This is a written walkthrough for Namariel Legends Iron Lord by Joindots GmbH (Germany) and Shaman Games, played on the Nintendo Switch. It’s not intended to necessarily help you solve puzzles as I tend to skip them when I find them irritating or difficult, but it does have some puzzle solutions
Game Start
What the intro cinematics
Fun Note: if you played Kingdom of Aurelia: Mystery of the Poisoned Dagger which was released for the Switch in March 2023, one month before this game, you would notice that the names are all a tad bit different
Uncle Davincino’s House
Listen to Uncle gripe
Take the Compass Needle and Teapot from the table
Back out
Take the Umbrella from the floor
Look at the 3 drawers on the floor to the left
Open the 1st and 3rd drawers
Take the Wing, Bolt, and Crystal
Use the Bolt to secure the handle to the middle drawer
Take the Wing and Crystal
Open the cupboard up high on the left wall, move the dishes, take the Rung
Look at the table closest to you and take the Rung
Place the Crystal x2 and assemble the Mindscope (there are instructions, but it’s super simple even without them)
Use the Umbrella on the square thing on the upper right and pull it down
Open it up
Use the Mindscope on the Aira creature
Click on her and free her tail
Take the Oil Can and give it to Uncle Davicino
Go out the door, click on the little robot
Click on Aira
Pick up Rung x3 from underneath her, across the deck, and over on the left pulley
Use the Rung x5 on the holes in the wall
Climb up
Take the Board and Bird, then look at the picture
Use the Board on the deck to get the Iron
Place the Iron on the pulley to open the hatch
Go down
Take the Bicycle Chain from the water basin, use it on the windmill pulley
Take the Scissors
Go back into the house, use the Scissors on the Air Balloon to get it and a Faucet Handle
Use the Faucet Handle above the funnel outside the door, turn it on
Go down the hatch
Use the Teapot on the water basin, take the Acorn
Look under the tree roots. Use the Acorn to lure Aira out and get a Bird
Return to the house and use the Teapot of Water on the 2 cylinders on the table
Grab the Bird
Use all 3 Birds on the cage next to Uncle
Bird Puzzle!
Move the parts until all the birds are properly assembled color and motif
Hint: The bodies and legs do not swap
Take the Lighter
Go back out to the tree
Use the Wing x2 on the structure on the left
Use the Air Balloon on the rope ladder on the ground, turn the lever, then use the Lighter
Pull the rope on the structure
Take the Tweezers and Puzzle Piece from the bag
Look in the tree hollow while you’re up there, remove the leaves, and take the Robot
Give Uncle the robot, and he’ll give you another Puzzle Piece
Use Puzzle Piece x2 on the green box on the counter
Impossible Puzzle!
Not only do I hate puzzles like this, but the Switch controls make this literally impossible, so I skipped it
Give Uncle his Glasses because he couldn’t do any of this himself for whatever reason
Watch the cutscene. Oh no!
Escape Imprisonment!
Pull the chain, pick up the Coin, and use it on the grate to get Jim
Use Jim to hit the button
Take the Circular Saw and Stun Gun from the creepy chair
Look through the door
Use the Circular Saw on the door grates (how’d no one hear that?)
Send Jim through
Head out
Go down the hall
Use Jim on the iron breaker robot
Pick up the Film and use it on the only unlit projector
When you’re ready, hit the green button
This part is time sensitive: when the robot turns around, grab the Safe Key
Use it on the upper left portion of the red machine
Take the Dynamite Stick, use it on the table you got the film from, and paint it white and black
Hit the green button again for another timed event
Replace the birch stick on the conveyor belt with the Painted Dynamite Stick
Then hit the blue button
Watch it blow up, then pick up the Lighted Gear from the dismembered robot arm
Go back to the hallway and use it on the leftmost wall
Color Spin Puzzle!
