Namariel Legends Iron Lord Written Walkthrough (Nintendo Switch)

writ­ten 7/27/25, updat­ed 7/29/25

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

This is a writ­ten walk­through for Namariel Leg­ends Iron Lord by Join­dots GmbH (Ger­many) and Shaman Games, played on the Nin­ten­do Switch. It’s not intend­ed to nec­es­sar­i­ly help you solve puz­zles as I tend to skip them when I find them irri­tat­ing or dif­fi­cult, but it does have some puz­zle solu­tions

Game Start

What the intro cin­e­mat­ics

Fun Note: if you played King­dom of Aure­lia: Mys­tery of the Poi­soned Dag­ger which was released for the Switch in March 2023, one month before this game, you would notice that the names are all a tad bit dif­fer­ent

Uncle Davincino’s House

  • Lis­ten to Uncle gripe
  • Take the Com­pass Nee­dle and Teapot from the table
  • Back out
  • Take the Umbrel­la from the floor
  • Look at the 3 draw­ers on the floor to the left
  • Open the 1st and 3rd draw­ers
  • Take the Wing, Bolt, and Crys­tal
  • Use the Bolt to secure the han­dle to the mid­dle draw­er
  • Take the Wing and Crys­tal
  • Open the cup­board up high on the left wall, move the dish­es, take the Rung
  • Look at the table clos­est to you and take the Rung
  • Place the Crys­tal x2 and assem­ble the Mind­scope (there are instruc­tions, but it’s super sim­ple even with­out them)
  • Use the Umbrel­la on the square thing on the upper right and pull it down
  • Open it up
  • Use the Mind­scope on the Aira crea­ture
  • Click on her and free her tail
  • Take the Oil Can and give it to Uncle Davi­ci­no
  • Go out the door, click on the lit­tle robot
  • Click on Aira
  • Pick up Rung x3 from under­neath her, across the deck, and over on the left pul­ley
  • Use the Rung x5 on the holes in the wall
  • Climb up
  • Take the Board and Bird, then look at the pic­ture
  • Use the Board on the deck to get the Iron
  • Place the Iron on the pul­ley to open the hatch
  • Go down
  • Take the Bicy­cle Chain from the water basin, use it on the wind­mill pul­ley
  • Take the Scis­sors
  • Go back into the house, use the Scis­sors on the Air Bal­loon to get it and a Faucet Han­dle
  • Use the Faucet Han­dle above the fun­nel out­side the door, turn it on
  • Go down the hatch
  • Use the Teapot on the water basin, take the Acorn
  • Look under the tree roots. Use the Acorn to lure Aira out and get a Bird
  • Return to the house and use the Teapot of Water on the 2 cylin­ders on the table
  • Grab the Bird
  • Use all 3 Birds on the cage next to Uncle

Bird Puzzle!

Move the parts until all the birds are prop­er­ly assem­bled col­or and motif

Hint: The bod­ies and legs do not swap

  • Take the Lighter
  • Go back out to the tree
  • Use the Wing x2 on the struc­ture on the left
  • Use the Air Bal­loon on the rope lad­der on the ground, turn the lever, then use the Lighter
  • Pull the rope on the struc­ture
  • Take the Tweez­ers and Puz­zle Piece from the bag
  • Look in the tree hol­low while you’re up there, remove the leaves, and take the Robot
  • Give Uncle the robot, and he’ll give you anoth­er Puz­zle Piece
  • Use Puz­zle Piece x2 on the green box on the counter

Impossible Puzzle!

Not only do I hate puz­zles like this, but the Switch con­trols make this lit­er­al­ly impos­si­ble, so I skipped it

  • Give Uncle his Glass­es because he could­n’t do any of this him­self for what­ev­er rea­son
  • Watch the cutscene. Oh no!

Escape Imprisonment!

