Sherlock Holmes: The Devil's Daughter

Hi everyone, I'm Wilting Love and I'll be guiding you through Sherlock Holmes: The Devil's Daughter! To start off, only one Achievement is actually missable in the game and it's also the only one that requires any real skill to complete, however everything will easily be done in one playthrough. You can replay a Case/Chapter by selecting "Cases" on the Main Menu. I'll be separating the Cases/Chapters into their own pages for ease of access as well.

You play as Sherlock Holmes and work alongside your assistant, Dr. John Watson.

You have two choices here, you can follow my Text Walkthrough, or you can skip to the Video Walkthrough tab and watch those. There's something for everyone here, so pick whichever you prefer. Both follow the same paths nearly identically and you will receive all Achievements either way.

In order to complete each Case, you'll need to complete all of your objectives, you can see the objectives in your Casebook (cn_X). If an objective isn't marked as complete, you still have something left to do and may need to use Imagination Mode or Sherlock Talent to find what you're missing.

For your benefit, I will be listing the 6 primary buttons you will be using and their uses.

cn_A - The A Button will allow you to "click" on things and interact with them, whether it involves, doors, items, or people.

cn_X - The X Button will allow you to open your Casebook. This will allow you to see your evidence, objectives, as well as fast travel to other locations as you unlock them. You will need to switch between tabs using cn_LB and cn_RB though.

cn_Y - The Y Button will bring you into Deduction Mode. In this mode, you will make your possible deductions based on the evidence you have gathered thus far. Your evidence will take the form of a word or words in a sort of web, and you will need to click on two of them in order to see if they relate or not. You cannot ruin anything by taking random guesses, so feel free if you'd like, I will be guiding you regardless. Once you match two pieces of evidence, they will create a white bubble which you can click on to get some information, if you make a deduction, the bubble will light up Blue, but if your deduction clashes with another deduction you made, it will light up Red and you'll have to change one of them. Some bubbles will be one way bubbles and automatically light up Blue, where as others will give you a choice between two options. You can change your choice as many times as you like and once you have enough evidence, you can convict a suspect which will end the Case. All in all, it's not as hard as it sounds, you have two choices, read through your clues like you're supposed to and make careful deduction, or...just do everything I do and say what I say to skip so much wasted time.

cn_LB - The Left Bumper launches Imagination Mode. During specific moments through the game, you'll use Imagination mode to setup events according to how Holmes thinks they happened or can happen.

cn_RB - The Right Bumper launches Sherlock Talent. During specific moments through the game, you'll need to look for evidence and Sherlock Talent will allow you to see some well hidden ones by having them glow golden.

cn_RT - The Right Trigger will allow you to run or walk fast when you are able to.

As soon as you start the game, you'll be given the choice of difficulty between Keen Detective and Master Sleuth. There are no difficulty related Achievements, so for the sake of the walkthrough, pick Keen Detective.

You'll now be loading up the first case of the game, Prey Tell. The Case will start with a cutscene which takes place near the end of the case. After the scene, you will go back 48 hours earlier.

Alice De'Bouvier, your neighbor, will knock on your door and bring in a child named Tom who wants your help. You will be given the option to press cn_X to "Create a Portrait" of Tom, which will help you deduce information about him when you question him in a moment. While creating a portrait, you will need to identify a few things about the person in question, these can range from jewellery to marks on the body. If you look closely on the right side of the screen, you will notice a few words and phrases blurred out. These are the things you are trying to deduce from the portrait. When you find some of the items, they will automatically be registered, however some of them will give you two options, if you read them and compare them to the blurs, you can figure out the correct answer (or just choose what I tell you). You can hold cn_LB or cn_RB to scroll up and down the persons body to locate the items.

Press cn_X to start creating Tom's Portrait:

  • Red Eyes - Recently Weeping
  • Chin/Neck - Malnutrition
  • Necklace - Tom is 8 years old
  • Patching near his shoulder - Caring parents
  • Lame Arm - Malformation
  • Paper in his lower coat pocket - Can read and use a map
  • Press cn_Y to finish

Once you finish the portrait, ask Tom every subject that appears on screen to gather information. When you ask "Missing?" press cn_X when prompted to mention Tom's "Caring parents". When you ask "Three long weeks" hit the prompt to mention "Tom is 8 years old".

Once you gain control of Holmes, face the fireplace and you will notice two doors on either side. Enter the right side door to enter Holmes' Room where you can put on disguises at the Wardrobe and change your hat and facial hair at the Make-Up Table. These are optional for now, but will be required for certain cases, once finished press cn_X to open your Casebook, then press cn_RB to get to the 2nd tab and travel to Whitechapel. Here you will ride in a carriage which is actually a disguised loading screen between areas, you can look through your Casebook or Deductions while waiting, then press cn_A when it loads. When you arrive, head forward through the archway to reach North Street, take a right and head down the road. Take the first left to turn onto Dorset Street, then continue down it and enter building #12 on the right hand side. Head upstairs and enter door "E" to arrive at Tom's house.

Speak with Tom, then press cn_RB to activate Sherlock Talent. Search the jackets behind the door you came in to find a Leaflet. Click on the front of the leaflet, then rotate the leaflet and click on the back to collect it as evidence. Head up the ladder and you'll notice it's too dark before automatically heading back down. Search the table next to Tom and pick up the Candle, then head back up the ladder. You will automatically place the candle, move the box on the right and pick up the leather satchel, then open the satchel to find the Letter to George Hurst, Tom's father. Head back down the ladder and over to the table in the back of the room to pick up George's Bills (You'll have to click on them a few times to look through them first).

Leave Tom's House via the way you came and get back onto the street. Go left and you will see a short cutscene with Wiggins. Once you regain control, head left to the dead end and enter the door with the red sign above it, the Old Tabard Pub. Sit down at the table to the right of the door and click on the two men near you to eavesdrop on their conversation. To eavesdrop, you'll need to move both the Right and Left sticks and keep them in the circle for a moment. After hearing them, head over and lean on the column between the two groups on the right, then eavesdrop on the left group. Head towards the door and sit on the bar stool to "Portrait" the man by the windows. Click on his Ear/Face to notice his "Whiskers", then click on his glass to notice that it's "Water". Afterwards, click on him again and choose to fast forward time when you get the option. Once the man leaves, you'll automatically pick up the balled up paper he drops to get the document "Missing Mr. Strowbridge".

Head back outside and you'll see a cutscene where you'll take control of Wiggins and must follow the man without being seen. If he sees you, the arrows on screen will fill red and you will fail if you stay exposed long enough, however you will simply be taken back to the last checkpoint and you have infinite tries so don't worry. You will never need to peek out from cover since you can move the camera to see the mans position instead, peeking will only get you spotted. Follow behind the man, and you will see "Cover" along walls and behind objects where you can hide. The man will occasionally turn around to see if you are following him, so make sure you are in cover when he does (use the Video Walkthrough for reference if needed). Eventually the police will show up and cut you off, turn left and run (cn_RT) through the alley to catch up to him. Follow him to the next corner and you will be stopped by a gang of boys, head through the building next to you instead and over to the fireplace to offer to clean it yourself. Push forward to climb up and every so often you'll have to stop and clean the soot off the walls by clicking on the individual pieces until you reach the top. You'll see the man below you once again, cross the wooden bridge and knock over the large wooden board on the other side and around the corner. Cross the board and run straight forward up the short section of roof to find a small beam that you must balance walk across. To balance you'll have to keep the Left and Right Sticks inside their circles until Wiggins reaches the other side. Once you reach the other side, follow the wooden platforms, and cross over the rooftops at the end of them until you come to a dead end, look up to see a hook and click on it to be lowered to the ground. You will be dropped into cover and will see the man walk into a tunnel. Follow him through the tunnel and wait until we walks around the corner of a wooden fence. When you try following him, Wiggins will say "No place to hide here... I'd better go through the yard."

Follow the fence back the way you came and go through the opening into a lady's backyard. Ignore her and climb onto the box against the inner fence to hop the fence into another yard. Once in this yard, move through the hole in the fence to get into the final yard. Once in the final yard, head towards the right side fence and wait for the man to pass by the hole and around the corner before emerging from the hole yourself. Wait at the corner of the fence until the man finishes checking, then wait at the entrance to the tunnel for the same. Move forward and you will see a cutscene where the man will enter a building and you will ask another child to use his shoe shining booth. Whether you manage to clean his shoes or not won't affect this but will raise your alarm to 3 arrows. Once you more than likely fail (If you want to succeed watch the Video Walkthrough, the outcome doesn't matter as said), hide behind the boxes on the right until the man stops to check, then move forward and hide behind the next set of boxes to see the man talking to a cabbie and a few dogs blocking the way. Run across the street and through the alley to find the man passing you by in the carriage. Move towards the carriage and tap the button quickly to catch up and jump onto the carriage. After the loading screen you will hop off the carriage and unlock...

On the Trail

Don't let the suspicious man out of your sight

On the Trail
1 guide

Move along the stone wall going left to find a hole in the top of it, use this hole to hop the fence. Look through the window closest to you to notice that only two people live here and that they have bags of food, then head to the left and through the gate leading around the building. Once in the back, look through the first window to see into a room with a few guns on the wall. Notice the Coat-of-Arms (shield looking object) on the center of the wall and Wiggins will automatically make a sketch of it. Then look at the desk to notice it has a lot of "expensive stuff". Head back the way you came and hop back over the wall to return to Holmes.

