The Testament of Sherlock Holmes (Nintendo Switch) SIMPLE Walkthrough

writ­ten 2/17/25, updat­ed 2/17/2025

This is a Sim­pli­fied Ver­sion of the game with­out spoil­ers. For a Detailed Walk­through CLICK HERE

Necklace at the Marquis of Conyngham’s Mansion

  • Fol­low prompts
  • Get Mag­ni­fy­ing Glass, use on sheet music
  • Find print
  • Inspect all clues

221B Baker Street — 1

  • Solve Neck­lace Puz­zle
  • Go to Dio­cese of Knight­bridge on map

Diocese of Knightsbridge — Bishop Maitland’s Murder

  • Get Piece of Rope
  • Get Fin­ger
  • Get Bro­ken Phial
  • Get Met­al Rod
  • Get Scalpel
  • Solve Foot­print Puz­zle
  • Inspect all clues
  • Solve Deduc­tion Board
  • Use Met­al Rod on door lock
  • Solve Lock Puz­zle
  • Inspect all clues
  • Get Horse’s Head, use on floor
  • Solve Knight’s Tour Puz­zle
  • Use Knife
  • Choose one of avail­able options
  • Solve Chest Puz­zle

221B Baker Street — 2

  • Use Bro­ken Phial on desk
  • Solve Chem­i­cal Analy­sis Puz­zle
  • Use any remain­ing clue on the desk
  • Ana­lyze
  • Get book
  • Solve Deduc­tion Board 1
  • Choose the right loca­tion
  • Solve Deduc­tion Board 2
  • Choose 1 of 3 loca­tions to start an inves­ti­ga­tion

Investigation A: Westgate Jail

  • Go to the Direc­tor’s office
  • Inspect clues
  • Get Pass
  • Talk to recep­tion­ist
  • Use Pass on room near entrance
  • Ask about all sub­jects
  • Go into prison
  • Talk to Hans Schiel­man
  • Talk to War­den
  • Talk to Recep­tion­ist and Direc­tor
  • Talk to War­den
  • Use Keys on door across from Direc­tor’s office
  • Inspect lock­er
  • Solve Schiel­man’s Puz­zle Box
  • Get Han­s’s Pen
  • Talk to entrance guard Brighton
  • Get Key for Brighton’s Lock­er and Brighton’s Suit
  • Use Brighton’s Key on door next to Direc­tor’s Office
  • Get Key “Jen­ny Pat­ter­son”
  • Place Brighton’s Suit in lock­er
  • Use Jen­ny’s Key on her lock­er
  • Solve Pat­ter­son Puz­zle Box
  • Get Brighton’s Lock­et, Let­ter from Brighton, and Guard Duty List
  • Talk to recep­tion­ist
  • Talk to War­den
  • Give Schiel­man his Pen
  • Talk to Direc­tor
  • Inspect alarm
  • Talk to War­den through the bars
  • Get Keys
  • Go out and around the cor­ner to prison door
  • Talk to “War­den O’Sul­li­van”
  • Use Keys
  • Use Keys
  • Solve Alarm Puz­zle

Investigation B: Kensington Gardens

  • Talk to Land­la­dy
  • Inspect all clues
  • Get Spade, Rake, and Clothes Pegs
  • Use Spade on fence
  • Get News­pa­per “The Strand”
  • Inspect clues
  • Use Rake on tree
  • Get Tat­tered Clothes
  • Talk to land­la­dy
  • Get Scarf
  • Inspect clues
  • Get Torn-up Pieces of Paper, place on desk
  • Solve Paper Puz­zle
  • Use Clothes Pegs
  • Use Match­es
  • Solve Invis­i­ble Ink Puz­zle
  • Use Spade near win­dow
  • Solve Com­bi­na­tion Puz­zle Box
  • Solve Miss­ing Pieces Puz­zle
  • Have Toby fol­low foot­prints
  • Get Grease, use on lever
  • Solve Pil­lar Puz­zle
  • Low­er bridge
  • Try door
  • Undo Rope
  • Unlock door
  • Get Iron Bar, use on big doors
  • Inspect clues
  • Go towards side of locked gate
  • Pull lever on wall
  • Remove chocks
  • Inspect clues
  • Go up ramp of items
  • Inspect clues
  • Remove sacks near crates
  • Go in
  • Pull rope pul­ley
  • Fol­low foot­steps until reach con­crete stairs
  • Go through door
  • Head down

