3. Story walkthrough
Start a game on Normal difficulty. The majority of the achievements will be unlocked during the story progression, but there are 5 specific ones to keep in mind: Blackmailer, The Brain, The Holmesian, A Very Fine Loafer and Pea-Souper.
"Blackmailer" is unlocked after making three specific conversation choices during the course of the investigation: twice as Holmes and once as Watson. I will point out when these options become available.
"The Brain" is unlocked after completing the game, provided you do not skip any of the puzzles. Again, you can quit a puzzle prior to solving it, you just can't have the game solve the puzzle for you.
"Pea-Souper" is unlocked after using Holmes' Sixth Sense to find clues 15 times during the course of the game. There is no penalty for doing this, so pull the LT whenever you enter a new area.
Unlocked by 3,303 tracked gamers (80% - TA Ratio = 1.11)
The other two are unlocked at specific points in the game, which I will point out below:
This achievement will be earned after completing the tutorial mission and finding the Samoan necklace.
Unlocked by 4,127 tracked gamers (100% - TA Ratio = 1.00)
After a cutscene, Holmes will have to examine the Samoan necklace. There are three areas of the necklace that are a slightly different color, revealing the item is a fake.
Holmes departs and you are placed in control of Dr. Watson. While here, poke around the flat to find the following objects:
- In the main room, there is a stack of letters above the fireplace.
- Above the door to Watson's room (the left door) is a harpoon.
- Inside Watson's room, there is a typewriter.
- Inside Holmes' room is a bust of Colonel Moran.
If you are using the Sixth Sense ability (even as Watson), these items will be indicated by a blue magnifying glass.
Unlocked by 3,163 tracked gamers (77% - TA Ratio = 1.14)
Diocese of Knightsbridge
*Your first opportunity to work towards the Blackmailer achievement occurs during this investigation.*
Use Holmes' sixth sense to discover clues in the area and also make progress towards Pea-Souper. After examining several areas, Watson will make mention of the deduction board. You will not be able to fully complete the deduction board at this point, but solving it as much as possible will allow Holmes' to move about more freely and, more specifically, to open the safe. Once you’ve found all the clues, you’ll be prompted to fill out the deduction board:
Lack – The Bishop’s shoes are missing
Shoes – One of the murderers left in different shoes
Wealth – The Bishop didn’t own anything of value, not even in his safe
Veranda – The veranda wasn’t searched.
Conclusions: One of the murderers left wearing the Bishop’s shoes. The murderers were looking for something specific. The murderers are poor. The Bishop’s murderers were hired by someone.
Chest – The murderers were unable to open the safe.
Torture – The victim was savagely tortured
Penitence – The Bishop was mortifying himself; he was used to pain.
Conclusions : The Bishop resisted torture. The Bishop’s murderers didn’t get what they wanted.
Solving this portion of the board will allow Holmes to ask the Reverend to open the safe again. When he refuses, Watson and the Reverend leave and Holmes can prowl about on his own. There is a metal pin on the armoire. Using this, you can pick the lock for the veranda door. Once you examine the lock, it takes you to a lock picking puzzle, where you have to match the shape of the pin to the tumblers on the lock.
Once inside the veranda, use Holmes’ intuition to locate the new area’s clues. Underneath the rug is another puzzle: this one a chess board puzzle. In the corner of the room is a hidden Knight’s piece (it’s under the checkered cloth). Underneath the chess piece is another clue: The last square on which the knight will place himself after having covered all the others will be the right one. Using the Knight piece on the 5x5 chessboard, you’ll have to move the Knight around the board to cover all the squares, starting in the upper left corner. You’ll have to end up in the top right corner to solve the puzzle. One possible solution is pictured below.