Now playing as Holmes again, pick up the drawing Wiggins made which is sitting on the table in front of you. You'll need to look at your Archives to decipher the Coat-of-Arms, so click on any of the books surrounding your fireplace. While under the initial "Research" tab, click on "Marks and Symbols", then click on "English Coat of Arms", click once more to continue. You'll find out that the house belongs to Lord Marsh and will make plans to visit him. A moment later Holmes will be visited by his daughter Katelyn and Watson will give up his room to her so she may stay at your home. From here open your Casebook and fast travel to Marsh's House.

Once you arrive, you will see a short scene with Holmes and Watson. When you regain control, knock on the front door to gain access to the Marsh House. You will be tasked with Creating Portraits of Lord Marsh and the other man:

  • Red Eyes - Feels unwell
  • Ring on his hand - Man of wealth
  • Blanket on him - He is ill
  • Box on the table next to him - Strong painkiller
  • Notebook to the left of the men - Lord Marsh's personal assistant
  • Emblem on the assistant's vest - Member of a hunting club
  • Aassistant's Stethoscope on his shoulder - Physician
  • Press cn_Y to finish

You will find out that the assistant's name is Dr. Ruben Fisher. Speak with Lord Marsh and ask all of the questions. When you mention "Marsh's disease", hit the prompt when it appears and mention the "Painkiller". Once you've finished asking questions and regain control, turn around and interact with the table. Activate your Sherlock Talent (cn_RB) and notice the paper sticking out on the left. Look at the document and underline the name "John Strowbridge" the same man who went missing. Look at the newspapers and the picture before exiting. From here open your Casebook and fast Travel to Hurst's House.

Speak with Tom to learn he has found a wooden box. Take the Key inside then check the Military Badge before taking it. Activate Sherlock Talent and look at the wooden bucket in the room to notice a cloth coated in oil inside of it to deduce someone was cleaning a gun. Open your Casebook and fast travel back home to 221B Baker Street. Access your Archives, in the initial "Research" tab, click on "Badges and Medals", then "Wolfjack, Je Suis Prest" to identify the Military Badge, then click to continue. Talk to your dog Toby over by the window, then fast travel back to Hurst's House. Once you arrive, you will have Toby smell the cloth and will take control of Toby. Follow the scent (which will be colored on screen) all the way outside, once you come to a fork with two decisions, continue following the road, then when approaching a 2nd fork, continue through the wooden gate. You will arrive in front of a basement door and begin barking before regaining control of Holmes. As Holmes, click on the door to both unlock it with the Key, and also unlock...

Hermit's Lair

Locate the hideout

Hermit's Lair
1 guide

Once inside, head down the path and take a right once you reach the fork. Continue around the corner and click on the last door on the left side, you will notice a picture of Tom if you picked the correct door. You will now need to pick the lock on the door to get in, so here's a quick guide to Lockpicking:

To start off, you will see the lock in the center of the screen and all of your Lockpicks on the left side. Your Lockpicks will be numbered for your convenience. On the lock you will notice 3 "Slots" the lock is currently in the first slot all the way to the left, and your goal is to move it all the way to the right. You will click on a Lockpick and then click again to use it on the lock in order to determine if it works or not (don't worry I'll be listing the correct lockpicks to use). If you picked the correct Lockpick, the lock with move over to the 2nd "Slot" and you'll just need to find the correct Lockpick to move it into the final slot which automatically unlocks the door. In the future you will be introduced to using two Lockpicks at once, if you ever pick a Lockpick that is incorrect, you can press cn_Y to remove it from the lock and press cn_X to switch between your Lockpick Kit and the Lock. We'll get to that when we get there.

Read the text on screen, then click to continue. Select lockpick #1 and use it twice to unlock the door. Walk over to the desk and collect the Newspaper Article, and the Farewell Letter. Next click on the list of names on the left to compare them to the list found at Lord Marsh's House. Press cn_LT or cn_RT to switch between pages until you find a name from the list on the left. Click on the name on both pages to match and underline them, then continue doing so until you've underlined all 5 names on both lists. Look at the chest on the left and pick up the two letters "Order", and "Letter from a friend", then pick up the ammo box and click to see only a few bullets remain inside. Look at the wall mount above the chest to notice something used to be there, then use Imagination Mode (cn_LB) to find out that was where a gun once was. Turn around and look at the Map on the wall (making sure to click the name in the top left corner) to find out it's a map of Epping Forest.

With all of this evidence it's now time to make a starting deduction so press the cn_Y button to enter Deduction Mode. I think it's best to give a short tutorial on how to use this as it will likely be confusing. Once you've pressed cn_Y to open Deduction Mode, you will arrive inside Holmes' Mind in a somewhat black screen. You will see a web of sorts in the middle and each line is attached to a word(s). These words are the clues you've found so far. Underneath you will see two boxes. Click on one of the words, to see it sent to the first box, then click on another word to have it sent to the 2nd box. If these clues do not match, they will light up Red. If they do match, you will be sent to another screen and will see a White Bubble with an "!" above it. Click on this bubble to see a "Deduction" then click on the Deduction and it will become a Blue Bubble. Then press cn_RB to go back to the previous screen and start matching some more clues. Occasionally you will match clues and get a White Bubble with two choices, if you pick one and it lights up Red, that means one or more of your Deductions clash with each other and you must change something (if you follow my choices, you won't have to worry about this at all.) Once you have enough Deductions about a person, a larger Bubble will suddenly form sometimes a Double Bubble, sometimes single. Once you have all of the Deductions possible, a large orange bubble will appear for you to click on. This bubble will be used to convict that person and end the Case. So let's get started:

Below I will list the clues that need to be connected together and what they become, as well as the specific choices you need to pick if you are offered more than one:

  • Pauper's List (Clue) + Newspaper Article (Clue) = Information (Deduction)
  • Hurst's Special Job + Special Education Programme = Connection
  • Hurst's Special Job + Farewell Letter = Last Chance
  • Hurst's Special Job + Preparations = Violence
  • Pauper's List + Refused = Sneak into Lord Marsh's House (required to progress the Story!)
  • Pauper's List + Missing = Missing
  • Facts will combine to create a large Deduction Bubble = "Mr. Hurst Knew".

With this much information in hand, open your Casebook and fast travel to the Marsh House.

When you arrive, you will have Watson enter the house as a guest and keep the men busy. Open the gate on the left as you did a while ago as Wiggins and head around to the back of the house. You'll need to pick the lock to open the door.

So use Lockpick #1 on the first "Slot", then press cn_Y to remove Lockpick #1, and use Lockpick #2 to finish unlocking the door and enter. You will see a short scene of Holmes sneaking into the building and he will accidentally attract attention to himself. As Watson, aim at the vase on the table and click on it to knock it over and attract the attention back to yourself, allowing Holmes to enter Lord Marsh's office.

Look at the picture above the fireplace then head over to the desk. move the folders and books aside to uncover a few letters: Pauper's Letter, Letter to Lord Collins, and Marsh's Political Letter. Go into Sherlock Talent with cn_RB and look at the painting on the wall to remove it and reveal a safe. The moment you try to open it, Dr. Fisher will approach the room and enter it, so hide in the opposite corner of the room until he leaves. Once he leaves, access the safe again to start cracking it. Figuring out the combination is a royal pain so you can actually hit the "Skip" button and pass it altogether without being penalized. I thought I'd "safe" you the trouble (I'm so sorry for that pun). Inside pick up the two documents: A Letter from Lord Harrington, and Invitation to the Meeting, then pick up the Piece of Map and leave the room.

Upon leaving you will switch to Watson. After a moment Lord Marsh will set down a handkerchief and look away from you due to a noise, take this chance to click on the handkerchief and collect it. With this done you will automatically return to your house.

Talk to Watson and you will begin analyzing the handkerchief. Move the lens' zoom until it comes in clear and click it to reveal the blood on the handkerchief. Then click on the container of tools to pick up a glass rod. Click on the handkerchief to collect some blood and place it on a microscope slide. Next get a Pipette from the tool rack and use each of the colored vials from left to right. Next, pick up the slide and place it under the Microscope, then click on the Microscope to use it. Move around the screen until you find small purple lines to complete the analysis and confirm Lord Marsh is ill.

Head over to your Archives. Switch to the "Encyclopedia" tab by pressing cn_RB, then click on "Botany" and "One Hundred Legendary English Oaks", then click to continue. Next, walk over to your Map on the wall right next to the exit door to your apartment and use the Piece of Map to find the spot on your map it's identifying. It's difficult to explain it's location so use this picture to find it.

Image 1

Once you find it, you will encounter your daughter again and may say anything you like to her as the outcome will be the same. Enter Deduction Mode:

  • Lovat Scouts + Wound = Really Lovat
  • "Quatermain" Club + Inveterate Hunter = Hunters
  • Map + Invitation = Meeting (Unlocks Epping Forest Fast Travel!)

Epping Forest will be added to your fast travel section, so travel there.

Epping Forest

Note: This section is difficult to explain, so I'd advise the use of the Video Walkthrough for this if it confuses you.

When you arrive, you'll see the familiar cutscene of Holmes running through the forest that you saw at the beginning of the Case. You will see two meters on screen, the one at the top shows the distance between you and the hunter trying to kill you. The meter on the bottom shows your stamina and how long you can run before you need to stop and rest. If the hunter catches up to you, or shoots you enough, you will die and restart. When you start, keep running forward and occasionally use the back side of rocks and trees for cover to regain your stamina, but don't stick around too long or the hunter will catch up. Do your best to leave before the hunter reaches the halfway to you point, or you have 75% of your stamina. You will notice a line appearing behind you, this is the hunter aiming at you and you can move to the side at the last moment to dodge his shot, or hide behind cover to dodge it instead. Lastly, I've also had reports that at any random moment through the run, you will get caught in a bear trap and will need to rapidly press the button on screen to get out of it.