Investigation C: Whitechapel Street

  • Go into pub­lic dis­pen­sary
  • Talk to doc­tor
  • Go out to the church
  • Go into ceme­tery
  • Get Fly­er from shed
  • Inspect all clues
  • Talk to man run­ning soup kitchen
  • Inspect table next to cart
  • Ask man about “mon­ey game”
  • Play Mon­ey Game
  • Talk to man
  • Go back to dis­pen­sary and talk to doc­tor
  • Take list of dead
  • Inspect jack­et
  • Use Scis­sors from work­table
  • Get Met­al Core, Keys, and Plan
  • Go back to ceme­tery
  • Solve Locked Box next to shed
  • Get Note from Ceme­tery
  • Get Axe, use on box
  • Use Knife
  • Get Note from the Ceme­tery Ban­dits
  • Inspect and solve Tree Puz­zle
  • Find sym­bol on grave­stone
  • Get Shov­el from shed, use on grave
  • Solve Grave Puz­zle Box
  • Get Key and Ham­mer
  • Inspect oth­er shed
  • Choose from options
  • Get Kurtz’s Address
  • Leave ceme­tery
  • Find Kurtz’s house and use Key
  • Inspect all clues
  • Get Kurtz’s Let­ter
  • Solve Deduc­tion Board 1
  • Go to morgue, talk to doc­tor
  • Exam­ine body
  • Get Kurtz’s Map and Full Pipette
  • Solve Chem­i­cal Analy­sis
  • Solve Deduc­tion Board 2
  • Go to opi­um den
  • Inspect all clues
  • Get Ash­es + Tea + Dirty Water = Lousy Booze
  • Use on only awake patron
  • Solve Chi­nese Key Puz­zle
  • Get Stick and Bil­hook
  • Inspect clues
  • Get Bar­bi­turic Acid, Syringe, and Tea­spoon with Opi­um Beads
  • Use Tea­spoon and Match­es
  • Get Liq­uid Opi­um + Bar­bi­turic Acid + Syringe = Syringe with Soporif­ic
  • Remove cloth, use Bill­hook and Stick
  • Use Syringe with Soporif­ic with per­fect tim­ing

221B Baker Street — 3

  • Choose Far­ley’s Office

Farley’s Office

  • Inspect all clues
  • Get Cig­a­rette Case
  • Try door
  • Get Hang­er, use on elec­tri­cal box
  • Solve Elec­tri­cal Box Puz­zle
  • Inspect all clues
  • Get Mes­sage from Far­ley’s Writ­ing Desk and Brush
  • Move to oth­er room
  • Inspect all clues
  • Get Burnt Paper, Bunch of Keys
  • Call Scot­land Yard
  • Inspect all clues
  • Get Pho­to of Prince Woodville, Note from Far­ley, New­pa­per Arti­cle, and Ash­es
  • Use Ash­es on notepad in oth­er room
  • Get Note from Far­ley’s Writ­ing Desk
  • Go to fil­ing cab­i­net and open “DF”
  • Find and get Index Card from Far­ley’s Sec­re­tary
  • Be sure ALL clues are inspect­ed (Hint: end of cig­a­rette if you missed it)
  • Solve Deduc­tion Puz­zle
  • Inspect book­case
  • Solve Book­case Mech­a­nism Puz­zle
  • Get Hat

221B Baker Street — 4

  • Inspect 5 clues on Hat
  • Get File from book­shelf
  • Solve Deduc­tion Puz­zle