Collect the letters underneath the chessboard and learn the Reverend’s dirty little secret. He’ll probably be a little more willing to aid you now. Conveniently, Watson and the Reverend return at the moment. Ensure you select the "Blackmail" option during this conversation. After this conversation, it's time to open the safe. Again, the Sixth Sense ability will make this task a lot easier as you search the room for seven nails. Three are on the bookshelf, another is in the bedroom by the mattress, two are on the veranda table and the last is hidden in the plant beside the chair. Now we can finally work on the safe! To unlock it, the nails have to be placed so that each is in its own row and column.
Once the puzzle is solved, a scene plays. You’ll gain the Safecracker achievement and be taken back to Baker Street.
Unlocked by 3,512 tracked gamers (85% - TA Ratio = 1.08)
Once you have returned to the Baker Street flat, you'll have to examine the gathered evidence. As you use each inventory item on Holmes’ workbench, you’ll be prompted which tools to use on the evidence. At one point, you will have to identify a chemical substance found in the flask obtained from the Diocese. To solve this puzzle, click on one of the sample vials. Several colors will appear in the tray below. On the notebook page, select which colors appeared based on the vial reagent you put into the sample. Although you identify the substance, the achievement will not unlock until after you leave the flat for your first destination.
Once all the evidence has been examined, the deduction board can be completed. Again, the conclusions turn green when you’ve selected the right option.
Bishop: The Bishop gnawed at himself.
Finger: The Bishop tore his aggressor’s finger off with his teeth.
Flask: The broken flask has some blood at its top.
Poison: The flask contains a poison that causes madness.
Conclusions: The Bishop went mad. The murderers made the Bishop drink the contents of the flask. The murderers had a poison that causes madness.
The Deduction Apprentice achievement is obtained after completing the first deduction board.
Unlocked by 3,492 tracked gamers (85% - TA Ratio = 1.08)
With the deduction board complete, Holmes and Watson determine a dispensary to visit.
Column 1: The rope is worn only on one side. The damp earth brought in by the Bishop of Knightsbridge’s killers. The fragment of granite, painted black. The Whitechapel clinc.
Column 2: The rope was always used from the same side. The soil is from a pit. This fragment comes from a monument painted black.
Column 3: The rope is used to lower something into a pit. The earth and the stone are from a pit near a monument.
Column 4: The earth, the rope, and the fragment of granite come from a grave. The Whitechapel Clinic is near a grave.
Holmes and Watson will check the List of Hospitals to determine the correct dispensary to visit. The correct choice is Dispensary 4661, near Whitechapel Cemetery. This unlocks the following achievement:
Unlocked by 3,247 tracked gamers (79% - TA Ratio = 1.12)
At this point, there are three places to investigate: the Whitechapel Dispensary; the nephew at Knightsbridge; Westgate Prison. The game won't proceed until all three areas are visited. It doesn't matter which order you proceed. Note that Whitechapel has a couple of missable achievements. This was the first place I visited.
While in the streets of Whitechapel, speak to several of the NPCs in the street. The "A Very Fine Loafer" achievement pops after the third person you talk to, provided it is not a character important to the investigation.
Unlocked by 3,129 tracked gamers (76% - TA Ratio = 1.14)
After exploring the graveyard, you'll have the opportunity to challenge the soup kitchen worker to a game of dice. All you have to do is score 36 points before he does. You'll roll a die with a skull replacing the six. Any number other than the skull counts towards your points, and you can store the points as often as you like. Normally, I would roll three times and then store to prevent losing all the points. Winning will unlock "The Gambler".
Unlocked by 3,182 tracked gamers (77% - TA Ratio = 1.13)
Follow the trail of clues (Sixth Sense if you can't find them) until you discover a locked box. To unlock it, you have to slide numbers about to match the combination etched on the box. (78235464) The numbers move in pairs. One possible solution is as follows: Move 75 up and all the way to the left. Move 26 down, right, and up to the space before 8. Move 44 up. Move 68 down, left, and up between 3 and 2. Move 36 down, right, and up to the end. Move 75 down. Move 44 left and down after 5. Move 54 up. Move 82 down, left, and up between 7 and 4. Move 36 down, left, and up after 24. Move 43 down and left under 82. Move 54 right and down after 82. Move 46 up and to the right once. Move 43 right and up after 5. Move 54 down, right, and up after 3. Move 35 down, left and up after 2. Move 46 down. This unlocks the Number Lover achievement.
