z-library zlibrary project

Walkthrough Sherlock Holmes Chapter One: All Puzzles

Sherlock holmes chapter one can pretty exhaust your nerves with an abundance of puzzles and quests, and if you do not carefully follow all the prompts, then without our guide, your passage of the game may come to a standstill.

What begins as a personal reassessment of family history quickly develops into something more. In the first chapter, Sherlock Holmes must investigate, find evidence, combine, weigh, analyze people and connect events in order to figure out the criminal.

You will do a huge amount of investigative work, in which you can also make this or that mistake and easily get bogged down in the evidence. That's what our walkthrough guide Sherlock Holmes Chapter One. Here you will find all parts of the main story, achievements, investigations and other tips and tricks to complete the game in 100 percent.

Sherlock Holmes Chapter One Guide

Guide navigation:

  1. Maternal love (hotel).
  2. Ghosts of the past.
  3. (Cemetery).
  4. Master of transformation.
  5. (Mansion).
  6. Golden cage.
  7. (Disease).
  8. overseas music.
  9. (Doctor).
  10. Sacrificial lamb.
  11. Maternal love (report).

1. Motherly love (hotel)
Sherlock Holmes Chapter One. Walkthrough

1. Return to Cordona. After joining the ship, you control Sherlock and stay for the first night at the hotel "Il Palazzo del Lussoalong with his faithful (imaginary) friend John. It's too late to visit mother's grave.

Go to the front desk and click on the book where Sherlock should leave his signature. Him and his companion allocated room 221. If you want, you can already look around in other areas of the hotel, but there is not much interaction there yet. Go right into a large hall with a bar - a lobby, so to speak - (with R2 / RT Sherlock runs by the way) and there is a staircase upstairs.

Take the steps to the right and you will reach room 221, in front of which a hotel employee is already ready, along with your luggage.

2. Meeting with a medium. You can go around both floors, on the tables we will find 2 documents. We go down, near the stairs, John will point to the poster, examine it. We learn that the sessions of the medium Luka Galici are held right in the hotel. An artist will distract us from reading, offer to draw a portrait, we refuse.

3. Table for rest. We take our portion of dinner from the bar counter, go to the table by the window, where John settled down. Someone left their cane on the table. John will offer to return it to its owner.

4. Forgotten cane. We examine the cane, you need to find 3 clues on it, they all stand out in the game in yellow, click on them with LMB. Let's find out:

- coat of arms on top, knob on top, holder in the center.

We need to interview people, maybe someone saw who left the cane. Open your journal (key C), select the desired topic "Forgotten Cane", make it active (key X). We interrogate the people standing closest to the table. We learn that a married couple and a sailor were sitting here. We learn from another guest that the sailor went out to rest on the street.

Achievement "Unsportsmanlike Conduct". You need to ask the administrator about the left cane. So we violate the terms of the dispute, but this will not help in the search.

5. Argument with John (argument). Let's bet that from the 1st time we will guess who the sailor is. We go outside, turn left. Turn on the observation mode (key Q). We learn 3 characteristics about each person by his behavior. We need a "retired military man". The right person is a man at the very gate, with a glass in his hand. We speak with him, we learn that the couple went to the medium.

6. The ill-fated session. We return to the restaurant, go to the door on the left under the stairs. There was a session of the medium outside the door, but in the process a fight broke out. A crime has been committed here, and we will want to investigate it.

2. Ghosts of the past
Sherlock Holmes Chapter One.

1. Description of Lord Craven. First, we examine the instigator of the fight:

- a red face, an expensive tie, a ring on his hand, knuckles.

In the process of inspection, you need to move the camera down, to the S key. After that, select 1 of 2 options, who is in front of us. Answer: Bored British aristocrat. We will recognize his last name by the coat of arms on the ring, and give him the cane.

2. Lord Craven's testimony. The Lord will ask us to help investigate the theft. During the session, his wife was frightened by the ghost, he swung a chair at the medium, and after that the diamond disappeared from the table.

3. The testimony of the medium. Luca denies that he stole the diamond. We examine the session room: a fallen chair, a tablecloth on a mirror, a lady lying on the sofa. On the central table you need to find 5 clues:

- there are traces of lipstick on the broken glass on the left, ectoplasm on the right, a moth-shaped brooch on the clothes on the right, a glass of whiskey and an ashtray on the top left, a diamond stand in the center (point at the white circle and press Q).

We enter the menu (by pressing the C key), turn on the section "Palaces of the Mind", the investigation "Ghost of the Past". On the screen with clues, you need to find a couple of facts from which you can draw conclusions. We select "Lady Craven was sitting opposite the window", "Lady Craven pointed her finger in the opposite direction." We get the conclusion: "The witness is in the yard."

4. Someone was in the yard. We make this evidence active. We leave through the doors, inspect the window, on the floor under it we will find a stuck heel. We examine its upper part with fasteners. Turn on the search mode (key Q). On the floor we will see scratches from shoes without a heel. We go past the pool, through the door on the right. In the room of the maids we will find shoes without a heel, on it we inspect the fault site and row the hotel.

5. Strange readings of the maid. Let's go look for a maid without a heel. You can choose this topic and interview other maids. We learn that you need to look for it upstairs, near the paintings. Near the restaurant we rise to the 2nd floor, along the left stairs. We interrogate the maid. You can deceive her that we are writing a book, and then she will tell everything she saw. But she has no new information.

6. Likely thief. We return to the session room. All participants have already gone to their rooms. From the collected evidence, you need to restore the chronology of events. Activate the white sphere nearby. In 3 places you need to put 3 correct participants:

1) near the broken glass - Lady Craven, 2) near the glass of whiskey - Lord Craven with a chair, 3) near the ectoplasm - the medium Luka Galici.

We find out that the lady held the diamond last, she is the thief.

7 Rumors Of Lady Craven. We go upstairs to room 226. Two maids stand in front of the doors and gossip. We get up to the left behind the bush and eavesdrop on them. A mini-game will start, we need to skip unnecessary ones (S key) and mark phrases that are important for the case (W key). Choose:

1) Tried to get her husband drunk, 2) Can't use a fish knife, 3) Was wary.

From the rumors, we will understand that Emma is not Lady Craven, but the mistress of the lord.

8. Lord Craven's explanation. We enter the room. It turns out that Emma is dead, her body lies on the bed. Craven assures that it was not he who killed her, and asks for help with the investigation.

You need to check its version. We go down to the restaurant, the bartender will not say anything. We ask the client nearby, he will confirm that the lord lingered a little in the bar. In the Halls of Mind, we combine the testimony of the lord and the witness. We choose 1 of 2 options, whether the lord had time to kill. This can be changed later at any time.

9 Miss Emma's Body. Examining the body:

- there are bruises on the neck, a diamond lies below, an open bag on the right.

10. Cache of jewels. We examine the table on the right:

- on the right is cheap cosmetics, on the left is Emma's box, turn on the search mode, we will find a double bottom. Inside are securities, a wedding ring with an inscription, a ring with a moth.

At the table we examine the door, it has a weak lock.

11. Moth ring. In the Halls of Mind, we combine 2 clues: “A brooch in the form of a moth at Luka”, “A ring with a moth at Emma”. Let's conclude that Luka and Emma are old acquaintances. If you show the ring to the lord, he will not recognize him.

12. Letter of Compensation. We go to the next room, on the tables we will find 2 letters, one mentions the participation of the lord in the fight. In the Halls of Mind, we combine 2 clues: "Compensation for beatings", "Lord Craven hit the medium." We conclude that the lord is extremely hot-tempered.