Judge Beckett

  • Ring door­bell
  • Enter gate
  • Inspect win­dow
  • Talk to Lucy the Florist
  • Get Hair­pin
  • Talk to Holmes
  • Use Hair­pin
  • Solve Win­dow Lock Puz­zle
  • Get Oar­lock
  • Get School Book
  • Inspect clues
  • Solve Seat­ing Chart Puz­zle
  • Get Door Han­dles, use on cup­board
  • Get Greek Book
  • Solve Roman Numer­al Puz­zle Box Puz­zle
  • Get Oar­lock #2
  • Inspect chalk­board
  • Get Let­ter from Lord Bena­gard
  • Get Cook­ing Oil from kitchen, use on chalk­board
  • Inspect chalk­board con­tents
  • Get Let­ter from Judge Beck­ett, Judge’s Wed­ding Pho­to, and Pho­to of the Judge and His Wife
  • Solve Class­room Map Puz­zle Box
  • Get Key
  • Go out door
  • Inspect clues
  • Get Lord Beck­et­t’s Note and Warn­ing
  • Use Key
  • Get Oar­lock #3
  • Get Pho­to of a Sym­bol
  • Inspect clues
  • Solve Safe Door Lock Puz­zle
  • Solve Locked Safe Puz­zle
  • Attempt to take Oar­locks from lock

221B Baker Street — 5

  • Read Reporter — The Sher­lock Holmes Affair
  • Inspect all clues
  • Inspect draw­er
  • Get and use Nail on the cor­ner of the draw­er
  • Solve Holmes’ Dis­guise Puz­zle
  • Go into room

Holmes’ Hideout — Whitechapel, 6 Buck’s Row

  • Go down street, look at door
  • Choose answers
  • Inspect all clues
  • Get Holmes’ Pipe
  • Get Musi­cal News­pa­per
  • Use Holmes’ Pipe on crys­tal glass­es
  • Get Musi­cal Score, use on micro­scope
  • Get React­ing Agent, use on micro­scope then water basin
  • Get Blot­ting Paper
  • Inspect micro­scope
  • Use Reagent and Blot­ting Paper
  • Get Key, use on brief­case lock
  • Solve Com­bi­na­tion Lock Puz­zle

London Countryside

  • Go to door
  • Get Vod­ka

Switch to Holmes

  • Get Rope
  • Inspect chest
  • Inspect ALL clues on magi­cian’s coat
  • Get Fer­gus­son’s Diary and Mas­ter’s Key
  • Inspect clues
  • Use Knife on moldy flour sacks
  • Get Safe Con­duct Pass­es, Infor­ma­tion Card, and Cog
  • Use Cog on mill axle
  • Go out­side
  • Inspect clues
  • Use Mas­ter Keys on shed
  • Inspect clues
  • Get Screw­driv­er, use on broom near house
  • Get Wood­en Han­dle, use on spade in shed
  • Use Screw­driv­er
  • Get Shov­el
  • Go into attic
  • Use Shov­el on wall
  • Use Rope
  • Use Shov­el on repaired floor boards
  • Get Chain, use to attach mill­stone to rope

Switch to Wat­son

  • Inspect clues
  • Get Paint­brush
  • Get Gear, use on mill mech­a­nism
  • Solve Locked Chest Puz­zle
  • Get Key, use on med­i­cine cab­i­net
  • Get Hydro­gen Per­ox­ide and Ban­dages
  • Hydro­gen Per­ox­ide + Vod­ka + Ban­dages = Ban­dages with Dis­in­fec­tant
  • Use on man

Switch to Holmes

  • Inspect Trap­door

Switch to Wat­son

  • Talk to man
  • Get Gear, use on trap­door

Switch to Holmes

  • Use Gear on mill axle
  • Inspect clues
  • Get paper from hand
  • Get Petrol

221B Baker Street — 6

  • Inspect clues
  • Get Dai­ly Report News­pa­per
  • Go into Holmes’ room

The Sewers

  • Go back­wards
  • Pull rope
  • Get Hook and Rope
  • Inspect cig­a­rette
  • Inspect lad­der, get Lad­der Rung
  • Get Rusty Met­al Bar
  • Get Wire
  • Use Hook and Rope
  • Inspect ser­vice door at water’s edge
  • Lad­der Rung + Rusty Met­al Bar + Wire = Long Iron Bar
  • Use on ser­vice door
  • Get Old Scarf and Piece of Iron
  • Inspect foot­prints
  • Inspect grate
  • Solve Sew­er Grate Lock Puz­zle

