to try and unlock Side Stories, but you’ll also trigger Nemu’s Chase Events when you reach a certain number of inspections, so you’re going to want to find trap items and trap areas to use them.

    Start inspecting items in the Bedroom. 5 inspections will get you Side Story 1. Pick up the Clothes from the wardrobe, and the Batteries from the floor cabinet. 15 inspections in (total, so 10 after the first 5), get Side Story 2. After about 25 Inspections, Nemu will yell, “Where are you?!” The music will change, and the screen will pulse like a heartbeat. You have a few inspections before the music ends and Nemu comes to kill you, so set a trap and either hide or lure her towards your trap to escape. In this instance, you can either use the Cat Plushie or the Game Console and set it up at the frame of Nemu’s bed. After inspecting a few items and the music stops she will come and try to kill you. Once she leaves and the music and screen returns to normal, you’re safe until the next chase scene.

    Chase Event Hints:

    • After you get the Chase Event warning, you get around 2-4ish inspections before she comes into the room
    • You’ll know you’re on the last turn when you hear Nemu mumbling creepily to herself
    • If you don’t have your sound up or can’t hear it, you’ll know you need to hide when you try to inspect something and it says, “It’s not time to investigate.”
    • If you have a friend with you, the friend will automatically walk to you when you need to hide ASAP.
    • The screen will get really grainy when Nemu is in the room

    NOTE: Do NOT go into the entryway of the house yet, otherwise it will trigger the next part of the story progression, and you won’t have all the side stories yet, meaning you’ll have to start the checkpoint over again to get them. If you don’t care about 100% completion, then head there

    Side Story 3 pops up at around 30 total inspections. After you finish both bedrooms upstairs, head downstairs to look around. Make sure to set up the Plastic Packing Rope trap at the table to prepare for another Chase Event which happens around the 55-inspection mark. Escape either upstairs or into the bathroom. Keep methodically inspecting everything and unlock Side Story 4 around the 65 total inspections. You are able to take the Kitchen Knife and the Fruit Knife in the kitchen. In the bathroom, you can get Detergent B. When you hit around 85ish inspections, another Chase Event starts. Head to the bathroom and use either the Cat Plushie or the Game Console on the laundry hamper, then hide in the tub. Inspecting around 100 things will finally net you the last, the 5th Side Story.

    Now, you can head to the entryway and get the holy heck out of–

    Good grief. This girl really is INSANE. Yep. Not only did you watch Akane die by gaseous poison right in front of you, but you die too. (CG Obtained)

    Go to the living room. Convince Akane by looking at the BOOK and then the PLANT in Nemu’s Room. Go straight out to the entryway this time. Noa will know about the trap and warn Akane.

    Memo 3 – Basement Horror

    Let’s find a way out, alive. It’ll be fine. We’ll definitely find a way.

    Deaths: 1

    Chase Events (100% Completion): 3

    Go back to the Living Room and save the game, if you want. After that, first inspect Nemu’s phone on the table (this will allow Suzuka to arrive on the next loop), then return to the entryway and start investigating things. Side Story 1 received after 5 investigations. Continue checking out all the items in the entryway, then move to the living room. Side Story 2 received after 15 investigations. Remember to pick up the Plastic Packing Rope (“Nani Kore?!”) in preparation for another Chase Event… which rears its head around 25ish inspections. Now go up to Nemu’s Bedroom. Akane will say, “Something seems… off?” and it turns out the laptop is in a different position. You can save here if you’d like, then pick up the Cat Plushie and/or Game Console as trap ammo, then check out the trashcan near the closet for a Sheet of Paper. Read it in your inventory. It’s time to unlock the laptop, so inspect the laptop for another clue, and SOLVE THAT PUZZLE! A word document is still open that says, “I found a great new spot! I’ll take stuff that won’t fit in here over there. I can put up even more photos! Who’d expect a place like this to be in the basement.”