13. Letter about the stolen ring. We ask the lord about a double bottom, a wedding ring. The fact will appear that Emma has been robbing the lord for a long time, but he did not know about it. On the basis of all this, one can make a hasty conclusion that the murderer is a lord. But there is another version.

14. Description of Luka Galicia. We go down to the hall, turn off all the evidence, talk to the administrator, and he will give us the key to Luka's room. We go up to room 225. Inside, we examine the room and Luka himself:

- a broken nose, make-up on the neck, long and thin fingers, a thin stomach, fresh scratches on the right hand.

We choose 1 of 2 conclusions: "The former thief became a medium." In the Mind Halls, we combine "Luke and the lord were in neighboring rooms", "The lock is easy to open." We get the conclusion "Luke could open the lock." We combine "Fresh scratches" and "Emma was strangled", the conclusion: "Emma scratched Luka's hands."

15. Invitation. In the room we find a letter from a former client.

16. Ectoplasm Sample. On the table we find a jar with a green liquid, with which the medium portrayed a ghost. We select this evidence in the journal, we do its chemical analysis (key E).

From above we take the icon "Chemical experiments", put it in the center. On the right is the final formula that you need to get, attach it to the center (right-click on two objects). Below, select 2 of 3 reagents. We need red and green. We connect them to the center, on the left side. We start the experiment (button "space"). If the formulas match, then the mini-game will end.

We show all the collected evidence to Luka, and he confesses that he killed Emma. Previously, they were from the same moth gang, but Emma turned them in, the rest spent several years in prison. Now Luka has revenged herself on her.

Who is the killer? We can assign 1 of 2 suspects as the killer. The police will be happy with any explanation. To make an accusation, you need to set up all the dual evidence against 1 accused in the Mind Halls. After that, a large circle with a killer will appear, select it. Each accused can be handed over to the police, or allowed to escape, the reward does not depend on this. There are 2 options for this investigation:

1. Lord Craven. We expose the evidence: “the lord had time to kill”, “caught Emma with a diamond”, “got furious”. Reward: 30 coins.

2. Medium Luka is a real killer. We expose the evidence: “the lord was gone for some time”, “the killer left the diamond”, “Luka could know that Emma is a thief”, “Emma scratched Luka's hand”. Reward: 80 coins.

3. Maternal love (cemetery)
Sherlock Holmes Chapter One. Hyde

1. Bouquet of flowers. The next day, in front of the hotel, we speak with a man near the transport, he will take us to the Cordona cemetery. Let's take a bouquet for the grave with us.

2. Funeral memories. John will offer to remember his mother's funeral. In the diary, select "Memories of the funeral", make this topic active. We enter the concentration mode (Q), and silhouettes will begin to appear in the center of the square. We examine the boy, we go to the left, we reach the left dead end with the grave of Violet Holmes.

3. Mystery guest. On the grave we find mother's pocket watch, someone just left it here. Looking at the headstone:

- the date of death, the initials on the clock on the cover, a burning candle.

We turn on the concentration, we will see fresh footprints on the ground. We follow them to the road, we will see traces of bicycle tires. We go along the path to the left. The bike is left against the wall, we examine it.

4. Photo of Hospitaller crypts. We will find a photo on a bicycle, it shows a place in the north of the cemetery. On the other side of the photo we read the signature. There are traces of green paint on the frame on the bike itself.

5. Vogel's story. Near the crypt we will meet the artist, whom we have already seen in the hotel. He dies as Werner Vogel and confesses that he left the watch for us. In a conversation, he will mention that after the death of his mother there was an investigation. You need to check this in the police archive (access to 3 archives throughout the city will open).

We go to the police station on foot. Open the map (M key), in the central area of ​​​​Scaladio look for a mark with a star, mark it (R key). We go east along the main road, along the way we will open various points for fast travel. At the crossroads, you can buy a fresh press from a newspaperman for 1 coin, inside there is a text about our solved case at the hotel. We enter the police building.

4. Master of disguise
Sherlock Holmes: Chapter One. Management

1. Sketch of a thief. The police will not let us into the archive, some detective has locked himself in there. We can help with the investigation so they let us through. There was a robbery at Mrs. Nini's atelier, but she was never able to explain what the thief looked like.

2. Description of the thief. We leave the police, go to the nearest northwestern lane, the studio is located there. Inside we speak with Mrs. Nini. In order for the old woman to remember the thief, we need to change into a similar outfit.

We pass into the room, collect 4 types of things from the shelves: glasses, hats, suits, wigs. If you can't find it, then active things can be highlighted (Z key). We pass behind the screen, select the "Wardrobe" tab in the menu, change clothes.

3. Master of reincarnation (dispute). In the wardrobe on the wall on the right, we examine the portrait, dress in the same way: White suit, Top hat, No glasses, Long sideburns, Old man make-up. We show ourselves to Nini, she recognizes her uncle.

Achievement "Mamma Mia!".Prank Mrs. Nini.

4. Portrait of a thief. We listen to the testimony of the old woman, put on the right things:

- Ugly beige suit, Bowler hat, Square glasses, Thin mustache, Painted bruises.

Mrs. Nini recognizes the outfit of the thief, we sketch it. We'll get a police uniform and a cap. We return to the police station, we give the identikit to the policeman Stark. He will pay 20 coins, let us into the archive.

5. Motherly love (mansion)
Sherlock Holmes Chapter One. Walkthrough

1. Missing Case Records. In the police we pass into the corridor on the right, into the left room "Archives". Inside, on the green table, select 3 criteria for finding the right case:

— Crime against the person, Victims, Documents.

We find our mother's murder case, but there are no documents inside.

Physical training. At the exit from the station, policeman Stark will turn to us and offer us to become a freelance detective. To do this, it is enough to pass the standards.

Let's go down to the basement and talk to the instructor. In the 1st room, you need to hit all targets with bottles from a revolver. In the 2nd room we climb under the beam (Ctrl key), we run between the two lines (Shift key). In the 3rd room we shoot at the lantern above the enemy, at the hat on the left opponent.

In the last room we will fight with living opponents. You can’t kill them, you need to shoot only at weak spots, or at elements of the environment: at chandeliers, pipes, bags. When a person is stunned, run up and hit (LMB), perform a finishing blow (mouse in a random direction, press a random direction on WASD many times). For armored enemies, you first need to shoot off all the protection, it is marked in blue in aiming mode. We get up in a circle, use the dust from the snuffbox (X key) to neutralize the enemies if there is no suitable environment nearby.

Having completed the preparation, we will get the crusts of a forensic consultant. In the police station we will be able to take new cases on the bulletin board. Bandits' Lairs will appear in the city - platforms where you need to fight dozens of enemies. The whole city will become available for study.

2. Fragments of memories. You need to find your parent's home on your own. In the description there is only a photo and a text description of this place. We can make the topic active and ask local residents.

We go to the southern region "Grand Shed". In the northwest of the district is the Leblanc Road, in its center is the Stonewood Mansion.

3. Letter from Mycroft. In the mailbox of the mansion we will find a letter from the brother. He offers to end the ridiculous search.

We enter the courtyard of the mansion. On the left in the gazebo you can see the mannequin:

- handcuffs, a handkerchief on the face, treasures on the right, a sword on the left.

4. Memories of the past. In the magazine, select this topic, make it active, turn on the concentration. Silhouettes from childhood will appear in the center of the courtyard:

1) The policeman brought us home. 2) In the policeman's hand are our master keys. 3) Near the porch, older brother Mycroft convinced the policeman to let us go. 4) On the porch we gave the letter to Mycroft. It was he who sent us to steal the document.

