Namariel Legends Iron Lord Written Walkthrough (Nintendo Switch)

writ­ten 7/27/25, updat­ed 7/29/25

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  • Pub­lished: Join­dots
  • Plat­form Played: Nin­ten­do Switch
  • Price: $11.99 MSRP: $15.99
  • Rat­ed: E10+ (Every­one 10+) for fan­ta­sy vio­lence
  • Genre: Adven­ture
  • Date Released: March 30, 2023

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 gold or 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

Ewwww the 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 Remote Con­trol 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
  • Use the Dyna­mite and Match­es on the rock
  • Go save your mom!

GAME COMPLETE!

Back to Video Game Guides

The Testament of Sherlock Holmes (Nintendo Switch) Walkthrough

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

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

First Run: 22:52

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

Warn­ing: Spoil­ers Ahead!!

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

Game Start

Tutorial: Necklace at the Marquis of Conyngham’s Mansion

Watch the cutscene in the mod­ern times with the kids

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

Fol­low the prompts:

Walk

Look around

Inspect the glass dis­play case

Exam­ine both the win­dow and the win­dow glass

Take the mag­ni­fy­ing glass from the man­tle

Press Y to open the inven­to­ry

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

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

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

Hold down ZR and run around

Press ZL to acti­vate sixth sense skill (basi­cal­ly hints)

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

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

221B Baker Street — 1

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

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

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

Diocese of Knightsbridge — Bishop Maitland’s Murder

Watch the cutscene with the stub­born Rev­erend

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

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

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

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

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

Foot­print Puz­zle Solu­tion (Click to Expand)

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

Solu­tion

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

It’s now time for the Deduc­tion Board

Go through the prompts and fig­ure it out

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

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

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

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

Veran­da Door Lock Solu­tion (Click to Expand)

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

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

Puz­zle time!

Knight’s Tour Puz­zle Solu­tion (Click to Expand)

This is a clas­sic puz­zle called the Knight’s Tour. This par­tic­u­lar one is set on a 5x5 board. All you have to do is move the knight piece in an L‑shape until you cov­er every square on the grid.

This is how I did it

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

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

Chest Puz­zle!

Chest Puz­zle Solu­tion (Click to Expand)

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

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

221B Baker Street — 2

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

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

Chem­i­cal Ana­lyz­er Solu­tion (Click to Expand)

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

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

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

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

Deduc­tion Board!

Deduc­tion Board 1 Solu­tion (Click to Expand)

Do your best to try and fig­ure this out. I just poked a lot of stuff until it worked. You don’t have to if you don’t want to, just use my solu­tion

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

Then in the book, choose the appro­pri­ate loca­tion

Choos­ing Loca­tion Solu­tion (Click to Expand)

Back to the Deduc­tion Board about the Bish­op of Knights­bridge

Solve it.

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

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

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

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

Investigation A: Westgate Jail

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

Go back towards the entrance and, armed with the Pass, take a left into the open room. Go straight and start a cutscene. Ask about “The Great Detec­tive,” “Inmates,” “Infor­ma­tion,” and “Guard Index Cards.”

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

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

A Puz­zle Box!

Schiel­man’s Puz­zle Box Solu­tion (Click to Expand)

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

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

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

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

Anoth­er Puz­zle Box!

Ms. Pat­ter­son Puz­zle Box Solu­tion (Click to Expand)

Easy one this time

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

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

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

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

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

Start
End

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

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

Investigation B: Kensington Gardens

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

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

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

Puz­zle!

Paper Puz­zle Solu­tion (Click to Expand)

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

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

Invis­i­ble Ink Puz­zle Solu­tion (Click to Expand)

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

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

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

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

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

Iden­ti­fy Miss­ing Pieces Puz­zle Solu­tion (Click to Expand)

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

TOBY! THE DOGGY!!!

You are con­trol­ling Toby. Use the old pup’s nose up past the stairs. Fol­low the con­ve­nient path­way of wood­en ramps and go until you find the sec­ond set of foot­prints. Head down to the grass and open the door. Foot­prints lead to a stuck lever, so head out the back to the lit yard and find anoth­er set of prints. If you head to the right side, Holmes will pick up some Grease. Go back towards the lever which can now be used with the help of the Grease.

This is a mini-game of sorts, try­ing to decide how to guide Toby across the pil­lars.

Dog Pil­lar Puz­zle Solu­tion (Click to Expand)

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

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

To the left of that, some ice picks are miss­ing from the wall. Turn around and find the next set of prints that seems to lead to nowhere. Smell the wall above the crates and Holmes will com­ment that the man used the icepicks to climb the wall.