Spin them around until the colors match
Use your new Wrench on the broken robot head, then take the Metal Plate
Open the grate on the pipe to the left of the red cylinder, and take the Blinds Lever
Back in the hallway, use it on the louvres
Zap the robot worm with the Stun Gun
Take the Starting Cord and Token
Go back into your cell, and use the Token under the creepy chair
Take the Stack of Papers to the room with the robot, and use it on the leftmost part of the room which is a shredder
Use a piece of paper, then pull the cord
When the machine comes out, quickly inspect it and hit the red button to turn it off (if it runs away, just do it again)
Open the hatch, take the Acorn, then take the Vacuum Cleaner
Go back into the hallway
Use the Vacuum Cleaner on the floor grate
Turn it on, turn it off, open the hatch, take the Metal Plate
Go back and use the Metal Plate x2 on the hamster wheel where Aira is waiting
Entice her with the Acorn and she’ll give you the code: 8, 0, 3
Input this into the wall next to the fan
Follow the rodent
Pick up the Book
Open the machine, take the Wire Cutters
Use the Starting Cord, pull it, then pull the switch
Take the Empty Bottle
Look at the newly grown tree and take the Blue Flowers x5
Take the Yellow Moss from the pot with the Venus fly trap
Look upwards and use the Wire Cutters on the wire holding the grate closed
Take the Solvent and Red Berries x4
Look at the apparatus on the table
Use the Red Berries, Yellow Moss, Blue Flowers, and Empty Bottle
Combine them, boil the solution, then take the Growth Promoter
Use it on the apparatus
Go back to where you blew up the robot and use the Solvent on the spilled glue
Pick up the Switch and go back to the plant room
Use it on the control panel: spin the dial, then press the arrows
Watch the cutscene
Take the Clock Key from the robot’s remains
Go forward
Take the Book from the coffee table
Take the Spyglass and note the flags
Take the Hook from the wall next to the boar’s head
Inspect the globe
Flag Puzzle!
Referring to the flags found earlier, press the countries in the correct order
With the 3rd Book in hand, zoom into the shelf on the right side of the room and place all 3 there
Book Puzzle!
Order the books to make a picture
Hint: There’s a useful image on the wall in the back
Use your new Seahorse on the desk clock
Rotate them until they click, then use the Clock Key
Take the Glove back a room to get the UV Lamp
Go use it on the desk lamp
Press the handprint
Take the Weed Killer, go backwards, and use it on the thorns (up high)
Bring the Torn Page back to the book and use it. Note the clues on both pages
Inspect the gold statue next to the door
Move the Statue Puzzle
Self-Explanatory
Go through the door
Click on Marcus who seems to be very nearsighted
Look at the left of the screen
Maze Puzzle!
Nothing to it
The chain in my game kept going distractingly bananas, though it didn’t affect anything
Behind that hatch, place the Telescope
Look at the periscope (mid-left of the room)
Use the Hook on the yellow-striped thing, lift up the periscope and let is sit on the hook, and take the Boar Fang
Look at the steering controls
Open the glass dome, place the Compass Needle, and take the Propeller
Look to the left side of the wheel
Cylinder Puzzle
Turn the sections of the middle until you can drag the red handle all the way over to the right
Now you’re ready for…
Coordinates Puzzle
This one is in 3 parts and relate to the invisible ink clue from before. In the cockpit are 3 viewing points that you have now unlocked. They have numbers underneath and you need to set their viewpoints correctly using the clue from before.
NOTE: Make sure you press the number when it starts to blink goldor it won’t count
Hint:
1: X= 50; Y= -50
2: X= -90; Y= -50
3: X= 40; Y= 40
Go back to the office and use the Boar Fang for another Propeller
Back in the cockpit, look at the left side of the room under the glass
Use the Propellers
Propeller Puzzle!
Remember those viewpoints from the viewer puzzle above? This is where you’ll need those clues. When you’re done placing the propellers, flip the switches
Hint:
1: Yellow and Green
2: White and Red
3: Orange and Blue
Take the Bathyscaphe (def: “a self-propelled vehicle used for deep-sea dives”)
Go back to the office and use it on the aquarium
Bathyscaphe Puzzle
Lots of these all of the sudden, huh…? You have to navigate 6 rounds of this game to move the vessel by controlling bubble jets
Round 1
Round 2A – Get the Key
Round 2B – Unlock the Door
Round 3A – Get the Clip
Round 3B – Place the Clip
Round 3C – Escape
Receive for your efforts the Captain’s Keycard
Use it on the elevator panel
Color Snake Puzzle
Move the colored balls around until the proper colors sit in the proper places. This one’s really not too bad
Use the lift to go down
Somehow they just got Uncle out of his cell? After all of that time of solving endless puzzles and such? …Hmm… perhaps they tortured him…?
Use the Captain’s Keycard again
Go into Uncle’s cell, look at the bed for some Bulbs, and take the Hose from the window
Color Snake #2 Puzzle
This one is a tad harder, but not by much
How did they use the machine without these bulbs?
Go through the door. Too late again!
