Walkthrough
- Creating Sam’s Portrait and Searching Sam’s House
- Visiting the Pub
- Lord Marsh’s Estate
- Speak to Tom and Analyze the Box
- Let Toby follow the smell of the cloth
- Search Lord Marsh’s Estate and Analyze handkerchief
- Escaping the Hunter
- Final Deduction
- Win the Boules Competition and Gather the murder evidence in the club
- Analyze the corpse in Scotland Yard and the items from the crime scene
- Investigate the club
- Go to Grub Street
- Break-in the facility during the night
- Visit the hospital and Albeit’s house
- Reconstruct the events in the temple
- Final Deduction
- Holmes’ Apartment
- Conclude Mary’s Case
- Disarm the bomb and Visit Alice’s House
- Go to Green Dragon Tavern
- Go to Baker Street and Jeremiah’s House
- Go to Scotland Yard
- Go to the Monastry
- Final Deduction
- Help the victims of the accident
- Investigate the Scene
- Enter the Sewers
- Interrogate the Suspects
- Final Deduction
- Holmes’ House
- Cemetery
- Burning Boat
Deductions
- Pauper’s List + Newspaper Article = Information
- Hurst’s Special Job + Special Education Programme = Connection
- Hurst’s Special Job + Farewell Letter = Last Chance
- Hurst’s Special Job + Preparations = Violence
- Pauper’s List + Missing = Missing
- Lovat Scouts + Wound = Really Lovat
- “Quartermain” Club + Inveterate Hunter = Hunters
- Map + Invitation = Meeting
- Lord Harrington’s Dead Body + Pauper’s Body = Dead Bodies
- Revenge + Impingement = Revenge
- Connection + Information + Missing = Mr. Hurst knew
- Really Lovat + Dead Bodies + Hunters = Lords Hunt
- Meeting + Violence + Last Chance + Revenge + Mr. Hurt knew + Lords Hunt = Marsh hunts down people
- Mayan Calendar + Facts about the Crime = False Statement
- Greystroke’s Visit + Sir Charles was alone = Prepared
- Club Dept + Greystroke’s Visit = Other Collections
- Expedition + Mayan Calendar = No Curse
- Didn’t Enter + Albeit’s Version = Testimonies
- Albeit’s Son + Escape through the window = Small Stature
- Albeit’s Model + Albeit’s Vision = Temple Model
- Albeit’s Version + Albeit’s Vision = Albeit’s Lies
- Marley’s Work + Facts about the crime = No Automation
- Assailant in Albeit’s House + Physical Abilities = Attacks
- Mayan Calendar + Superstition = Fear
- Albeit was left behind + Albeit’s Illness = Bitterness
- No curse + Prepared = Unaware
- False Statement + No Automation + Attacks = Strength
- Attacks + Small Stature = Suspect is small
- Fear + Other Collections + Testimonies + Albeit’s Lies + Temple Model + Bitterness + Strength + Suspect is small = Albeit is Guilty
- Destroyed Evidence + Analysis Table = Coincidence
- Tavern + Unexpected = Help
- Disguise + Reporters = Actor
- Visit + Tavern Owner = Visitor
- Components + Homemade Bomb = Bomb Maker
- Attacker + Visit = One Person
- Injury + Blame = Cole’s Motive
- Imprisoned + Income Problems = Flemming’s Motive
- Jeremiah’s Death + Orson and Jeremiah = Fright
- Testimonial + Orson and Jeremiah = The Truth
- Threats + Depts = Control
- One Person + Visitor = Stolen Items
- Stolen Items + The Truth + Control + Bomb Maker + Flemming’s Motive = Percy Flemming is Guilty
- Dints + Different Boots = Bad Eyesight
- Mary’s Income + Keep at Home = Profit
- Work Travels + Keep at Home = Opportunity
- Work Travels + Secretive Character = Strange Behavior
- Stepfather’s Letter + Hosmer Angel’s Letter = One Typewriter
- Opportunity + Strange Behaviour = Liar
- Liar + Bad Eyesight + One Typewriter + Profit = Mr. Windibank is Mr. Angel
- Mr. Garret’s Side Job + Electrocution = Insufficient Knowledge
- Mr. Fowler’s Work + Electrocution = Not a Specialist
- Anarchist + Bank’s Deptor = Anarchist Ideology
- Rebirth + Difficult Life = Criminal in the Past
- Seriously Ill Daughter + Problems at Work = Butcher’s Problems
- Electrician + Electrocution = Butcher’s Trap
- Bank Robbery + Bank’s Deptor = Robbed Bank
- Bank Robbery + Rasco Gang Tattoo = Rasco Gang
- Electrician + Bank Robbery = Underground Worker
- Bank Robbery + Electrocution = Evil Plan
- Anarchist Ideology + Robbed Bank = Just an Anarchist
- Criminal in the Past + Rasco Gang = Fowler’s New Life
- Butcher’s Problems + Underground Worker = Hopelessness
- Butcher’s Trap + Hopelessness + Evil Plan = Mr. Butcher is a Murderer
- Portrait of Alice’s Father + Spiritual Seance Items = Seance with Father
- Ticket to Highgate + Mourning Clothes = Cemetery Visit
