Fall of the New Age Collector’s Edition Written Walkthrough

Writ­ten 4/5/2025, updat­ed 4/5/2025

  • Pub­lished: Join­dots
  • Plat­form Played: Nin­ten­do Switch
  • Price: $8.99 MSRP: $29.99 (Hid­den Object Adven­ture Bun­dle)
  • Rat­ed: E10+ (Every­one 10+)
  • Genre: Adven­ture
  • Date Released: June 1, 2023

This is a walk­through for Fall of the New Age — Col­lec­tor’s Edi­tion by Join­dots GmbH (Ger­many) and Shaman Games, played on the Nin­ten­do Switch. As of right now, there are no writ­ten walk­throughs eas­i­ly found on the inter­net and very few video walk­throughs that include the 2nd half of the game. I don’t like video walk­throughs, so this is pure­ly text. It’s not intend­ed to nec­es­sar­i­ly help you solve puz­zles as I tend to skip them when I find them irri­tat­ing or dif­fi­cult

Game Start

Watch the intro cin­e­mat­ics

Tutorial: Escape the Dungeon

  • Look out the win­dow
  • Check the pack­age on the ground. Get Pin, Sleep­ing Pow­der, and a note
  • Inspect the hay pile next to the bedroll. Push aside the hay 3x to get a Bot­tle­neck
  • Click on the bedroll and use the Bot­tle­neck to get the Hint Fer­ret and a Spoon
  • Check the water trough if you’d like
  • Inspect the door and use the Spoon to peel back the met­al

Puz­zle #1!! And the first in many lock­pick puz­zles. Use the Pin and your lock­pick­ing skills to escape. Basi­cal­ly, just rotate the pick in a cir­cle until the pieces trem­ble, then hold it there until a space appears and auto­mat­i­cal­ly lines up.

Imag­ine a clock­face:

  1. 8 o’clock
  2. 12 o’clock
  3. 5 o’clock
  • Leave the cell
  • Use the Sleep­ing Pow­der on the guard
  • Watch the cutscene (or skip it)
  • Hit the guard with the sling­shot
  • Look at the cloak and open the 2 pouch­es for a Tar­ry Rope and a Note
  • Go back to the cell and use the Tar­ry Rope in the water trough to get a Clean Rope
  • Check the downed guard
  • Get a Corkscrew and a Note
  • Look at the grate on the ground if you want
  • Go through the door­way and try to keep going to start a cutscene
  • Talk to Her­bert
  • Look at the knocked-out guard for a Wrench
  • Use the Corkscrew on the bar­rel to get a Cork and a Ring
  • Go back a room and use the Wrench on the each of the screws on the grate on the ground for a Gear
  • Back in the hall­way, use your Spoon on the sign on the wall for Pick­locks, anoth­er Gear, and a Note
  • Now for the lion’s head. Pick up the Scoop, then use the Ring

Puz­zle Time! Straight for­ward and easy: Use the Gear x2, then swap the pieces so that the water flows around all 4 gears, then pull the lever on the left to allow the water in

  • Attach the Clean Rope and descend!
  • Talk to Her­bert
  • Use your Pick­locks on the chest
  1. 4 o’clock
  2. 7 o’clock
  3. 11 o’clock
  • Take the Spat­u­la, a jew­el, and a Note
  • Use the Spat­u­la on the Can­dle to get it
  • Use the Cork, the Scoop, then the Can­dle on the row­boat and get the Ring
  • Look at the sluice gate in front of the boat and get the Pic­ture
  • Now check out the stat­ue next to the can­dles and get the Hal­berd
  • Go use it on the sea­weed next to the stairs for the Arm
  • Clear­ly, it goes on the stat­ue, so return it

PUZZLE! Ref­er­enc­ing the pic­ture, move both arms and the head to solve it.

  • Use the Ring, pull the lever, and watch the cutscene

Infiltrate the Cult House

  • Watch cutscene
  • Go into the house
  • Watch cutscene
  • Look at the bow of the boat and get Rope with Hook
  • Clear the jet­sam from the water and the Rope with Hook to get a Bull Head
  • Look star­board and get the Dis­guise Pic­ture. Note the rat-shaped depres­sion
  • Check out the junk pile for a Fish­er­man’s Dis­guise Hid­den Object Puz­zle
  • On the low­er right por­tion of the screen, open your Dis­guise Box and put togeth­er your dis­guise
  • Head back into the house for a cutscene
  • Open the cab­i­net and pick up the Pipette
  • Check out the poi­son jug on the ground and use the Can­dle on it
  • Remove the stop­per, then use the Pipette for a Pipette with Acid
  • Use your new item on the chest’s lock
  • Pick up the Wing Nuts, Pan Grip­per, and the Note
  • Grab the Fat from the ground, go back out­side, and use it on the lantern
  • Use the Pan Grip­per on it for Melt­ed Fat
  • Return inside and smear the Melt­ed Fat on the floor
  • Push the trash­can over and use the Wing Nuts on the hatch
  • With the help of the Note from the chest, solve the Labyrinth Puz­zle