221B Baker Street — 7

  • Lis­ten to the truth

Abandoned Fun-Fair

  • Get Iron Bar
  • Inspect all clues of the motor
  • Get Pli­ers
  • Use Knife
  • Get Bot­tle of Oil
  • Use Iron Bar, get Crank
  • Go down path
  • Get Vod­ka
  • Use Vod­ka, Bot­tle of Oil, and Crank on cable car motor
  • Get Piece of Rope (x3)
  • Get Dry Duster
  • Go down stairs
  • Get Emp­ty Bot­tle
  • Inspect win­dow
  • Use Dry Duster
  • Piece of Rope + Piece of Rope + Piece of Rope = Tied Rope + Emp­ty Bot­tle = Attached Emp­ty Bot­tle
  • Use on water tank
  • Water Bot­tle + Dry Duster = Wet Duster
  • Use on win­dow

Switched to Holmes

  • Inspect wall
  • Get Iron Lad­der from cable car loca­tion, use on wall
  • Use Pli­ers
  • Inspect clues
  • Get Giraffe-Shaped Tar­get
  • Go into tent
  • Inspect account book, use avail­able knife
  • Get Secret Accounts
  • Inspect all clues in tent
  • Get Lion-Shaped Tar­get
  • Use Knife under ani­mal game
  • Get Note in Pen­cil
  • Get Mon­key-Shaped Tar­get
  • Use all 3 Tar­gets on ani­mal game
  • Solve Ani­mal Puz­zle
  • Get Wads of Ban­knotes
  • Leave tent along fence and go into build­ing
  • Inspect all clues
  • Get Key, use on med­i­cine box
  • Get Bot­tle of Ether
  • Use Wads of Ban­knotes on 5 loca­tions
  • Use Bot­tle of Ether
  • Get Rope
  • Go into door, inspect all clues
  • Get Part of Crank, use on pole
  • Use Rope
  • Inspect table on stage
  • Get Hans’ Diary and Note from the Fun­fair’s Direc­tor
  • Inspect poster, get Key
  • Knock over bot­tles
  • Use Key on door
  • Open cage
  • Go to car­a­vans
  • Inspect all clues
  • Look into win­dow
  • Get Met­al Plate and Pro­pa­gan­da Tract
  • Go to the­atre
  • Talk to Woodville, choose options
  • Remove red rope
  • Solve Rope Puz­zle
  • Pull lever
  • Get Dia­mond Ring
  • Get Magi­cian’s Belt + Knife = Magi­cian’s Pow­der and Leather Belt
  • Use Magi­cian’s Pow­der and Met­al Plate on bro­ken pipe
  • Inspect all clues
  • Get Saw, Let­ter to the Anar­chists, and Wire
  • Solve Russ­ian Dic­tio­nary Puz­zle
  • Use Saw, get Lad­der (x2) from car­a­vans
  • Go to left side of haunt­ed house
  • Lad­der + Lad­der + Wire = Large Lad­der
  • Use under win­dow
  • Solve break­ing and enter­ing puz­zle

Switched to Wat­son

  • Return to car­a­vans
  • Inspect all clues
  • Get Rag
  • Get Key
  • Use Rag
  • Get Water­ing Can, use
  • Use Key
  • Get Key, use
  • Get Bag of Mar­bles, Let­ter in Russ­ian, and Clock­’s Hand
  • Solve Russ­ian Pad­lock Puz­zle
  • Get Crow­bar, use
  • Solve Explo­sives Paper Fold­ing Puz­zle
  • Inspect all clues
  • Solve Bomb Assem­bly Puz­zle
  • Use Bomb on carousel
  • Solve Bomb Loca­tion Mem­o­ry Puz­zle
  • Use Bag of Mar­bles