5. First day on Cordon. Inside the mansion, on the left is the brother's umbrella, on the right is a hanger, blue luggage. On the right column hangs "Auction Notice" (case "History of the Empty House"). To the left on the bench is Violet's Death Note. On the stairs, on the left railing, there are our initials, carved in childhood. Upstairs is an empty space under the picture.

In the journal, select the evidence “The first day at the Cordon”, make it active, turn on the concentration. We examine the luggage, the hanger, the wheelchair by the stairs. We listen to the comments of the hero, and then correctly arrange the characters:

1) Luggage - brother, 2) Hanger - doctor, 3) Armchair - boy.

Recall that Dr. Otto Richter deceived the neighbors by telling about his mother's tuberculosis. The real illness was different.

6. Memories in the mansion. On the 2nd floor, a door opened on the left, we enter. This is our childhood room. Inside, we examine all the things: a balloon, a poster of a dog, a chest (inside the toy, a figurine), on the left in the closet there are bottles of sand, chemicals on the table, a music stand, a telescope, an inscription made of darts on the wall. There are 4 clues on the table:

- a book, an encyclopedia, a newspaper, a door handle with a cross under the newspaper.

7. Cache with treasure (dispute). If we guess from the 1st time where the found pen should be inserted, then we will win the argument with John.

8. Wooden handle. We make this evidence active, turn on the concentration. There is a box on the table, the pen will not fit to it. Near the doors we inspect the drawer of the cabinet, insert the handle there. Let's look at the contents of the box:

- a diary with criminal notes, a smoking pipe.

9. Looking for a family friend. In the Halls of Mind, we combine clues: "My mother died of tuberculosis + Not tuberculosis." Conclusion: "Mycroft lied." We combine: "Missing Materials + Friendly Neighbor". Conclusion: "Friend of the family."

Now we need to find the neighbor Theodore Gilden, who was engaged in a balloon, maybe he knows more about our family's past. We go outside, go west, towards the balloon.

6. Golden cage
Sherlock Holmes Chapter One. How to get to the excavations

1. Pogrom. In front of the neighbor's house we will see a crowd of onlookers, a destroyed gate nearby. Further in the yard we examine the broken vases, the cart. Around the corner lies the body of Theodore, we examine 4 pieces of evidence:

- a twisted neck, no finger on the hand, gown belt, broken leg.

Blood trails lead to a large enclosure ahead. There are 4 clues on the floor:

- a broken chain, a large footprint, a pool of blood, a goad knife.

You need to take a picture of the tracks (key E). Let us understand that Theodore kept a tame elephant here. In addition, we examine the fruit against the wall, the ball and other toys at the door. Above the balloon, behind the gate is a pond for an elephant. In the halls of the mind, we combine: "Fatal injuries + Gilden kept a wild animal." Conclusion: "Goliath is the possible killer of Theodore."

We do the reconstruction of events:

1) The elephant wrapped around his neck, 2) The elephant dragged along the ground, 3) The elephant ran away.

2. Traces at the barn. The reconstruction will show that someone was behind the gate, the elephant threw him to the barn. Among the destruction, we examine 3 pieces of evidence:

- gas cylinders, a boatswain's knife, embossed boards on the left.

The guess "Outsider" will appear in the halls.

3. Elephant life (argument). John will remember the old article about elephants. Bet we can find it in the newspaper archives. In the Scaladio region, in the west we go to the Chronicle Editorial Office (marked with a newspaper on the map). We make the Elephant Life evidence active, select the search settings in the archive:

- 1870-1879, Journalists, Editorial.

We get the text note "Lord of the Beasts".

4. Thick-skinned criminal. We select this evidence, we interrogate people at the destroyed gates. We learn that the elephant's name is Goliath, he ran towards the forest, across the Greek bridge.

Turn on the scan (Q), follow the tracks to the north. Behind the bridge we examine the destroyed wagon. We turn left, along the path we will go into the forest. On the path to the left, there is a sign of a tree planted by Theodore Gilden. Further on the ground is a broken branch. The tracks will end at the water, a bathrobe hangs on a branch on the left, we examine it. In the pockets we find a note and a key to the house.

5. Imogen's testimony. We return to the neighbor's house, we can open the door with a key. Inside on the 1st floor you can see 2 paintings. We rise to the 2nd floor, we will meet the daughter of Gilden. We ask Imogen, show her all the evidence. She will insist that the elephant is to blame for the murder.

6. Collected things. We examine the room. The daughter hurriedly packed her things for the trip. We also examine pillows, a dress.

Let's find a photo where the girl is standing with her lover. We ask Imogen about it, she will tell: Paul is the champion of the local yacht club. The girl is going on a trip with him. He becomes the first suspect.

7. Trilogy "Bazookology" (dispute). In the girl's room we will find the book "False idols" about the hero-archaeologist (1/3). John will offer to collect the entire series of 3 books. We will find them later, in other plot locations.

8. Plan of the project "Ivory Baths". On the 2nd floor on the other side we go to inspect the office of Theodore Gilden. Let's look at the chair, the note on the left, the photo with Violet on the right, the scroll. We are looking for 4 clues on the table:

- a wooden little finger on a newspaper, a photo with a daughter, a photo with an elephant, A bottle with an odorous substance (we will take it, we will need it later).

In the far right corner we examine the map, there are 3 pieces of evidence on it:

- the name of the map is at the bottom, in the center of the excavation, the authors are indicated at the top right, one of them is crossed out.

We take a photo of this card. We learn that Theodore had an excavation partner, but he broke off cooperation. He becomes the 2nd suspect.

Paul Perks

9. Photo of Imogen. We leave for the Grand Saray area, on the south coast we are looking for the Salacia Yacht Club. Do not enter the club building. We select the evidence "Photo of Imogen", we show it to the nearest people. The sailors will recognize the champion, they will say that today he missed training, you need to look for him in the workshop. We go to the south, we enter the building with boats.

10. Yacht club workshop. Boat workshop. Inside we examine the walls, outside the inner window we will see bloody bandages, but the door there is locked. We make this evidence active, and start looking for the key.

We examine the door, in front of the doors we examine the box of the workbench, inside the nails. There are paint cans by the boarded up window. In the concentration mode, we are looking for where there are still spots of paint.

In the far corner is the Whirlpool yacht, remember its name. We go to the honor board, inspect the last Whirlpool plate, on its back we will find the key.

There are 4 clues on the table inside the champion's room:

- a diagram on the wall, on the left side of the record, next to "Letter with threats", "Suspicious note" with a rate, we examine its back side.

On the shelf you need to find 3 clues:

- a box with darts, tools on the left, books below.

11. Suspicious note. We make the evidence active, it mentions smuggling under the guise of tea. We go out into the hall, go to the warehouse "Storage". To the left of the entrance is a sound device called an autophone, remember. In the far right corner on the shelves we will find the book "Sails of Hatred" (2/3). In the center of the shelf we examine the open box of tea: we look at the name and contents.

12. Description of Paul Perks. At the exit from the room we will meet Paul himself. Let's look at it:

- Adam's apple is not visible on the neck, the left hand is bandaged, there is a bruise on the right elbow, wide hips.

Let's conclude that Paul Perks is a woman. She pretends to be a man in order to be in an all-male yachting club. We choose for her the definition of "Professional yachtswoman".

Smugglers will enter the workshop and attack us. You need to defeat and arrest 8 people. After the victory, we return to the champion's room, interrogate him, show all the evidence:

13. Paul's Darts. Used as a rat killer, in a warehouse with various food products it looks logical, but could also be used against an elephant.