Try to use the lever, but with your accursed luck, there’s now a bone stuck in the gear mechanism
Look at the second lever on the lever machine
Use the Tweezers for a Fuse, then open the hatch for an Empty Blowtorch
Go backwards to the room where you blew up the robot earlier, and place the Empty Blowtorch near the red canister
Place the Hose, then turn the valve
Use your new Full Blowtorch on the grate in the middle of the pipe out on the dock
Send Jim into the hole
It’ll launch an Iron Bone from the gears
Pull the red lever
Inspect the control panel to the right
Hit the red button
Break the glass with the Iron Bone, remove the broken fuse, place a new Fuse
Hit the red button again
Look at the side of the cable car, open the hatch cover, insert the plug
Go inside
Underneath the seat, open the wolf mouths and insert the Iron Bone
Take the Ladder
Use the Glove on the broken glass to the left for Broken Glass
Take the Ticket from the wall
Back on the dock, use the Ladder on the left side
Fill in the Spaces Puzzle
This is one of those snake puzzles where you need to fill all the spaces. Super simple
Take the Magnet and Handle
Return to the cable car
Use the Magnet on the other broken glass (aim it at the hole) to get some Punches
Inspect the controller
Turn off 7 valves, then use the Handle on the last one
Inspect the ticket there, but it’s ripped, so…
Back out again to where you got the blowtorch, and use the Punches on the gold thing with holes
Use the Ticket
Punch Puzzle
With the torn ticket as a guide, slide the punch shapes around until you get the exact match. Hit the red button when you’re done
The controls are incredibly finicky, but generally, try to do the farthest ones first
Return to the cable car
Zoom in on the control station
Start Engine Puzzle
Using the clue from the chair, set everything in the proper positions and use the Ticket in the slot
After Them!
Watch the cutscene
Take the Lamp from the table
Use the Broken Glass on the burlap sack
Take the Grate Key
Take the Gun and Emblem
Use the Gun in the hangar on the barrel on the left
Go up the ladder
Take the Puzzle Piece and the Leather Bag
Use the Leather Bag on the pile of sand on the ground
Open the lid to the hourglass on the table, use the Bag of Sand, then close the lid
Open the capsule for a Puzzle Piece
Use both Puzzle Pieces on the lock on Aira’s cage
Tetris Puzzle
Let’s play some tetris!
Take the Ring back to the cable car and use it on the floor grate
Use the Lamp x2 on the control tower
Assembly Puzzle
Assemble the helicopter according to the instructions
Board the aircraft, hit the red button, look at the handy instructions
Can’t go anywhere without fuel, so grab the Boat Hook
Head back to the cable car, go up the ladder
Use the Boat Hook on the pin to release it
Press the button
Watch the cutscene
Go back to the cockpit
Start the engine using the clue
Engine Start #2 Puzzle
Off we go!
Get the Airship Working
Try to move forward
Watch the cutscene
Go forwards
Take the Barrel Fragment from the ground
Take the Net from the scarecrow
Take the Can from the dock
Use Jim on the stump for a Hammer
Click on Pharion
Follow him
Listen to him
Look on the left shelf and press the 5 books back into place
Use the Hammer on the back wall, take the Nails, and take the Book of Constellations
Use the Book of Constellations on the stand to the left
Rotation Puzzle
You have to rotate the image until you get the picture shone in the book
Take the Crystal
Go out of the hut and try to cross the bridge
Try to pick up the hat
Take the Weight from the far-left railing
Go back inside, and use it on the clock
Inspect the top of the clock
Event Sequence Puzzle!
Figure out the sequence of events
Solution: Arrow to Archer > Tip the Bucket > Ingot on Anvil > Sword to Knight> Click on Knight > Open Door
Go back onto the deck
Use the Net then the Needle on the hat on the ground to get a Beekeeper’s Hat
Return to outside
Use the Crystal on the ground and take the Sun
Go out to the shed and use the Beekeeper’s Hat
Pick up the Sticky Padlock
Use the Barrel Fragment, Nails, and Hammer on the broken hive
Look at the big creature, take off the tarp, and take the Arrow
Go towards the shed, then past that to the kitchen
Take the Bow String
Back up and use the Sticky Padlock on the anthill to get a Padlock
Go back to the deck
Use the Bow String and Arrow on the mounted crossbow
Lower the latch on the bridge and use the Padlock
Go into the observatory
Take the Whirligig, Bellows, and the Garden Shovel
Backtrack to the scarecrow
Place the Whirligig on the stick for a Float and Hook
Use the Garden Shovel, then Can on the ground for a Can of Worms
Go towards the dock
Place the Can of Worms on the wood, then the Float and Hook on the end of the fishing pole
Here’s a rather tedious Mini Game. Catch 5 Fish, but make sure to pull when the float goes underwater or you’ll miss
Head to the kitchen
Place the Fish in the pan, put that in the oven, then use the Bellows