  • Pull the chain, pick up the Coin, and use it on the grate to get Jim
  • Use Jim to hit the but­ton
  • Take the Cir­cu­lar Saw and Stun Gun from the creepy chair
  • Look through the door
  • Use the Cir­cu­lar Saw on the door grates (how’d no one hear that?)
  • Send Jim through
  • Head out
  • Go down the hall
  • Use Jim on the iron break­er robot
  • Pick up the Film and use it on the only unlit pro­jec­tor
  • When you’re ready, hit the green but­ton
  • This part is time sen­si­tive: when the robot turns around, grab the Safe Key
  • Use it on the upper left por­tion of the red machine
  • Take the Dyna­mite Stick, use it on the table you got the film from, and paint it white and black
  • Hit the green but­ton again for anoth­er timed event
  • Replace the birch stick on the con­vey­or belt with the Paint­ed Dyna­mite Stick
  • Then hit the blue but­ton
  • Watch it blow up, then pick up the Light­ed Gear from the dis­mem­bered robot arm
  • Go back to the hall­way and use it on the left­most wall

Color Spin Puzzle!

Spin them around until the col­ors match

  • Use your new Wrench on the bro­ken robot head, then take the Met­al Plate
  • Open the grate on the pipe to the left of the red cylin­der, and take the Blinds Lever
  • Back in the hall­way, use it on the lou­vres
  • Zap the robot worm with the Stun Gun
  • Take the Start­ing Cord and Token
  • Go back into your cell, and use the Token under the creepy chair
  • Take the Stack of Papers to the room with the robot, and use it on the left­most part of the room which is a shred­der
  • Use a piece of paper, then pull the cord
  • When the machine comes out, quick­ly inspect it and hit the red but­ton to turn it off (if it runs away, just do it again)
  • Open the hatch, take the Acorn, then take the Vac­u­um Clean­er
  • Go back into the hall­way
  • Use the Vac­u­um Clean­er on the floor grate
  • Turn it on, turn it off, open the hatch, take the Met­al Plate
  • Go back and use the Met­al Plate x2 on the ham­ster wheel where Aira is wait­ing
  • Entice her with the Acorn and she’ll give you the code: 8, 0, 3
  • Input this into the wall next to the fan
  • Fol­low the rodent
  • Pick up the Book
  • Open the machine, take the Wire Cut­ters
  • Use the Start­ing Cord, pull it, then pull the switch
  • Take the Emp­ty Bot­tle
  • Look at the new­ly grown tree and take the Blue Flow­ers x5
  • Take the Yel­low Moss from the pot with the Venus fly trap
  • Look upwards and use the Wire Cut­ters on the wire hold­ing the grate closed
  • Take the Sol­vent and Red Berries x4
  • Look at the appa­ra­tus on the table
  • Use the Red Berries, Yel­low Moss, Blue Flow­ers, and Emp­ty Bot­tle
  • Com­bine them, boil the solu­tion, then take the Growth Pro­mot­er
  • Use it on the appa­ra­tus
  • Go back to where you blew up the robot and use the Sol­vent on the spilled glue
  • Pick up the Switch and go back to the plant room
  • Use it on the con­trol pan­el: spin the dial, then press the arrows
  • Watch the cutscene
  • Take the Clock Key from the robot­’s remains
  • Go for­ward
  • Take the Book from the cof­fee table
  • Take the Spy­glass and note the flags
  • Take the Hook from the wall next to the boar’s head
  • Inspect the globe

Flag Puzzle!

Refer­ring to the flags found ear­li­er, press the coun­tries in the cor­rect order

  • With the 3rd Book in hand, zoom into the shelf on the right side of the room and place all 3 there

Book Puzzle!

Order the books to make a pic­ture

Hint: There’s a use­ful image on the wall in the back

  • Use your new Sea­horse on the desk clock
  • Rotate them until they click, then use the Clock Key
  • Take the Glove back a room to get the UV Lamp
  • Go use it on the desk lamp
  • Press the hand­print
  • Take the Weed Killer, go back­wards, and use it on the thorns (up high)
  • Bring the Torn Page back to the book and use it. Note the clues on both pages
  • Inspect the gold stat­ue next to the door

Move the Statue Puzzle

Self-Explana­to­ry

  • Go through the door
  • Click on Mar­cus who seems to be very near­sight­ed
  • Look at the left of the screen

Maze Puzzle!