14. Threatening letter. The father was against the relationship between Imogen and Paul, sent bandits, this may be a motive for the murder.

Arthur Swift

15. Registration sheet of the company "Gilden and Swift". We go to the center of the Scaladi region, to the central square, where the Cordona Town Hall stands. We make the evidence "Project Plan of the Ivory Bathtub" active. In the archive of the town hall, select the search conditions:

— Entrepreneurship, British, legal papers, Old Town.

We will receive the “Company Registration Sheet”, make it active. The document contains the address of the company, we are looking for it.

Old Town, in the northeast of the region, at the junction of Bazaar Road and Arno Street. There is a guard at the entrance, he will not let us through. But nearby we will hear a conversation of 2 workers, turn on the concentration and eavesdrop on them. Choose phrases:

— Market in the Old City, scar on the neck, loyalty to the British.

16. Entrance to the excavations. Near the company or in the market itself, you need to find a clothing seller, buy a “Work Apron” from him for 15 coins. If you don't have money, you can rent it. Only in such clothes the foreman will speak to us.

The market in the Old City is located in the west of the region. We turn on the concentration, we are looking for the foreman Aydin, with a scar on his neck. When asked about the British, we answer: “So I am on their side”, “I love tea”. And we will be accepted.

We go to the north-east of the region, the label "Archaeological excavations" has appeared there. The guard at the door will let us through.

17. Inspection of the ruins. We go down the path. The worker on the left will tell you that you first need to go to the professor. We go to the tents on the right, we will talk with Professor Swift.

The professor won't let you see his desk, but everything else is free to explore. There are 3 clues ahead on the map:

- excavations in the center, photo on the left, article “Tomb of Titus Lemonius found!” on the bottom right.

On the left we examine the boxes:

- mannequins, recording "The Conquest of Titus and Vitus", fabric inside the box.

18. Description by Arthur Swift. We remember the appearance of the professor:

- the glasses are broken, there is a notebook in his hands, there is a bruise on his left elbow, there is no ring on his right hand, there is dirt on his knees. We conclude: "Striving for knowledge."

Achievement "Connoisseur Found". In the north of the excavations, under a canopy, there are baskets with the last book "Sharp Pickaxe" (3/3) from the "Bazukology" trilogy on them. If we win an argument with John, he will start offering crazy plans from books.

19. Arthur Swift's study. In the center of the excavation, we eavesdrop on the workers, select the phrases:

- Someone pushed the statue, Closer to the shore, A crooked pedestal, A helmet in the form of a lion's head.

In the north, between the columns, we examine the excavated statue:

- a sickle on the left, a face on top, an empty pedestal on the right.

In front of the statues there is a white pedestal “house”, on which a Latin inscription tells how the statues were located. Having collected all this information, we can make a reconstruction of 4 statues:

1) Near the fallen statue - Sickle. 2) Near the shore - the head of a lion. 3) Opposite the sickle is a woman with a vine. 4) Opposite the lion is a warrior with a sword.

We turn on the concentration mode, a path will appear from the statues down, we go along it. Let's go down to the shore, find the illuminated land where we need to dig. We will inform the professor about the find.

While the professor is busy with a new statue, we go to his tent, inspect the table, we are looking for 3 clues on it:

- blue book "Trunks and tusks", diary, box of darts.

Swift will come back and find us searching. We provide him with all the evidence found against him:

20. Darts of Arthur. They are used as a remedy against rats, but what kind of rats can be on excavations and in tents?

Elephant Goliath

21. A bottle with an odorous substance. In the halls of the mind, we combine all the clues so that the conclusion “We must find Goliath” appears. After that, we can conduct a chemical analysis of the vial taken in Gilden's office.

Chemical experiments. This time you need to combine 3 substances, but the experience icon only mixes 2. You will need 2 icons. First we mix “3 reds” + “-5 greens”, and then we combine the result with “4 blues”. The result is a pheromone.

22. Goliath Hunt. We make this evidence active. We read the description in the diary, it contains all the things necessary to attract an elephant:

- Durable gray fabric - in Arthur Swift's tent in boxes.

- Elephant roar - nautophone in the boat workshop.

- A pungent smell - we have already prepared a pheromone from a bottle.

- Sewing cloth - at Mrs. Nini's Atelier, near the police.

- Inflate the balloon - in the courtyard of the murdered Theodore Gilden.

Let's sit on the bridge, along with the balloon in the form of an elephant. On the device, select any sounds. Soon the elephant will come out of the forest, the police will catch him and return him to the paddock.

23. Dart in the skin of an elephant. Let's go examine the animal, 4 clues:

- scratches above the eye, calm eye, the left tusk is larger below, a dart is stuck under the right ear.

We do a chemical analysis of the dart: “-5 green” + “2 green”, the result + “3 red”. We learn that the elephant was poisoned with strychnine, this caused him a fit of rage.

Who is the killer? In the halls, combine the clues to get 3 versions:

1. Goliath is an elephant. We set up dual evidence: "Someone wanted to protect Theodore", "Goliath is a possible killer." To blame the elephant, we go to Imogen's daughter. It will be possible to execute or save the elephant. 30 coins.

2. Paul Perks - daughter's fiancé. He could have killed Gilden as revenge, and to get his inheritance. But he was already making good money on smuggling, and he was going to run away with his daughter even before the murder. The abrasion could have been received during the assassination, but he was also attacked by bandits sent by Gilden. If we decide to save Paul, then the elephant will be executed. 30 coins.

3. Arthur Swift is a real killer, business partner. He tried to save the excavations from development. Only he had a book on elephant behavior. He did not do physical work, because he has a lot of assistants, so the elbow injury could only have been received during the murder. He never confesses to the murder, but for his arrest we will receive an increased reward: 80 coins.

Achievement "Animal Defender". We will get if the elephant is not executed.

7. Maternal love (disease)
Sherlock Holmes Chapter One. Walkthrough

1. Fragments of memories. After the end of the investigation, Imogen's daughter will give us a box with our mother's things, inside 2 pieces of evidence:

— Pendant with initials, Letter to Theodore Gilden from Violet.

We learn that Theodore was in love with Violet, but she remained faithful to Seeger Holmes. Recall another case in the mansion.

We return to our mansion, go up to the 2nd floor, to the door next to the mirror. It just won't open like that. We make the evidence "Fragments of memories" active. We turn on the concentration, we will see silhouettes in front of the door:

We brought mother the unearthed vase. They knocked on the door. Run to the center of the stairs. Hearing the noise, they returned to the door. Recall that Dr. Otto Richter entered the mother's bedroom, he broke a vase. Now we can enter the mother's room.

2. Longstanding confrontation (dispute). There is a chessboard in the room on the right. John will offer checkmate in 1 move. Turn on the concentration, choose 1 of 2 possible moves. To win, we choose the move of the bishop.

3. Old sheet of paper. We examine a vase on the right, a picture on the left, a cabinet with medicines, a bed with straps, a bathroom, bars on the windows. There are 2 pieces of evidence on the round table in the center:

- on the right is a newspaper with an article about Seeger's death, on the left is an old sheet.

In the far left corner on the floor we are looking for 3 different patterns:

- on the left, on a fan with feathers, on the right on a book.

4. Notes on the patient's condition. There is a suitcase on the chair, 4 clues:

- open the lock, inside there is a bottle without a label (we examine it in the center and below), notes on the patient's condition, tools.

5. Almost empty bottle. We carry out a chemical analysis of the bottle. Here we have to apply a new experiment that changes the sign of the substance from plus to minus. We take “4 blue”, change the sign, we get “-4 blue”. The result is combined with "3 red". We learn that the bottle contained a mushroom hallucinogen.