    Laptop Password Solution (click to expand)

    Password: POWER189

    Check out the Puzzle Solution section above for a work through

    Before investigating the underground storage in the kitchen, continue methodically inspecting things to unlock Side Story 3 around the 30ish mark. Other things you can pick up are: Detergent B in the bathroom, Kitchen Knife and Fruit Knife in the kitchen, Clothes and Cosmetics from the Bedroom. Honestly, the only one you actually need is the Fruit Knife which you want to make sure you have before you go down into the basement.

    But don’t go down yet! Around the 55-60 inspection mark another Chase Event occurs followed by dialogue with Akane. This does NOT count as a side story, however, so keep going until you get to the 120-investigation mark to finally get Side Story 4. Make sure to check your Memo in the Diary tab and be sure you got everything, and also that you inspected Nemu’s phone in the living room.

    When you’re ready, go ahead and inspect the underground storage in the kitchen and climb down into the basement. (CG obtained)

    Memo 4 – Exit Akane

    Deaths: 1

    Chase Events: 1

    …Anyway, let’s focus on getting out of this house for now

    You’re in the basement now and it’s… disturbing to say the least. Pictures of you all over with resentful words written in blood over them. Akane says that Nemu is clearly insane. You find an old note from one of the diary’s original owners explaining that the diary is magical and giving it your blood forms a contract that activates its powers. These powers will remain until the contractor’s wishes are fulfilled, so make wishes with absolute surety. The diary doesn’t actively grant wishes per se, it just gives the contractor the power to fulfill their desires. The note further warns that the power will be a never ending, inescapable curse until the body and soul are destroyed. So, the only way to be freed from the diary, you must give the contractor what they want. You and Akane construe this to mean that they have to fulfill Nemu’s wishes… and you don’t know exactly what a madwoman wants!! You focus instead on simply escaping the house.

    Check out all the things in the basement, making sure to take the Noa Plushie (creepy, much?) and the Candle underneath. If you didn’t grab the Fruit Knife from the kitchen, go get it now and return to the basement. Over on the far wall under the candles, you will automatically use the two items to get into the drawer and snag the Front Door Trap Key. At this point (about 10 investigations), you’ll get Side Story 1. Go back upstairs.

    Note: Do NOT go to the entryway if you want 100% completion

    Save here if you want to, then start investigating everything. A Chase Event will trigger around 25 investigations. Look at 10 more items for a total of 35 for Side Story 2. Once that’s done, now you can go to the entryway, use the key on the trap, and watch both Akane and yourself die again while losing it and telling Nemu that she is NOT your frie– Wait. Did she just say a name? Is Rinami-chan the name of that faceless friend that saved you from crippling loneliness? (CG Obtained!)

    Memo 5 – Enter Suzuka

    Chase Events: 1

    There’s something here that can disarm the trap at the entrance. Follow me.

    Back in the room again. Go to the living room. You brood about Rinami and think you understand what Nemu wants, but you have to stop Akane from dying again… Wait. Suzuka-chan! What’s she doing here? Never mind that, you convince her to come with you to Nemu’s room where she doesn’t believe you at all so must convince her the same way you convinced Akane. Save if you want, then select the Book then the Plant. Next door, Suzuka believes you when she hears Nemu’s death declaration. You realize that if Nemu’s wish was for you to die, then it should have been finished by now as you’d been killed so many times already (8 so far if you haven’t messed up). What the holy heck does she want then?

    Combining Items Tutorial: From here on out, you can combine items you find to create traps to survive. A successful combination will be logged into the automatic combo list for future ease.

    Before investigating the Bedroom, go back to Nemu’s Bedroom. Suzuka will point out the picture frame as something odd. She’s talking about the picture on the desk. Take the Standing Photo Frame of the puppy, Cat Plushie, and the Game Console. Check out the table with the bunnies, too. After 10 inspections, you get Side Story 1.