Noth­ing to it

The chain in my game kept going dis­tract­ing­ly bananas, though it did­n’t affect any­thing

  • Behind that hatch, place the Tele­scope
  • Look at the periscope (mid-left of the room)
  • Use the Hook on the yel­low-striped thing, lift up the periscope and let is sit on the hook, and take the Boar Fang
  • Look at the steer­ing con­trols
  • Open the glass dome, place the Com­pass Nee­dle, and take the Pro­peller
  • Look to the left side of the wheel

Cylinder Puzzle

Turn the sec­tions of the mid­dle until you can drag the red han­dle all the way over to the right

  • Now you’re ready for…

Coordinates Puzzle

This one is in 3 parts and relate to the invis­i­ble ink clue from before. In the cock­pit are 3 view­ing points that you have now unlocked. They have num­bers under­neath and you need to set their view­points cor­rect­ly using the clue from before.

NOTE: Make sure you press the num­ber when it starts to blink gold or it won’t count

Hint:

1: X= 50; Y= ‑50

2: X= ‑90; Y= ‑50

3: X= 40; Y= 40

  • Go back to the office and use the Boar Fang for anoth­er Pro­peller
  • Back in the cock­pit, look at the left side of the room under the glass
  • Use the Pro­pellers

Propeller Puzzle!

Remem­ber those view­points from the view­er puz­zle above? This is where you’ll need those clues. When you’re done plac­ing the pro­pellers, flip the switch­es

Hint:

1: Yel­low and Green

2: White and Red

3: Orange and Blue

  • Take the Bathy­scaphe (def: “a self-pro­pelled vehi­cle used for deep-sea dives”)
  • Go back to the office and use it on the aquar­i­um

Bathyscaphe Puzzle

Lots of these all of the sud­den, huh…? You have to nav­i­gate 6 rounds of this game to move the ves­sel by con­trol­ling bub­ble jets

Round 1

Round 2A — Get the Key

Round 2B — Unlock the Door

Round 3A — Get the Clip

Round 3B — Place the Clip

Round 3C — Escape

  • Receive for your efforts the Cap­tain’s Key­card
  • Use it on the ele­va­tor pan­el

Color Snake Puzzle

Move the col­ored balls around until the prop­er col­ors sit in the prop­er places. This one’s real­ly not too bad

  • Use the lift to go down

Some­how they just got Uncle out of his cell? After all of that time of solv­ing end­less puz­zles and such? …Hmm… per­haps they tor­tured him…?

  • Use the Cap­tain’s Key­card again
  • Go into Uncle’s cell, look at the bed for some Bulbs, and take the Hose from the win­dow

Color Snake #2 Puzzle

This one is a tad hard­er, but not by much

How did they use the machine with­out these bulbs?

  • Go through the door. Too late again!
  • Try to use the lever, but with your accursed luck, there’s now a bone stuck in the gear mech­a­nism
  • Look at the sec­ond lever on the lever machine
  • Use the Tweez­ers for a Fuse, then open the hatch for an Emp­ty Blow­torch
  • Go back­wards to the room where you blew up the robot ear­li­er, and place the Emp­ty Blow­torch near the red can­is­ter
  • Place the Hose, then turn the valve
  • Use your new Full Blow­torch on the grate in the mid­dle of the pipe out on the dock
  • Send Jim into the hole
  • It’ll launch an Iron Bone from the gears
  • Pull the red lever
  • Inspect the con­trol pan­el to the right
  • Hit the red but­ton
  • Break the glass with the Iron Bone, remove the bro­ken fuse, place a new Fuse
  • Hit the red but­ton again
  • Look at the side of the cable car, open the hatch cov­er, insert the plug
  • Go inside
  • Under­neath the seat, open the wolf mouths and insert the Iron Bone
  • Take the Lad­der
  • Use the Glove on the bro­ken glass to the left for Bro­ken Glass
  • Take the Tick­et from the wall
  • Back on the dock, use the Lad­der on the left side

Fill in the Spaces Puzzle

This is one of those snake puz­zles where you need to fill all the spaces. Super sim­ple

  • Take the Mag­net and Han­dle
  • Return to the cable car
  • Use the Mag­net on the oth­er bro­ken glass (aim it at the hole) to get some Punch­es
  • Inspect the con­troller
  • Turn off 7 valves, then use the Han­dle on the last one
  • Inspect the tick­et there, but it’s ripped, so…
  • Back out again to where you got the blow­torch, and use the Punch­es on the gold thing with holes
  • Use the Tick­et

Punch Puzzle

With the torn tick­et as a guide, slide the punch shapes around until you get the exact match. Hit the red but­ton when you’re done

The con­trols are incred­i­bly finicky, but gen­er­al­ly, try to do the far­thest ones first

  • Return to the cable car
  • Zoom in on the con­trol sta­tion

Start Engine Puzzle

Using the clue from the chair, set every­thing in the prop­er posi­tions and use the Tick­et in the slot

After Them!

