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 5x5 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 + All CGs

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

    Back to Video Game Guides


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



    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 (lov­ing char­ac­ter that starts off affec­tion­ate, but has an obses­sive devo­tion that devolves into a men­tal ill­ness) over a mis­un­der­stand­ing. Noa must uncov­er the truth while fig­ur­ing out how to end her repeat­ed deaths. The game is rat­ed M for vio­lence, but has no hard­core H con­tent, just a few panty shots, gen­er­ous skin, and pink­ish pur­ple blood.

    Characters

    CG #1

    Asashi Noa — Game’s pro­tag­o­nist (you) — Typ­i­cal uni­ver­si­ty stu­dent

    Tsuk­ishi­ro Nemu — Game’s antag­o­nist (Yan­dere) - Qui­et, shy class­mate with seri­ous issues

    Higuchi Akane — Friend — Out­go­ing, ener­getic, tomboy­ish class­mate

    Haya­mi Suzu­ka — Friend — 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

    Can­dle — Base­ment Upper-Left Cor­ner

    Diary — Key Item from Nemu

    Fruit Knife — Kitchen Counter

    Kitchen Knife — Kitchen Counter next to Sink

    Small Wood­en Block — Paint­ing in Secret Room

    Keys

    Break­er Key — Bath­room Pad­lock Puz­zle

    Front Door Trap Key — Base­ment Puz­zle

    Japan­ese Room Key — Bed­room Safe Box

    Study Key — Japan­ese Room Puz­zle Box

    Puzzle Clues

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

    Book — Study — Regard­ing work PC:  A is “01;” B is “02;” Z is “26”

    Book­mark — Book from Bed­room — “I should reorder every­thing but the start… Yel­low before green, after green comes blue”

    Paper with Man­u­fac­tur­ing Date — Liv­ing Room under sofa cush­ion — Red Rab­bit: 12th; Blue Rab­bit: 17th

    Sheet of Paper — Liv­ing Room mag­a­zine case — “The num­ber is XX48”

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

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

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

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

    Sheet of Paper — Study — The pass­word for work PC “1X X5 16 15 18 20”

    Sheet of Paper — Study — The pass­word for the work PC is “18 0…”

    Stand­ing Pho­to Frame — Pup­py pic Nemu’s Bed­room — “Just born on New Year’s!”

    Stand­ing Pho­to Frame — But­ter­fly pic in Bed­room — “Not enough col­ors… I’ll put yel­low after brown”

    Stand­ing Pho­to Frame — Cat pic in Bed­room — “Hana-chan, born on the 7th”

    Stand­ing Pho­to Frame — Mar­ket pic in Study — “The last col­or is red”

    Trap Items

    Bat­tery — Bath­room & Bed­room

    Cat Plushie — Nemu’s Room

    Clothes — Bed­room

    Cos­met­ics — Bed­room on Van­i­ty

    Deter­gent A - Kitchen under Sink

    Deter­gent B — Bath­room

    Deter­gent C — Bath­room

    Game Con­sole — Nemu’s Room

    DVD Remote Play­er - Japan­ese Room

    Ice — Refrig­er­a­tor

    Ice Pack — Refrig­er­a­tor

    Med­i­cine Case A — Study

    Med­i­cine Case B — Japan­ese Room

    Med­i­cine Case C — Japan­ese Room

    Noa Plushie — Base­ment

    Plas­tic Bot­tle — Refrig­er­a­tor

    Plas­tic Pack­ing Rope — Cab­i­net near TV

    Red Car Toy — Study

    TV Remote - Liv­ing Room

    Yel­low Car Toy — Study

    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 Paper — Bed­room — “Safe com­bi­na­tion are ani­mals’ birth­days: cat then pup­py, then bun­nies. Dial order is R, L, R, L”
    • Stand­ing Pho­to Frame — Pup­py pic Nemu’s Bed­room — “Just born on New Year’s!”
    • Stand­ing Pho­to Frame — Cat pic in Bed­room — “Hana-chan, born on the 7th”
    • Paper with Man­u­fac­tur­ing Date — Liv­ing 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 Paper — Study — The pass­word for the work PC is “18 0…”
    • Book — Study — 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 3x3. 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:

    • Book — Bed­room — “The dog drowns at sea, the bird and its yel­low fade away with the sun­set, the but­ter­fly is eat­en by the flower”
    • Book­mark — Book 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 Frame — But­ter­fly pic in Bed­room — “Not enough col­ors… I’ll put yel­low after brown”)
    • Stand­ing Pho­to Frame — Mar­ket 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 Sto­ries — Akane

    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

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