    Go back to the Bedroom where Suzuka points out something on the nightstand. She’s talking about the nightstand against the wall which has a Sheet of Paper that tells you how to open the Dial Safe on the floor. Take the Standing Photo Frame of the cat on the shelf. 30ish inspections will bless you with a Chase Event. Go back to Nemu’s room and bait then hide. This triggers Side Story 2. (Unlock Memo 6)

    Memo 6 – Exit Suzuka

    Chase Events: 2

    Let’s talk about this again… when we get out of here.

    Return to the Bedroom to finish investigating things, then head downstairs. Suzuka will point out the sofa. If you’ve read the note and photo frames, then the last part of the puzzle is the smaller sofa. Take the Paper with Manufacturing Date from there. You now have enough information to open the Dial Safe in the Bedroom. Before going upstairs to do that, check out the items in the area, particularly Nemu’s phone on the table. Other things you can do now that you couldn’t before is get Detergent A from under the sink and open all 3 drawers on the refrigerator for Plastic Bottle, Ice, and Ice Pack. All items are used for traps (check out the item combination section above). Around the 60th inspection, a Chase Event occurs.

    Once you’re ready, go on up to the Bedroom and solve the puzzle.

    Bedroom Dial Safe Solution (click to expand)

    Code: R7, L1, R17, L12

    Check out the Puzzle Solution section for a breakdown

    You get the Japanese Room Key for your trouble. Head across the way and unlock the door! Woohoo! More stuff to explore. First up, move both the futons on the right and the stack of cushions above (that way you can be prepared for another Chase Event). Then obtain Medicine Case B, Medicine Case C, and Detergent C from the medicine rack on the dresser and from the right side of the closet. Be sure to mix them to get Birdlime, Slippery Trap, and/or XSBirdlime (though at this point I still had the Plastic Packing Rope which works in Nemu’s Room or the Bedroom). 70 checks gets you Side Story 3. When that’s done, inspect the puzzle box under the floor cushions and solve it.

    Puzzle Box Solution (click to expand)

    You just got the Study Key! Head on over and unlock it. Save point! Just in time, too because 90ish inspections nets you another Chase Event. Trap her in either bedroom, then head back to investigate the study. Here, you get several Sheets of Paper, a Book, Medicine A, and two Cars to use as trap bait. We hit the 100th inspection, triggering the 4th Side Story, which means that we can now progress with the story!

    Go down to the kitchen to get the Fruit Knife, then into the basement for the Candle and Noa Doll, then snag the Front Door Trap Key. Go on out and undo the trap for a cutscene where Suzuka betrays Noa, saying that if you leave, Nemu will be sad. She says that someone needs to be by Nemu’s side and that she’s the only one who can do it. Suzuka shoves you into the vase and accuses you of hiding Rinami the whole time. She runs off revealing that she has the hots for Nemu. (CG Obtained)

    Memo 7 – Lights Out

    Chase Events: 1

    (Suzuka has been acting strange since the start… But I didn’t expect for her to do this.)

    The knocked over vase has short circuited the whole house, cutting off the lights.

    Immediately go up to the study and inspect the bookshelf for a cutscene between Suzuka and Nemu where Suzuka unveils that she’d been stalking Noa because she’d delved into Nemu’s past and knew all about Rinami’s betrayal. Suzuka paints a picture of Noa’s evil, trying to get close to Nemu just to betray and hurt her like Rinami in High School… all because Noa is Rinami’s friend in university. Suzuka ends it by professing her love to Nemu. You now know why Nemu is trying to kill you: a misunderstanding, and work towards this new goal. (CG Unlocked)

    Important: Leave the study and go back in. The laptop should be open now (you must have watched the bookshelf cutscene for it to open. No other item is required)

    You can go ahead and save in the Study now. Investigate the stuff there, making sure you’ve snagged items that will help you set traps (i.e. the Cars, Medicine A), and the 3 clues that will unlock the laptop (Desk, Table, Book). Solve the puzzle.