You will eventually reach an area where you will automatically activate Sherlock Talent and be given two choices for a path to run to. After a moment you will see the names of the choices and a moment longer you will see a hint such as "Heavily Obstructed" or "Trail". The Boulder Trail is the best choice, so aim for that path. Eventually you will reach a 2nd area with choices, you'll want to pick Rare Bushes Descent this time. Once you reach the bottom, you'll notice a body, examine his chest and his face, then get ready to get back into the chase!

You'll be heading left hugging the canyon wall, still dodging shots and taking cover for stamina recovery. Soon you'll reach another Sherlock Talent section, choose "Smell of the swamp, big stone". While in the swamp, you wont be able to move very fast, you will also fall in and die if you choose the wrong path. Activate Sherlock Talent while behind cover to see the correct path you need to take and run to the next section of cover before looking for your path again. Keep at this until you exit the swamp.

Once you've left the swamp, you will regain the ability to run again and must continue forward. Eventually you will come across a fallen tree and will cross over it before coming across another body and unlocking...

At Gunpoint

Become prey, to trick the hunter

At Gunpoint
1 guide

Pick up the handkerchief, turn it around, and click on it to realize this person is Lord Harrington, then click on his face. Continue a little further and you will come across a log cabin, enter it and approach the table. Click on the Gauze to patch up your wounds, then click on the photo, afterwards you will notice someone is coming and must hide in the cabinet behind you.

After the cutscene, you'll want to press cn_Y and enter Deduction Mode. You'll be combining the rest of your evidence to finish this Case, so combine the following:

  • Lord Harrington's Body + Pauper's Body = Dead Bodies
  • Click the double bubble = Lords Hunt
  • Revenge + Impingement = Revenge
  • Marsh hunts down people

Click on the Final Bubble and you will be given a decision to either put Marsh in prison or to let his disease kill him. Regardless of what you choose, Holmes will come out of the closet with his gun raised and Hurst will attempt to kill Marsh. You have the choice to shoot Marsh, shoot Hurst, or do nothing and let Hurst do what he wants. In this Case, the outcome doesn't matter and you can choose as you please. Afterwards, you can replay the ending and choose the other path if you like, or you can confirm your decision and finish the Case, unlocking...

The Hunter Becomes the Prey

Finish Prey Tell Case

The Hunter Becomes the Prey
1 guide

After completing Prey Tell, you'll automatically start up Case #2, A Study in Green.

When you start, you'll find out Holmes is taking part in a Boules competition and is in the finals. Boules is somewhat like a combination of Bowling and Curling, but we'll get into that in a moment. Head into your room (door right of the fireplace) and put on your Sports Clothes in your wardrode, then open your Casebook and fast travel to the Club. After looking around talk to the man in Blue to continue the Story.

This is the beginning of the missable Skill based Achievement I mentioned before, so get ready for a fun time or a difficult time. See the Video Walkthrough for a visual example.

The goal of Boules is to start by throwing the white ball out onto the lawn. When you throw, press cn_A once to start up the power meter, then press cn_A again when the meter is around the middle to throw it out onto the lawn. You will have 4 Red Balls and your opponent will have 4 Brown Balls. You will want to throw the Red Balls in the same manner (making sure to throw at half power/middle strength and aim the curved marker at the white ball. After you throw one, it will be your opponents turn and you continue back and forth until you both throw all 4. You get more points based on how many of your balls were closer to the white ball than your opponents. After the round you will have to play 2 more rounds to finish the tournament, if you had a lower score, restart the Case, if you had a higher score, you will win and unlock...

Lawn Bowls Champion

Win a tournament of local interest

Lawn Bowls Champion
1 guide

Upon winning, you will be told you can return tomorrow to receive your prize, The Mayan Calendar. Open your Casebook and fast travel back home (221B Baker Street).

When you return home, you will see Alice talking to Katelyn. Start by setting up a portrait of Alice:

  • Her Necklace - Occult Item
  • Bracelet on her wrist - Visits a prisoner
  • Her hands - Unmarried
  • Her left wrist - Suicide Attempt
  • Press cn_Y to finish

Choose any response you like in response to Katelyn playing the piano, after the cutscene it will change to the next morning.

Once you regain control, open your Casebook and fast travel back to the Club. When you arrive you will learn that a murder took place last night, and Zacharias Greystoke was killed. Ask Inspector Lestrade all of the questions available, then head out to look for yourself. Start by heading left and following the stone path surrounding the green. Activate Sherlock Talent at the corner and look at the stone ground to see scratches on the stone. Continue down the path and look at the wall to find a broken tree branch. Return to Lestrade and examine the plinth the statue was sitting on. After noting the name of the statue, look at the three specific spots on the plinth to see the statue was removed, then look at the ground in front of the plinth to see two specific spots before activating Sherlock Talent and seeing more marks.

Head out onto the green and take note of the Mayan Calendar on the table. Examine Greystoke on the ground and look at the spear in his chest, and the spilled documents in the grass. Pick up the Pocket Watch and examine the back before opening the front and examining it too. Examine the brown wallet on top of him to find out the killer didn't rob him, then notice the leaves by his head.

Head over towards the building and speak with the man wearing Blue leaning against it, ask him all of the questions available. Begin making a Portrait of Sir Charles when prompted:

  • Jewel on his neck piece - Poor Quality
  • Invitation in his chest pocket - Socially Active
  • Emblem on his vest - Politically Active
  • Cuff link on his left sleeve - Ex-military
  • Ring on left hand - Married
  • Press cn_Y to finish

Return to Lestrade and activate Imagination Mode (cn_LB). You must click on all 5 actions in the order you think they happened. The correct order is:

  • Stepping on leaves
  • Statue throws the Spear
  • Greystoke is hit and falls
  • Sir Charles arrives on the balcony
  • Statue runs away

When finished press cn_LT to watch the sequence and confirm it is correct. Speak with Lestrade and report your conclusion, then fast travel back home to 221B Baker Street.

Go to your Archives. Access the Encyclopedia by switching with cn_RB, then click History and Mayan Civilization in Central America, then click to continue. With that done, open your Casebook and fast travel to Scotland Yard.

When you arrive, go left into the hall and take the first metal door on the right to enter the Evidence Room. Look at the drawer and take note of the Spear, Pocket Watch, Pencil, Wallet, and documents. Once you've clicked on the documents, click again to collect several pages that work as a Mayan Dictionary. Next examine the Mayan Calendar itself, turn it around and look at the back to see 12 symbols that you will write down. This section will be similar to what you did earlier in the Prey Tell Case. Look carefully at the drawings on the left, then flip through the pages on the right and look for the same drawings. Once you find one, click on it and you will have to choose one of two words that you think is what the symbol means. Following the numbers next to the symbols on the left page, the answers are as follows:

  1. Cursed
  2. to be
  3. anyone
  4. to disturb
  5. sacred
  6. temple
  7. to meet death
  8. risen
  9. statue
  10. only
  11. chosen
  12. to have mercy

With that deciphered, leave the room and go right down the hall, then enter the next door on the right to find Greystoke's Body. Examine his body and take note of the hole in his chest, his right eye, the autopsy line in the center of his chest, and the scars on his stomach. Then click on the "handle" by his shoulder to flip him over and examine the hole in his back, and the scars.

Leave the room and go straight across the hall to visit Inspector Lestrade. Start by creating a Portrait of him when you get the prompt:

  • His Eyes - Lack of Sleep
  • Stain on Collar - Wine
  • Glass on Desk - Hangover
  • Gun on Desk - In a good mood
  • Tan Letter by handcuffs - Letter from the Robin Family
  • Handkerchief under Letter - Women's Handkerchief
  • Press cn_Y to finish

Afterwards, you will speak with Lestrade and receive a Search Warrant for the Club, so fast travel there.

When you arrive, head over to Sir Charles and tell him about the Search Warrant to receive the Key, then head up the steps and enter the Club. Look at the wall ahead of you to find a picture, examine all of the people in it as well as the date in the upper corner , then access Sherlock Talent (cn_RB) to notice it has been tampered with. Go over to the desk and take the two documents: Notifications from Bank, and Letter from Jeweler. Examine both of the photos, then open the left side drawer to collect a few more documents: Estimate of requirements for guests night, and Letter to Sir Charles from Lloyd's Bank. Next open the drawer on the right side to find the Telegram from Zacharias.

Head to the other side of the room and examine all of the showcases along the walls, making sure to look at the pictures of the men that owned them. Examine the chest next to the globe to discover a golden statue piece, pick it up and examine both ends. Examine the vase next to it, then examine Greystoke's name on the chest next to the current one. Next, examine the large globe nearby and click on it to spin it around, then examine the two missing panels.

Head back outside and speak with Sir Charles. Ask him all of the questions available. When you ask about The Victim's Presence, hit the prompt and choose Telegram, then when you ask about The Club Collection, hit the prompt and choose Postmortem Donation.

When finished, fast travel back home to 221B Baker Street.

Go to your Analysis Table. Click on the photo, then click on the tool kit to take a eye dropper out. Use it on the Solvent, then click on the photo to drop the Solvent onto it. Click and rub the cloth over the painted section to reveal another man, then click on him. Fast travel back to the Club.