6. Bottle of sedative. By the window on the oval table there are 3 pieces of evidence:

- medicine bromide, we read on both sides, below the desk drawer, a letter.

7. February 1869 Shigeru from Violet. Mother could not come to terms with the death of her father, continued to write to him, and slowly went crazy.

8. On the wrong foot. After searching the whole room, we will make a reconstruction:

1) At the entrance, Brother Mycroft raised his hands. 2) In the center, a mother with a tray swings at the doctor. 3) The boy Sherlock hid by the bed.

9. Morning April 9. Let's remember the events after the reconstruction. Imaginary John will become ill, he will temporarily begin to disappear.

10. Someone is knocking. There was a knock on the door of the mansion. We go down, in the hall we will meet a sailor. He will offer to guess what he brought us. We examine it, 4 clues:

- pink paint in her hair, worn clothes around her neck, a gentle right hand, left-handed, hiding something with sharp corners.

We conclude "The artist in the clothes of a sailor." It was Vogel who sent us his colleague to invite us to the gallery. He needs the detective's help.

Also, at the exit from the courtyard we will meet the agent Emilio Estevo. He will convey the request of our brother Mycroft, who serves in the government. A chain of side quests related to politics will begin.

Achievement "Not Now". First, we refuse Mycroft's offer with the phrase "I'm busy", and then at any time we can accept it and start the task.

8. Overseas muse
Sherlock Holmes Chapter One. Walkthrough

1. Invitation to the Vogel Gallery. The sailor handed us a business card, it shows the address of the gallery: the Old Town, the intersection of Bazaar Road and Hermes Avenue. We go to the south-west of the region, to the large square building Caravanserai Gul-Afshar.

2. Vandal in the secret gallery. Vogel will tell you that a thief got into the gallery basement last night. We examine all the paintings on the 1st floor.

3. Secret gallery. We go down to the basement. We read all the signs, examine the shark exhibit. In the left room of Franco we are looking for 3 clues:

- a fallen shovel, traces, inspect in the concentration mode.

Open the oven door, inside 2 pieces of evidence:

- footprints, to the right on the door there are scratches from the magnet.

In the center of the basement we examine the coffin, 3 pieces of evidence:

- the skeleton is shifted, a raven is on the right, a handprint on the top of the lid.

On the right is a painting in mold. In the right room there are empty hooks where pictures hung. There are burnt paintings on the floor, we are looking for 2 clues:

- the lower frame is empty, on the right frame there is a cigarette butt, there are traces on it, the name.

At the last dead end, luminous mushrooms, a painting.

Having examined everything, we can make a reconstruction of events:

1) The lame stranger climbed through the stove using a magnet. 2) The artist heard a noise, went down the stairs. 3) The stranger hid from him in the coffin. 4) Later the stranger took pictures. 5) He burned the paintings to hide the theft of one of them.

4 Allegedly Stolen Painting. We tell Vogel everything we learned. All destroyed paintings were painted by the artist Boniface Mercurio. A buyer wanted to buy one painting, but the artist refused. Vogel will describe that it depicted the devil with a girl.

Artist

5. Mercury's address. Vogel will tell you that this famous artist lives somewhere in the Old Town, but he won't tell you the exact address. Asking passers-by is useless. A “book” icon is drawn on the evidence, so let’s go look in the archives. We're looking for the Chronicle's office, in the southwest of the Scaladio region. (The owner of the newspaper will offer us a new case "Catching eels"). According to the plot case, select the search criteria:

- Recent Entries, Celebrities, Editorial, Old Town.

6. "Fight at the exhibition". Let's find the article, at the end of the text the address of the artist is indicated: Hermes Avenue, between Scarlet Street and Olive Street. It is in the northwest of the Old City, near the "Watchtower of Hava" point. Door on the side of the wide staircase.

7. Mercurio's apartment. In the hall we will be met by an old house owner. She only lets her residents through. We need to disguise ourselves as an artist, his photo is in the article. We go to the nearest market, where we have already been, we buy an outfit:

- La Boheme Suit 15, Tousled Hair 10, Artist's Stubble 5, Artist's Makeup 5.

We change clothes, return to the old woman, and she will let us through. We'll get the key to the apartment. We go into the blue lattice door, at the top we are looking for an apartment.

Suddenly we discover that the artist has been killed. We examine the situation: on the right there are a lot of bottles, on the left there is a box with paintings, they were searched. On the left side of the bed is a picture of a demon that they wanted to steal. Ahead lies a painting in blood. On the right side of the table are 5 clues:

- there is no knife near the fork, the mirror is broken on top, there is a blue cloth in it, a broken bottle on the right, a camera on the left, table drawers are pulled out below.

8. Body of Mercury. We examine the body of the murdered, 5 clues:

- there is a cut on the neck, below the rag in the blood, we examine the degree of stiffness on the chest, broken knuckles on top of the arm, a knife lies nearby.

To the left is a separate developing room. Hanging on a rope is a photo of people wearing masks. The developed photo was left in the bath below.

9. How Mercury died. Having examined everything, we make a reconstruction:

1) The stranger was looking for a picture in the chest. 2) The artist saw him, attacked him with a bottle, the thief defended himself with a knife from the table. 3) The artist did not give the painting away, the thief accidentally hit him in the neck. 4) The artist fell, the thief tried to help with bandages, but could not.

In the halls, we conclude that "the thief did not want to kill Mercurio."

10. Picture of Mercury in the blood. Nearby in a pool of blood we select a picture. We need to clean it, for this we apply chemistry. In the experiments, the icon for increasing the amount will appear. Take "3 red", increase by 1. Take "2 green", increase by 1, merge. Add "4 blue" to the result.

11. Painting from Mercurio's roomxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

12. Amazing Resurrection (argument). John will ask you not to tell the landlady about the murder. We go down to the old woman and do not tell her the phrase "Mercurio is dead." Instead, choose: "Who came to me?", "Call the police." We learn that a thief from the gallery came to the artist.

Achievement "Courteous Gentleman". If we don't tell the old woman about the murder.

refugee camp

13. Drawing John: Pregnant girl. Select this evidence, make it active. We ask local residents. It is better to change into the clothes of the local "Rich Ottoman Costume", and ask them. We learn that the scars on the girl's face mean that she is from the Ewe people. These refugees live under the Victoria Bridge.

In the northeast of the Scaladi region, we go to the eastern bridge, in front of it on the right we go down closer to the water. Below we will see that the refugee camp has been cordoned off by the police.

14. Description by Ronald Harlow. We go down, in the center we speak with a man in a bowler hat. It's better to introduce yourself: "I'm a private detective." He will introduce himself as the warden sent by the governor. Let's look at it:

- bags under the eyes, sparse mustache, tie, wet palms, shoes.

We conclude: "A stunned formalist."

15. Crime scene in the camp. Let's go to the camp, talk to Inspector Tewksbury. We learn that a man, a suspicious tramp, was killed in the camp. The locals blame the refugees. Let's go to the crime scene. The police have already marked all the evidence with numbers, we just have to examine them:

9 - bloody palm print on the fence.

4 - footprints on the ground, drops of blood.

3 - a stain of blood near a broken pot, a crack on the box.

8 - three shoe prints: cop, lame, bare foot.

5 - beads are scattered on the ground.

6 - a trace of blood on the ground, shaken off a knife, next to a stick, 2 places.

7 - traces of bare feet, someone was dragged by force.

2 - on the table sheath for a knife, cigarettes "Mal-Pal", a thousand pounds.