    Solution to Study Laptop Password (click to expand)

    Word – REPORT

    See Puzzle Solutions section for a break-down

    Then, go into the bathroom, get the Breaker Key from behind the padlocked cabinet by solving the Bathroom Padlock Puzzle using the clue on the padlock and from the laptop.

    Bathroom Padlock Puzzle Solution (click to expand)

    Middle Column: 1475

    See Puzzle Solutions section for breakdown and special note

    If you’re aiming for 100% completion, then head to the other rooms to investigate things. A Chase Event occurs around the 30ish mark, so foil her, then continue until you hit the 35-mark for Side Story 2.

    It’s time to go into the entryway. Interact with the breaker on the wall twice.

    Well, well… Welcome back, Suzuka. You try to reason with Suzuka explaining that you legitimately wanted to be friends with Nemu, appealing to her familiarity with Nemu’s shy personality. Suzuka has clearly been rejected by Nemu who admits that she always knew that you weren’t out to get Nemu, she was just trying to claim Nemu for herself. You continue to accept Suzuka as a friend and successfully convince Suzuka to work with you. (Unlocks Memo 8)

    Memo 8 – Basement Confrontation

    Deaths: 1

    This diary has magic powers, so there might be something in the basement

    The diary directs you to go into the basement. With nothing else to accomplish or get, head to the basement and…

    Come face to face with Nemu, herself. Suzuka attempts to reason with Nemu, explaining how she had set all of this in motion by trying to take Nemu for herself, and that you had nothing to do with it. Hearing this Nemu stabs Suzuka (CG unlocked). Nemu explains how when Rinami first betrayed her, life lost all meaning and she shut down her emotions. She accuses you of trying to do the exact same thing Rinami did to her in high school. You try to reason with no success. Nemu eventually claims she’s tired of being betrayed, being suspicious of “friends.” So much so that she stabs herself in the neck (CG unlocked), then slits her own throat. She reveals her wish: to not have friends. You’re freaking out and realize that if you leave now, nothing will be resolved, so you pick up the knife and stab yourself.

    You Die.

    You know the drill: go to the living room, convince Suzuka (Book then Plant).

    Memo 8 does not have any side stories, so just go to the kitchen to get the Fruit Knife, then to the basement and get the Noa Doll and Candle. With those, snag the Front Door Trap Key. Saving at this point is helpful. Go ahead and disarm the trap! Suzuka knocks you over, shorting the house again, and runs off. You wish that Akane was there because you feel that all 3 are needed to convince Nemu. All of the sudden, the doorbell rings and in walks… Oh! Akane! Clearly the diary is responsible for this… (Memo 9 unlocked)

    Memo 9 – Getting Close

    Chase Events: 7

    All right. Honestly, I can’t wrap my head around what you’re saying, but how can I say no when you help, Noa?

    Important: Missable CG – To get this don’t do anything and just go into the basement with Akane. You die painfully (CG obtained)

    Back through the motions: Book then Plant. This time, you can either grab some trap items before heading to the basement for the Front Door Trap Key and welcoming Akane, or just reload your save file and start from there.

    If you’re aiming for the 3 Side Stories, start investigating everything like normal, picking up trap items along the way. There’s no reason to not turn on the lights at this point, so go ahead and grab the Breaker key and turn it on, if you want to. Around 28ish investigations, a Chase Event will trigger, along with some dialogue with Akane — it won’t count towards the Side Stories, however. Keep checking things out to get Side Story 1 at the 35ish point, another Chase Event around 58-60 mark, and then Side Story 2 at 68-70 investigations.

    NOTE: Do NOT go into the basement with Akane because you’ll trigger the trapdoor death scene

    This time around when you solve the Study Laptop Password with the same solution as before, you get a different clue because now it’s time to solve the Study Bookshelf Puzzle. If you haven’t gotten Side Story 3, however, DON’T solve the puzzle yet until you do. Going into the Bedroom will have Akane point out that something is odd.