Speak with Sir Charles about the photo and he will ask you to speak to one of the men near the statue's plinth. Speak to the man in green to find out he is Bernard Marley. Speak with him for a moment to get his card, then follow him to Grub Street via fast travel.

When you arrive, head straight forward through the tunnel and follow the bend around until you reach a fork. Go left through another tunnel, and follow the road. Continue until you see a red brick building on your right called Bernard Marley Foundry, then enter it. Head to the opposite corner of the shop to find a steel door, click on it to knock and get Bernard to come out. Begin creating a Portrait of Bernard:

  • Dirty Collar - Negligent
  • Amulets/Necklace - Protective Charms
  • Patchwork on elbow - Leans frequently on desk
  • His hand - Smell of oil
  • Spectacles hanging from pocket - Required for close work
  • Injured Finger - Intricate Work
  • Press cn_Y to finish

Ask Bernard all of the questions. When you ask about Tecun Uman, hit the prompt and say Statue Creation.

When finished, examine the poster by his door, look at the marks on the ground in front of his door, head straight forward from the door and examine the white marks on the ground, and two rectangular outlines on the ground along the wall to notice two boxes were moved. Open the third box to the left of the rectangles. Pick up the metal arm, and examine it. Then pick up the bottom clock and examine the back. You'll decide to break into the foundry at night with Watson, so return home to 221B Baker Street via fast travel.

Once you return home, you will find a letter addressed to Alice. Go to your Analysis Table and click on the letter. Click on the burner to light the flame, then click on the kettle and set it on the burner. Click on the letter, then click on the kettle to hold it in the steam. Click on the tool kit to get a knife, then click on the letter to open it and read it. After reading the letter, click on the tool kit to get a swab, then click on the vial to glue the letter shut again.

Head into your room and step outside onto the balcony to speak with Alice. After speaking with her, return to the main room and Watson will alert you that there is a man named James Byron at the hospital that relates to the photo. Before going there however fast travel back to Marley's Foundry.

When you arrive at night you will have to pick the lock on the door to enter. You will notice or may have already noticed that you can choose to mess with the lock in the front or the lock in the back. Use Lockpick #3 on the back lock first, the use it on the front lock to gain entry. Once inside head to Bernard's office door to find it is locked, follow these steps to get in:

  • Go to the middle lever on the right side wall and use it to drop the metal cage onto the cart.
  • Go to the first lever (farthest from the office door) and use it to pull the fence all the way to the right.
  • Go to the third lever (directly in front of the office door) and use it to push the items along until the lone chain hangs in front of the balcony.
  • Go to the other side of the room and use the lone lever to pull the "ladder" fence to the far right (where the other fence was).
  • Climb up the "ladder" fence and cross the beams, then climb up the ladder at the end.
  • Cross the new beam and climb down the ladder on the other side (hard to see), then hop across the cage to another platform.
  • Press cn_LT to switch to Watson and push the cage/crate onto the turnable track.
  • Pull the odd looking lever between the turnable tracks to turn them.
  • Push the cage/crate over to the other turnable track.
  • Pull the odd looking lever again to turn the turnable tracks.
  • Push the cage/crate into the gap.
  • Press cn_LT to switch to Holmes and hop across the cage once again.
  • Switch to Watson and have him use the first lever (farthest from the office) to put the fence back where it was on the far left.
  • Switch to Holmes and cross the beams to the center of the room.
  • Keep the Left and Right Sticks in their circles as Holmes crosses the center beam.
  • Click on the chain and push forward and backward on the Left Stick to build momentum.
  • Press the button that appears on screen when close to the balcony to grab on and get on the balcony.

Completing these steps will get you into Bernard's Office and unlock...

Mechanical Art

Find a way inside a secret room

Mechanical Art
1 guide

Head downstairs and open the door for Watson. Then go back up and access the desk to take the Imprint of a Dagger inside the long box. Click on the small sarcophagus at the base of the temple, then click on the small slot in its chest to see you need a dagger to activate it. Head back out into the Foundry and to the anvil straight ahead of the office door and click on the flames. You will begin a mini-game to forge a dagger by pressing the buttons on screen as they pass through the circle. Click on the dagger a few times to take it, then go back into the office and use the Dagger on the Sarcophagus' Slot to open a hidden room.

Enter the room and click on the Tecun Uman robot inside, then click on it again to begin another mini-game. You will need to put all of the gears in the correct positions, but you can simply hit the "Skip" button and pass this optional game. The robot will throw his spear and break some boxes in the back. Look inside the broken boxes with Sherlock Talent (cn_RB) to find a Key. Head over to the safe and click on the small hole to insert the Key. Turn the wheel then turn the lever to open the safe. Click on the Golden Statue, then click the gold section and either of the stone sections. Click on the notepad to get a Paper from Bernard's Diary, then click the Piece of Map on both sides to see it fits into the globe in the Club.

With this done, fast travel back home to 221B Baker Street and enter your room. Change into Doctor's Clothes from your Wardrobe to disguise yourself. Afterwards, fast travel to the Hospital.

When you arrive, speak to the man at the table then look at his clipboard. Walk through the room and speak with the man in the wheelchair on the right side to find out he is James Byron, then create a Portrait:

  • Eye Patch - Diseased Eye
  • Mouth/Neck - Bound in Chains
  • Wrist - Bound in Chains
  • Fingernails - Opium Den
  • Boots - Crowded Markets
  • Missing Arm - Cripple
  • Press cn_Y to finish

Once complete we find out James Byron is actually Albeit. Ask Albeit all the questions available. Once you ask about the Expedition, say Photograph from Club. Albeit will make a scene and will leave the room, take this time to examine the tobacco on the table and pick up the Letter from Hospital, then head over to the chair and search Albeit's jacket pocket to find a circus leaflet. Afterwards, fast travel home to 221B Baker Street.

When you get home, look at the Map on the wall to start locating Albeit's House. Albeit's Home it located on the east side, use the picture below for reference:

Albeit's House

Once you find the location, you'll need to click on the correct street, Brook Street, which in the center and a bit towards the bottom right corner, it's a horizontal street.

Once finished, you will unlock Albeit's House as a fast travel location, so go ahead and go there.

When you arrive, click on the door to knock and hear Albeit scream for help. Run over to the suit of armor on the right side of the room and take the Axe. Head back to the door, aim for the red circle and swing multiple times to chop down the door, you will have to rapidly press a button to free the Axe occasionally. Once you get the door open, you will need to click the red circle to have Watson shove Holmes out of the way of an arrow and dive into cover. You will be able to peek out for a moment to see your objectives, but if you peek out for too long an arrow will be shot at you and you'll need to press the button on screen to dodge back into cover. Look around the left side of the crates and click on the Axe to quickly grab it and get back into cover, then look around the right side of the crates and examine both the table and the curtain rope on the wall (watch out for arrows!).

Holmes will ask Watson to cover him so press cn_LT and you will take control of Watson. Aim your gun up at the shadows and fire at the silhouette in the 4 or 5 different spots it runs to and Holmes will make a run for the table, if you fail Holmes will be shot with an arrow. Once Holmes flips the table, you will regain control of him and must rapidly press the button on screen to push the table over to the curtain rope. When you reach the rope, click on the red circle to drop the curtain. When the statue starts to fall shout "Above you!", then head up the stairs and press the button prompt to dodge the statue head rolling towards you. After dodging, finish heading up the stairs and click on the screen to call Watson up and unlock...

Back Against the Wall

Experience a hearty welcome

Back Against the Wall
1 guide

After the smoke passes, click on the rope to notice the assailant escaped. Look at the statue near the stairs to see it's twin near it was ripped out of place, then examine two specific locations at it's former base. Open the sarcophagus to the left to find Albeit and ask him all of the questions. When you ask What Happened?, say Curse. After asking the questions, Albeit will give you the Key to the door downstairs, so head down and go inside (in the video Lily just went downstairs and went through the door without asking for the Key, so you may not need it).

When you enter the room, open the chest to the left and pick up the two documents: Authorization for slave liberation, and Letter from Albeit, then pick up the locket before opening it and examining it. Examine the bed in the room, then open the closet and examine it using Sherlock Talent (cn_RB) to find a hidden panel holding a Mayan Pyramid Miniature. You'll need to examine the Pyramid, the brown base near the Pyramid steps, and the Date on the side.

Head back upstairs and speak with Albeit again to find out that the Pyramid can be used with the globe in the Club, then fast travel to the Club.

When you arrive, head inside the building and examine the globe. Click on the lower missing tile to add the tile we found in the Foundry safe and open the globe, then click on the gap in the ground to add the Pyramid Model. In order to use the Model, we'll need to start our Deduction, so press cn_Y to enter Deduction Mode, as usual combine two clues to make a new deduction bubble, click on the bubble to choose a choice if you need to, then press cn_RB to go back and choose more clues:

  • Mayan Calendar + Facts about the crime = False Statement
  • Greystoke's Visit + Sir Charles was alone = Prepared
  • Club Debt + Greystoke's Collection = Other Collections
  • Expedition + Mayan Calendar = No Curse
  • Big Bubble appears = Unaware
  • Didn't Enter + Albeit's Version = Testimonies
  • Albeit's Son + Escape through the window = Small Stature
  • Albeit's Model + Albeit's Visions = Temple Model
  • Albeit's Version + Albeit's Visions = Albeit's Lies
  • Big Bubble appears = Find out the truth about the Temple (required to use the Model and continue the Story!)
  • Marley's Work + Facts about the crime = No Automaton
  • Assailant in Albeit's House + Physical Abilities = Attacks
  • Big Bubble appears = Suspect is small
  • Big Bubble appears = Strength
  • Mayan Calendar + Superstition = Fear

Click on the Model and Holmes will use his Imagination to replay the events that took place inside the Pyramid. This section will be slightly difficult to do and to explain, so I will give a brief summary of the rooms and will direct you to the Video Walkthrough for this Case in the final tab of the guide. The paths leading to the rooms are linear and either lead to obvious dead ends or the rooms in question, so you cannot get lost.