- Seance with Father + Cemetery Visit = Family Crypt
Character Portrait
- Red Eyes – Recently Weeping
- Chin or Neck – Malnutrition
- Necklace – Tom is 8 years old
- Patching near his shoulder – Caring Parents
- Lame Arm – Malformation
- Paper in his lower coat pocket – Can read or use a map
- Red Eyes – Feels Unwell
- Ring on his finger – Man of wealth
- Blanket on him – He is Ill
- Box on the table next to him – Strong painkiller
- Notebook in the left – Lord Marsh’s personal assistant
- Emblem on the assistant’s vest – Member of a hunting club
- Assistant’s stethoscope on his shoulder – Physician
- Her necklace – Occult Item
- Bracelet on her wrist – Visits a prisoner
- Her Fingers – Unmarried
- Her left wrist – Suicide attempt
- Jewel on his neck piece – Poor quality
- Invitation on his chest pocket – Socially active
- Emblem on his vest – Politically active
- Cuff link on his vest – Ex-military
- Ring on left hand – Married
- His eyes – Lack of sleep
- Stain on collar – Wine
- Glass on desk – Hangover
- Gun on desk – In a good mood
- Tan letter by handcuffs – Letter from the Robin family
- Handkerchief under letter – Woman’s handkerchief
- Dirty collar – Negligent
- Amulets or Necklace – Protective charms
- Patchwork on elbow – Leans frequently on desk
- His hand – Smell of oil
- Spectacles hanging from pocket – Required for close work
- Injured finger – Intricate work
- Eye patch – Diseased eye
- Mouth or Neck – Bound in chains
- Wrist – Bound in chains
- Finger nails – Opium Den
- Boots – Crowded markets
- Missing arm – Cripple
- Blue scarf around the neck – Follows fashion trends
- American flag brooch on collar – American pride
- Cigarettes in jacket pocket – Tobacco-Holmes preferred brand
- Orson’s name on boots – Personalized boots
- Pocket-mirror on waist – Self-affected
- Red mark on nose – Often wears spectacles
- Brooch on collar – She is rich
- Ring on finger – Engagement ring
- Boots – Didn’t notice boots
- Spectacles – Poor eyesight
- Book on chair – Bible
- Picture on wall – Religious image
- Cross on wall – Protestant
- Scar on his ear – Gang Warfare
- Blue handkerchief in his chest pocket – Fashion
- Buttons on vest – Expensive and eccentric clothes
- Tattoo on left hand – Westgate Prison tattoo
- Rings on right hand – Ostentations
- Scar on eyebrow – Fight
- Chain Necklace – Expensive
- Tattoo on left arm – Bandit’s tattoo
- Ring on left hand – Self-affected
- Clenched right hand – Box training
- Neck – Dog Tattoo
- Left hand – Electrical Burn
- Black substance on pants – Sticky liquorice
- Foot – Pungent mud
- Right hand – “Rasco” tattoo
- Neck – Dog tattoo
- Left hand – Electrical burn
- Gun on waist – Revolver
- Foot – Pungent mud
- Tattoo on neck – Gang member
- Cross necklace – Religous
- Left hand – Manual worker
- Right hand – Smoker
- Right leg – Injured leg
- Pale face – He is ill
- Badge on chest – Anarchist symbol
- Tear in arm sleeve – He is poor
- Black liquid on lower sleeve – Silicosis
- Left hand – Works with electricity
- Badge on chest – Railway worker
- Center of waistcoat – Was once prosperous
- Ring on right hand – He is married
- Right shoe – Recently cleaned
- Bracelet on left wrist – Daughter’s gift
- Face – Angry
- Hat – Mourning clothes
- Train ticket in hand – Visited highgate station
- White marks on dress waist – Used chalk
Other Guides
- Use the wet rug on the shoe
- Use the small brush on the polish
- Use the small brush on the shoe
- Use the big brush on the shoe
- Use the dry rug on the shoe
10-22-14
- Pick up the glass rod
- Collect some blood in the handkerchief
- Place it on the microscope slide
- Get a pipette from the tool rack
- Use each of the colored vitals from left to right
- Pick up the slide and place it under the microscope
- Use the microscope and move around the screen until there are small purple lines to complete the analysis and confirm that Lord Marsh is ill
- The victim steps on the leaves
- Statue throws the spear
- Greystroke is hit and falls
- Sir Charles appearing from the balcony
- The statue escaping
- Cursed
- to be
- anyone
- to disturb
- sacred
- temple
- to meet death
- risen
- statue
- only
- chosen
- to have mercy
- Use the burner to light the flame
- Use the kettle and set it on the burner
- Pick up the letter and drag it on the kettle, hold it in the steam
- Get the knife on the tool kit