Unlocked by 2,928 tracked gamers (71% - TA Ratio = 1.18)
Holmes and Watson will confront some kids. This is the next opportunity to work towards Blackmailer. Choose "Afraid" while talking to the kids. The kids will provide an address, which you should investigate immediately. Once here, again pursue all the clues and solve the deduction board.
Pipe: The Man smoked opium
Dogs: The dogs were fed just before the murder.
The man: There are numerous bite wounds on this man’s body.
The dogs: There are numerous bite wounds on the dog’s bodies.
Conclusions: The man fought savagely against his dogs. The dogs were poisoned. The murderers had a poison that causes madness.
Instruments: There are no available instruments here for preparing opium.
Finger: The man is missing a finger.
Conclusions: The man was given a pipe that already had opium in it. The man is one of the Bishop’s murderers. The Bishop tore his aggressor’s finger off with his teeth.
After the deduction board is complete, Watson mentions that he needs to perform a post mortem on the body. The body is transported to the dispensary, where Watson will perform the autopsy. He will discover a ball of paper within the stomach that reveals a map and an address of 13 Berner Street. Doing so will unlock the following achievement.
Unlocked by 3,118 tracked gamers (76% - TA Ratio = 1.15)
Afterward, you will need to analyze the liquid from the body’s lungs. This is similar to the chemist puzzle in Holmes’ home. Count the colored spots and notate them on the sheet. If it is correct, the number will turn green. This allows you to fill out more of the deduction board.
Page 1: The man was poisoned by a mixture of opium and poison. The man was poisoned by the same poison as the Bishop.
Page 2: His accomplices brought him this pipe. The man was poisoned by his accomplices.
The game is afoot! Time to track down the other murderers. From the dispensary, turn left and then take the first street on the right. At the end of this street, turn right to see a Chinese building. This is an opium den. Enter and – as always – use Sixth Sense to locate all the noteworthy objects. In order to collect the key, Holmes will need to collect the glass of dirty water, cup of Jasmine tea, and the ashtray with ashes. Combine these items to create a lousy booze, which you can give to the man at the right corner of the hallway. This will cause the manager to rush over, allowing you to grab the key.
Inside the room, collect the syringe and bottle of barbituric acid, along with a handful of opium beads. Holmes will need to mix up a sedative for the guard. To do so, light the opium burner with matches, then move the screen over the burner. Add the beads to the screen to get liquid opium. Combine the opium with the syringe, and then the syringe with the acid. To escape the room, take the billhook from below the window and the stick from the barrel. Use the billhook on the window to open it, and then use the stick to hold it open.
Select the syringe from the inventory and have Watson lure the guard over to the corner. Once the guard passes Holmes, click the syringe on him to take him out. Head forward to conclude trigger a handful of scenes before being returned to Baker Street to pick another location.
At Westgate Prison, talk to the officer at the reception booth, then head to the back of the prison to find the secretary and warden's office. Once again, follow the rather obvious trail of evidence, heading down into the cells to meet a poisoner and receive your next mission: Obtaining a pen for the prisoner. The duo returns to the warden’s office for the cloakroom key and are informed that Schielman has a locked box among his possessions. This sounds promising.
In the cloakroom, locate Schielman’s locker and open it to find the box, a paper knife, and a blank piece of blotting paper. The box has a table of chemical elements on the top of it. There is also a note written by William Topaz McGonagall. Have Holmes examine the blotting paper to realize there are four holes in it. When you cover the note with the blotting paper and then puncture the holes with the knife, four chemical elements will appear in the holes. To open the box, click on the correct elements from the chart: H, S, Ca and Br. Collect the items within.