  • The first room will be a maze that you can only solve by walking on the correct path. Each floor tile has it's own symbol so you will be walking one floor tile at a time with these directions: Forward, Left, Forward x2, Left x2, Forward x3, Right x3, Back x2, Right x3, Back x3, Right x2, Forward x5, Left x3, Forward x2, Left x2, Forward. "Forward" means towards the door you need to go through, "Back" means towards the door you came in from.
  • The second room is a circular room with 6 pillars each with their own wheel. Facing the room with your back to the way you came in, label the pillars 1 though 6 starting from the left. You will turn the wheels to rotate the room, then run down the path to turn a new wheel in the walls of the room: Turn Pillar Wheel 4, run down the path to turn the Wall Wheel, Turn Pillar Wheel 6, run down the path to turn the Wall Wheel, Turn Pillar Wheel 5, Turn Pillar Wheel 3, run down the path and turn the Wall Wheel, Turn Pillar Wheel 2 to get out.
  • The third room will have a large boulder rolling after you and it WILL catch up to you, so use the hiding spots along the walls to duck into cover and dodge the boulder, some spots are obstructed by vines so make sure you don't get too greedy and run too far. The Boulder will turn and roll back once it reaches the end so be ready to take cover again. Once it passes run to the end of the path and duck into cover in the last cover on the right to exit.
  • The fourth room has floor tiles that will either stay in place or move out of the way revealing spikes you can fall into. As you follow the path a spike wall will activate and chase after you. You will need to navigate the room to the other side, the floor pattern will never change. This one is hard to explain and I highly recommend the Video Walkthrough.
  • The fifth room is full of Smiling Statues and Angry red-eyed statues. You can pass in front of smiling statues, but if you pass in front of an angry one, you will be sprayed with poisonous gas and sent back to the start of the room. To make matters worse the ceiling will start caving in behind you so you'll need to move fast. The path like the last room is always the same and I recommend watching the Video Walkthrough.
  • You will cross a bridge with holes in it, simply avoid the holes and cross it, you'll have to run though as it will collapse after you.
  • You will reach the final room with the Pyramid, enter the Pyramid and examine the gate in the back, the Mayan Calendar leaning against the wall, and the statue in the center. Once done put your back to the entrance you came from and label the holes in the wall 1 through 10 going from left to right as you did with the pillars. Push the buttons in the holes in the following order: 1, 6, 3, 8, 10, 5, 2, 7, 4, 9
  • Once complete you will watch a cutscene, return to the Club, and also unlock...

Phantasmagorical Journey

Escape the perils of your imagination

Phantasmagorical Journey
1 guide

With everything done, it is time to make a deduction, so press cn_Y to enter Deduction Mode:

  • Albeit was left behind + Albeit''s Illness = Bitterness
  • Albeit is guilty

With the deduction made, choose to either Condemn or Absolve Albeit and confirm your choice (it doesn't matter which as long as it's Albeit) to unlock...

The Golem Awakened

Finish A Study in Green Case

The Golem Awakened
1 guide

After completing A Study in Green, you'll automatically start up Case #3, Infamy.

When the case starts, you'll speak with your daughter and learn that a man named Orson Wilde is coming to stay with you and that he is in Theater. Say whatever you like to your daughter as the end result is the same and Orson will arrive in your room. Begin making a Portrait of Orson:

  • Blue Scarf around neck - Follows fashion trends
  • American flag brooch on collar - American Pride
  • Cigarettes in jacket pocket - Tobacco - Holmes preferred brand
  • Orson's name on Boots - Personalized Boots
  • Pocket-mirror on waist - Self-affected
  • Press cn_Y to finish.

After creating the Portrait, your daughter and Orson will leave the room, so enter Orson's room (left of the fireplace). Examine the disguise kit on the desk and examine the greasepaint, the brushes (icon on golden section), and the tin of face powder. A cutscene will occur and afterwords you'll be solving a mini-case for Mary Sutherland. Before talking to her, create her Portrait:

  • Red mark on nose - Often wears Spectacles
  • Brooch on collar - She is rich
  • Ring on finger - Engagement Ring
  • Boots - Didn't notice boots
  • Press cn_Y to finish

Once complete, ask Mary all of the questions available. Head over to the desk next to you and pick up the newspaper to get an Advertisement, then pick up the letter underneath it. After reading the letter, click on it to realize it was written with a typewriter, then enter Sherlock Talent (cn_RB) to examine the yellow text at the bottom, the ink used, the two highlightable sentences, and his signature. Holmes will bring out a monocle and begin to study more closely. Examine the very first letter "M" to notice the defects, then examine the letter Mary will give you from her father.

Repeat what you did with Hosmer's Letter by clicking on it, activating Sherlock Talent, examining the yellow text, the ink used, the one highlightable sentence, and his signature. Examine the "M" in Mary to begin checking the defects in both letters at once. Click on the defected "M" in both letters, the defected "k" in both letters, and the defected "&" in both letters to deduce both letters were written on the same typewriter. With all the information gathered it's now time for the deduction (there are three possible outcomes and all of them are acceptable, so you can freely choose what you like or copy me), so press cn_Y to begin:

  • Dints + Different Boots = Bad Eyesight
  • Mary's Income + Keep at home = Profit
  • Work Travels + Keep at home = Opportunity
  • Work Travels + Secretive Character = Strange behavior
  • Big Bubble appears = Liar
  • Stepfather's Letter + Hosmer Angel's Letter = One Typewriter
  • Mr. Windibank is Mr. Angel

Once done, you can choose to tell Mary the truth or hide it from her, the outcome will not change anything (I personally tell her the truth). This completes the mini-case and unlocks...

Domesticity

Solve Mary Sutherland's Case

Domesticity
2 guides

After the mini-case is solved, Holmes will be alerted by an object being thrown through his window. Head over and click on it. Once you get closer to it you will be introduced to a new mechanic the game is using, multiple choice clicks. You can now press left or right on the D-Pad to choose between two options while hovering over something. Hover over the lid and choose "Examine" as choosing move away will detonate the bomb and kill you. After choosing "Examine", choose "Bend aside" to open the lid slightly, then click on the bomb to pull it out of the container. Pick up the tool and begin by cutting the botton-right most blue wire, then cut all of the wires going counterclockwise (in a reverse rainbow if you will) within the two minute time limit. Once the two minutes are up you will unlock...

Unwanted Attention

Deal with a gift from a secret admirer

Unwanted Attention
2 guides

Orson will run into the room, and Wiggins will arrive to give you the jacket of the bomb thrower. Ask Wiggins all of the questions. After the cutscene, click on the jacket and examine the journal in the right pocket to have Orson burn evidence, as well as discover a Poem. Afterwards, examine the knife in his other pocket, and examine the initials "J.T.".

Head over to your Archives. Click on any book and press cn_RB to get to the "Encyclopedia" tab, then click "History" and "Green Dragon Tavern" then click to continue. You will then automatically go to sleep.

Once you wake up, head into your main room to talk to your daughter. Say anything you like to Katelyn, but she will leave upset regardless of your choice. Head back into your room and out onto the balcony, turn right and click to hop over to Alice's balcony. You'll have to pick the lock to get inside, so do so and use Lockpick #1 for the outer lock, then Lockpick #3 for the inner lock. Press cn_Y to remove unneeded Lockpicks. Next, use Lockpick #3 for the outer lock and Lockpick #4 for the inner lock to unlock the door and enter.

Click on the desk with the sewing machine and pick up the Letter to Seamstress, then head over to the table near the bed and interact with the box. You'll need to solve the puzzle lock to open it, and you can do so by making your box look like this:

Box Lock

Once you get the box open, take the three documents: Alice's Notes, letter from Alice's friend, old letter from Alice's Aunt, and then take the Key. Lastly, take the Cylinder next to the box. Head back towards the balcony to the small table. Pick up the book and examine the tag on the other side of it. Pick up the vial and pop off the cork to both smell and taste it. Once done, go through the door further into the apartment.

In the next room, head over to the table on your left and examine the picture of Sarah De'Bouvier, the book, the Reply to Ms. Alice De'Bouvier, and the note next to it. Afterwards, go downstairs and use the Key to open the door on the right.

Once inside the room, move in and head over to the table with the Gramophone. Examine it to use the nearby Cylinder 320 on it to hear about Zacharias Greystoke, then use the Cylinder we found (821) to hear about William Hamilton. Afterwards, open the right side drawer to get a newspaper and enough evidence to learn Alice's real name is Alice Hamilton, click on the photos of William Hamilton, and your ancestor. From here, backtrack upstairs and jump back across the balconies to get back to your apartment.

Head back to your main room and access your Archives. Select "Newspapers", "1880", and "William Hamilton's Death", then click to continue.

Head back into your room and get dressed in your Bandit Clothes with some facial hair of any kind to disguise yourself, then fast travel to the Greed Dragon Tavern.