Straight ahead out­side the big door and to the left, you can inspect to see that he cut a piece of fire hose. Turn and head right of the big door. There’s a locked gate. To the left of it is a bro­ken part of the rail. Head up to it to start a cutscene.

Turn around and hit the lever on the wall. Holmes will swing you across. Remove the chocks on the cart to cre­ate a bridge for Holmes. If you fol­low the foot­prints, there is yet anoth­er door locked from the inside. Exam­ine the car­riage tracks on the ground and then fol­low them up a con­ve­nient ramp.

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

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

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

Investigation C: Whitechapel Street

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

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

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

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

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

Talk to the doc­tor and ask about the “morgue.” He gives you per­mis­sion to poke around. Do so. Snag a list of the recent dead, then go into the morgue itself. Head over to the chair and check out the jack­et.

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

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

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

Locked Box Solu­tion (Click to Expand)

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

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

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

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

Grave Puz­zle Box Solu­tion (Click to Expand)

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

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

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

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

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

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

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

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

The man was poi­soned by his accom­plices

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

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

  1. Use the cot­ton to clean the area
  2. Use the scalpel to cut the 2 lined spots
  3. Use the sep­a­ra­tor, then the scis­sors, then the tweez­ers on the stom­ach cut to get a Kurtz’s Map
  4. Take the sep­a­ra­tor, use it on the lung cut, then the scalpel, then the pipette to get a Full Pipette

Go over to the desk and just like with the lab at home, fig­ure out the con­tents of the pipette… Or just input these num­bers I’ve pro­vid­ed below

Skin Tis­sue Chem­i­cal Analy­sis (Click to Expand)

Now we can fin­ish the deduc­tion board!

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

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

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

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

Chi­nese Room Key Puz­zle Solu­tion (Click to Expand)

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

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

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

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

Put your cur­sor about where I have it and as soon as the icon changes to a green syringe, press A. It’s okay if you fail, you get to keep try­ing.

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

221B Baker Street — 3

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

Farley’s Office

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

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

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

Puz­zle!

Elec­tri­cal Box Puz­zle Solu­tion (Click to Expand)

“It is sim­plic­i­ty, itself!”

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

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

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

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

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

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

Jour­nal­ist Deduc­tion Puz­zle Solu­tion (Click to Expand)

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

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

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

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

Book­shelf Mech­a­nism Puz­zle Solu­tion (Click to Expand)

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

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

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

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

They all go up a val­ue of 6

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

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

    221B Baker Street — 4

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

    Place the Hat on the table and inspect it.

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

    Con­clu­sion: The man is a judge

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

    Judge Deduc­tion Puz­zle Solu­tion (Click to Expand)

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

    Answer: Sir Coutts-Beck­ett

    Wat­son returns when you fig­ure it out.

    Judge Beckett

    Go ring the door­bell. Oh good­ie, no one’s home. You can talk to the florist, but Holmes will be rude about it. Go to the right side of the place and enter the unlocked gate. Inves­ti­gate the win­dow and Holmes wants Wat­son to find a pin.

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

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

    Win­dow Lock Puz­zle Solu­tion (Click to Expand)

    This is just like the lock puz­zle from before

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

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

    Seat­ing Chart Puz­zle Solu­tion (Click to Expand)

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

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

    Roman Numer­al Puz­zle Box Solu­tion (Click to Expand)

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

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

    Get the 2nd Oar­lock for your trou­ble.

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

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

    Class­room Map Puz­zle Box Solu­tion (Click to Expand)

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

    Left Pho­to — Bom­bay

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

    Right Pho­to — Big Ben

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

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

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

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

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

    Ah. There’s the puz­zle!

    Safe Door Lock Puz­zle Solu­tion (Click to Expand)

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

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

    Form the let­ters of the fra­ter­ni­ty with the 3 oars

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

    Locked Safe Puz­zle (Click to Expand)

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

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

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

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

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

    221B Baker Street — 5

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

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

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

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

    Holmes’ Dis­guise Puz­zle Solu­tion (Click to Expand)

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

    Rev­erend Zari­ah, Dos­set

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

    Cap­tain Basil, Docks

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

    Joshua Hay­ward, Clerk

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

    Answer: J. Escott

    Before you leave, go back to your room and get some mon­ey… Except. Holmes stole your cash. Like a scoundrel.