16. The body of a stranger. We examine the main evidence at number 1:

- a dagger blade is stuck in the chest, there is a wound on the chest, a tattoo on the neck, we examine the hand with concentration, the left sole is erased on the shoes, he is lame.

17. Wounded refugee (argument). There is a witness in the tent, 2 pieces of evidence:

- a deep wound on the chest, on the back of the head, heat and dehydration.

We bet we can provide first aid. It is necessary to wash the wound, disinfect it, bandage it. We select this evidence as active, turn on the concentration, examine the growing plants nearby. We will come across: holly, reeds, algae, aloe. Only aloe is suitable, it grows near the entrance to the tunnel, we tear off the leaf. In the center we examine a vat of boiling water, apply aloe to it. In the corridor near the entrance, on a clothesline, we take a clean cloth.

We turn on chemical analysis to create a medicine. We take "3 red", we change the sign. We take "-5 green", add +1. We unite. Take "4 blue", add +1, combine. Apply to a refugee.

18. What happens in the refugee camp? (dispute). Inside the tunnel we will overhear 2 policemen. Highlighting the words:

- Money, Refugees are taken away, The camp can be closed.

We make this topic active. We can only ask the chief policeman about this, but he will not help in any way. We can win this argument later when the refugees come out. We speak with a local man near the wounded.

19. How did the stranger get into the refugee camp? We return to the entrance, where the overseer from the town hall stands. On the ground we examine a bunch of cigarette butts:

- there is 1 red cigarette butt "Mal-Pal", the rest are "Roadman" from the cops.

The police themselves let the bandit into the refugee camp.

20. Failed kidnapping. Having collected all the evidence, we make a reconstruction of events. We start from a distant point, we are guided by the placed numbers of evidence:

7 - A lame stranger dragged a girl along with him.

6 - Local stood up for her with a stick, the girl struggled.

5 - The girl escaped, the beads were torn and scattered.

8 - The stranger ran away from the crowd of refugees.

3 - He stumbled on the boxes, fell on his dagger.

4 - The lame man himself reached the bridge and accidentally fell into the water.

From the clues found in the halls, we will come to the conclusion that "The bandit wanted to kidnap the girl", "The bandit visited the Vogel Gallery", "Not just a thief, but someone's henchman."

We tell about all the evidence to the chief policeman. Be sure to ask him about the "Stranger's Tattoo", find out that he belongs to a gang of smugglers Nicolo Bernadotti.

We tell the same to the warden, and we will be allowed to interrogate the locals. (We speak with a local man near the wounded man to complete the argument). At the distant house, we show the local photo of the girl, we learn that her name is Neyla. Let's go to the girl's house, she will tell you that the rapist had a "cross" award.

Rapist

21. Drawing John: Rapist. Select the active evidence. In the halls of the mind, we connect the clues, we conclude that "The rapist is a high-ranking official." After that, a red award in the form of a cross will appear on the picture. We go to the archive of the Cordona Town Hall. Select search criteria:

— Officials, British, Occupation.

We get the "Personal file of Thomas Norton."

22. Thomas Norton's file. Here, in the town hall building, we go to another corridor, we find Thomas's office. He is the local British ambassador.

23. Description of the British Ambassador. We examine the ambassador, 5 clues:

- red eyes, stubble on the face, an order on the chest, crumpled clothes on the shoulder, a red stain from wine on the left arm. We choose the conclusion: "The ambassador is tormented by conscience."

Achievement "Spitfire". We choose the wrong conclusion “The Ambassador loves parties“, in the conversation we choose the answer (Hit in the face). Later you will need to hit another person.

24. Testimony of the Ambassador. In a conversation, we show Norton all the evidence against him. We learn that they have already tried to blackmail him. He will offer to transfer the photo, in exchange for helping all the refugees. In the halls we get the clues “The Ambassador wants to hide evidence”, “Hostage of the system”.

Customer

25. Stranger Tattoo. If we have already shown this evidence to the chief policeman, then we will find out that all members of the local gang of smugglers are so marked. We go to the archive of the Cordona Town Hall, make active "Stranger's Tattoo", select:

— Entrepreneurship, British, Occupation, Scaladi.

We learn about the name and address of the company.

26. Joint Stock Company Bernadotti. The description lists the address: Scaladio, southeast, junction of Bazaar Road and Rowman Road. But the building is located to the south, already in another region.

27. Head Office of the Bernadotti Society. At the entrance to the building are 2 gentlemen in bowlers. The main doors are locked. We go around the building on the right, enter the open gate. In the yard we examine boxes with ceramics, a suitcase with dolls, a barrel of wine, fruit boxes. There is a guard at the back entrance, he won't let us through.

Achievement "Spitfire". We introduce ourselves to the security guard: "I'm a private detective." Further in the conversation, select: (Strike). If before that the ambassador was hit in the same way, we will get an achievement.

28. Not for strangers (argument). After talking with the guard, we go to the nearest clothing store, in the northeast. Just now, the "Bernadotti Gang Tattoo" makeup for 5 coins has appeared there. We draw a tattoo for ourselves, we return, and they will let us through.

29. A painting stolen from a gallery. There is nothing in the main hall, we go to the side room, inside we examine the idol. On right:

- a hidden painting, this is a stolen painting with a demon.

30. Smuggling. Nearby in the box we are looking for 3 clues:

- mask, figurine, the inscription "Table china" on the bottom.

From this room we leave through another door, let's go into the hall with visitors. There is a newspaper on the bench. On the walls there is a poster of the company, a picture with the governor, a sign with the year. There are a lot of papers and invitations on the secretary's desk. We enter the boss's room, inside there is a photo of my daughter on the table, an impressive library on the right on the shelf.

31. Description by Nicolo Bernadotti. Checking out the boss:

- there is a gang tattoo on the neck, rough skin on the arm, skin is damaged on the arm beyond the hand, a gun on the belt, a wedding ring on the left hand.

We conclude: "Prudent businessman." We show him all the evidence. We learn that the deceased artist began to blackmail the ambassador, and Bernadotti only continued his work.

32. Bernadotti's proposal. The boss will offer to give the photo to him, in exchange he will return the picture to the gallery, and buy a house for the injured girl Neyla. In the halls of the clues, we will add "Compromising evidence".

To whom should the photo be given? Since the killer is already dead, then you need to choose not the guilty one, but how to dispose of the compromising material found. All options are correct, but they will affect the fate of people in different ways. And only 1 option gives an achievement.

1. Artist Vogel (Just Punishment). Let's give the photo to the artist, he will publish it in the newspaper. The ambassador will be removed from office. The picture will remain with the dealer.

2. Dealer Bernadotti (Unexpected union). The boss will give the picture, help the injured Neyla.

3. Ambassador Norton (The lesser evil for the greater good). The ambassador will receive the photo and destroy it, and in exchange will help the refugees obtain citizenship.

Achievement "Voice of the People". We will get it if we help the refugees: give the photo to the ambassador, ask for help for everyone.

In any case, we will receive 80 coins and mother's things from Vogel.

9. Motherly love (doctor)
Sherlock Holmes: Part 1. Walkthrough, guide

1. Parcel from Vogel. We return to our mansion, at the entrance there is a large box. Inside will be the skeleton of a mermaid. Later, brother Mycroft will come to us, once again offer to leave the island.

2. Details of memories. In the house we will remember new details. We make the evidence active, in the center of the hall we will see:

1) a boy with sticks, 2) a skeleton of a mermaid, 3) a magnifying glass in the boy’s hand, 4) a brother next to him, 5) the workers took the artifact to the storage of rarities.