Solu­tion: Left, Up, Left, Right, Up, Left, Left

  • Inspect the low­er right cor­ner for anoth­er Lock Puz­zle
  1. Between 9 and 10
  2. Between 4 and 5
  • Go for­ward
  • Watch the cutscene
  • Grab the Mag­net
  • Head back­wards and use the Mag­net inside the cab­i­net
  • Pick up the Bone Knife, go back through the vent, and use it on the rope to take out the guard
  • Inspect the win­dow and take the Scroll and Pin­cers
  • Use the Pin­cers on the vase on the side table to get a Rat Sign
  • Check the guard’s bag for a Note and Plate
  • Get anoth­er Plate from the mouth of the bear skin
  • Back­track to the boat and use the Rat Sign for the oth­er Bull Head
  • Head back inside through the vent
  • Use the Plates and the Bull Heads on the door

PUZZLE! This is a Roman numer­al math com­bi­na­tion lock puz­zle… except you don’t real­ly need to solve it because if you turn the han­dles, it will glow orange on the cor­rect answers

Solu­tion: III, VIII, III & V, IX, IV (3, 8, 3 & 5, 9, 4)

  • Go through the door
  • Look at the lion head door han­dles and take the Cipher
  • Watch the cutscene
  • Undo the knots on the book on the pedestal. Take the Cipher
  • Check out the weapon cab­i­net. Move the sword, 2 spears, and a shield to grab the Acti­va­tor Tool
  • Head over to the desk to use it on the inden­ta­tion

PUZZLE!! This is a 3‑part puz­zle. You’re play­ing the skull against the snake where if a char­ac­ter lands next to the oth­er, then you turn into the oth­er. Don’t over­think it.

  • Get a jew­el and Flame Liq­uid for your trou­ble
  • Sling­shot the Flame Liq­uid at the unlit can­dle above the weapon cab­i­net
  • Go down the stairs
  • Play the Ani­mal Hid­den Object Puz­zle
  • Head down the way
  • Inspect the books on the desk for a Rag
  • Look at the paint­ing
  • Pick up the Dag­ger, then use the Rag on the graf­fi­ti for the Crown Part
  • Use the Crown Part on the pouch on the ground and turn it to the right twice
  • Grab the Snake Fangs, Screw­driv­er, and Note
  • Back­track and pick up the Cipher from the boar’s head
  • Use the Screw­driv­er on the boar’s head for a Fang
  • Go back to the hid­den room and use both the Snake Fangs and Fang on the breast­plate on the wall
  • Get the last Cipher and a jew­el
  • Now, look at the mech­a­nism on the desk and use the 4 Ciphers on it.

This is a Puz­zle. Using the “quill” on the arm, press and hold the but­ton as you drag it across the white pan­els. You can only pass through them one time.

  • Now that you have the Deci­pher, back­track to the study
  • Use the Dag­ger and Deci­pher on the win­dow lock, then press the right but­tons in order (Drag­on Cir­cle, Lion, Drag­on with Jar, Dead Horse, Cult Skull Emblem)

*Note: Make sure you take the Deci­pher after the puz­zle. If you just pressed B to back out, you won’t actu­al­ly take it. If that’s the case, just return to the mech­a­nism and take it*

  • Open the win­dow and escape

Herbert’s Hideout 1

  • Talk to Her­bert, get Chain and Nun Dis­guise Pic­ture
  • Snag the Sponge from on top of the books on the desk
  • In the upper left part of the screen, take the Mini Crow­bar and the Note from the barred win­dow
  • Look at the lit­tle pot of oil in the mid­dle of the room
  • Pick up the Chain then use the Sponge to get a Sponge in Oil
  • Inspect the swords on the wall, take the Chain, from the 4th one, and clean them with the Sponge in Oil
  • Now, use the Mini Crow­bar on the swords. Note the sym­bols and the gem col­ors
  • Click on the met­al spi­der and use the Chains

It’s a PUZZLE. Remem­ber those swords with col­ors and sym­bols? Swap the sym­bols to match them to the code from the swords

  • Break into the floor chest with your Pick­locks
  1. Between 11 and 12
  2. Between 9 and 10
  3. Between 3 and 4
  4. Between 10 and 11
  • This opens up the Nun Hid­den Object Puz­zle
  • Go ahead and put the dis­guise togeth­er (the need for per­fect place­ment of the glue on the warts is infu­ri­at­ing!)
  • Click on the place where the spi­der puz­zle was to leave