    Study Laptop Password Solution (click to expand)

    Password: REPORT

    The next Chase Event appears around the 90ish, 115ish, 145, 180, and 205 inspection-marks, while the last Side Story appears after a whopping 215ish inspections (admittedly, I may have lost count a few times. Number is approximate)!! WHEW! (Memo 10 unlocked)

    OKAY. Now that that’s over, it’s time to solve the Study Bookshelf Puzzle. You should have all the clues by now, so go on up and solve it!

    Study Bookshelf Puzzle Solution (click to expand)

    Correct Order: Brown, Yellow, Green, Blue, Purple, Red

    See Puzzle Solutions section for a breakdown

    You will find Suzuka standing around in the secret room (interesting note, here: if you happened to trigger a Chase Event, it will clear as soon as the cutscene launches). Where you convinced Suzuka who is extremely apologetic, to work with you all as a team. (Unlock CG)

    Memo 10 – End Game

    Deaths: 1

    Chase Events: 0

    Yeah, Suzuka-chan’s my friend too. That hasn’t changed, even now.

    From here, it’s time to go to the basement as you have determined, but before you do that, check out the painting on the ground for a Small Wooden Block. It looks suspiciously like the puzzle cube in the Japanese Room., so head on over and insert it for a small newspaper scrap that is too small to read and doesn’t go in your inventory. Go down to the living room and SAVE your game.

    Approach the basement hatch and choose: “Acts with Akane and Suzuka.” Watch the cutscene (Obtain 3 CGs)

    Welp. That didn’t work. Let’s try again. Either load Memo 10 or, better, reload your saved game. Make sure you got the small newspaper piece, and this time choose “Acts separately from Akane and Suzuka.” (Obtain CG)

    Finishing 100% of the side stories will net you the Epilogue and the last CG after the credits roll.

    CG #20

    Congratulations! You Beat the Game!

    Side Story Summaries

    To read the full dialogue of the Side Stories and other scenes CLICK HERE

    Memo 2: Side StoriesAkane

    5 Investigations: Akane tries to understand why anyone would dislike Noa because Noa is so nice. She narrates Noa and Akane’s first meeting where Noa helped Akane with her schoolwork despite them not knowing each other. Noa doesn’t think she’s a good person, though she can’t seem to remember who she failed.

    15 Investigations: Akane admits that she’d noticed that Nemu was obsessed with Noa, describing once instance where she saw Nemu steal Noa’s belongings. Nemu said she didn’t want to buy one, she wanted the item because Noa had used it. Akane didn’t want to ruin their friendship, so she didn’t say anything until now. Noa makes up an excuse for Nemu, but realizes that she doesn’t know much at all about Nemu.

    30 Investigations: Akane tells Noa to follow her because she has memorized the layout of the house. Noa remarks that Akane has great memory as a whole, but questions why she’s not good at studying. Akane admits that whenever she tries to study, she just falls asleep. Aside from schoolwork, her memory is great.

    65 Investigations: Akane questions whether Nemu liked her at all this whole time as friends. Noa quickly jumps to Nemu’s defense, insinuating that this behavior is just a one-off. Akane describes how whenever Akane talked to Noa, that Nemu didn’t like it, and seemed to have had some sad experience in the past. Akane wishes that she’d tried to talk to Nemu more. Noa assures her that everything will turn out just fine and that they’ll be able to get through to Nemu.

    100 Investigations: Noa begs Akane to abandon her and escape if it comes down to it. Although Akane refuses, Noa insists, saying that it’s just awful to watch a friend die in front of her. Noa then trails off like she’s experienced it personally before. (Foreshadowing and clues to the past, much?)

    Memo 3: Side Stories – Akane

    5 Investigations: Akane first thought that Noa had ulterior motives for helping her with her schoolwork, but it turns out that Noa is just a nice person, so Akane had been wanting to return the favor somehow, but Noa never seemed to need help with anything. She feels happy despite the harrowing situation that she can now repay Noa for her kindness. Akane then mentions how Noa had been missing from school for a month without telling anyone anything and Noa explained that it was a health matter.