When you arrive, head straight forward and head through the large gate ahead. Enter the building on the left and begin eavesdropping on conversations, just like the first case, you'll have to keep the Left and Right Sticks inside the circle. Start by leaning against the pillar near the bar to listen to the three men, then head over to the fireplace and lean against it to eavesdrop on the man next to you. Next, sit at the table behind the man smoking to listen to him, then sit at the bar stool near the bartender to listen to him. Head out the doorway next to the man and the bartender, then lean against the wall next to the little window to eavesdrop on them.

Follow the man outside and click on his pocket to begin pickpocketing him. Keep the Stick in the circle and then press the buttons that appears on screen to pickpocket him. Open his wallet and turn it enough to take out the pass, then put his wallet back in his pocket using the same pickpocketing method. Head back inside and over to the door leading behind the bar, click it to be let in and enter the door.

Head upstairs and you'll see a short cutscene of the man you're looking for. Head to the left and then enter the door on your immidiate right to enter a gambling room. Head to the far right and look out the window before talking to the man next to you. You will need to find a way to distract the man, so head over to the lone man gambling and examine his hat and the knife, then head over to the group near him and use Sherlock Talent (cn_RB) to see a man is cheating. Examine the three pieces of equipment he is using, and you will automatically enter Imagination Mode. Click on the new device and Holmes will explain how to deal with the cheating man, so enter Imagination Mode again and choose the following path:

  • Divert Attention
  • Take Knife
  • Cut Rope
  • Fight starts
  • Guard moves
  • Press cn_LT to set the events in motion and get through the door.

Once outside you will unlock...

Ace of Spades

Let the cards fall where they may

Ace of Spades
1 guide

Afterwards, walk towards the metal beam and click on it to begin balancing across, as usual you'll have to keep both Sticks in their circles until Holmes makes it across. Head forward down a staircase and then up another. Before going up the other set of stairs, turn and follow the pier over to a pair of cranes. Access the cranes and turn them so that they're both facing the buildings opposite the water. Now head over and up the other set of stairs and click on the chains to swing across them. You'll have to press up and down to build momentum, then press the button on screen to jump across them as you did back in Case #2.

Once you reach the other side, climb in through the window. Examine the table in the center of the room and look at the glass, then use Sherlock Talent (cn_RB) to notice you can flip it over, do so and click again to open the table. Examine the document: Accounting, and then pick up the Key and examine the "X" shape of it. Head over to the fireplace and examine the deck of cards and the cheating accessory. Next head over to the busted up bookcase and activate Sherlock Talent to notice the crack in it, then look at the piece on the wall to move it aside and insert the Key unlocking the secret room. Head downstairs and look at the loot on the left side table before looking at the briefcase further in. Open the case and examine more stolen loot, the picture (front and back), and the document: Butler's Pawn Shop (click on the paper as well as the street address at the top).

Afterwards you'll hear that things are louder and Holmes will ask what's going on. Head to the far end of the room and look through the wooden window to see into the bar. Orson will enter the bar disguised as Holmes and anger the patrons. You will have a time limit here, so quickly run back up the stairs, run froward through the room and around the corner through the closed door, then turn left and run down the stairs to click on the door. When you arrive you will enter a bar fight to defend Orson and must perform many actions, if you fail an action you will be attacked and must start over:

  • Hover over the bar stool and choose "Overturn"
  • Click on the bottle behind you.
  • Hover over the man and "Take hat"
  • Hover over the same man and "Push aside"
  • Click on the hat above you.
  • Click on the wooden beam to the right of the doorway.

Once complete you will both escape and return to 221B Baker Street as well as unlock...

Tavern Tangle

Come to fisticuffs, but for good reason

Tavern Tangle
1 guide

Once you arrive, you will confront Alice and deal with Orson's ignorance. Enter your apartment and access your Archives. Select Newspapers, 1892, and Police Raid on Westminster Gang. Once you find it, fast travel to Lambeth Street.

Once you arrive, press cn_X and you'll take a look at the picture from before again and can see a lamp above the door (no need to click), put the picture away with cn_X. Head down the street and look for an apartment with a lamp above the door, you'll find the correct one on the left side of the road with a wagon and ladder leaning against it. Head inside and up the stairs to knock on the door and meet a woman. Begin building her Portrait:

  • Spectacles - Poor Eyesight
  • Book on chair - Bible
  • Picture on wall - Religious Image
  • Cross on wall - Protestant
  • Press cn_Y to finish

Jeremiah's Mother will refuse to speak with you and will send you away. So fast travel back home to 221B Baker Street and change into you Pastor Clothes with a facial hair/glasses disguise, walk to the main room's window and call for Wiggins, and return to Jeremiah's Mother. When you arrive, click on the door to find out someone closed it and that you'll have to get her attention from the window somehow. Click on a rock in the middle of the road and throw it through her window to gain access to her apartment (your power will need to be around late yellow and early orange).

Once you enter, ask the mother all of the questions and offer to search for the "demon" in the house. You'll need to click on a few things and then press the buttons that appear on screen to "exorcise" the area:

  • Bookcase across from the door
  • Door you came in
  • Fireplace
  • Pots on the kitchen wall
  • Window

Afterwards you will gain access to Jeremiah's room and unlock...

Exorcism 2.5

Banish devilry

Exorcism 2.5
1 guide

Examine the suitcase on his bed, the schematic, picture, and solenoid on his desk, then pick up the torn up letter from his trashcan using Sherlock Talent. Reassemble the letter (starting with the border to make it easier, below is a picture to assist), then click on the letter to read it.

Letter

Once done you will leave the room and speak with the woman.

Fast travel back home to 221B Baker Street and go to your Archives. Go to the Newspapers and click on 1888 and "The Dart" in Prison. Once done, fast travel to Scotland Yard.

When you arrive head down the hall and through the last door on the left before the jailing area to enter Lestrade's office. Speak with him and ask him to Apprehend both suspects. Leave the office and head right to get to a door with metal bars being the Evidence Room and go inside. Search the drawer on the right side to examine the cane, the notepad with encrypted records, and the backside of the small spintria. Next look at the left drawer and examine the back side of the brass knuckles, and the case of cigarettes. Afterwards, leave the room and go right, go through the jailed area and speak with the man on the right side behind bars to begin interrogating and creating a Portrait of Percy Flemming a.k.a. "The Dart":

  • Scars on his Ear - Gang Warfare
  • Blue Handkerchief in chest pocket - Fashion
  • Buttons on vest - Expensive and eccentric clothes
  • Tattoo on left hand - Westgate Prison Tattoo
  • Rings on right hand - Ostentations
  • Press cn_Y to finish.

Ask Percy all of the questions, when you ask him about Jeremiah, say The Dart threatened Jeremiah. Afterwards speak with the man in jail on the left side to begin interrogating and creating a Portrait of Jack Cole a.k.a. "The Hammer":

  • Scar on eyebrow - Fight
  • Chain Necklace - Expensive
  • Tattoo on left arm - Bandit's Tattoo
  • Ring on left hand - Self-affected
  • Clenched right hand - Box Training
  • Presscn_Y to finish.

Ask Jack all of the questions, when you ask about the Suitcase, say Valuable Loot. When finished, fast travel back home to 221B Baker Street and go to your Archives.

As you click on them, you'll pull out the Notepad from Flemming's Evidence. Click on the page to see that it is encrypted, then activate Imagination Mode (cn_LB). Sort through the codes until the words on the page are in English, then click on Jeremiah's name to underline it. Afterwards, you will see a small cutscene of Orson being kidnapped and will chase after him.

When you arrive you will be in a graveyard and must navigate it to the end without being seen. Use Sherlock Talent to see where the nearby guards are moving and keep out of their lines of sight or else you'll have to restart. Start by heading past the angel statue in front of you (keep an eye out for guards!), then head into the next area and around the corner to the right. You'll see a metal gate in front of you and a wooden back at your back, head through the hole in the wall nearest the metal gate and follow the path up and around to reach a short cliff you can climb down. Cross over the fallen tree and examine the carriage in the back to find blood on the seat, scratch marks on the seat, and a broken window in the corner.

Note: The following section may get confusing, please see the Video Walkthrough if you are having difficulty.

Head forward (the way the horse is facing) to find a path in the corner you can enter. You'll see a small cutscene of Orson being shut behind a door. Head around the corner and work your way towards the door while continuing to avoid the guards. Start by going right at the first guard to climb up a ladder, then head right along the upper wooden path and climb down the next ladder. Wait for the guard to move, then follow after him and hide on the left side of the boxes near him. Once he passes back, loop around the boxes and take the right path before heading immediately left towards a gong and a ladder. Click on the gong to attract the guard near the door, then quickly climb up the ladder and move along the upper area. Climb down the next ladder and enter the big door Orson went through to unlock...

Agent 221B

Become a shadow unseen

Agent 221B
1 guide

You will see a cutscene, once it ends, speak with Orson to get your last bit of evidence, then press cn_Y to enter Deduction Mode. As usual combine your two hints to make bubbles, then press cn_RB to continue with more hints:

  • Destroyed Evidence + Analysis Table = Coincidence
  • Tavern + Unexpected = Help
  • Disguise + Reporters = Actor
  • Big Bubble appears = Just an Actor
  • Visit + Tavern Owner = Visitor
  • Components + Homemade Bomb = Bomb maker
  • Attacker + Visit = One Person
  • Big Bubble appears = Stolen Items
  • Injury + Blame = Cole's Motive
  • Imprisoned + Income Problems = Flemming's Motive
  • Jeremiah's Death + Orson and Jeremiah = Fright
  • Testimonial + Orson and Jeremiah = The Truth
  • Threats + Debts = Control
  • Percy Flemming is guilty

Once you convict Percy, you can choose his fate and watch the cutscene to complete this Case and unlock...