  • Watch the cutscene
  • Take the Lamp from the table
  • Use the Bro­ken Glass on the burlap sack
  • Take the Grate Key
  • Take the Gun and Emblem
  • Use the Gun in the hangar on the bar­rel on the left
  • Go up the lad­der
  • Take the Puz­zle Piece and the Leather Bag
  • Use the Leather Bag on the pile of sand on the ground
  • Open the lid to the hour­glass on the table, use the Bag of Sand, then close the lid
  • Open the cap­sule for a Puz­zle Piece
  • Use both Puz­zle Pieces on the lock on Aira’s cage

Tetris Puzzle

Let’s play some tetris!

  • Take the Ring back to the cable car and use it on the floor grate
  • Use the Lamp x2 on the con­trol tow­er

Assembly Puzzle

Assem­ble the heli­copter accord­ing to the instruc­tions

  • Board the air­craft, hit the red but­ton, look at the handy instruc­tions
  • Can’t go any­where with­out fuel, so grab the Boat Hook
  • Head back to the cable car, go up the lad­der
  • Use the Boat Hook on the pin to release it
    • Press the but­ton
    • Watch the cutscene
    • Go back to the cock­pit
    • Start the engine using the clue

Engine Start #2 Puzzle

  • Off we go!

Get the Airship Working

  • Try to move for­ward
  • Watch the cutscene
  • Go for­wards
  • Take the Bar­rel Frag­ment from the ground
  • Take the Net from the scare­crow
  • Take the Can from the dock
  • Use Jim on the stump for a Ham­mer
  • Click on Phar­i­on
  • Fol­low him
  • Lis­ten to him
  • Look on the left shelf and press the 5 books back into place
  • Use the Ham­mer on the back wall, take the Nails, and take the Book of Con­stel­la­tions
  • Use the Book of Con­stel­la­tions on the stand to the left

Rotation Puzzle

You have to rotate the image until you get the pic­ture shone in the book

  • Take the Crys­tal
  • Go out of the hut and try to cross the bridge
  • Try to pick up the hat
  • Take the Weight from the far-left rail­ing
  • Go back inside, and use it on the clock
  • Inspect the top of the clock

Event Sequence Puzzle!

Fig­ure out the sequence of events

Solu­tion: Arrow to Archer > Tip the Buck­et > Ingot on Anvil > Sword to Knight > Click on Knight > Open Door

  • Go back onto the deck
  • Use the Net then the Nee­dle on the hat on the ground to get a Bee­keep­er’s Hat
  • Return to out­side
  • Use the Crys­tal on the ground and take the Sun
  • Go out to the shed and use the Bee­keep­er’s Hat
  • Pick up the Sticky Pad­lock
  • Use the Bar­rel Frag­ment, Nails, and Ham­mer on the bro­ken hive
  • Look at the big crea­ture, take off the tarp, and take the Arrow
  • Go towards the shed, then past that to the kitchen
  • Take the Bow String
  • Back up and use the Sticky Pad­lock on the anthill to get a Pad­lock
  • Go back to the deck
  • Use the Bow String and Arrow on the mount­ed cross­bow
  • Low­er the latch on the bridge and use the Pad­lock
  • Go into the obser­va­to­ry
  • Take the Whirligig, Bel­lows, and the Gar­den Shov­el
  • Back­track to the scare­crow
  • Place the Whirligig on the stick for a Float and Hook
  • Use the Gar­den Shov­el, then Can on the ground for a Can of Worms
  • Go towards the dock
  • Place the Can of Worms on the wood, then the Float and Hook on the end of the fish­ing pole
  • Here’s a rather tedious Mini Game. Catch 5 Fish, but make sure to pull when the float goes under­wa­ter or you’ll miss
  • Head to the kitchen
  • Place the Fish in the pan, put that in the oven, then use the Bel­lows
  • Deliv­er the Fried Fish to the obser­va­to­ry crea­ture
  • Use the Eye­piece on the tele­scope
  • Note the image there
  • Look at the gold thing to the right of the tele­scope
  • Use the Sun