The door to the vault will open on the right. There mother collected fake artifacts. We examine the whole room clockwise: a painted stuffed bear, a copy of the Holy Grail, a wigwam blanket, a book about detectives, a shield with spears. We are looking for 5 clues on the table:

- on the left Letter from the judge, on the letter we examine the date, contents, subpoena, one business card, a stack of business cards, a locked drawer at the bottom.

Further on the shelves there is a photo of a girl with a fairy, we examine from two sides, the skeleton of a giant, a mummy, a horned Viking helmet, armor, a scarecrow. There are 4 clues in the boxes:

- in the left drawer there are 2 documents: Richter's personal notes, Otto's letter from his brother, in the right drawer a torn doctor's diploma, the book "Tulpa".

In the halls, we will conclude "Suspicious psychiatrist."

3. Personal notes of Otto Richter. He tested hypotheses on his mother.

4. Letter from Brother to Otto. The doctor has a half-brother Klaus.

5. Diploma scraps. The doctor was educated in Geneva.

6. Letter from the judge. Thank you for your help in a tricky situation.

7. Subpoena. The Doctor was tried for the death of Violet Holmes.

8. The art of hacking (dispute). John will offer to open the desk drawer where Mycroft hid his things. We make the evidence active, examine the box. Let's start remembering how we spied on our brother. Let's go to the hall, then upstairs to the picture, and to the fireplace. We examine the fireplace, inside 2 pieces of evidence:

- on the right is a juniper branch, on the left is a tiny key.

9. Tiny key. We go to open the box, inside 3 items:

- a bottle of whiskey signed by the queen, a folder of documents, a file cabinet.

10 What Mycroft Learned. In the drawer of the dossier on the doctor.

11. Incident in the vault of rarities. We make the evidence active, remember a couple of details, and start the reconstruction of events:

1) The boy Sherlock searched the table. 2) The boy was eavesdropping on the statue. 3) Mycroft blamed Otto, tore up his diploma.

12. Not exactly a personal conversation. The brother called the doctor a charlatan.

10. Sacrificial lamb
Sherlock Holmes Chapter One. Walkthrough

1. Invitation from Vogel. We go to the hall of the mansion, the parcel was delivered there. This artist invited us to a party and sent us the right outfit for it. We put on the costume "Prince of Darkness", "Face Mask". We are looking for the mansion of Kurt Manchios. Grand Barn area, Torquis Lane. It's south of Central Park. There are many carts at the entrance, all the guests are wearing masks.

2. Yellow press (controversy). John will offer to collect dirt on the local rich. We go to the left room, eavesdrop behind the curtains:

- Unfaithful fiance, Fired after that incident, Political crisis.

We go to the far right corner, eavesdrop 2 against the wall:

- The architect was fond of the occult, the Magic Circle, the Mysterious.

Achievement Rumor has it.... We'll get "Yellow Press" for the dispute.

3. Key to the room with the Altar. In the far left corridor we will meet Vogel with the girls. He will give us the key to the room with the altar, there should be a fertility ritual, with the actor Fabio. We go to the double white doors, along the way we can inspect the library. On the altar we find the body of the murdered Fabio.

4. Description of the victim. We are looking for 6 clues on the body:

- on the temple there is a trace of a blow, a dagger in the chest (blood on the blade and on the handle), a wound in the chest, a brand of a slave on the shoulder, a drawing of blood on the stomach, the left hand squeezed the tablecloth.

5. Ritual dagger. On the right side of the stone lies sage, a dagger case, incense and ointment. Ahead on the walls are the symbols of Venus and Mars. In the halls, we will conclude "Fabio was killed during the ritual."

6. Smoking room. We go behind the screen to the left. There are 4 clues on the table:

- a box of cigars, a whip, a bottle and traces of blood, blood stains on the floor.

We leave the active evidence “Smoking Room”, turn on the concentration:

- there is a bloody handprint near the curtains, another print on the armchair on the left, drops of blood nearby on the floor.

7. Dressing room. We pass through the right room. Left 2 clues:

- an empty jug and drops of water, on the right there is blood in the sink.

1 outfit is missing on the hanger, an outfit covered in blood is hidden in the closet.

8. Tables in the dressing room. There are 3 pieces of evidence on the right table:

- The book describes the "Scenario of the Ritual", on the left is the "Note from Manchios", just above the disguise makeup kit.

There are 3 more clues on the left table:

- masks hang on the left, cufflinks in the center, Fabio's key on the right.

9. Scenario of the ritual. Manchios found a script for the holiday.

10. Note from Manchios. Written for actress Matista.

11. Cufflinks as a gift. Signed "From Manchios to Fabio".

12. Old wardrobe. Inside is a bloodstained outfit.

13. Vogel's testimony. When we return to the altar, the artist Vogel will be standing nearby. We interrogate him, we learn that the actor Fabio and the actress Matista were supposed to participate in the ritual. Fabio was supposed to use the dagger on Matista, but not for real. Earlier, Vogel could not enter, the door was locked from the inside.

14. Murder of Fabio. Having examined everything, we make a reconstruction:

1) An unknown person (mannequin) locked the doors. 2) In the smoking room, an unknown person hit the actor with a bottle. 3) The killer dragged the actor into the hall. 4) On the altar, the murderer made a blow with a dagger. 5) The mannequin hid the clothes in the dressing room. 6) Near the sink, the mannequin washed his hands from the blood.

We tell this to Vogel. In the halls of the mind, we combine the clues, the conclusion “The ritual is staged”, “The killer had the key to the room with the altar” will appear. It remains to find out who had the keys to the room.

15. Assassin's Key. We make the evidence active, we ask Vogel about the keys. The artist was given the key as an honored guest. The rest can only be learned from the owner of the Manchios mansion. Let's go look for him in the hall.

16. What Kurt Manchios looks like. We make the evidence active, turn on the concentration and examine all the guests in the hall. Let's find him in the center, near the fountain, in a star mask. We learn that the keys were with: Vogel, Fabio, Matista, Santos Pinchetti.

We won’t have time to finish, the police will start a raid on the party, and effectively detain all the guests, to the music of the “Waltz of the Flowers”.

Police station

17. Police investigation. We will find ourselves at the police station, we will convince the chief investigator, Constable Harvey Oswald, of our innocence. He will allow us to investigate this case, and in exchange the investigator will find a file about our mother in the archives. Here on the table we examine the documents, 4 pieces of evidence:

— Testimony of a witness, Report #62-60, Evidence ticket, Interrogation keys.

18. Testimony of a witness. We learn that this assistant Santos Pinchetti called the police to the mansion. We tell all the participants about it. He did not mention that he had the key to the room. Conclusion "Pinchetti is a suspect."

19. Report No. 62-60. Description of the victim and the suspects.

20. Evidence ticket. It is better to get them at once, so as not to go twice. We make this thing active, we pass through the corridor of prisoners, around the corner we go out into the lobby of the police station. We go to the “Evidence Room” window, we will be given 3 boxes, we are looking for 9 clues:

- in the left drawer, a syringe, "Letter from Fabio", a diary; in the central drawer a ring, keys, a handkerchief; in the right box there is an amulet, Matista's keys, the book "The Power of Love", we examine its spine from the side.

21. Letter from Fabio. The main evidence was found in the artist's pocket.

22. "The Power of Love: Blood and Mandrake". The book of the artist Matista.

23. Keys to interrogation rooms. We can bypass all the other cells, all the important participants in the party are locked in them. We ask them all.

Interrogations

24. Description by Kurt Manchios. 5th chamber. We examine:

- blush on the cheeks, red spots behind the ears, soap under the nails on the hand, high-quality leather shoes. Conclusion "Crazy about cleanliness."