After completing Infamy, you'll automatically start up Case #4, Chain Reaction.

Once the Case starts, you'll be riding with Watson aboard a carriage. You'll suddenly come to a stop due to a huge accident and quite a few people are injured and in need of help, so you'll have to move fast:

  • You'll start as Watson and must revive a man who has stopped breathing, a mini-game will begin (just like the one in Case #2) where you will have to press the buttons on screen as they pass through the circle. After saving the man you will unlock...

Breathe Easy

Breathe life into one in need

Breathe Easy
1 guide

  • You will now be in control of Holmes and can press cn_LT to switch back to Watson, you'll be needing to switch between in order to save everyone.
  • As Holmes, you'll see a man in a Top Hat standing in the road and a beam will be dangling above his head, click on the man to speak to him and ask him to move. The beam will fall and you must click on the red circle to push the man aside and save him.
  • Run over to the burning building and click to enter. Examine the Fallen Cupboard in front of you, notice the flames to your left as it is Too hot to enter, notice the man trapped behind the cupboard as he Requires evacuation, then notice the bucket directly next to you outside the building for Short term heat protection. Click on the bucket to soak yourself and then run into the building, rapidly press the button on screen to move the cupboard aside, lastly click on the man and hold down on the left stick to pull him to safety.
  • Run over to the unconscious man in the carriage in front of the burning building. Notice he Requires Evacuation, you Cannot open the door due to the missing handle, the door hinges Could be broken, then notice the Construction Axe on the ground behind you. Pick up the Axe and click on the red circle on the carriage door to begin chopping at the hinges, you will get stuck and must rapidly press the button on screen to get free. Repeat until you break down the door.
  • Head to the left of the burning building to find a man trapped under his carriage. Click on him to see he is Not injured, notice his Trapped leg, the carriage has a Heavy weight, then look to the right to see a pole that Could be used as a lever. Grab the pole and click on the red circle to rapidly press the button on screen and free the man's foot. Then click on the man and hold down on the left stick to pull him to safety.
  • Run over to the other side of the road behind you and notice a man who is trapped under his horse. Click on him to see the Bleeding will stop naturally, notice his Trapped Legs, the Scaffolding press on horse, and that the handsaw on the left Can cut scaffolds. Grab the handsaw and click on the scaffold. Push up and down alternatively on the left stick to saw off the scaffold, then click on the man and hold down on the left stick to pull him to safety.
  • Press cn_LT to switch to Watson and speak to the man leaning against the street light nearby. Check the point of injury, then check his bone integrity. Click on the two pieces of wood that Watson will get to place them on the man's leg, then click on the rope to make a makeshift splint.
  • Head to the right side of the burning building and click on the person on the ground. Examine them, then attempt to wake them and Watson will suggest using ammonia, so do so.
  • Click on the man behind you and he'll tell you he is okay.
  • Click on the last man with the Top Hat and you'll need to set his shoulder back into place. Press cn_LT to pull on the man's arm, turn the man's arm until none of the three red dots are large, then press cn_RT to shove it back in place.

Talk to the police and you will begin analyzing the accident to see how it happened. In order to begin, you must run around and examine the 13 Elements involved:

  • The destroyed carriage close to the police
  • The carriage sitting on top of the electrical current (Click on the fallen street light, then click on the base of it to open it, grab the tool and use it to remove the two power sources and cut the electricity)
  • Pass the street light and examine the cart with pumpkins
  • Speak with the man in front of the pumpkin cart and ask him all the questions
  • Examine the fallen wardrobes between the pumpkin cart and the cart next to it
  • Speak to the man in front cart by the wardrobes
  • Examine the carriage in front of the burning building
  • Click on the flag hanging from the left side window of the burning building, look inside to see the horse was blinded
  • Examine the carriage attached to the horse that was blinded
  • Examine the carriage next to the scaffold in the center of the area
  • Examine the mechanism with the wooden beam on it near the pumpkin cart
  • Put together the mechanism scene using Imagination Mode (cn_LB): Pumpkin, Balk, Lifting Mechanism, counterweight, platform. You will witness an axe sent flying.
  • Lastly, examine the torn rope of flags across the street from the police

Press cn_LT to begin mapping out the accident, use the picture below to click on each of the Elements in the order they occurred. Press cn_X to go to the past first.

Accident

Once you're sure you've got all 13 in order, press the cn_Y button to confirm and unlock...

Domino Effect

Reconstruct a deadly chain of events

Domino Effect
1 guide

Head over to the cart that previously had electricity flowing underneath it. Go to the back side and examine the man inside:

  • Neck - Dog Tattoo
  • Left Hand - Electrical Burn
  • Black substance on pants - Sticky Liquorice
  • Foot - Pungent Mud
  • Right Hand - "Rasco" Tattoo

Afterwards, notice the hammer underneath him, the solvent and cloth drenched in solvent in the crate, and the mud on the floor to the left of the hammer. Walk around to the street light side of the carriage and examine the side of it to see something was painted over, then use Sherlock Talent (cn_RB) to notice there is some text. Look back inside the carriage and grab the Solvent, then head back over and use the Solvent to wipe away the fresh paint and reveal "Underground Electric Railways Company of London", then click it to continue. Next run over to the man in the front of the carriage and examine him:

  • Neck - Dog Tattoo
  • Left Hand - Electrical Burn
  • Gun on waist - Revolver
  • Foot - Pungent Mud

Head over to the left side of the carriage and use Sherlock Talent to notice something under the carriage by the sewer lid. Click to find a wire and follow it into the nearby building. Head upstairs and to the right to the 2nd door down. You'll need to pick the lock to get inside and you'll be given some new locks to use at that, though you can simply use Lockpick #3/4 twice to get inside easily.

Once inside walk over to the device on the table and examine it. Flip up levers 1 and 3 then use the upper lever. Then flip down lever 1, and flip up levers 2, 3, and 4, then use the upper lever again. Head over and take the document: Smoke on the water, then look out the window.

Head back outside and speak with the police. You'll have to locate five men that could be potential suspects, use Sherlock Talent to "scan" them:

  • The man accused by the police
  • The two carriage drivers standing by the mechanism in the center
  • The man leaning against the building behind the above two men
  • The man standing near the building with the electrical device

You will then open the Map of the Accident with cn_LT and choose all 3 of the men who are NOT carriage drivers as "Suspect", and the two drivers as "Not a Suspect". Use the picture below for reference.

Guilty

Report your findings to the police.

You will now be tasked with finding out where the carriage that was electrocuted came from, so head over to the carriage but go further down the street. Activate Sherlock Talent and you will notice mud on the sidewalk, a collision with the barrels, and paint on the pole nearby. Enter this shop and notice more mud on the ground, then pick up the document: Snake Nests and Conspiracy from the desk. Try to enter the backroom and you'll have to pick the lock, use Lockpick 2/4 on the inside lock and Lockpick 2 on the outside. Next use Lockpick 3/4 on the inside lock and Lockpick 3 on the outside to enter the room.

Examine more mud on the ground, them use Sherlock Talent to notice the carpet was moved. Move the carpet aside to find a secret passage leading to the Sewers. Head down into them.

Head right and follow the tunnel (there is only one path you can take as everything else leads to a dead end), you'll find a forked path, go left and cross the bridge, then continue left. Take a right further ahead into another tunnel, then go left and up the steps to examine a blue machine. This machine (and another one nearby) controls the water in the sewer, you'll be using it to solve a puzzle so do the following:

  • Set the water level to 0
  • Turn the wheel on the right to open the door
  • Climb down the ladder
  • Push the crate/barrels straight forward (away from the ladder) as far as it will go
  • Climb back up the ladder
  • Set the water level to 1/2
  • Jump across to the other side using the crate/barrels as a platform
  • Click on the pipe in the center to balance walk across it, you'll have to do the usual and keep the Left and Right Sticks inside their circles
  • Use the new blue mechanism to set the water to 0
  • Use the lever to the right to move the ladder to the far left
  • Climb down the ladder (near the lever)
  • Push the crate straight forward (towards the ladder you just moved left)
  • Climb back up the ladder you climbed down
  • Set the water level to 1/2
  • Use the lever on the left to lower the bridge (no need to balance anymore)
  • Cross the bridge to the other side
  • Go down the small ladder
  • Jump across the crates and onto the ladder you moved left
  • Climb up said ladder
  • Turn the wheel to open the door

Completing this will bring you to a new room and also unlock...

Pump It Up

Find a way to control the water

Pump It Up
1 guide

Head over to the table in the back and examine the two types of powder and the magnesium strips next to them. Go to the right of the table and through the tunnel to end up in a bank vault. Head over to the barrel with the lamp on it and pick up the hand-drawn map. Examine the deposit boxes on both sides of the room, the iron wall you came through, as well as the large safe door, then press cn_X to look at the hand-drawn map. The "$" represents where you are in the bank vault, and the red "X" represents where they hid their stash in the sewer. Follow the map and run back straight forward across the waterworks bridge, then turn left at the fork. You will click on a wooden door to break it down, then continue forward and to the right to find some barrels.

Examine them and take notice of the money on the ground, the metals rings next to them, the container of liquorice next to the lamp, the empty barrel next to the container, and the cigarettes near the hammer (examine the end of it, the brand name on the side, and smell it). Fast travel to Scotland Yard.