- Open and read the letter
- Get the swap from the tool kit
- Use the vial to glue the letter shut again
- Walk towards the middle lever and move the bar until it lands to the cart
- Walk towards the lever on the other side and move the gate to the right
- Use the first lever (next to the office) and move it as far to the right
- Walk towards the third lever (close to the horse figure) and move it to the right
- As Holmes, use the bars to get above. Use the ladder and walk to the other side, get down and walk to the other side
- As Watson, move the cart to the end of the road
- Walk towards the third lever (close to the horse figure) and move it to the left
- As Holmes, go forward, balance on the platform and jump on the chain. Swing and jump until it reaches the balcony
Set the gears in the way shown on the picture and then add the final part of the mechanism
The key to solving the riddle are in the walls ahead and behind. The correct combination of steps are the following:
Forward, Left, Forward, Forward, Left, Left, Forward, Forward, Forward, Right, Right, Right, Back, Back, Back, Right, Right, Forward, Forward, Forward, Forward, Forward, Left, Left, Left, Forward, Forward, Left, Left, Forward
Turn the levers in correct order to reach the handles which unlock the next path. Sequence are the following:
Lever 4 – Handle 1
Lever 6 – Handle 2
Lever 5 then Lever 3 – Handle 3
Lever 2 – Exit
Run down the path and take cover. The boulder travels back and forth the path.
Check out the video at the end.
If the portrait is smiling, then it is safe to pass. If the portrait is frowning or red, then it is poison to death. Avoid Red Frowning Portraits.
Button Sequence:
1, 6, 3, 8, 10, 5, 2, 7, 4, 9
by PeSe4Sana2
Open the top, however do not fully open it. Instead, analyze it then move the cylinder cap sideways and take the bomb out from the inside. Disarm the bomb within two minutes.
Cut the wires in order shown in the image
Use the image as reference
- Distract
- Take Knife
- Cut the rope
- Fight starts
- Guard moves away
- Hover over the stool and Overturn
- Bottle behind
- Hover over the man and take the hat
- Hover over the same man and push aside
- Hat above
- Wooden beam to the right of the doorway
- Bookcase across the door
- Front door
- Fireplace
- Pots on the kitchen wall
- Window
Follow the following chain of order of the events.
Use the image for reference then report findings to the police.
- Move lever 1 and 3
- Use the lever above
- Move lever 2, 3, 4
- Use the lever above again
- Set water level to 0
- Get down through the ladder
- Push the crates to the left
- Go back up the ladder and set water level to 1/2
- Jump to the other side using the crates
- Walk to the other side using the pipe. Balance through.
- Set the water level to 0
- Use the lever on the right side and move the ladder to the left
- Get down and push the crate to the left (where you positioned the ladder)
- Go back up and set the water level to 1/2
- Use the lever on the left side and lower the bridge
- Walk to the other side, go down the ladder and jump to the other side
- Go up and use the mechanism, and walk through the door
Enter Kate’s room and look for clues related to her disappearance
- Stain on the bed
- Drawings on the desk
- Empty closet
- William Hamilton’s Portrait
- Candles next to the chair
- Grimoire Book on the stand
- Table of Practice against the wall near the chair
- Phonograph
- William Fitz Clarence
- William Shaw
- Henry Anthony Evans
- Archibald Irwin
Use the image as reference
Achievements
Finish Prey Tell Case
Finish A Study in Green Case
Finish Infamy Case
Solve Mary Sutherland’s Case
Finish The Case of the Chain Reaction
Finish Fever Dreams Case
Complete the game
Don’t let the suspicious man out of your sight.
Become prey, to trick the hunter.
Locate the hideout.
Experience a hearty welcome.
Win a tournament of local interest.
Escape the perils of your imagination.
Find a way inside a secret room.
Become a shadow unseen.
Come to fisticuffs, but for good reason.
Banish devilry.
Deal with a gift from a secret admirer.
Let the cards fall where they may.
Breathe life into one in need.
Reconstruct a deadly chain of events.
Have the last dance with “Madame Destiny”.
Let the stars lead you out of danger.
Find a way to control the water.
Collect all possible in-game achievements