Your next task occurs when you pass the reception desk and Warden Brighton laments that his ceremonial uniform needs to be placed in his locker. He’ll pass over the suit along with his locker key when Holmes agrees to help. Find Brighton’s locker in the cloakroom and … hello, what’s this? It’s Jenny Patterson’s locker key.
Open up Patterson’s locker and find another puzzle box. To open this box, you will have to place the hexagons onto the light-colored spaces so that similar colored jewels (red and green) are placed next to each other. The solution is pictured below.
Once the box is opened, collect the items – including the guard duty list – and obtain the following achievement:
Unlocked by 3,206 tracked gamers (78% - TA Ratio = 1.13)
Take Schielman his pen, following the story prompts along the way. The next real puzzle is fixing the alarm panel. The object of this puzzle is to move the gold arrowhead at the bottom through the rings to end up at the horizontal slot at the center. Follow the story prompts until Holmes and Watson leave the prison.
Unlocked by 3,174 tracked gamers (77% - TA Ratio = 1.14)
At this location, gather the clues and investigate the area to receive the following achievement.
Unlocked by 3,111 tracked gamers (75% - TA Ratio = 1.15)
In the bedroom, your next real puzzle will be to assemble a torn note. Unlike some other torn up note puzzles, this one is a bit more challenging since there is nothing written on the note. There is an obvious stain and the edges line up fairly well, so it's not terribly difficult. Reassembling the note and revealing the hidden message will reveal an address.
In the same room, you'll discover a locked box with a combination of sorts written on the sides of it. Rotate the box around to find all the numbers. You'll know you have them all when Watson announces: "I have noted everything." Use the combination 8143 to unlock the box. Once this has been done, Holmes will ask Watson to identify the items that have been taken. Select the revolver, spade, and violin cases, and you'll move on to another location and take control of another character.
As Toby, follow the trail through the dockyard and solve the minor obstacles to ensure Holmes is able to stay with you. The most difficult of these obstacles comes when you are trying to lower a drawbridge. Use Toby to jump across the ditch using different posts. The path is pictured below.
When you are almost through with this section, you'll receive the following achievement:
Unlocked by 3,042 tracked gamers (74% - TA Ratio = 1.16)
Once you reach the end of the trail, you'll regain control of Holmes. Finish out this chapter and you'll be brought back to Baker Street and determine your next location, which should be the reporter O. Farley’s office.
As always, use Sixth Sense to locate all the clues in the area. Eventually, you'll be required to short-circuit an electrical panel. Complete the circuit by connecting the three outlets and pulling the lever, as pictured below.
Being able to enter the office earns the follow achievement.
Unlocked by 2,960 tracked gamers (72% - TA Ratio = 1.18)
There are a couple different areas to explore in this office, but you'll also be putting together the final deduction board. This board is a bit different, as it shows a picture of the office and requires you to trace the reporter’s actions. Six locations in the office are highlighted. Click on each one and explain what is wrong or out of place.
File Cabinet: The journalist looked at a card in the cupboard. (1)
Armchair: The journalist pushed the armchair when he ran (2)
Door: The journalist closed the door and left the key in the lock. (3)
Ashtray: The visitor smoked a cigar and sat opposite the journalist. (4)
Book: The journalist accidentally dropped a book from the bookcase (5)
Fireplace: The journalist threw this paper into fire without making sure that it burned entirely. (6)
Now to determine where Farley disappeared. Open the deduction board and select the book on the floor. Holmes will check the bookshelf where the book fell and discovers a control box. The panel has three sets of numbers and letters, along with an etched +6. Since 10 is 4+6, D+6 is J. The rest of the combination, then, is J 16 P.
Unlocked by 2,951 tracked gamers (71% - TA Ratio = 1.18)
Once back at Baker Street, you'll have to identify Farley's visitor by identifying clues on the top hat found in the office. Sixth Sense is invaluable here to locate all the clues. When Holmes’ examines the portraits of the three judges, you will have to check the information that fits the clues found on the hat to determine which is the right information.