Orbit Puzzle

Place the col­ored gems accord­ing to the clue

  • Take the Recipe
  • Head over to the kitchen with it, and use it on the board

Make the Cake

Just fol­low the instruc­tions to make a fruit cake for the big beast

Solu­tion:

Dough + Straw­ber­ries + Pears + Cher­ries

Dough + Apple + Pineap­ples + Bananas

Dough + Icing

Bake

  • Deliv­er the Cake to the beast in exchange for a Bell
  • Place it on the deck
  • Ring it
  • Watch the cutscene
  • Take the Shield
  • Go up to the left
  • Use the Shield on the fig­ure to the right to get the Assegai (polearm used for throw­ing from South Africa)
  • Go back­wards
  • Use the Assegai on the crevice to get the Glow­worm (It looks more like a bee­tle than a glow worm)
  • Place the Glow­worm in the skull of the door
  • Go inside
  • Use the Assegai on the hang­ing net to get a Pump­kin
  • Go out­side and use the Pump­kin on the scale
  • Take the Lid and Hon­ey Dip­per
  • Go inside
  • Place the Lid on the caul­drn
  • Use the Assegai on the rope
  • Look at the bro­ken mask on the ground
  • Take the Pear
  • Feed it to the unhap­py snail from before
  • Go up the new path
  • Use the Hon­ey Dip­per on the sap on the ground
  • Have Jim grab the rope on the right side
  • Zoom in on the winch and tie the rope
  • Go across the bridge
  • Use the Emblem on the door
  • Pick up the Rusty Razor
  • Go back to the hut
  • Use the Rusty Razor on the grind­ing wheel
  • Go out, use the Razor on the skin
  • Place the Skin next to the bro­ken drum on the table
  • Remove the ring, then the bro­ken skin from the drum
  • Use the Razor
  • Place the new skin, then the ring, take the Drum
  • Place it with the oth­er 2
  • Use Sticky Sap to repair the bro­ken mask
  • Give the Mask to the crea­ture

Play the Drum Game

Repeat the sequence

Hint: the caul­dron always shows the next col­or, so you don’t need to mem­o­rize it

Round 1: Blue, Yel­low, Red, Red, Blue; or Blue Yel­low, Red, Red, Blue

Round 2: Yel­low, Red, Yel­low, Yel­low, Red

Round 3: Blue, Yel­low, Blue, Red, Yel­low, Red, Red

  • Head back to where the winch is
  • Place the Idols on the 3 plat­forms and play the Minigame
  • Go into the hole
  • Use Jim on Aira
  • Play the game where you herd the dan­de­lion things into the flow­ers THREE times
  • Then move all three flow­ers until the leaves open
  • Go up
  • Look to the north of the room

Water Puzzle!

Swap the tiles until the water flows into every root

Hint: You only need to move 2 tiles

  • Take the Ladle from the bot­tom of the room
  • Go back up and use it to catch Tree Blood
  • Go back to where you got the ladle and use the Tree Blood
  • Send Jim down

Traveling Puzzle!

Move Jim to the key with­out get­ting hit by the bugs

The con­trols are ter­ri­ble, so I skipped it

  • Head back up to the tree heart and use the new Leech Key
  • Take the Tree Shoot
  • Back way up to the begin­ning of the lev­el
  • Use the Tree Shoot at the robot­’s foot
  • Watch the cutscene
  • Open the hatch
  • Watch anoth­er cutscene
  • Take the Emp­ty Pow­er Unit from the cock­pit
  • Use it on the hatch to the left for a Pow­er Unit
  • Go all the way for­ward to the air­ship
  • Remove the old unit and place the Pow­er Unit
  • Take the Rope Lad­der and use it in the crevice in the snail room
  • Go down
  • Shake the flower, then take the Flower

Find the Fuzzy Things Puz­zle!

Find all 23 Woo­bies (sor­ry, I nev­er took a screen­shot and real­l­l­ly don’t want to play this again. They’re easy to find)

  • Go back to the air­ship
  • Use the Woo­bies then the Flower inside the bal­loon

Save Uncle!