    Holmes’ Hideout — Whitechapel, 6 Buck’s Row

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

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

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

    Begin next to the door: tobac­co, blot­ting paper, crim­i­nal­i­ty books. Move to the table: micro­scope, ana­lyz­ing mate­r­i­al, liq­uid reagents, a smok­ing pipe. Across from that: Holmes coat and hat, dirty water, crys­tal glass­es. Up in the sit­ting area is an out of tune vio­lin, sheets of music, an emp­ty pot, a nice plant, a half-packed suit­case, and an armored brief­case hand­cuffed to the sofa, locked with a code and a key.

    Go back to the table where Holmes’ Pipe is. Pick it up, and also the Musi­cal News­pa­per. Turn around and use Holmes’ Pipe on the crys­tal glass­es. Wat­son will play Beethoven’s 5th on them with the pipe. Go to the sheaf of sheet music and Wat­son will pick up the cor­re­spond­ing Musi­cal Score. Bring it over to the micro­scope and click on it. Pick up the React­ing Agent and use it on the micro­scope. It’s too strong, so bring it over and use it on the water basin to dilute it. After­wards, inspect the basin to find chunks of earth inside. On the table next to the door, pick up the Blot­ting Paper, and return to the micro­scope. Use the reagent until you trig­ger dia­logue, then the blot­ting paper, to uncov­er a num­ber… Clear­ly the com­bi­na­tion code to the lock!

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

    Now armed with all you need for the lock, go ahead and open it

    Holmes’ Hide­out Com­bi­na­tion Code (Click to Expand)

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

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

    London Countryside

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

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

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

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

    Using the game’s instruc­tions, swap to Holmes.

    Pick up the Rope, then check out the lamp fuel, and the lamps.

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

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

    Go back to the 2 moldy flour sacks and use your Knife to open both of them up. Exam­ine them and get Safe Con­duct Pass­es and Infor­ma­tion Card. Pick up the Cog, too, and place it on the left side of the mill axle.

    If you use your Knife on the repaired floor­boards, you’ll break it.

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

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

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

    Swap to Wat­son.

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

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

    Mill Locked Chest (Click to Expand)

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

    Answer: 2, 3, 6

    Inside are bomb-mak­ing com­po­nents. These peo­ple are ter­ror­ists! Wat­son puts two and two togeth­er to deter­mine that these ter­ror­ists were the ones that blew up the Judge’s house! Not Holmes after all? Well… the man says they made the bomb, but the one who det­o­nat­ed it placed it there, not them. He won’t speak any­more, because his broth­er’s wound is grave. Wat­son agrees to help, so the man gives him a Key. Use it on the med­i­cine cab­i­net which is sore­ly lack­ing. Take the Hydro­gen Per­ox­ide and the Ban­dages. Com­bine the Hydro­gen Per­ox­ide, Vod­ka, and Ban­dages in the inven­to­ry for Ban­dages with Dis­in­fec­tant. Use it on the man hold­ing his ear.

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

    Swap back to Holmes.

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

    Swap to Wat­son. Ask the stand­ing thug if he knows about any cogs, and he directs you to a wood pile next to the fire­place. Go pick the Gear up and give it up through the hatch to Holmes.

    Swap back to Holmes and install it on the end of the mill axle.

    Go check out the new­ly demol­ished wall.

    Ewww. The magi­cian’s body. If you look at the wall above the body, there’s an iron bar that holds it in place. Take the piece of paper from the body’s hand. Holmes now wants to destroy the place. Go pick up the Petrol next to the door.

    This kicks off a cutscene where the thugs run away at the men­tion of Holmes’ name and the police show up. Whoops. Now there’s a new body and the mill is burn­ing down.

    221B Baker Street — 6

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

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

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

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

    The Sewers

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

    Head for­ward and inspect the cig­a­rette on the ground. It’s still dry despite the damp sur­round­ings. Con­tin­ue on and inspect the rusty lad­der. Get the Lad­der Rung (Wat­son is insane­ly brave to even be in this God­for­sak­en place). Next, pick up the Rusty Met­al Bar. Keep mov­ing on down the way and pick up the length of Wire.

    Look across the water and use the Hook and Rope on the boat there. Now, look at the ground and click on the hand that appears at the water’s edge to pull up a ser­vice door. Inside your inven­to­ry, com­bine all 3 of your remain­ing items. Lad­der Rung + Rusty Met­al Bar + Wire = Long Iron Bar. Use your new item on the ser­vice door.

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

    Puz­zle time!

    Sew­er Grate Lock Puz­zle Solu­tion (Click to Expand)

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

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

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

    Aaand a 3rd time.