Deliver the Fried Fish to the observatory creature
Use the Eyepiece on the telescope
Note the image there
Look at the gold thing to the right of the telescope
Use the Sun
Orbit Puzzle
Place the colored gems according to the clue
Take the Recipe
Head over to the kitchen with it, and use it on the board
Make the Cake
Just follow the instructions to make a fruit cake for the big beast
Solution:
Dough + Strawberries + Pears + Cherries
Dough + Apple + Pineapples + Bananas
Dough + Icing
Bake
Deliver the Cake to the beast in exchange for a Bell
Place it on the deck
Ring it
Watch the cutscene
Take the Shield
Go up to the left
Use the Shield on the figure to the right to get the Assegai (polearm used for throwing from South Africa)
Go backwards
Use the Assegai on the crevice to get the Glowworm (It looks more like a beetle than a glow worm)
Place the Glowworm in the skull of the door
Go inside
Use the Assegai on the hanging net to get a Pumpkin
Go outside and use the Pumpkin on the scale
Take the Lid and Honey Dipper
Go inside
Place the Lid on the cauldrn
Use the Assegai on the rope
Look at the broken mask on the ground
Take the Pear
Feed it to the unhappy snail from before
Go up the new path
Use the Honey Dipper on the sap on the ground
Have Jim grab the rope on the right side
Zoom in on the winch and tie the rope
Go across the bridge
Use the Emblem on the door
Pick up the Rusty Razor
Go back to the hut
Use the Rusty Razor on the grinding wheel
Go out, use the Razor on the skin
Place the Skin next to the broken drum on the table
Remove the ring, then the broken skin from the drum
Use the Razor
Place the new skin, then the ring, take the Drum
Place it with the other 2
Use Sticky Sap to repair the broken mask
Give the Mask to the creature
Play the Drum Game
Repeat the sequence
Hint: the cauldron always shows the next color, so you don’t need to memorize it
Round 1: Blue, Yellow, Red, Red, Blue; or Blue Yellow, Red, Red, Blue
Round 2: Yellow, Red, Yellow, Yellow, Red
Round 3: Blue, Yellow, Blue, Red, Yellow, Red, Red
Head back to where the winch is
Place the Idols on the 3 platforms and play the Minigame
Go into the hole
Use Jim on Aira
Play the game where you herd the dandelion things into the flowers THREE times
Then move all three flowers until the leaves open
Go up
Look to the north of the room
Water Puzzle!
Swap the tiles until the water flows into every root
Hint: You only need to move 2 tiles
Take the Ladle from the bottom of the room
Go back up and use it to catch Tree Blood
Go back to where you got the ladle and use the Tree Blood
Send Jim down
Traveling Puzzle!
Move Jim to the key without getting hit by the bugs
The controls are terrible, so I skipped it
Head back up to the tree heart and use the new Leech Key
Take the Tree Shoot
Back way up to the beginning of the level
Use the Tree Shoot at the robot’s foot
Watch the cutscene
Open the hatch
Watch another cutscene
Take the Empty Power Unit from the cockpit
Use it on the hatch to the left for a Power Unit
Go all the way forward to the airship
Remove the old unit and place the Power Unit
Take the Rope Ladder and use it in the crevice in the snail room
Go down
Shake the flower, then take the Flower
Find the Fuzzy Things Puzzle!
Find all 23 Woobies (sorry, I never took a screenshot and realllly don’t want to play this again. They’re easy to find)
Go back to the airship
Use the Woobies then the Flower inside the balloon
Save Uncle!
You can’t do anything, so move forwards
Pick up the Halberd, Chain, and Bucket
Go back, inspect the bell shaped thing in the back
Use the Chain then plug in the power cord
Take the Crystal
Crank the door on the right and use the Halberd
Go through
Click on the robot’s head, open it, and take the Spring
Use the Crystal
Click on the robot again
Take the Mongoose
Inspect the furnace
Take the Coal Shovel and Pick Head
Use the Bucket under the green valve and fill it to get a Bucket of Water
Go back a room
Use the Bucket of Water on the trough
Take the Clay
Use the Mongoose on the magnetic crane in the back
Take the Robot Head
Play the Minigame
Talk to the kid
Look in the busted airship for a Pipe
Go back to the elevators and use the Robot Head, then Pick Head on the broken robot
Click on it
Use the Coal Shovel to get Coal
Talk to the kid
Try to go up the elevator by turning the keys
Take the Broken Keys
Get back to the workshop
Inside the drum, place the Clay on the top rack, then the Broken Keys on the bottom
Key Puzzle!
Pair the key pieces to make 3 keys
Go over to the furnace, use the Coal, then place the metal bars
Zoom into the green valve spot, use the Pipe, turn on the water
Take the Key Castings over to the anvil and have the robot break them
Bring your Keys over to the elevator and ride it up
Take the Chisel, then use it in the pipe to your left
Take the Sheetmetal, back out, and use it at the cart tunnel entrance
Pull the lever
Use Jim to pull the ladder down on the other side
Climb up and watch the cutscene
The Iron Lord is some loser???