25. Personal file of Kurt Manchios. We ask the owner of the mansion about the testimony of the witness Santos, about the gift of the cufflink, about the letter from Fabio. In the halls, from the notes, we will conclude “Manchios washed the blood off himself after the murder” or “Manchios was preparing for an orgy.”

26. Description of Matista. 6th chamber. We examine:

- there are bruises on the neck, a tattoo on the chest, biting his nails, fresh cuts on his right hand, a brand of a slave on his left hand, traces of shackles on his leg. Conclusion "Punishes himself for the past."

27. Personal file of Matista. We ask about cufflinks, letters, about her book. In the halls we combine the facts, we get “Guests mocked Matista” or “Fabio hit Matista”. "Matista could have performed the ritual."

28. Artist Matista. We can ask other people about it.

29. Vogel behind bars. At the end of the corridor, the artist is locked up, he was arrested because a letter was found in his pockets. He doesn't remember where it came from. Most of the evening Vogel was with the owner of the estate. We ask Vogel about Santos, he is not familiar with him, but he knows his position - the major domo in the mansion. In the halls we combine the clues, we get "The drugged Vogel took the letter himself" or "The letter was planted by Manchios." "Santos is a suspect."

30. Santos is a suspect. We go to the chief detective, he is in the archives. Please bring Santos Pinchetti for interrogation, he will be taken to Cell 7.

31. Testament of Kurt Manchios with a note. First, to the left of Santos, we examine the table, we are looking for 2 clues:

- a bunch of keys, a letter with a will.

32. Description of Santos Pinchetti. Let's look at the helper:

- inflammation on the neck, patches on the chest, dyed fabric on the right edge of the suit, blood splashes on the boot. We conclude "Living in poverty."

33. Personal file of Santos Pinchetti. We learn that this is the nephew of the owner of Manchios, his uncle took him as an assistant, but does not share money with him. We ask about his testimony, about the will, about the letter from Fabio.

In the halls, we draw conclusions “Pinchetti did not notice the blood stain” or “Pinchetti accidentally stepped into a pool of blood.” "Santos Pinchetti is trying in vain." "The letter is probably intended for Manchios", "Fabio broke Manchios' heart."

Who is the killer? All evidence and evidence collected. If you can’t draw conclusions, you need to show everyone the “Letter from Fabio” and other evidence marked with the “three dots” icon again. Set up 5 dual clues to choose who to blame:

1. Mantista - an actress who envied the actor Fabio. Evidence: A besotted Vogel took the letter himself / Pinchetti accidentally stepped into a pool of blood / Manchios was preparing for an orgy / Fabio was killed in a ritual / Matista hit Fabio. 40 coins.

2. Santos is a poor relative in a mansion. Evidence: The besotted Vogel took the letter himself / Pinchetti did not notice the bloodstain / Manchios was preparing for an orgy / The ritual was staged / Matista was mocked by the guests. 40 coins.

3. Manchios is a real killer, the owner of the mansion, the actor Fabio broke his heart. Manchios killed the actor, staged the ritual, planted evidence on the other participants. Evidence: The letter was planted by Manchios / Pinchetti accidentally stepped into a pool of blood / Manchios washed the blood off himself after the murder / The ritual was staged / Matista was mocked by the guests. 120 coins.

Achievement "Vengeance of the Lamb". We choose Manchios guilty, in a conversation we insist on his execution: "You planned the murder in advance."

11. Mother's love (report)
Sherlock Holmes Chapter One. Walkthrough

1. Finding Oswald. After completing the investigation, we go to the police archive, we issue our verdict. The constable will give us our mother's file in exchange.

2. Report No. 07-43. We examine the archive table, pick up the folder of documents. We learn that the mother died in the backyard of the mansion, from suffocation. In the halls, select "She drowned" or "she did not drown." At the exit we speak with the artist.

3. Bits of memories. We return to our mansion. Now, on the 1st floor ahead, the door to the back yard has opened. John will warn you that it is better not to go there.

Attention! Before entering, we make a manual save, this is the path to the plot epilogue, from where there is no way to return.

4. Memories in the mansion. In the courtyard we go to the gazebo, inside the mother is sitting at the piano. Near it we examine the broken cup on the tray. Recall the incident in the room, go to the table, take a bottle of medicine.

In the halls, we combine clues, draw the conclusion "Side effects" or "Resistance to drugs." Combine "Side effects" + "She didn't drown" = "Allergic reaction".

We go to the next gazebo, examine the book on the table. Let's remember the case in the storage, on the table we examine the round artifact. Let's overhear the conversation between the brother and the doctor.

We return to the entrance to the garden, there is a wheelchair of the mother. Let's remember how we rolled our mother around the garden, reminded her of the death of her father, and she attacked us, began to drown in the pond. But later she herself suffocated, and the doctor rushed to save her.

In the halls, we combine the clues "Mental disorder" + "Attack in the garden" = "Mom tried to drown me in the garden." Another association "Mycroft caught Richter in the garden" + "Mycroft testified against Richter" = "Mycroft accused Richter."

Who is the killer? All the memories are collected, it remains to conclude who was to blame for the death of the mother. We save, choose 1 of 4 endings.

1. Intentional killing. Agree with brother.

2. Accident. Point the gun at my brother.

3. The killer is John. Point the gun at John.

4. I myself killed my mother. Let's accept the truth as it is.

The boy Sherlock himself was to blame, he gave his mother a sedative that caused an allergic reaction. And Brother Mycroft put all the blame on the doctor. But if Sherlock had not done this, then he would have died in the pond. An imaginary friend, John, showed up to protect the boy from guilt. The hero will come to terms with his past, and John will finally disappear.

In any case, Sherlock will move to London and meet Dr. John Watson there. To save money on the bill, they'll rent a room together on Baker Street.

Was the article helpful?
Thank you very much!
[addtoany]
0 Comments

Add a comment

Your email address will not be published. Required fields are marked *

Games
Astral Tale Codes (May 2024)
Games
Astral Tale Codes (May 2024)
Earn gear, currency, and cosmetics with freebie codes for Astral Tale. If you need help fishing, you want...
Saint Seiya: Legend of Justice Codes (May 2024)
Games
Saint Seiya: Legend of Justice Codes (May 2024)
If you're a fan of the Saint Seiya manga, you'll love Saint Seiya: Legend of Justice! This incremental RPG for mobile devices includes…
Girls Connect Codes (May 2024)
Games
Girls Connect Codes (May 2024)
If you're drawn to manga heroines with attitude and heroic special attacks, you'll want to check out Girls Connect! This is an incremental role-playing...
Wasteland Challenge: How well do you know the world of Fallout?
Tests
Wasteland Challenge: How well do you know the world of Fallout?
Dive into the radioactive wasteland and test your knowledge of the world of Fallout! This quiz is designed for everyone, from beginners to series veterans. Answer questions about the factions, characters and events that shape this famous post-apocalyptic world. Take the test and find out how well prepared you are to survive in the wasteland. Your knowledge and skills will be truly tested here. Good luck, traveler
Best Light Cones on Aventurine at Honkai Star Rail
Games
Best Light Cones on Aventurine at Honkai Star Rail
Aventurine is a 5-star character from the Honkai Star Rail game with unique abilities to create protective shields. Looking at his light cones...
Genshin Impact 4.6 Developer Stream: Release Date, Countdown and Codes
Genshin Impact Wiki
Genshin Impact 4.6 Developer Stream: Release Date, Countdown and Codes
The April Anomaly will bring great changes to Fontaine and beyond! Yes, yes, you heard right! Update 4.6 is already on…