  • You can’t do any­thing, so move for­wards
  • Pick up the Hal­berd, Chain, and Buck­et
  • Go back, inspect the bell shaped thing in the back
  • Use the Chain then plug in the pow­er cord
  • Take the Crys­tal
  • Crank the door on the right and use the Hal­berd
  • Go through
  • Click on the robot­’s head, open it, and take the Spring
  • Use the Crys­tal
  • Click on the robot again
  • Take the Mon­goose
  • Inspect the fur­nace
  • Take the Coal Shovel and Pick Head
  • Use the Buck­et under the green valve and fill it to get a Buck­et of Water
  • Go back a room
  • Use the Buck­et of Water on the trough
  • Take the Clay
  • Use the Mon­goose on the mag­net­ic crane in the back
  • Take the Robot Head
  • Play the Minigame
  • Talk to the kid
  • Look in the bust­ed air­ship for a Pipe
  • Go back to the ele­va­tors and use the Robot Head, then Pick Head on the bro­ken robot
  • Click on it
  • Use the Coal Shov­el to get Coal
  • Talk to the kid
  • Try to go up the ele­va­tor by turn­ing the keys
  • Take the Bro­ken Keys
  • Get back to the work­shop
  • Inside the drum, place the Clay on the top rack, then the Bro­ken Keys on the bot­tom

Key Puzzle!

Pair the key pieces to make 3 keys

  • Go over to the fur­nace, use the Coal, then place the met­al bars
  • Zoom into the green valve spot, use the Pipe, turn on the water
  • Take the Key Cast­ings over to the anvil and have the robot break them
  • Bring your Keys over to the ele­va­tor and ride it up
  • Take the Chis­el, then use it in the pipe to your left
  • Take the Sheet­met­al, back out, and use it at the cart tun­nel entrance
  • Pull the lever
  • Use Jim to pull the lad­der down on the oth­er side
  • Climb up and watch the cutscene

The Iron Lord is some los­er???

  • Take the Bel­lows on the lad­der
  • From the bot­tom of the lad­der, take the Crow­bar and Gas Cylin­der
  • Use the Gas Cylin­der on the handy recept­able next to the lad­der
  • Con­nect the hose, turn the valve
  • Use the Crow­bar on the crate across the bridge
  • Pick up the oth­er Bel­lows
  • On the near­est plat­form, use the Bel­lows x2 on the pump
  • Hit the but­ton
  • Use the Crow­bar on the lever on the wall
  • Go for­ward

Ewwww the Los­er is tak­ing a super long show­er…

  • First, go up the stairs
  • Take the Lunch Sched­ule from the bed
  • Go back down­stairs
  • Take a look at the hatch next to the fire­place
  • Go into the suit, take the Clock Key, and use it on the clock

Clock Puzzle — Dinner

Solu­tion: 6:40

  • Take the Cham­pagne, use it on the grate next to the show­er (Even boil­ing water did­n’t phase the weirdo)
  • Take the Sponge, use it on the meal menu
  • Place the Lunch Sched­ule

Clock Puzzle — Breakfast and Lunch

Solu­tion: 8:45 & 1:25

  • Take the Banana Peel and Fork
  • Go back upstairs
  • Use the Banana Peel under the door
  • Take the Access Card
  • Pull back the green cur­tain, use the Fork

Path Puzzle

Place the tracks such that the robot mouse will reach the remote

Hint: There’s only 1 solu­tion and all tracks will be used

  • You get the Mechan­i­cal Rat and Remote Con­trol for your efforts
  • Use the Access Card to open the door
  • Pull out the Remote Con­trol

Platform Moving Puzzle

Move the plat­forms into their prop­er places

  • Take the Han­dle from the sphere

Sailboat Puzzle

Swap and rotate the discs to make images

  • Use the Han­dle on the door to the right
  • Go in
  • Use the Mechan­i­cal Mouse on the dog
  • Pick up the Bull­dog Head
  • Use it on the chain at Uncle’s feet
  • Click on Aira
  • Take the Valve Han­dle and Brush
  • Use the Bull­dog Head on the acorn for a Crys­tal (don’t ask ques­tions, just go with it)
  • Go back to the pri­or room
  • Look at the mech­a­nism to the left
  • Use the Spring and Valve Han­dle
  • Turn the han­dle
  • Go up
  • Take the Anchor and use the Brush
  • Go back to Uncle’s cell
  • Use the Anchor on the Ship to get it
  • Use the Ship on the giant sphere
  • Take the Book Key
  • Go back to the show­er room where Los­er still has no clue what’s going on
  • Talk to Uncle
  • Use the Book Key, take the Eye
  • Place the Eye in the stat­ue

Statue Eye Puzzle

Using the clue from before, change the col­or of the eyes

  • Take the Mechan­i­cal Heart back to the Iron Lord suit
  • USE IT

That was… anti­cli­mac­tic.