Take the Bellows on the ladder
From the bottom of the ladder, take the Crowbar and Gas Cylinder
Use the Gas Cylinder on the handy receptable next to the ladder
Connect the hose, turn the valve
Use the Crowbar on the crate across the bridge
Pick up the other Bellows
On the nearest platform, use the Bellows x2 on the pump
Hit the button
Use the Crowbar on the lever on the wall
Go forward
Ewwwwthe Loser is taking a super long shower…
First, go up the stairs
Take the Lunch Schedule from the bed
Go back downstairs
Take a look at the hatch next to the fireplace
Go into the suit, take the Clock Key, and use it on the clock
Clock Puzzle – Dinner
Solution: 6:40
Take the Champagne, use it on the grate next to the shower (Even boiling water didn’t phase the weirdo)
Take the Sponge, use it on the meal menu
Place the Lunch Schedule
Clock Puzzle – Breakfast and Lunch
Solution: 8:45 & 1:25
Take the Banana Peel and Fork
Go back upstairs
Use the Banana Peel under the door
Take the Access Card
Pull back the green curtain, use the Fork
Path Puzzle
Place the tracks such that the robot mouse will reach the remote
Hint: There’s only 1 solution and all tracks will be used
You get the Mechanical Rat and RemoteControl for your efforts
Use the Access Card to open the door
Pull out the Remote Control
Platform Moving Puzzle
Move the platforms into their proper places
Take the Handle from the sphere
Sailboat Puzzle
Swap and rotate the discs to make images
Use the Handle on the door to the right
Go in
Use the Mechanical Mouse on the dog
Pick up the Bulldog Head
Use it on the chain at Uncle’s feet
Click on Aira
Take the Valve Handle and Brush
Use the Bulldog Head on the acorn for a Crystal (don’t ask questions, just go with it)
Go back to the prior room
Look at the mechanism to the left
Use the Spring and Valve Handle
Turn the handle
Go up
Take the Anchor and use the Brush
Go back to Uncle’s cell
Use the Anchor on the Ship to get it
Use the Ship on the giant sphere
Take the Book Key
Go back to the shower room where Loser still has no clue what’s going on
Talk to Uncle
Use the Book Key, take the Eye
Place the Eye in the statue
Statue Eye Puzzle
Using the clue from before, change the color of the eyes
Take the Mechanical Heart back to the Iron Lord suit
USE IT
That was… anticlimactic.
Now that the way is clear, head to past where the guards were (generously leaving the mechanical heart inside of the Iron Lord suit…)
Oh look, you have to do all the work again…
Take the Helmet from the robot on the right
Take the Palm Leaves from the tree
Go back to the fireplace and use the Helmet
Head forward to the crystal room
Zoom into the grate in the back
Use the Hot Coals and Palm Leaves
Take the accessible Axe and use it on the power unit on the ground
Use the Crystal on the control panel for…
Last Puzzle!
Is… this minesweeper? No. Connect the colored numbers together. Each number tells you how many blocks to fill without crossing
Hint: 1 and 7 are easiest to do first
MAIN GAME COMPLETE!
Bonus Game
Start
Take the Mechanical Heart from the debris
Take the Wrench from the trough
Go across the walkway
Pick up the Corkscrew
Use the Mechanical Heart on the crane
Take the Cannonball
Retrieve the Mechanical Heart
Go backwards
Use the Cannonball on the pipe to the left
Use the Mechanical Hand on the wooden door
Inside, pick up the Putty Knife
Back out and use it on the trough
Place the Cement in the Iron Lord’s hands, then pull the lever
Pick up the Star
Go back through the door
Inspect the smaller barrel
Use the Wrench
Use the Corkscrew
Use the Star on the box
Shape Puzzle!
Even with the instructions, the controls were impossible to work, so I just skipped it
Use the new Binoculars across the
Number Code Puzzle
Find the 3 numbers to unlock the lock
Solution: The tower (4), the balloon (7), the boat (8)
Board the vessel, take the Matches, then use the Mechanical Heart
Full steam ahead (like, what… 20 feet?)!
Take the String Bag
Go forward
Take the Slingshot from the railing
Take the Straw from the pigeon nest
Use the Slingshot on the gargoyle above the ladder
Take the Paper Clip
Go back, use the Straw on the downspout
Use the Paperclip on the lantern
Use the Candle on the chimney
Take the Button
Go forward, use the Beetle on the pigeon
Take the Horn
Use the Button on the bag on the railing
Take the Spike and Arrow
Go back, use the Spike on the downspout
Use the Horns x2 on the cow gargoyle
Go back, use the Ring on the little door
Take the Gunpowder and Bedsheets
Use the String Bag on the cannonballs
Go forward, use the Bag of Cannonballs on the hook
Go forward
Use the Arrow on the device to the right
Take the Acid, use it on the device to the left
Get a Ball, take the Saw Blade
Use the Spike on the right to get a Spring
Use the Spring and Ball on the device to the right
Pull the lever
Go up the ladder
Place the Saw Blade into the saw for a Hacksaw
Use the Bedsheets on the window for a Kettle
Take the Tied Sheets
Use the Kettle and Matches on the table
Use the Boiling Water on the teacup near the mirror
Go back
Symbol Puzzle
Using the clue, swap the buttons into the correct order
I thought it was going to be backwards or something because of the mirror, nope.