The Alchemist and Librarian

  • Click any­where and watch the cutscene
  • In the alley­way next to the Alchemist’s house, get the Rock and Note
  • Inspect the door for the tall tow­er (library) and get the Alchemist Sign
  • From the sign next to the arch­way, get a Cog­wheel and jew­el
  • Next, check out the guard and watch the cutscene
  • Pick up the Pok­er from the right side of the arch­way
  • Use the Alchemist Sign on the Alchemist’s door
  • Look inside, and open the lock with the Pok­er
  • Sling­shot the Rock at the win­dow to allow the fumes to escape (because for some rea­son it won’t go out the open­ing you just made, your­self)
  • Talk to the alchemist who begs you to make a potion to help him rid the effects of the smoke
  • Look at the run­ning water track and take the Pouch with Herbs
  • Pick up the Cog­wheel from inside the grinder
  • Take the Test Tube from the workdesk
  • Leave the build­ing and watch as the library blows up
  • Rush over there and use the Pok­er to lever the door and get inside
  • Talk to the injured librar­i­an inside who also asks you for a potion. Same potion should be good. It’s some­where in the cel­lar of the library
  • Poke through the rub­ble to the right of the library for a Buck­et
  • Go back to the Alchemist’s house and use the Buck­et on the water there for a Buck­et Full of Water
  • Head over to the library and use it on the fire to the left
  • There’s a book on a pedestal near the librar­i­an where you get a Wood­en Die and a Hack­saw
  • Use the Hack­saw on the lock to the left of the build­ing. Heeey. The cel­lar door!
  • Go down
  • Look out the hole for a cutscene. Pick up the Oil­er and Met­al Bar from it
  • Look at the chest

Lock­pick Puz­zle!

  1. 10 o’clock
  2. Between 9 and 10
  3. 5 o’clock
  4. 9 o’clock
  • Take the Bowl and jew­el
  • Open the bot­tle, then use the Test Tube for Reagent
  • Use the Oil­er on the lad­der and extend it
  • On the book, turn the 2 sec­tions of the snake aside, then use the Bowl, and replace the snake parts
  • You got the Recipe!
  • Skedad­dle back to the Alche­my house, but before going in, take a clos­er look at the water wheel
  • Place the 2 Cog­wheels on their respec­tive places. Voila!
  • Inside, use the Wood­en Die to the left of the stove
  • Take the Gloves, look at the stove, and use them to open it up
  • Fix the coals with the Pok­er and then get a Coal
  • Before leav­ing, place the Met­al Bar in the coals, then pour the Reagent over top. Pull it out with the Pok­er for some Azu­rite (tech­ni­cal­ly, you’re not sup­posed to do this step just yet, but it saves time and you can!)
  • Use the Gloves on the boil­ing yel­low liq­uid atop the stove to get the Yel­low Retort
  • Use it on the puz­zle to the left of the stove

Steam Puz­zle! This a 3‑part puz­zle, super straight-for­ward and pret­ty sim­ple. Make a closed loop with the pro­vid­ed tiles.

  • Pick up the Nephrite and the Note
  • If you haven’t done it yet, go ahead and fol­low the direc­tions on the note for the Azu­rite
  • Toss the Azu­rite and Nephrite into the grinder for their pow­dered forms
  • Turn your atten­tion to the work­table now
  • First, hang up the Recipe
  • Then, place your ingre­di­ents and fol­low the direc­tions. Scoop the pow­der, boil the retort on the stove. Return the retort. Con­nect the hose. Add more pow­der. Remove hose. Crush Herbs. Pour liq­uid. Scoop Pow­der. BOOM! Med­i­cine.
  • Go ahead and cure the Alchemist
  • Give him the Deci­pher and he’ll give you a Right Arrow
  • Now, for the Librar­i­an. He will give you both Sleep­ing Pow­der and Tablets
  • Head back down to the cel­lar
  • First, use Coal on the col­or­less book
  • Then, use Tablets on the books on the shelf to the right

PUZZZLE. Armed with the clue from the book, move the tablets around to com­plete depic­tions. Easy peasey.

  • Take the Ver­ti­cal Arrow, then use both it and the Right Arrow on the back wall

ANOTHER PUZZLE!!! So many of them… This one is inter­est­ing. You place arrows in the seg­ments at the bot­tom to get your man to the flash­ing door before the bad guy gets you. Your char­ac­ter is always mov­ing for­ward.

Solu­tion: Right, Up, Up, Right, Down, Down, Right, Up, Up, Down, Up

  • Jump out the win­dow for a cutscene
  • Ugh. Anoth­er.…

Puz­zle… I per­son­al­ly hate these types of puz­zles, so I did­n’t play it and just skipped through. You’re sup­posed to move the col­ored pieces to their respec­tive sides.