Bronsby: Smokes cigar, wears glasses, married.
Beckett: All checked.
Amselton: Wears hat, wears glasses, married, grey hair.
Sir Beckett was Farley’s visitor, so his home is the next stop!
Judge Beckett doesn’t seem to be home, so the pair will have to find another way in. There is a window on the right side of the house, but this is locked as well. The window latch is easier to pick than the front door (plus, out of sight), but Holmes doesn’t have the proper tools. As Watson, head back to the front of the house and talk to the woman selling flowers. She’ll hand over a hairpin, which Holmes can use to pick the lock. This is similar to the lock picking puzzle from the Diocese, so match the shape of the pin to the shape of the tumblers above it. The picture below gives the solution.
The pair will enter a kitchen. As you move through the room, you can collect an oarlock from the floor left of the heater. This is an essential puzzle piece for later in this area, and is one of the few times you can collect it before finding the puzzle.
The next room is a classroom. Collect the items on the desk at the front of the room, and then examine the box on the right side of the desk. This is a planisphere with a map of the world on it. To open the box, you have to input the key location and times for two significant events in the Beckett’s lives. Examining the pictures gives you the clues. Input London and change the time to 10, and then move to Bombay and select 18 (which is 6 in the evening on a 24-hour clock). Once you obtain the key inside the box, you’ll unlock the following achievement:
Unlocked by 2,929 tracked gamers (71% - TA Ratio = 1.18)
The next thing you’ll want to examine is the blackboard. It’s stuck, so return to the kitchen and collect the olive oil to the left of the stove. On the reverse side is the Greek alphabet, which Watson will dutifully copy down. Moving along, you’ll find a table with a box of metal shafts. These shafts can be placed on the box in the shape of Roman numerals. The instructions for the box state that you can’t have a number larger than 10, and that X (10) can only be used once. There are several possible solutions to this puzzle, but one is (from left to right): III+III; IV+III; X-II; VI+III. Inside the box is another oarlock.
Next is a cupboard that is missing door handles. Holmes wants to get into the cupboard, so you’ll have to determine who has taken the handles. To do so, you’ll have to decipher the clues on the classroom seating arrangement chart to determine where James is sitting. The solution is below:
Blue seats (left to right): Jasper, Mark, Anastasia, Ophelia, Eddy, Charles, Orson, Bart, Pierce, Elmer, Alissa, Talhia
Red Seats (left to right): Louis, Rose, Damian, Fergus, Simon, James, Tayla, open seat, Justin, Aaron, Loyd, Lewis.
James’ desk is the upper right red desk. Open it up and collect the door handles. Place these on the cupboard and collect the Greek book from the bottom shelf. Finally, collect the book from the table across from the book shelves. Now we can enter Judge Beckett’s office.
Use the key from Lady Beckett’s box to unlock the office door. Inside, beneath the pictures is a third oarlock. Collect this and then move to the large safe door. To unlock the door, the oarlocks will be placed to form the correct fraternity’s Greek name. Holmes will check through all the Greek notes you’ve collected to determine the fraternity is Nu Zeta Pi. Place the oarlocks under the crest and arrange the oars to form the three letters. When you’ve formed the letter correctly, one of the oarlocks will turn. Nu is shaped like an N, Zeta like a Z, and Pi is an upside-down U. The door opens and the following achievement is unlocked:
Unlocked by 2,712 tracked gamers (66% - TA Ratio = 1.23)
Inside the safe is a locked chest. The chest "combination" is comprised of moving the same colored balls to each side of the lock, for example all green on the left, red on the right, and the four blue balls in the middle. The arrows will move the balls around the mechanism. After the chest is opened, all hell breaks loose. Watch the scenes and be taken back to Baker Street.