Take the Key
Go backwards, use the Tied Sheets on the ladder
Take the Gear
Go back to the boat and take the Mechanical Heart
Keep going through the wooden door in the beginning
Use the Key
Guide the Lock Puzzle
Guide the thing to the bottom, clicking on the moving spears to keep them back.
Place the Gear in the machine
Pick up and place all 6 sections of the pipe
Take the Shovel
Use the Hacksaw on the large piece of wood
Use the Mechanical Heart on the lift
Oh look, we’re back in the castle
Go to the crystal room ahead
Take the Tongs and Shard from the wall
Take the Shard from the device up north
Go to Uncle’s cell to the right
Take the Mechanical Mouse, Syringe, and Hammer
Use the Tongs on the dog’s body for a Key
Take the Screwdriver from under the burlap
Return to the crystal room
Use the Syringe on the power unit liquid
Go back a room to the statue and use the Liquid Power
Take the Canister back to the crystal room, and use it up north
Take the Full Cylinder to the cell and use it on the pipe under the sink
Break it with the Hammer and take the Chain
Head back to the crystal room to use the Chain on the ground
Break the glass to the left with the Hammer, then place the Arrestor Block
Pick up the Shards x6 from the ground
Undo the grate on the ground
Use the Mechanical Mouse and Key
Pick up the Shard
Use the Screwdriver on the robot
Place the Robot Eye into the dog in the cell
Take the Shard
Go back down the lift and use the Shards x10 on the door panel in the room with the barrels
Crystal Puzzle
Place the crystals to make up the shape
Go through the door
Take the Rocket Cone from the box in the back
Use the Shovel in the cart
Take the Rocket Body
Inspect the table and place the Rocket Cone and Rocket Body
Rocket Assembly Puzzle!
Follow the instructions to assemble the rocket
Solution: rocket body + fins > scoop + gunpowder > endcap > dip fuse (string) into glue + gunpowder > place fuse into rocket body
Place Rocket onto cart
Light with Matches
Move forward
Oh no! Final Battle!
Use Jim on the board to the right
Take the Control Wheel then place it on the pillar
Turn both wheels
Take the Wire Cutters from the mechanism
Use the Wire Cutters in the prior room
Use the Fire Extinguisher on the furnace
Use the Wire Cutters on the box to the left
Take the Projector Lamp, then use it on the light
Look at where the light is shining, note the numbers (583)
Return to the prior room and input the code into the box
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 fingerfrom 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
3
One man left the room wearing different shoes
It’s now time for the Deduction Board
Go through the prompts and figure it out
Deduction Board Solution (Click to Expand)
One of the murderers left wearing the Bishop’s shoes
The murderers are poor
The murderers were looking for something specific
The Bishop’s murderers were hired by someone
The Bishop’s murderers didn’t get what they wanted
The Bishop resisted torture
After completing the 2 deductions, Holmes asks again for help opening the chest, but the Reverend continues to refuse. He then tells Watson to go with the Reverend to the police station and to only speak to Inspection Baynes.
Alone now to do what he wants, Holmes continues the investigation.
Use the metal rod on the veranda door lock to start a puzzle. It’s a simple one where you have to bend the metal to shape above. “It is simplicity itself”
Veranda Door Lock Solution (Click to Expand)
Simple puzzle. Just bend the metal to the shape outlined above it
Examine both sides of the rug, the inkwell on the desk, then the rug again. Grab the horse’s head from the ground near the window, read the love note, and then use the head on the uncovered floor.
Puzzle time!
Knight’s Tour Puzzle Solution (Click to Expand)
This is a classic puzzle called the Knight’s Tour. This particular one is set on a 5×5 board. All you have to do is move the knight piece in an L-shape until you cover every square on the grid.
This is how I did it
When you solve it, use the pocket-knife on the last piece to uncover a sheaf of love letters between none other than the good Reverend and his mistress who has borne his children and wants him to commit to their relationship and family.