Cultist Stable

  • Watch cutscene
  • Get Cultist Plans
  • Imme­di­ate­ly hit the thug at the door with the Sleep­ing Pow­der
  • Pick up the Scroll on the ground in front of the horse
  • Inspect the gate
  • Solve the Weapon Hid­den Object Puz­zle
  • Go through the gate
  • First things first: click on the hay/wood pile to get the Arrow Piece and a Note
  • Back out, and use the Arrow Piece on the stat­ue
  • Use the new Rings on the fall­en train­ing dum­my
  • Look to the right of that and pick up the Hatch­et from the stone bench
  • Look at the pedestal in the mid­dle and take the Rope. You’ll auto­mat­i­cal­ly tie the dum­my’s rope there
  • Back­track to the sta­bles and use the Hatch­et where you got the Scroll for a Whip
  • Now go forth to the field of hors­es and use the Rope on the horse’s sad­dle, then the Whip on the horse
  • Open the uncov­ered sta­ble door and head inside (So… Is the horse going to keep that door unblocked for­ev­er?)
  • Slide the block­er in front of the angry horse
  • Soothe the big guy (gal?) by run­ning the Tooth-Comb from the sad­dle on the wall on its tan­gled mane 3 times
  • Get the Thief Puz­zle Piece
  • Pick up the Sign for Box from the buck­et of feed on the ground
  • Remove the cloth on the chest for a Lock­pick Puz­zle (There’s a strange text at this point that says, “It seems the ban­dits have been keep­ing each oth­er com­pa­ny here for a long time!” …What does THAT mean?)
  1. Clos­er to 12 than 11
  2. A lit­tle past 6
  3. Between 11 and 12
  4. 7 o’clock
  • Open the chest for a jew­el and a Long Hook
  • Back­track to the begin­ning and inves­ti­gate the sleep­ing thug
  • Pick up the Thief Puz­zle Piece, then use the Sign for the Box
  • Grab the Mon­ey and head back through the gate
  • Employ the Long Hook on the wood pile
  • Snag the Wrench and head back to the begin­ning to use it on the horse stat­ue
  • Get anoth­er Thief Puz­zle Piece and jew­el
  • OKAY. Now you can go back to the sta­ble and talk to the ban­dit to the left of the lad­der
  • Give him the Mon­ey
  • He gives you the last Thief Puz­zle Piece
  • Head up the stairs and use all 4 pieces to start a…

PUZZLE! This one isn’t hard, but if you don’t think ahead, you’re going to get stuck

Hint: Start with the top and bot­tom

  • Up in the creepy, out-of-place torture/bdsm room, take the Nip­pers from above the fur blan­ket bed (Is this what Mar­la was refer­ring to ear­li­er…?)
  • Look at the fur blan­ket and pull away tufts of fur for a Wrench
  • Use the Nip­pers on the man­a­cle in the mid­dle of the floor to dis­lodge the Sil­ly Mask
  • Use the Wrench on the stocks in the back cor­ner for the Scared Mask
  • Pick up the Evil Mask from the win­dowsill
  • Next to the man­a­cles on the floor, inspect the floor hatch
  • Grab the Note and watch as your “friend” stabs you in the back (fig­u­ra­tive­ly)
  • Locate the 3 indents on the back wall
  • Use the Instruc­tions to Masks, and the 3 Masks
  • I won’t even call this a puz­zle. Just line them up prop­er­ly and receive your reward: a creepy Lever sit­ting on hands (Some­one went through some real trou­ble to fash­ion that mech­a­nism…)
  • Use it on the winch under the win­dow, toss the log out, and get out­ta there!

University Campus

  • Talk to Her­bert
  • Give him the Cultist Plans
  • Take the pic­ture of a jester he gives you, then look at his near­by cart

Ah. A Puz­zle. This one seems straight­for­ward, but it hard­er than it looks. Basi­cal­ly, find and high­light the one strand that is whole to unrav­el the lock. One wrong move and you have to start from the begin­ning.