    Oh good. Not too ter­ri­ble.

    Check out the grate.

    Anoth­er shock­ing twist!! WHAT????

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

    Holmes explains how he faked his own death (“Curare, hem­lock, a few Indi­an plants and sheep­’s blood to cre­ate the impres­sion of death… A pathol­o­gist who owed me a favour, for the death cer­tifi­cate”) to con­tin­ue the inves­ti­ga­tion unno­ticed, and how he can’t pos­si­bly be the leader of the thugs because, damn it, would thugs beat up their own boss? He’s in a bad way and can’t even walk on his own. They head back to Bak­er Street. Good thing Wat­son is a doc­tor (even if he nev­er seems to be work­ing much in that capac­i­ty)!

    221B Baker Street — 7

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

    Truth

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

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

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

    Abandoned Fun-Fair

    Run down the path (noth­ing to be done back­wards) until you reach the fire in the bar­rel. Pick up the Iron Bar. Keep going up to the cable car. Inspect the motor and remove cap for both tanks. Looks like you’ll need both oil and petrol. Of course. Inspect the square hole between the 2 tanks and Holmes will prompt that the motor needs a crank.

    Take the Pli­ers from the tool­box on the ground and inspect both the stuck lad­der and the stuck lever. Walk onto the car. Use your Knife on the roped box to get a Bot­tle of Oil. On the side of the car next to the lever, use the Iron Bar on the locked box to get a Crank.

    Keep going down the path and pick up the Vod­ka from the next fire bar­rel. If you try to go for­ward, Holmes will turn around to not arouse the atten­tion of the guards (despite the insane­ly loud sound when you run. Guards must be deaf). Return to the cable car. Use the Vod­ka in the petrol/gas tank, the Bot­tle of Oil on the oil tank, and the Crank in the hole.

    You’re split­ting up!

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

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

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

    Wait. You have to do it man­u­al­ly? Fine.

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

    Swap play­ers! You play Holmes now.

    Look at the fence ahead of you and then the box on the ground. Not large enough! Head back and pick up the Iron Lad­der that was under the cable car ear­li­er. Set it up hap­haz­ard­ly on the crate, and climb up. Use the Pli­ers on the barbed wire where some­one had, clear­ly, once gone through it and get inside.

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

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

    Ani­mal Puz­zle Solu­tion (Click to Expand)

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

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

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

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

    You get Wads of Ban­knotes for your trou­ble.

    Head out of the tent. Holmes wants to dis­creet­ly take the guard out of com­mis­sion (Note: if you go too far, the guard will see you and you restart in the tent). Instead of going right, head left next to the fence and open the door there into the ser­vice pas­sage of the menagerie. Head to the left. You can’t do any­thing with the first-aid box yet, so check out each room in turn, not­ing that the guard can be seen and heard as you inspect. The very last door opens into a cage that is ful­ly blocked from the view of any­one out­side the bars. Check out the large syringe, old ban­dages, then pick up the Key from the ground. Go use it on the first-aid box at the end of the hall and pick up the Bot­tle of Ether. Again, Holmes states that he wants to dis­creet­ly take out the guard to not attract oth­ers’ atten­tion.

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

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

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

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

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

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

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

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

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

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

    Untan­gling The Rope Puz­zle Solu­tion (Click to Expand)

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

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

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

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

    Russ­ian Dic­tio­nary Puz­zle Solu­tion (Click to Expand)

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

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

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

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

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

    Now you con­trol Wat­son.

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

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

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

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

    Russ­ian Pad­lock Puz­zle Solu­tion (Click to Expand)

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

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

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

    Explo­sives Paper Fold­ing Puz­zle Solu­tion (Click to Expand)

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

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

    Now to assem­ble the bomb!

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

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

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

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

    Now you play as Holmes.

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

    Mori­ar­ty’s Room Pad­lock Solu­tion (Click to Expand)

    Yepp. Anoth­er one of these lock­pick­ing puz­zles.

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

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

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

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

    Note: I apol­o­gize: I’m not sure if you have to move any oth­er pan­els aside from the first one because I moved all kinds of stuff before I did it. If you do, then go down into the maze and change the pan­els around. It’s not ter­ri­bly dif­fi­cult, even for some­one spa­tial­ly chal­lenged like me.

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

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

    Bomb Con­trol Puz­zle (Click to Expand)

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

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

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

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

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

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

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

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

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

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

    It’s… a kid…?

    Watch the end­ing.

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

    GAME OVER!

    CONGRATULATIONS!

    Overall Thoughts

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