  • Now that the way is clear, head to past where the guards were (gen­er­ous­ly leav­ing the mechan­i­cal heart inside of the Iron Lord suit…)
  • Oh look, you have to do all the work again…
  • Take the Hel­met from the robot on the right
  • Take the Palm Leaves from the tree
  • Go back to the fire­place and use the Hel­met
  • Head for­ward to the crys­tal room
  • Zoom into the grate in the back
  • Use the Hot Coals and Palm Leaves
  • Take the acces­si­ble Axe and use it on the pow­er unit on the ground
  • Use the Crys­tal on the con­trol pan­el for…

Last Puzzle!

Is… this minesweep­er? No. Con­nect the col­ored num­bers togeth­er. Each num­ber tells you how many blocks to fill with­out cross­ing

Hint: 1 and 7 are eas­i­est to do first

MAIN GAME COMPLETE!

Bonus Game

Start

  • Take the Mechan­i­cal Heart from the debris
  • Take the Wrench from the trough
  • Go across the walk­way
  • Pick up the Corkscrew
  • Use the Mechan­i­cal Heart on the crane
  • Take the Can­non­ball
  • Retrieve the Mechan­i­cal Heart
  • Go back­wards
  • Use the Can­non­ball on the pipe to the left
  • Use the Mechan­i­cal Hand on the wood­en door
  • Inside, pick up the Put­ty Knife
  • Back out and use it on the trough
  • Place the Cement in the Iron Lord’s hands, then pull the lever
  • Pick up the Star
  • Go back through the door
  • Inspect the small­er bar­rel
  • Use the Wrench
  • Use the Corkscrew
  • Use the Star on the box

Shape Puzzle!

Even with the instruc­tions, the con­trols were impos­si­ble to work, so I just skipped it

  • Use the new Binoc­u­lars across the

Number Code Puzzle

Find the 3 num­bers to unlock the lock

Solu­tion: The tow­er (4), the bal­loon (7), the boat (8)

  • Board the ves­sel, take the Match­es, then use the Mechan­i­cal Heart
  • Full steam ahead (like, what… 20 feet?)!
  • Take the String Bag
  • Go for­ward
  • Take the Sling­shot from the rail­ing
  • Take the Straw from the pigeon nest
  • Use the Sling­shot on the gar­goyle above the lad­der
  • Take the Paper Clip
  • Go back, use the Straw on the down­spout
  • Use the Paper­clip on the lantern
  • Use the Can­dle on the chim­ney
  • Take the But­ton
  • Go for­ward, use the Bee­tle on the pigeon
  • Take the Horn
  • Use the But­ton on the bag on the rail­ing
  • Take the Spike and Arrow
  • Go back, use the Spike on the down­spout
  • Use the Horns x2 on the cow gar­goyle
  • Go back, use the Ring on the lit­tle door
  • Take the Gun­pow­der and Bed­sheets
  • Use the String Bag on the can­non­balls
  • Go for­ward, use the Bag of Can­non­balls on the hook
  • Go for­ward
  • Use the Arrow on the device to the right
  • Take the Acid, use it on the device to the left
  • Get a Ball, take the Saw Blade
  • Use the Spike on the right to get a Spring
  • Use the Spring and Ball on the device to the right
  • Pull the lever
  • Go up the lad­der
  • Place the Saw Blade into the saw for a Hack­saw
  • Use the Bed­sheets on the win­dow for a Ket­tle
  • Take the Tied Sheets
  • Use the Ket­tle and Match­es on the table
  • Use the Boil­ing Water on the teacup near the mir­ror
  • Go back

Symbol Puzzle

Using the clue, swap the but­tons into the cor­rect order

I thought it was going to be back­wards or some­thing because of the mir­ror, nope.