After the excitement, Watson is back at Baker Street and needs to determine Holmes' location. Inside Holmes’ room, check his left side table to discover four envelopes addressed to a pastor, a laborer, a clerk, and a captain. These are Holmes’ disguises, so it stands to reason that the missing costume is where Holmes’ is hiding. Gather up all the clothes lying about and assemble them in the wardrobe. The pastor disguise is a wide brim hat, a long stained jacket, clean pants, and simple shoes. The clerk disguise has unmatched hat, clean jacket, ink-stained pants, and simple shoes. The captain has a smart matching hat, naval jacket, belted pants, and shiny polished shoes. (You’ll know you have the right disguise assembled when Watson mentions it’s complete). Watson realizes the Holmes is disguised as a laborer at 6 Buck Row in Whitechapel. Once you've determined this, you'll obtain the following achievement.
Unlocked by 2,890 tracked gamers (70% - TA Ratio = 1.19)
SAVE YOUR GAME. At this point, as Dr. Watson, you return to Whitechapel and confront a character named Danny at the boarding house. During this conversation, select "I work for the hygiene service" and then "I will tell the police" in order to obtain Blackmailer.
Unlocked by 2,117 tracked gamers (51% - TA Ratio = 1.39)
Blackmailing Danny may not get you in, however. To change her mind, select “I am one of your fans;” “I would like to do your portrait;” “To give you immortality;” and finally, “The right light.” Inside the boarding house, Watson needs to collect the clues lying about. One puzzle will involve cleaning a stain off a piece of music. To do so, use the stained symphony score on the microscope. Use the liquid cleaning reagent from the table of the stain (or try to, anyway). Use the reagent on the dirty water basin to dilute it. You’ll have to use the reagent on the stain five times to start dissolving it. Take the blotting paper from the dresser and use it on the score to reveal the combination for the suitcase: 3 5 9. Doing so will unlock the following achievement.
Unlocked by 2,879 tracked gamers (70% - TA Ratio = 1.19)
Now Watson needs to find the key to the handcuffs. This can be found inside the plant by the window. Open the suitcase, and after a scene, Holmes rejoins Watson.
Once inside the sawmill, Watson identifies the occupants as anarchists and obtains the following achievement.
Unlocked by 2,873 tracked gamers (70% - TA Ratio = 1.19)
At this point in the game, I received the Attention to Detail achievement. As far as I know, this is received for examining a certain percentage of all the magnifying glasses in the game. Since it's almost impossible to advance without gathering all the clues, you should receive this achievement around this time as well, if not by the end of this section. Follow the promptings and gather evidence, switching back and forth between Holmes and Watson as required until you have managed to tear down the wall in the upper level of the sawmill. Once again, chaos ensues.
Unlocked by 2,841 tracked gamers (69% - TA Ratio = 1.20)
You’ll be return to Baker Street for another series of scenes. The following achievement is obtained after the conclusion of the Baker Street dramatics.
Unlocked by 2,860 tracked gamers (69% - TA Ratio = 1.20)
As Watson, make your way through the sewers. There is one puzzle to solve, which involves moving a ball through a maze-type mechanism. The ball will move in one direction until it strikes an obstacle, at which time you can change its direction. The object is to move the ball into the hole. This is repeated three times.
Maze 1: Right, Down, Right, Up, Left, Up, Left, Down, Right, Down
Maze 2: Up, Right, Down, Left, Up, Left, Down, Left, Up, Right, Up, Left, Down, Left, Up
Maze 3: Right, Down, Right, Up, Right, Down, Left, Up, Left, Down, Right, Down, Left, Up, Right, Up, Left, Down, Right
Head into the grate and watch the following scenes unfold and a great portion of the mystery is explained. Plus, an achievement is unlocked!
Unlocked by 2,853 tracked gamers (69% - TA Ratio = 1.20)
This is the final section of the game, and certainly one of the more complex sections. As always, the Sixth Sense ability will make the majority of this process a cake walk. For your first real puzzle, find the target shapes of a giraffe, lion, and monkey and take them to the shooting gallery. The giraffe is on the ground left of the trailer platform. The lion is on top of the cabinet. The monkey is inside the cash register at the front of the shooting gallery. The final clue is hidden inside the accounts ledger, which Holmes discovers when he cuts open the cover.