Switched to Holmes

  • Inspect all clues
  • Get Key, use
  • Get Act of Trans­fer, and Met­al Core
  • Get Bed­sheet + Bed­sheet = Cloth Rope
  • Use Met­al Core
  • Solve Mori­ar­ty’s Room Pad­lock Puz­zle
  • Get Oil­can
  • Get Planks x5
  • Use Cloth Rope
  • Use Plank
  • Use Oil­can
  • Push door
  • Use Planks
  • Solve Planks on Maze Puz­zle
  • Use Key
  • Inspect clues
  • Use Tele­phone
  • Solve Bomb Con­trol Puz­zle
  • Go to cable car
  • Get Buck­et + Bomb = Bomb in a Buck­et + Leather Buck­et = Bomb Ready!
  • Attach to over­head rope
  • Use Knife
  • Pull lever
  • Return to Haunt­ed House
  • Try door to the left
  • Watch End­ing

GAME COMPLETE!!

Sentimental Death Loop Game Walkthrough: Simple Text Only

writ­ten 8/18/2024, updat­ed 8/19/2024

For a detailed walk­through with puz­zle solu­tions, spoil­ers, and CG images: CLICK HERE

For Side Sto­ry and some extra dia­logue: CLICK HERE

Foreword

This is a sim­ple text, no spoil­ers guide for the game. It is the fastest way through the game, the way it was meant to be played (some puz­zles can be solved before they’re sup­posed to be as long as you have the answers, but I’m not going to do that), though I will add the 100% Side Sto­ry inves­ti­ga­tion require­ments at the end of each sec­tion that has them. Please see the full detailed guide and the side sto­ry game dia­logue if you’re inter­est­ed (links above).

1st Run: 3 hours, 40 min

Sto­ry Run: 1.5 hours

(No Side Sto­ries, No Chase Events!)

Introduction

  • CG #1 obtained
  • CG #2 obtained
  • Inspect the Desk (CG #3 obtained)
  • Inspect the Desk
  • Inspect the Desk (CG #10 obtained)

Memo 1 — Tutorial Section

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

  • Inves­ti­gate all 6 avail­able items
  • Leave Nemu’s Room
  • Solve Dial Box Puz­zle (Refer to Puz­zle Solu­tions sec­tion in Detailed Guide for puz­zle answers and break­downs)
  • Check Nemu’s phone on the cof­fee table
  • Get Plas­tic Pack­ing Rope
  • Get Kitchen Knife
  • Set up the Plas­tic Pack­ing Rope at the din­ner table
  • Inspect items ~8 times (CG #15 obtained)
  • Inspect 15 items (You can start sav­ing the game now)
  • Go to the liv­ing room
  • Con­vince Akane (1st: Inspect BOOK; 2nd: Inspect TREE)
  • CG #4 obtained

Memo 2 — Enter Akane

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

NOTE: Chase Events start here every 25–30ish inves­ti­ga­tions. Famil­iar­ize your­self with them along with trap items and the ways to work the traps if you’re aim­ing for 100% com­ple­tion

  • Lead Akane through the liv­ing room through the entry­way (CG #13 obtained)
  • Con­vince Akane
  • Go back to the entry­way

Side Sto­ry Require­ments (num­bers approx­i­mate): 5, 15, 30, 65, & 100 Inves­ti­ga­tions

Memo 3 — Into the Depths of Hell

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

  • Save, if desired
  • Inspect Nemu’s phone on cof­fee table
  • Go to Nemu’s Room
  • Get Sheet of Paper in trash­can
  • Inspect lap­top
  • Solve Lap­top Pass­word Puz­zle
  • Get Fruit Knife from kitchen
  • Go down hatch in kitchen to the base­ment (CG #11 obtained)

Side Sto­ry Require­ments (num­bers approx­i­mate): 5, 15, 30, & 120 Inves­ti­ga­tions

Memo 4 — Exit Akane

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

  • Get Can­dle
  • Get Front Door Trap Key (need Can­dle and Fruit Knife)
  • Go to entry­way
  • Use Front Door Trap Key (CG #16 obtained)