    15 Investigations: Akane and Noa explore how Nemu doesn’t socialize with others much, wondering if something bad happened in her past. Noa mentions that Nemu said that there had only been one other person who’d seen her room before, so they speculate that she had at least one other friend either in High School or another University.

    30 Investigations: Noa laments that she wishes she was as sociable as Akane. Noa admits to being very shy and waiting for other people to make the first move. Her only friends in university are are Suzuka, Akane, and Nemu… Oh. Akane says that it’s Nemu that destroyed the friendship, but Noa wonders what she did to earn Nemu’s hatred.

    Post-Chase Event 60 Investigations (Doesn’t count towards Side Stories): Noa tells Akane that she felt a connection to Nemu because Nemu’s loneliness reminded Noa of herself. In Noa’s case there was an unnamed friend that helped Noa from her own loneliness. That’s why she drummed up enough courage to go talk to Nemu: she wanted to be more like that friend. Noa was about to reveal the name of the friend, when they knocked something over and Akane scolded her. At first Nemu didn’t open herself up to Noa, but soon, she did. However, even Noa noticed Nemu’s possessiveness and felt bothered by it. Akane states that the Nemu now is beyond just possessive, and not normal. Noa sadly (or begrudgingly?) agrees.

    120 Investigations: Noa and Akane explore Suzuka, describing her personality and Suzuka and Akane’s friendship. They also explore how Suzuka is acting strangely recently and won’t divulge no matter how hard Akane pushes the subject.

    Memo 4: Side Stories – Akane

    10 Investigations: Noa asks why Akane wouldn’t mind risking her life to help. Akane is a likeable person with many acquaintances yet doesn’t consider any of them close friends like Suzuka or Noa who wouldn’t expect anything in return for help. She would gladly help Noa.

    35 Investigations: Noa explains how she can commiserate with Nemu’s loneliness having been lonely herself before meeting the nameless friend who was effectively her savior. Akane expresses a desire to meet and befriend this person in the future. Noa realizes that while she has memories of the person, she can neither recall their face or name.

    Memo 5: Side Stories – Suzuka

    10 Investigations: Noa comments that Suzuka is great with her hands (explaining the ability to combine items, I guess) and Suzuka said she’s been like that since a kid when she copied her mom. She goes on to say that she made Nemu the cat plushie she keeps on her backpack, and she wishes that Nemu would smile the way she smiled when Suzuka originally gave her the cat plushie.

    Post-Chase Event (doesn’t count towards Side Stories): Suzuka can’t believe that Nemu is trying to kill Noa because they were so close before. Noa expresses her feeling that they can go back to being friends, but Suzuka shuts that down and can’t restrain herself anymore. She accuses Noa of hurting someone she considers a friend, clearly knowing the root cause of Nemu’s rage, but refuses to tell Noa right now. She promises to get Noa out of the house alive to continue the conversation.

    35 Investigations: Suzuka tells Noa that Nemu liked Noa so much because she’s a kind person, and Suzuka agrees with that. This is why Suzuka can’t wrap her brain around why Noa would purposefully hurt Nemu. The betrayal from a kind person is always the worst. Suzuka tells Noa that she has no trust for her at all.

    70 Investigations: Suzuka recalls the first time Noa introduced Nemu. They didn’t hit it off right away because Nemu was so antisocial, then one day Nemu asked Suzuka for help with an injured cat. Appreciating Nemu as an awkward, yet nice person, Suzuka would engage with Nemu until they became close. Suzuka refuses to hate Nemu because she can see the good in her.