  • Now for the Jester Dis­guise Hid­den Object Puz­zle
  • Put togeth­er your dis­guise
  • Head past the guards and watch the cutscene (or not)
  • Inside, click any­where to watch the cultist blow up the stat­ue
  • Look at the bro­ken stat­ue and take the Hoe from the back of it
  • Take the Fish from the stand near­by, and offer it to the cat on the oth­er side of the iron gate
  • Take the Mug
  • Go down the alley
  • Take the Sun­ray hang­ing off the end of the sign
  • Ignore the win­dow for now, and inspect the door on the left wall
  • Use the Mug on the lit­tle hand and use the lever
  • Pick up the jew­el and Pick the Lock
  1. A lit­tle past 9
  2. A lit­tle past 3
  3. 12 o’clock
  4. 8 o’clock
  • Take the 2 Grap­nels
  • Back­track to Her­bert, and use a Grap­nel on the green flag
  • Take the jew­el, make note of the sym­bols on the crenel, and inter­act with the but­ter­fly if you want to
  • Go back to the alley and use the oth­er Grap­nel on the gar­goyle
  • Go up and into the Uni­ver­si­ty cam­pus grounds
  • Take the Saw Han­dle from the Uni­ver­si­ty door
  • Take the Sun­ray from the Uni­ver­si­ty win­dow
  • Use the Hoe on the flowerbed for the Obser­va­to­ry Valve, and take the Leaf
  • Look at the stone globe and grab the Sun­ray
  • Back­track to the mar­ket stall and use the Saw Han­dle on the fish­bone for a Fish Saw
  • Go back towards Her­bert and use your new saw on the win­dow next to him to get the last Sun­ray
  • On your way back, stop by that win­dow in the alley
  • Pick up the Glue and use the Leaf on the glass to safe­ly pick up the Shard
  • Back on cam­pus, you can now use the 4 Sun­rays on the door to the Obser­va­to­ry

It’s a PUZZLE! This isn’t hard. You need to line up the sym­bols on the inside with those on the out­side. Each time you pick a slice, the ones lat­er­al to the oppos­ing slice will swap. Just poke things a few times and you’re done!

  • Check out the fire and take the Ring, mak­ing sure to click on the math there, and take the Scroll
  • Use the Shard on the bro­ken blue orb for a Map
  • Click on the stained glass for an Astrol­o­gy Hid­den Object Puz­zle
  • Inside the ele­va­tor, take the jew­el and Map
  • Back­track to the alley and use the Ring on the door at the end
  • Take the prof­fered Pipe and Potion
  • Return to the ele­va­tor and inspect the plumb­ing under­neath
  • Remove the fab­ric strips, replace the loose pipe, then use the Pipe where one sec­tion is miss­ing. Final­ly, replace the fab­ric strips (Hey, if it works, then why not?)
  • Acti­vate the pump han­dle inside the ele­va­tor and head up
  • Inspect the corpse of the astrologer
  • Take the Map and Note
  • Look at the table for a Ket­tle and the last piece of the Map
  • Click on the table with the plan­et mobile, and place the Map and Glue

Puz­zle! Rotate and place the pieces to com­plete Bas­tark’s the natal chart. As usu­al, it’s eas­i­est to place the edges. The game will auto­mat­i­cal­ly set the pieces for you.

After they’re in place, use the paint­brush in the glue and fol­low the lines to glue them. The game is super picky about you apply­ing the glue thor­ough­ly. When prompt­ed, pull the cord. When the skull appears, go ahead and back out

  • Go up the lad­der on the right side of the screen and pull the shut­ter open
  • Take the Stop­per that almost impales you
  • Look at the gear mech­a­nism on the upper left to add both the Stop­per and the Obser­va­to­ry Valve
  • Turn the wheel
  • Look out the open­ing to see a cutscene of the cultists blow­ing up the Uni­ver­si­ty build­ing
  • Back­track way out to the bro­ken stat­ue and use the Ket­tle on the gun­pow­der
  • Go back to the Uni­ver­si­ty win­dow and use the Gun­pow­der for some more fire­works
  • Head inside
  • Click any­where to watch the stairs col­lapse
  • Save the honk­ing goose. You’ll get a jew­el and a Goose Feath­er
  • Look up, and clear the debris on the bro­ken shelf for an Oar­lock
  • Inspect the sew­er door for a lock, but heeeey, we already found the code ear­li­er, so input it

Mini-Puz­zle

Solu­tion: Tri­an­gle, Cir­cle, Square, Dia­mond (1,2,4,3)

  • Take the Ocu­lar and Lens, then open the hatch
  • More bombs
  • Get the Library Sign by using the Shard on the ham over the camp­fire
  • Pick up the Trow­el by the chest and unlock it with Pick­locks
  1. 11 o’clock
  2. Between 9 and 10
  3. 10 o’clock
  4. 5 o’clock
  5. 1 o’clock
  • Snag the King and a jew­el
  • Use the Oar­lock on the boat, and spin it to pull up a Plate of Alchem­i­cal Lab­o­ra­to­ry
  • Find the Main­land on the explo­sive bar­rel
  • Wan­der out to the stone globe out­side and use the Main­land for Moun­tains
  • It fits on the the barred door inside for a super easy…