Side Sto­ry Require­ments (num­bers approx­i­mate): 10 & 35 Inves­ti­ga­tions

Memo 5 — Enter Suzuka

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

  • Go to liv­ing room
  • Con­vince Suzu­ka (same as Akane)
  • Go to Nemu’s Room
  • Take Stand­ing Pho­to Frame from desk
  • Inspect the clear table
  • Go back to Par­en­t’s Bed­room
  • Take Sheet of Paper from night­stand in the cor­ner
  • Take Stand­ing Pho­to Frame from wall shelf
  • Go to liv­ing room
  • Check Nemu’s phone on cof­fee table
  • Check small­er sofa
  • Get Paper with Man­u­fac­tur­ing Date
  • Return to Par­en­t’s Bed­room
  • Solve Bed­room Dial Safe Puz­zle
  • Get Japan­ese Room Key
  • Go to room across from Par­en­t’s Bed­room
  • Move cush­ions
  • Solve Puz­zle Box
  • Get Study Key
  • Get Fruit Knife + Can­dle for the Front Door Trap Key
  • Go to entry­way with Suzu­ka (CG #6 obtained)

Note: Tech­ni­cal­ly, you don’t need to get the Study Key yet. You just need Suzu­ka to help get clues for the Dial Safe Puz­zle. Solv­ing the puz­zles ahead saves time for the next loops as you won’t have to do them again.

Side Sto­ry Require­ments (num­bers approx­i­mate): 10, 35, 70, & 100 Inves­ti­ga­tions

Memo 6

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

This is unlocked after the first Chase Event with Suzu­ka in tow, but if you’re just going through with­out car­ing for 100% Side Sto­ry, there has not been a Chase Event just yet

Memo 7 — Lights Out

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

  • Go to Study
  • Inspect book­shelf (CG #7 obtained)
  • Get Sheet of Paper on table
  • Get Sheet of Paper from desk
  • Get Book from desk
  • Leave Study
  • Go back into Study
  • Lap­top should be open (must have watched book­shelf cutscene)
  • Solve Study Lap­top Pass­word Puz­zle
  • Go to Bath­room
  • Solve Bath­room Pad­lock Puz­zle
  • Get Break­er Key
  • Go into entry­way
  • Use Break­er Key
  • Inspect break­er box

Side Sto­ry Require­ments (num­bers approx­i­mate): 5 & 35 Inves­ti­ga­tions

Memo 8

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

  • Go to the Base­ment (CGs #14 & 12 obtained)
  • Go to the liv­ing room
  • Con­vince Suzu­ka
  • Get Fruit Knife + Can­dle for the Front Door Trap Key
  • Dis­arm Front Door trap

Memo 9 — Akane Redux

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

  • Get Break­er Key and turn on lights if desired
  • Get Japan­ese Room Key from Par­en­t’s Bed­room
  • Get Study Key from Japan­ese Room
  • Check lap­top in Study
  • Get Stand­ing Pho­to Frame in Study
  • Go to Par­en­t’s Bed­room
  • Get Book­mark from Book on night­stand
  • Get Stand­ing Pho­to Frame from right side of wall shelf
  • Go to Japan­ese Room
  • Get Sheet of Paper from book on dress­er draw­ers
  • Solve Study Book­shelf Puz­zle (CG #8 obtained)

Side Sto­ry Require­ments (num­bers approx­i­mate): 35, 70, & 215 Inves­ti­ga­tions

CG #11 obtained if you just go with Akane into the base­ment before solv­ing the Book­shelf puz­zle (just make sure you save before doing it)

Memo 10 — ENDING

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

  • Inspect paint­ing of dog on ground
  • Get Small Wood­en Block
  • Go to Japan­ese Room
  • Use Small Wood­en Block on Puz­zle Box
  • Get News­pa­per Scrap
  • Go to Liv­ing Room
  • Save
  • Head to Base­ment hatch
  • Bad End­ing: Choose “Acts with Akane and Suzu­ka” (CGs #9, 17, & 18 obtained)
  • Reload Save
  • Head to Base­ment hatch
  • Good End­ing: Choose “Acts sep­a­rate­ly from Akane and Suzu­ka” (CG #19 obtained)

GAME COMPLETE

CG #20 obtained if 100% side sto­ries com­plet­ed. Epi­logue launch­es after cred­its roll