Walk back into the room to start a cutscene where Holmes indicates that he knows about the letters. He asks again for the implements for the chest. The reverend again refuses, so you get to choose which method you’d like to employ (corruption, blackmail, or threat). If you choose blackmail, the reverend will refuse to comply, so you’re off to find the pins for the chest lock yourself (shelf, edge of the bed, plant in the veranda, and desk in the veranda). I chose corruption and threat the first time, and the reverend gave me the pins.
Chest Puzzle!
Chest Puzzle Solution (Click to Expand)
It is not explained anywhere, but you have to place the 7 pins where they will not overlap in any direction. There is more than 1 answer here, but this is how I did it:
You open what is supposed to be unopenable except by the Bishop. The reverend can’t stand it anymore and runs away. Watson can’t catch him. Turns out nothing was important in the chest worth stealing. Head home to Baker Street before the cops show up.
221B Baker Street – 2
Now it’s time to analyze the clues found at the crime scene.
Use the broken phial on the right side of the desk to start the chemical analyzer. Press A to place the substance into the “?” tube, then rotate each color chemical and count how many colored bleps show up on the bottom thing. Input the numbers into notebook (If you’re too lazy to actually do it, just input the numbers the solution below)
Chemical Analyzer Solution (Click to Expand)
Grab the note from the writing desk and give it to Holmes.
Use one of the remaining items on the left portion of the lab desk to start analyzing them.
Finger: examine the teeth marks on the bottom, use the scalpel on the nail to scrape out dirt, use the pincers on the dirt
Scalpel: Use water, then the brush
Rope: Use the pincers twice on the rope and then on the dirt. Examine the rope.
Stone Fragment: Use acid, use brush
Dirt Samples: Put both dirt samples under the lens, add water, use scalpel
Go to the bookshelf and get the middle book (no, not the female anatomy book, lol), then place it on the worktable in front of Holmes.
Deduction Board!
Deduction Board 1 Solution (Click to Expand)
Do your best to try and figure this out. I just poked a lot of stuff until it worked. You don’t have to if you don’t want to, just use my solution
The Whitechapel Clinic is near a grave
The rope was always used from the same side
The soil is from a pit
This fragment comes from a monument painted black
The rope is used to lower something into a pit
The earth and the stone are from a pit near a monument
The earth, the rope and the fragment of granite come from a grave
Then in the book, choose the appropriate location
Choosing Location Solution (Click to Expand)
Back to the Deduction Board about the Bishop of Knightsbridge
Solve it.
Deduction Board 2 Solution (Click to Expand)
The murderers had a poison that causes madness
The Bishop went mad
The murderers made the Bishop drink the contents of the flask
Watch the cutscene where Holmes had already hired some urchins to ferret out information for him and forces Watson to pay, as usual. They go to sleep.
Cutscene back to the kids in the present time who think the story is super interesting (isn’t this kind of inappropriate for little kids…?)
The next morning arrives and now, you get to choose 3 locations and which order to investigate the problem from: Westgate Jail, Kensington Gardens, or Whitechapel Street. Order does not matter.
Investigation A: Westgate Jail
Watch the cutscene where Holmes rudely dismisses a fan of his. Go straight down the hall behind the entry guard and to the left, last door on the right. The receptionist nodded off and they deduce that she’s pregnant. Inspect the blue magnifying glasses and Holmes deduces that the director and the receptionist are related. He gives you a Pass. Talk about “Family Ties” with the receptionist.
Go back towards the entrance and, armed with the Pass, take a left into the open room. Go straight and start a cutscene. Ask about “The Great Detective,” “Inmates,” “Information,” and “Guard Index Cards.”
Head down through the gates into the prison. Let’s go meet the famous Hans Schielman. Talk to him and press him on “Information” and “Pen.” Head back and talk to the Chief Warden about “The Prisoner’s Things” and “Key.”
Go back and talk to Ms. Patterson the receptionist and the Director. As it turns out, the reason why she hasn’t put up the duty list is because she lost the key to her locker. Great. Another mystery to solve. For now, head back to the Chief Warden where you’ll find that it is now of utmost importance to get the duty list up. Then head back to the door in front of the Director’s office, and use the Keys on it. Check out Schielman’s locker to find…
A Puzzle Box!
Schielman’s Puzzle Box Solution (Click to Expand)
First, pull up the poem on the left and then snag the magnifying glass. It’s basically trial and error until you find an “interesting” section of words.
Solution: Hydrogen, Sulfur, Calcium, Bromine (H, S, Ca, Br)
Yay! You get Hans’s Pen. OKAY. now that we have the pen, the new problem is how to get in there. To do that we have to solve Ms. Patterson’s dilemma.