Puz­zle. Order the tiles prop­er­ly

  • Go back to the obser­va­to­ry and look at the tele­scope
  • Place the Ocu­lar and Lens
  • Now, look through the tele­scope, and ignore what the text says. Look around at the sky for con­stel­la­tions until you find the skull
  • Make sure you CLICK ON the skull to obtain the coor­di­nates before leav­ing the obser­va­to­ry
  • Run back to the Uni­ver­si­ty build­ing, enter the con­stel­la­tion code (213753), and push the red arrow on the side
  • Use the Goose Feath­er on the inkwell and draw a map on the pro­vid­ed parch­ment
  • Take the Cas­tle Sign
  • Check out the charred remains of the stair­well that col­lapsed and use the Trow­el to pull out the Uni­ver­si­ty Fig­urine
  • Go down to the sew­er
  • Install all 5 of the Fig­urines into the plate near the explo­sives

Oh… Math Puz­zle. Using all the num­bers, make equa­tions so that all of the num­bers on the hour­glass are solved for. Or just skip it. Like me.

Hint: num­bers like 27 and 21 have only 1 solu­tion, so do those first. Also, num­bers like 17, 11, 11, and 13 can­not be mul­ti­plied for. There’s noth­ing say­ing you have to use one from each side of the hour­glass

  • Take the one Climb­ing Glove and some­how dodge the super deaf cultists

Back to Town

  • Talk to Her­bert
  • Give him the Map, he gives you Scis­sors
  • Look on the desk and add your Climb­ing Glove to the one there
  • Noth­ing else to do, so head out­side and watch more explo­sions
  • Talk to the Alchemist who gives you per­mis­sion to take what you want because he’s done
  • Before going into his house, inspect the sign next to the arch­way
  • Use the Scis­sors for Ros­es, read the Note, and take the jew­el
  • Go into the alchemist’s house and take the Ash and Glue Recipe on the table
  • Look up the stair­well for a Phial
  • Go to the work­table and use the Glue Recipe
  • Fol­low the instruc­tions: Place the Phial, pound the Ash, pound the Ros­es, weigh the pow­ders, use the Phial, place the hose, scoop the pow­der, boil, scoop the pow­der, pour, take the Glue
  • Go back to Her­bert’s hide­out, and apply the Glue to the climb­ing gloves on the desk
  • Talk to Her­bert
  • Go out­side and use the Climb­ing Gloves on the far wall
  • Slog through the Climb­ing Mini-Game (You can’t skip it. I kept wait­ing, but there was nev­er an option)
  • Use the Map

Dark Forest

  • Wait… no cutscene? Wow.
  • Open the sack for a Pipe
  • Go right
  • Look at the creepy scare­crow and take the Note
  • Look up on the tree fork
  • Snag the Moss
  • Check out the tree stump with the axe
  • Rip off the Piece of Bark
  • Place the Bark and Moss, then click the axe to chop them up
  • Put them into the Pipe, then head over to the tree fork and blow the pow­der onto the glow­ing mush­rooms
  • Climb up the rope lad­der
  • Pick up the Spear and use it on the belts hang­ing to the left side for a Bear Skull
  • Look at the scene below and through the goop, if you’d like
  • Before head­ing down, look at the tree hol­low at the tip of the spears for a Note
  • Head back down and put the Spear to use again on the cage next to the tree for a Sheat­fish Skull
  • Go back to the begin­ing and look at the wag­on
  • Move the rutaba­gas aside and input the code you just learned from the Note in the tree (PDBOR)
  • Return to the tree and use the new­ly gained Set for Mini-Game on the chest

PUZZLE! This is anoth­er 3‑part puz­zle. You need to move all 3 blocks togeth­er into the glow­ing com­part­ments. It’s laugh­ably easy, except that the con­trols can be irri­tat­ing­ly sen­si­tive

  • Inside the chest take the Cam­ou­flage Dis­guise Pic­ture, Bull Skull, and jew­el
  • Place the 3 “Skulls” on the hut door to unlock it (The only one that looks like a skull is the cow skull)
  • Play the Cam­ou­flage Dis­guise Hid­den Object Puz­zle
  • Put togeth­er your dis­guise
  • Head through the thick­et, past the guard. For what­ev­er rea­son, he just dis­ap­pears after the cutscene
  • Pick the 4 Berries from the bush to the right
  • Head straight down the path
  • Use the Potion to get rid of every­one
  • Go to the right where the kids are
  • Take the Grinder Han­dle and Note from the ground near the fire
  • Look under the mid­dle cage for some sym­bols to take note of
  • Go back to the omi­nous rit­u­al site, and pick up the Cylin­der and Note from the ground on the right
  • Now look at the tree to the left of the screen.
  • Move the vines aside and use the Cylin­der

Mini-Puz­zle. Choose the 4 cor­rect sym­bols as seen under the cage. This was a lit­tle tricky because it’s hard to see the sym­bols and they’re rotat­ed