    100 Investigations: Suzuka asks Noa thinks of Nemu, but then rejects her answer, saying that if Nemu is such a dear friend, why does Noa not know that Nemu was horribly bullied in High School. Noa defends herself saying that friends don’t have to divulge everything, but Suzuka continues to shoot her down saying that Suzuka knows more than Noa about Nemu. Suzuka believes that Noa is only pretending not to know, and warns her that Suzuka will side with Nemu and never betray her (Ooo, foreshadowing)

    Memo 7: Side Stories – Noa

    5 Investigations – Now that you know why Nemu is so angry, you feel bad for unintentionally hurting her by being friends with the person who betrayed her. Though you refuse to let her kill you, you resolve to stay alive so that you can clear up the misunderstanding so that Nemu no longer has to suffer the brutal pain of betrayal.

    35 Investigations – Noa refuses to believe that someone as nice as Rinami would have done something like that to Nemu. She recalls how Rinami had helped her, when Noa was lonely and wanted to meet with Nemu to help her smile when Noa talked about a friend that seemed sad and lonely. However, when it came time to meet, Rinami grew pale at first glimpse of Nemu and the mention of her name. Rinami suddenly rushed home that instant.

    Memo 9: Side Stories – Akane

    Post-Chase Event: 30 Investigations – Akane starts to believe what you’re saying about Nemu. You further prove that your death loop is real by naming the weird monkey poppers Akane just got before arriving. Akane admires your strength and resolve in trying to right things with Nemu despite it all.

    35 Investigations – Akane bugs you to reveal how many times and how she died already, but you get mad because it’s super painful to bring up memories of friends’ deaths.

    70 Investigations – You recall a time when the four of you went to an amusement park. Suzuka got sick on a roller coaster and Nemu got a fun hat that she didn’t take off all day. You want to have that fun again and see everyone so happy.

    215 Investigations: Akane apologizes on behalf of Suzuka because the two of them are so close-knit Akane knows all of her feelings instinctually, especially her powerful attraction to Nemu. You quickly jump in and assure her that Suzuka is your friend regardless of what has occurred

    Memo 10: Endings

    Despite all the other spoilers, I won’t spoil the endings here and you will have to either play the game or check out my Side Story Dialogue post.

    CGs (20 Total)

    #Name Memo #Description
    1Alive, Together Prologue Where we began, each with different feelings
    2Visiting NemuPrologue I was still oblivious
    3The Storm Called “Nemu”Prologue I was ignorant to everything the first time I died. I watched Nemu watch me
    4Keen EarsMemo 2Akane and I listened to Nemu rage on. Akane then believed my time travel theory
    5Ladder Memo 3I followed Akane down toward a strange underground room despite my fear
    6Escape Memo 6Suzuka betrayed me and made off. There was still so much I didn’t understand
    7A Private Talk Memo 7Suzuka and Nemu’s talk in the secret room led me to many discoveries
    8Secret RoomMemo 9The three of us decided we’d have to convince Nemu to work things out
    9Convincing? Unconvincing?Memo 10My belief didn’t waver despite Nemu’s blade pointed toward me
    10Cursed DiaryMemo 1How many times have I died? The cursed diary touches my right hand
    11To the Depths of HellMemo 9I needed to work with Suzuka or I’d forever be caught in Nemu’s traps
    12Nemu, By Her Own HandMemo 8Nemu killed Suzuka and then herself. There was nothing I could do
    13TrapMemo 2Even Akane died because of me. Why did our way out become a trap?
    14Suzuka’s FeelingsMemo 8Nemu took even Suzuka’s life despite how desperately Suzuka tried to stop her
    15In Death Memo 1Nemu died by my hand, and I by hers
    16Despair Memo 4I wanted to escape with Akane, but she died protecting me. I followed soon after
    17Almost ThereMemo 10 I thought it would be resolved with four of us safe
    18Another FailureMemo 10I gazed up at them as I fell into darkness. My efforts still weren’t enough
    19RevivalMemo 10Now the four of us will resolve things. Rinami, we won’t forget you anymore
    20Alive, TogetherEpilogue It’s a miracle. I can’t believe it! The five of us are finally together