  • Take the Key
  • Go back­wards, use the Tied Sheets on the lad­der
  • Take the Gear
  • Go back to the boat and take the Mechan­i­cal Heart
  • Keep going through the wood­en door in the begin­ning
  • Use the Key

Guide the Lock Puzzle

Guide the thing to the bot­tom, click­ing on the mov­ing spears to keep them back.

  • Place the Gear in the machine
  • Pick up and place all 6 sec­tions of the pipe
  • Take the Shov­el
  • Use the Hack­saw on the large piece of wood
  • Use the Mechan­i­cal Heart on the lift

Oh look, we’re back in the cas­tle

  • Go to the crys­tal room ahead
  • Take the Tongs and Shard from the wall
  • Take the Shard from the device up north
  • Go to Uncle’s cell to the right
  • Take the Mechan­i­cal Mouse, Syringe, and Ham­mer
  • Use the Tongs on the dog’s body for a Key
  • Take the Screw­driv­er from under the burlap
  • Return to the crys­tal room
  • Use the Syringe on the pow­er unit liq­uid
  • Go back a room to the stat­ue and use the Liq­uid Pow­er
  • Take the Can­is­ter back to the crys­tal room, and use it up north
  • Take the Full Cylin­der to the cell and use it on the pipe under the sink
  • Break it with the Ham­mer and take the Chain
  • Head back to the crys­tal room to use the Chain on the ground
  • Break the glass to the left with the Ham­mer, then place the Arrestor Block
  • Pick up the Shards x6 from the ground
  • Undo the grate on the ground
  • Use the Mechan­i­cal Mouse and Key
  • Pick up the Shard
  • Use the Screw­driv­er on the robot
  • Place the Robot Eye into the dog in the cell
  • Take the Shard
  • Go back down the lift and use the Shards x10 on the door pan­el in the room with the bar­rels

Crystal Puzzle

Place the crys­tals to make up the shape

  • Go through the door
  • Take the Rock­et Cone from the box in the back
  • Use the Shov­el in the cart
  • Take the Rock­et Body
  • Inspect the table and place the Rock­et Cone and Rock­et Body

Rocket Assembly Puzzle!

Fol­low the instruc­tions to assem­ble the rock­et

Solu­tion: rock­et body + fins > scoop + gun­pow­der > end­cap > dip fuse (string) into glue + gun­pow­der > place fuse into rock­et body

  • Place Rock­et onto cart
  • Light with Match­es
  • Move for­ward
  • Oh no! Final Bat­tle!
  • Use Jim on the board to the right
  • Take the Con­trol Wheel then place it on the pil­lar
  • Turn both wheels
  • Take the Wire Cut­ters from the mech­a­nism
  • Use the Wire Cut­ters in the pri­or room
  • Use the Fire Extin­guish­er on the fur­nace
  • Use the Wire Cut­ters on the box to the left
  • Take the Pro­jec­tor Lamp, then use it on the light
  • Look at where the light is shin­ing, note the num­bers (583)
  • Return to the pri­or room and input the code into the box
  • Use the Dyna­mite and Match­es on the rock
  • Go save your mom!

GAME COMPLETE!

Back to Video Game Guides

The Testament of Sherlock Holmes (Nintendo Switch) SIMPLE Walkthrough

writ­ten 2/17/25, updat­ed 2/17/2025

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

Necklace at the Marquis of Conyngham’s Mansion

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

221B Baker Street — 1

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

Diocese of Knightsbridge — Bishop Maitland’s Murder

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

221B Baker Street — 2

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

Investigation A: Westgate Jail

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

Investigation B: Kensington Gardens

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

Investigation C: Whitechapel Street

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

221B Baker Street — 3

  • Choose Far­ley’s Office

Farley’s Office

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

221B Baker Street — 4

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

Judge Beckett

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

221B Baker Street — 5

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

Holmes’ Hideout — Whitechapel, 6 Buck’s Row

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

London Countryside

  • Go to door
  • Get Vod­ka

Switch to Holmes

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

Switch to Wat­son

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

Switch to Holmes

  • Inspect Trap­door

Switch to Wat­son

  • Talk to man
  • Get Gear, use on trap­door

Switch to Holmes

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

221B Baker Street — 6

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

The Sewers

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

221B Baker Street — 7

  • Lis­ten to the truth

Abandoned Fun-Fair

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

Switched to Holmes

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

Switched to Wat­son

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

Switched to Holmes

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

GAME COMPLETE!!