  • Pull the han­dle for a Scroll, Spi­ral, and jew­el
  • Now to solve the Sym­bol Hid­den Object Puz­zle inside the rit­u­al site
  • Pick up the Spongy Min­er­al
  • Go back­wards to where the guard used to be and check out the can­is­ter under the torch
  • Solve the Lock­pick Puz­zle
  1. 5 o’clock
  2. A lit­tle past 6
  3. 1 o’clock
  4. 10 o’clock
  • Appar­ent­ly it’s a portable min­er­al grinder, so toss in the Spongy Min­er­al and attach the Grinder Han­dle
  • You get Cor­ro­dent Pow­der
  • Don’t for­get to pick up the jew­el
  • Go back to kids’ cages and use the Cor­ro­dent Pow­der on the bas­ket with rocks
  • Use the Spear on it 3x
  • Talk to the kid who gives you Slugs (Even though he keeps call­ing them snails)
  • Go back to the wag­on room and use the Slugs then Berries on the met­al box
  • Take the Gears and run back to use them on the mech­a­nism keep­ing the kid in the left cage up

Puz­zle! It’s one of those gear puz­zles. The nice thing is that you can actu­al­ly test the mech­a­nism as you go by rotat­ing the han­dle

  • Talk to the kid who gives you a Spi­ral
  • Head back to the wag­on again and use the 2 Spi­rals on the box for a Growth Pro­mot­er
  • Run back yet again to the cages to use the Growth Pro­mot­er on the mush­rooms in the tree because, of course, your broth­er is in the last cage
  • Cutscene!

Wait… What?? That’s the end of the game?? BOGUS! Nah. This is the Col­lec­tor’s Edi­tion. Choose Extras from the Start Menu and Hit Play for the real end­ing!

Extras — Herbert’s Hideout

  • Talk to the alchemist who gives you a Potion
  • Use it on Her­bert
  • Look in the trash­can for a Note
  • Leave and use the direc­tions you found (Up, Right, Left, Up, Right, Right, Up, Left, Up)
  • Solve the Lock­pick Puz­zle
  1. 10 o’clock
  2. 7 o’clock
  3. 3 o’clock

Extras — Rescue Ray and Save Town

  • Talk to Her­bert, get Guard Dis­guise Pic­ture
  • Click on the black­smith’s work­shop for a Guard Dis­guise Hid­den Object Puz­zle
  • Put togeth­er the dis­guise
  • Look at the lit­tle lamp and grab the Den­tures and jew­el
  • Enter the door
  • Look at the scaf­fold­ing to the back, and fig­ure out the Mini-Puz­zle for a Ham­mer
I don’t know about you, but that han­dle looks a lot like a dia­mond
  • Look at the sign on the door and use the Den­tures on the one nail that’s com­ing loose
  • Knock the chock hold­ing the wag­on wheel with the Ham­mer
  • Climb up and use the Nail on the lit­tle hole in the win­dow (Unless the guard is very near-sight­ed, he does­n’t seem to care about your shenani­gans)
  • Take the Chis­el from the walk­way
  • Use the Chis­el then Ham­mer com­bi­na­tion twice on brick next to the door
  • First things first, look up at the books on the shelf
  • Open the spines for a jew­el, Stylet, and Token
  • Unlock the chest with your Pick­locks
  1. 11 o’clock
  2. 11 o’clock
  3. 11 o’clock
  4. Between 6 and 7

(I played this twice and both times this last one was extreme­ly picky on place­ment)

  • Take the Claw Clip and the Note
  • Open the bed cur­tains, move the pil­low, and make a rope from the Sheets
  • Pick up the Note. Scan­dalous!
  • Take the sheet off the bird cage, and use the Token to open the lock
  • Grab the Lever from around the remains of some poor ani­mal
  • Go out to the tow­er, pull up the ban­ner, slice it with the Stylet, and take the Iron Spheres
  • They fit per­fect­ly into what­ev­er that thing on the wag­on is sup­posed to be
  • Snag the Shaft and a jew­el
  • Go to the top of the tow­er walk­way and use the Shaft to pull down the lad­der
  • Don’t for­get to pick up the jew­el
  • Fire the con­ve­nient bal­lista to head across the roof (Guard still does­n’t see you)
  • Use the Sheets on the ran­dom holed ball in the gut­ter, tying a knot at the end
  • Place the Claw Clip next to the ball to send it fly­ing
  • Pick up the Wick from the back of the gar­goyle
  • Grab the Flower from its mouth, and a jew­el from its snout
  • Look at the win­dow across the way to make note of the sym­bols on the win­dow
  • Take the ran­dom Flower from the water pip­ing
  • Take the Pass from the crate
  • Take the King’s Signet from the dead guard
  • Head back to Mor­gana’s room and use the Flow­ers under the desk for a…

Puz­zle! You have to place the flow­ers in such a way that they all fit, roots and all. I always got to where there was one flower and then could­n’t fig­ure it out. SKIP TIME!