A cutscene will occur telling you one of the three men escaped to the hospital. By now you should know the layout of the Yard so head over to the Evidence Room. Examine the right side drawer first and look at the Book, then look at the bookmark in the book and the page it leads to, the wires, and the bank note. Examine the center drawer and look at the photograph, gloves, whiskey, cigarettes, and the letter from his Pastor. Examine the left side drawer and look at the box of candy, the two documents: letter from UERL, and letter from hospital, the pen, and the handkerchief with the initials M.B. Lastly, head over to the lone drawer and examine the items inside.

Leave the room and head down to the jail, talk to the man on the right side to create a Portrait of Benjamin Fowler:

  • Tattoo on neck - Gang Member
  • Cross necklace - Religious
  • Left Hand - Manual Worker
  • Right Hand - Smoker
  • Right Leg - Injured Leg
  • Press cn_Y to finish

Ask Benjamin all of the questions, when you ask him Victim Acquaintance, say Dog Tattoo.

When finished begin interrogating the 2nd suspect and create the Portrait of Thomas Garret:

  • Pale Face - He is ill
  • Badge on chest - Anarchist Symbol
  • Tear in arm sleeve - He is poor
  • Black liquid on lower sleeve - Silicosis
  • Left Hand - Works with electricity
  • Press cn_Y to finish

Ask Thomas all of the questions, when you ask Ill, say Black Sputum.

With all of that done, fast travel to Ormond Hospital.

When you arrive, head to the far back and left side to find the man who escaped the police with his daughter. Examine the photo near him (black ribbon) and the writing on the back of it, pick up the document: letter from Karolinska University Hospital, and examine the clipboard on the side of the bed. Begin creating the Portrait for Reginald Butcher:

  • Badge on chest - Railway Worker
  • Center of waistcoat - Was once prosperous
  • Ring on right hand - He is married
  • Right Shoe - Recently Cleaned
  • Bracelet on Left Wrist - Daughter's Gift
  • Press cn_Y to finish.

Ask Reginald all of the questions. When you ask Cure, say Treatment of Meryl Butcher. When you ask Job, say letter from Butcher's job.

You now have everything you need, so press cn_Y and enter Deduction Mode, as usual you will be combining clues to make deduction bubbles, then pressing cn_RB to combine more clues:

  • Mr. Garrett's Side Job + Electrocution = Insufficient Knowledge
  • Mr. Fowler's Work + Electrocution = Not a Specialist
  • Anarchist + Bank's Debtor = Anarchist Ideology
  • Rebirth + Difficult Life = Criminal in the past
  • Seriously Ill Daughter + Problems at Work = Butcher's Problems
  • Electrician + Electrocution = Butcher's Trap
  • Bank Robbery + Bank's Debtor = Robbed Bank
  • Big Bubble appears = Just an Anarchist
  • Bank Robbery + Rasco Gang Tattoo = Rasco Gang
  • Big Bubble appears = Fowler's New Life
  • Electrician + Bank Robbery = Underground Worker
  • Big Bubble appears = Hopelessness
  • Bank Robbery + Electrocution = Evil Plan
  • Mr. Butcher is a murderer

With everything concluded you must convict Reginald Butcher and choose to either Comdemn or Absolve him, with either choice, watch the cutscene to end Case #4 and unlock...

Disaster Strikes

Finish The Case of the Chain Reaction

Disaster Strikes
1 guide

After completing Chain Reaction, you'll automatically start up Case #5, Fever Dreams.

Once the Case starts, you will find out that Katelyn has gone missing. Head into Katelyn's Room (left side of the fireplace in your apartment) and click on the small table next to her bed to build a Portrait:

  • Ink on Bed - Diary Taken
  • Dresser - Suitcase Taken
  • Wardrobe behind you - Dresses Missing

Head back into your main room to find yourself in a graveyard, run forward and around the bend to the left to find a crypt/building and click on the door. You will pull out an Axe and must click on the red circle to chop down the door. You will arrive in Alice's secret room from Case #3, speak to Alice.

Ask Alice all of the questions, then slap her to satisfy the urge you've been building for 4 cases now, afterwards speak with her again to build a new Portrait of her:

  • Face - Angry
  • Hat - Mourning Clothes
  • Train Ticket in hand - Visited Highgate Station
  • White marks on dress waist - Used Chalk

Move around the room and click on the fallen chair to notice the room has changed and something was taken. Activate Imagination Mode (cn_LB) and deactivate it in different spots in the room to see where items used to be, and find where they are now. The following items are missing entirely and should be clicked on in Imagination Mode:

  • William Hamilton's Portrait
  • Candles near chair
  • Grimoire (Book) on the stand by the chair
  • Table of Practice against the wall near the chair
  • Phonograph that we used in Case #3

With everything ready, press cn_Y to enter Deduction Mode:

  • Portrait of Alice's Father + Spiritual Seance Items = Seance with Father
  • Ticket to Highgate + Mourning Clothes = Cemetery Visit
  • Big Bubble appears = Family Crypt

With this deduced, leave Alice's Room to be taken to the Cemetery.

You will appear in front of the Crypt door you chopped down earlier. Head down inside and examine William Hamilton's Portrait on the wall, the Grimoire (Book) on the ground, the candles next to the book, all eight inscriptions written on the floor in chalk, Katelyn's Suitcase on the ground, and Katelyn's Diary. Once youve found everything Holmes will say the words create a guide. Click on the wooden door nearby to ram it open and find the body of Alice's Father. Take the document: Snakes Nest and Conspiracy from the table, then head over and click on the chest.

Examine the name Madame Destiny at the top, the map of British Rivers, and the Storm Lamp. Lastly examine the bed to find out you need to go deeper into the Cemetery.

Exit the Crypt the way you came and head left. Go through the open gate to enter the Old Cemetery and you will begin looking for 4 specific Crypts. The Cemetery is a giant loop so you can't get lost. Use Imagination Mode near the doors and click on the following Crypts:

  • William Fitz Clarence
  • Henry Anthony Evans
  • Archibald Irwin
  • William Shaw

Once you've clicked on all four Crypts, you will see they all lead to one crypt in the center, this is your destination. Use Imagination Mode as you run if you forget where to go and head inside it. Once you arrive inside the new crypt, you will find out it belongs to Moriarty, Sherlock Holmes' archenemy and true father of Katelyn. Head over to the altar and examine the book, the picture, the metal star, and pick up the document: Moriarty's Notes. Look at the ground next to Moriarty's Coffin and examine Kate's Poem and her Ribbon.

Attempt to leave the crypt the way you came in and click on the door, but Alice will lock you in.

Examine the wall on the left side of the Crypt to see a constellation puzzle you will have to solve. Head back to the altar and pick up the Metal Star. Return to the puzzle and stick the Metal Star in the holes in order to draw the constellation shown in Moriarty's Notes (you will have to use the Star on the same holes multiple times), you can also use the picture below for reference:

Constellation Solution

Once you complete the puzzle you will unlock...

It's All in the Stars

Let the stars lead you out of danger

It's All in the Stars
1 guide

You will also unlock a hidden passageway at the base of Moriarty's Coffin, so head down through it. Once you emerge from the other side you will reunite with Watson.

Head forward along the path and towards the burning boat out in the river. Walk onto the pier and click on the rowboat to the side to board it and cross over to the burning boat. Once on board, head left up the stairs, then immediately right through the door. You will encounter Katelyn and Alice in the burning ship, follow these instructions:

  • Kate will begin to fall, click on the red circle to get her to back away
  • When speaking to Katelyn, tell her Cursed?!
  • To protect you!
  • No! You are not Alice!
  • The door will burst open and an anchor will fly at you, click the red circle to dodge it
  • A barrel will roll towards Katelyn, click the red circle on the right side of the screen to grab the knife and stop it
  • It's not your life!
  • No! It's my fault...
  • A beam will begin to fall on you, press the button on screen to dodge it
  • Steam will force you across another beam, press the button on screen to jump to safety
  • Yes, I can! I care about you!
  • He had to be eliminated!
  • And what about your childhood?
  • No! Alice wants to kill you!
  • We're family!
  • Katelyn will begin to fall, click on the red circle to use the hook
  • Click on the red circle to grab Katelyn and save her

Afterwards, you will both escape with Watson and row away from the burning boat, thus completing the game! While watching the credits, you will unlock:

The Greatest Test of All

Have the last dance with "Madame Destiny"

The Greatest Test of All
1 guide

Madame Destiny

Finish Fever Dreams Case

Madame Destiny
1 guide

The Drawn Curtain

Complete the game

The Drawn Curtain
1 guide

Life of a Consulting Detective

Collect all possible in-game achievements

Life of a Consulting Detective
1 guide

You now have all 1000G, thank you for using my Text Walkthrough, or my Video Walkthrough, I'm happy to be of assistance!

This page is specifically a group of videos or Video Walkthrough to help those that have difficulty with the Text Walkthrough. There are specific points in the Text Walkthrough that are very difficult to explain and I'll be redirecting you here to these videos. These are all recorded by me and will show the Achievements unlocking when they should.

Note: There was an error when I recorded the Chain Reaction and Fever Dreams videos and they crashed on me. I recorded them again but lost the footage showing a few of the Achievements unlocking. As you follow either my Text guide or Video Guide you will still unlock these as you go, and the later Achievements will still pop in the videos. Sorry about that!

Prey Tell:

A Study in Green:

Infamy:

Chain Reaction:

Fever Dreams:

Find anything you think is wrong with this walkthrough? Help us fix it by posting in its Walkthrough Thread.
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