Head to entrance to the jail and talk to the guard Brighton, who complains that the dry cleaners delivered his ceremonial uniform while he’s on duty, but he can’t leave his post. Holmes volunteers to do it for him. Get Key for Brighton’s Locker and Brighton’s Suit. Head to the room next to the Director’s office and across from the Prisoner’s Belongings and open it. Use the key to open it. Move the bicarbonate of soda aside and open the book to find Key “Jenny Patterson.” Ah HAH. Now we know what’s happening. Scandal! Place the Suit in the locker and use the Key on Ms. Patterson’s locker right across from it.
Another Puzzle Box!
Ms. Patterson Puzzle Box Solution (Click to Expand)
Easy one this time
Get Brighton’s Locket, Letter from Brighton, and Guard Duty List.
Talk to Ms. Patterson, then head into the warden’s room. Talk through everything, and then visit Mr. Schielman to give him his Pen. He cackles and alludes to an escape attempt. Head towards the Director posthaste and interrupt him berating his daughter about her bastard child. They conduct a search of his cell, but find nothing, and then some unfortunate events begin to unfold that Sherlock Holmes seems wholly unsurprised about.
Controlling Watson now, try to sound the alarm on the wall in front of you, and then talk to the Chief Warden through the grates. Take the Keys as instructed, then run out the door and to the left. Talk to Warden O’Sullivan (sounds kinda funny, don’t he?) through the gate and use the Keys on the door to get to him. It doesn’t work, so the warden tells you to throw the Keys down. Do it.
All of the sudden, Holmes shows up and tell you to repair the alarm. Mini game!
It’s simple, really. You just move the little blue triangle to the middle without hitting anything.
Start
End
Watch the cutscene. Go down to the cell and find that it’s not Schielman in the cell, it’s O’Sullivan sleeping on the cot!! He’s escaped! Crap! Go find a completely nonplussed Sherlock Holmes and leave the jail. Walk up the path a bit to find… Schielman? Sedate and obedient?
Read Holmes’s explanation if you’d like. Holmes really is a clever devil, isn’t he? Able to predict and pre-empt everyone. Investigation over!
Investigation B: Kensington Gardens
Head forward and talk to the landlady. She won’t let you in, so poke around in the garden. Turn all the blue magnifying glasses green. Get the Spade (which is really a hoe), Rake, and Clothes Pegs. Use the Spade on the fence next to the clothesline. Pick up the Newspaper “The Strand” and investigate the other magnifying glasses. Use the Rake on the tree next to the shed to get Tattered Clothes.
Go back and talk to the landlady who changes her tune and lets you in.
Grab the Scarf from the ground in the room, then examine the points of interest. Pick up the Torn-up pieces of paper from the trashcan, then put them on the desk.
Puzzle!
Paper Puzzle Solution (Click to Expand)
Using the ink splatters and crease as a guide, rotate the pieces to put the sheet back together (presumably with tape?? that part was never elaborated on). You can have different orientations, but here is one method:
Watson complains that it’s blank, but as we’ve already deduced, it’s likely invisible ink. Use the Clothes Pegs you swiped earlier on the bit of rope on the table, and light the candle with the Matches. Move the candle behind the paper and press A to uncover some words. If they’re not in the right order, you have to fix it.
Invisible Ink Puzzle Solution (Click to Expand)
It spells out a message: “Stinging Street, Wharf 321, Southbank“
Now, examine the space near the window and use the Spade. Oh no. Another puzzle box. And this one proves to be tough. Turn the box around and inspect all the ciphers until Watson has jotted it all down.
Combination Puzzle BoxSolution (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 PuzzleSolution (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 PuzzleSolution (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:
Sleeve: get Metal Core
Pocket: get Keys
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 BoxSolution (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).
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.
Mediation – Holmes says that he’ll make Watson pay for the damage to Mr. Fletcher’s shop and they give up the ghost.
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.
Use the cotton to clean the area
Use the scalpel to cut the 2 lined spots
Use the separator, then the scissors, then the tweezers on the stomach cut to get a Kurtz’s Map
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 TissueChemical 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 marksfrom 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 Oarlockfor 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 Keyon 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 Gearup 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 PuzzleSolution (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 Pliersfrom the toolbox on the ground and inspect both the stuck ladder and the stuck lever. Walk onto the car. Use your Knifeon 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 Vodkafrom 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 Crankin 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 Ropex3 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 Plierson 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:
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 Keyfrom 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 Banknoteson 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 Crankon the mechanism and then operate it. Use the Ropeto 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 Knifeon the Magician’s Beltto 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 Laddersthen use the Wireon 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 Ragand the Keybehind it. Use the Ragto 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 Keyon 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 Crowbarfrom 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 Keyfrom 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 Planksuntil 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 Keyto 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 Bucketfrom the ground. The lever is stuck again. In the inventory, combine the Bucketwith the Bombfor 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 Knifeon 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!