  • Take the Queen’s Signet
  • Back­track all the way to the lamp in the begin­ning and add the Wick to get a Lamp
  • Show the Pass to the guard and go in
  • Talk to Her­bert who gives you an Emp­ty Bot­tle
  • Run back to where the dead guard is and use both the King and Queen Signets on the door
  • Fill your Emp­ty Bot­tle in the water where the skele­ton is to get Bot­tle with Water
  • Take the Shell from the lever clos­es to you and…

Solve the Puz­zle. The sym­bols were on the win­dow to the Queen’s room

  • Head back to the dun­geons and sling­shot the Bot­tle with Water against the torch
  • Use the Lamp and talk to Her­bert
  • Give him your Lock­picks and he’ll give you a Scroll
  • Go down and past the dead guard and solve the Emblem Hid­den Object Puz­zle
  • Watch the cutscene
  • Sling­shot the Shell at the thing hang­ing on chain above where the dude is about the cut off Ray’s head
  • Pick up the jew­el and Hook which fits per­fect­ly on the han­dle to the left of the room
  • Go back to the under­ground reser­voir and use your new Gaff on the skele­ton under the water
  • Take its Axe which is per­fect for smash­ing the crates next door
  • Pick up the Lever
  • Return to the reser­voir and look against the far wall for…

THREE Puz­zles one after the oth­er! They’re all the same, just click the locks a lot until they all unlock, then use levers to open them. It’s not dif­fi­cult.

Hint: In case you’re miss­ing some items, one lever is in Mor­gana’s bird cage, and the oth­er is in the crates next door

  • Pull the big lever on the plat­form
  • Watch the cutscene

YOU’VE SAVED EVERYONE FROM EEEEEVIIIL

But wait… Mor­gana… isn’t DEAD. Dun dun DUNNN!

GAME COMPLETE

I appear to be miss­ing 2 jew­els…

Thoughts on the Game

This is the first game I’ve played from this devel­op­er! It’s in the same vein as many of the oth­er puz­zle games I enjoy, and there are things about it that I real­ly like and set it apart. I like that the hid­den object puz­zles items are all used and not just mind­less find­ing. There’s a path to the sto­ry that’s lin­ear and focused. While there’s a lot of back and forth like basi­cal­ly all of these games, I feel like (so far, this is the first game of this devel­op­er) the puz­zles are dif­fer­ent from oth­er com­pa­nies. In par­tic­u­lar, I found the hid­den object puz­zles to be the best ele­ment. The game employs sim­i­lar things that area famil­iar and help­ful like sparkling hints, Hints in gen­er­al, and puz­zle skip­ping, and very impor­tant­ly: cutscene skip­ping. The sto­ry is inter­est­ing and dif­fer­ent.

How­ev­er, like all games, there are things I did­n’t like much. This may be a trans­la­tion issue, but some of the text does­n’t real­ly make that much sense or raise eye­brows because they’re a bit off. The voice act­ing is ter­ri­ble, though that’s also typ­i­cal of these types of games. The graph­ics… eh. The scenery is nice, but the char­ac­ters are not all that attrac­tive. Some of the puz­zles and ele­ments are SO DARN PICKY that it’s irri­tat­ing. I don’t under­stand who the char­ac­ters are or what the sto­ry is about as a whole. Bugs! I hit so many bugs where the scene played before the scene played? Yes. Then some scenes played twice and I got con­fused. I had to re-do the glue-the-natal-chart puz­zle twice because it bugged out. Then I kept get­ting this bug when I’d try to scroll through Mar­la’s note­book to look for clues on what to do:

It would NOT clear, either, until I closed out the game and restart­ed

The worse offense of the game, though, is that the hint sys­tem is real­ly not all that help­ful at all. I got stuck in sev­er­al places, and because there aren’t so many guides to help, I had to rely upon the hint sys­tem which did NOT deliv­er when I was the most stuck.

Things I would like to see: An abil­i­ty to replay puz­zles in the extras sec­tion, rewatch­ing all of the cutscenes (not that I nec­es­sar­i­ly care that much, but I stopped under­stand­ing the game as a whole and want­ed to watch them to piece it togeth­er for this guide, but could­n’t), text speed skip­ping that won’t pre­vent you from see­ing all of the text before mov­ing on, and maybe some lore or infor­ma­tion on plot­line in the extras sec­tion after cer­tain parts of the game are reached.

All in all, I enjoyed it, and it ful­filled a desire to play these types of games. I love them and play them all unless they’re absolute­ly atro­cious.

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!