The animals will have to match the clues that describe how they are facing - either left, right, or "dead" (lying down). Place them in this order and facing in these directions: Monkey (left); vulture (left); giraffe (left); hare (right- lying down); hyena (left – lying down); elephant (left); lion (right); gazelle (right).
Unlocked by 2,701 tracked gamers (65% - TA Ratio = 1.23)
The next section involves making your way through the fair and subduing the guards. Finally, you will be in a theater and will have a person of interest threatening Watson. Holmes will make his way to the side of the stage where a series of pulleys and robes are tangled together. Untangle the mess of ropes and drop the curtain on the man, then drop him beneath the stage through the magician's trapdoor. Doing so earns you the following achievement.
Unlocked by 2,821 tracked gamers (68% - TA Ratio = 1.20)
Continue through the fair, following the clues. The next challenge will be to assemble a bomb using instructions on an origami crane. This isn't really a "challenge" per se, but I know personally it was hard to see the symbols on the paper. However, as with most of the puzzles, the game won't let you assemble it wrong, so trial and error will work here. Once the bomb is assembled, Watson will head to a bomb control monitor.
SAVE BEFORE YOU ATTEMPT THIS PUZZLE! I don't think it's a 'Game Over' type situation if you fail it, but at this point, it wasn't worth the risk of the puzzle automatically skipping either!
This puzzle is aggravating, mostly because it was designed for a PC, and it's hard to move the Xbox cursor fast enough. Basically, you'll flip a switch and four lights will appear briefly on the mottled screen. You have to click on each of the sections that the lights appeared.
Shortly afterward, you'll be in control of Holmes again and facing the final lock-picking puzzle of the game. Once the door is unlocked, Lockpicker will unlock as well!
Unlocked by 2,694 tracked gamers (65% - TA Ratio = 1.23)
Holmes will now have to navigate his way across a maze (not through) in order to reach the opposite balcony. This is a bit of a pain, so if you get stuck, follow these steps:
There is bookshelf by the wall near the stairs, with five planks you can collect. If you look at the maze from the balcony, you can see that some of the walls will allow you to build a type of path, but some of the maze walls need to be moved. You can even place a plank across the walls now, but it's not necessary. You should have two bed sheets in your inventory that can be combined to make a cloth rope. Use this rope to climb down into the maze.
From the rope, step forward and notice a metal wheel panel that can turn the wall. Once this wheel is turned, walk forward, turn right, then take the next two left turns. Open the wall at the right. Head left (you should see a cross at the far end of the hallway) and open another wall. Go forward again and open another wall. Head back to the balcony by turning around, heading forward, right, right, left, right, right, left, and forward to return to the rope.
Place the planks and work your way across the maze. Near the end, you'll run out of planks, but you can move the next to last plank into the final position. Shortly afterward, it will be up to Holmes to solve a puzzle to disarm the bombs. This is also the last puzzle in the game, so you should obtain the following achievements after solving it, provided you haven't given into temptation and skipped a puzzle:
Unlocked by 2,743 tracked gamers (66% - TA Ratio = 1.22)
Unlocked by 2,266 tracked gamers (55% - TA Ratio = 1.34)
Again, this one will only unlock as long as you didn't skip any of the puzzles!
To solve this puzzle, each column in the outer circle must match the colors in the inner circle. ?!?!?
Follow the game path until you have a chance to use Watson's bomb on the water tower. Doing so earns you the following ironically named achievement.
Unlocked by 2,803 tracked gamers (68% - TA Ratio = 1.21)
After this, it's a short "follow the cues" routine to reach the end of the game!
Unlocked by 2,802 tracked gamers (68% - TA Ratio = 1.21)
Congratulations, you've completed the game and earned 100% completion!
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