There are a total of 30 cases in Sherlock Holmes Chapter One divided into several categories. This includes both story and side investigations. Below we will talk about each of them!
At the intersection of Silver Way and Herring Road, there are two Mu??chin. Listen to their conversation. Find out what happened to the priest?
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There are rumors in the city about the murder of a priest. Select the evidence in the magazine and go to the police station. Filter your search:
The priest's body was found in Miner's Limit. His name is Alessandro Fanconi. The cause of death is blood loss. You will receive a clue about the local gang "Righteous". Secure this clue, dress up as a bandit, and travel to Mining's Reach. There are bandits near the market in the center of the district. Interrogate them. one of them will say that the "Righteous" should be looked for in the courtyard behind the last two houses on the south of Carpenter Street.
Open the map, look below the edge of Carpenter Street, at the intersection with Jade Street. Walk a little up Carpenter Street from Jade Street and turn into the first courtyard on the right. Climb the stairs to the left, disguised as a bandit or a tramp, and use the door. On the left is a man with an asthma attack. Examine it and the room on the left. Go the other way and enter the building on the right. Examine two tables. One has dirt, tools, and a ledger, and the other has medicine. One of them will help with asthma. Go back and give the medicine to the man to complete the spo?? "Help with suffocation."
Go further and you will be stopped by a man who will say that the boss has a fight in the arena. Exit the room with him and eavesdrop on the bandits on the right. What will the "Righteous" do because of the murder of a priest:
Go back to the man at the boss door and say you want to join the gang. Break all the bottles on the right and go to the boss. Agree to the terms and defeat the enemies without killing anyone. After that, you can leave this place. The investigation will end.
Reward: 20 money.
The quest starts in Scaladi, at the Cordona police station. This is an optional quest that becomes available in the Mother's Love chapter. During this story mission, enter the precinct and inspect the archives. To get access to the archives, first help the cops solve this case. That is, you will start it automatically when you enter the police station, when you talk to the clerk, Mr. Stark.
Mrs. Nini's Atelier is located at the intersection of Knights Road and Trinity Way in Scaladio. You can find the name of the desired streets on the map. It's a few meters west of the police station. After entering the atelier, talk to Mrs. Nini and go through all the dialogue options. It doesn't matter in which order you select them. Sherlock suggest?Don't use clothes and makeup to make Nini remember what the thief looked like. Gather the clothes scattered around the room. There are two things on the shelves on the left, and two more on the shelves on the right.
Skipable achievement . You can get the "Mamma Mia!" achievement by first disguising yourself as the old man in the portrait. Make sure you do this before transforming into a real thief.
Here are the items you need to wear:
When you get an additional achievement, disguise yourself as a real thief:
Talk to Nini again so that she remembers the thief. She will say that you look like a thief. That's all you need to do, so go back to the police station and talk to the clerk. The task will end, and you can go to the archives.
The task can be taken in the Scaladi district, inside the Cordona police station. Enter there and look to the left to see the task board. Interact with her and start this quest. Your first task is to find the crime scene. This is the Golden Ale bar in Old Town, on Scarlet Street, west of Sesame Street. Go to?Take Scarlet Street to the right until you find this bar and fast travel point. Outside the bar you will see a cop. Enter through the door to his right.
Now you need to interact with the clues scattered around the bar in order to restore everything that happened. You can highlight them in yellow using the corresponding key.
Interact with the white sphere in the middle of the room to start the reconstruction. Here's how it should be:
After choosing everything as we described above, confirm the decision. The case will be solved, and you can return to the station and complete it.
What Happened : It all started when a merchant accidentally spilled beer on a sailor. The merchant hit the soldier, who collapsed on the table. The worker broke the bottle on the merchant's head. Then the sailor knocked down the worker with a chair. The real killer is a soldier. He wanted to stab the merchant with a knife, but due to poor eyesight, he killed the sailor.
Return to the station and talk to the policeman behind the counter. You will complete the quest and receive a reward - Money (20).
Go to the Scaladi area and examine the task board on the left. Go to the farthest northeast street in Silverton and go into the courtyard along Engine Lane (in the upper right corner where the road turns along this street). There will be a police officer standing right at the crime scene. Go through and start examining the evidence. To begin with, everything needs to be studied (you can navigate by the small signs that the cops have placed).
Now you can interact with the white sphere and perform the reconstruction:
After that, confirm your choice. Sherlock will tell what happened, but he will realize that he is missing some detail. Only after you complete all the previous steps will the final target appear. Enter focus mode and carefully examine the shoeprint in front of the dying man with the hat (near the wall where clue #3 was). You will see a police officer aiming a revolver at a dying man in a hat. All that remains to be done is to return to the station and tell Stark about everything.
What Happened : You uncovered the true killer. CheloVek with a shotgun was killed with a throwing knife that hit him in the neck. But before that, he managed to shoot a man with glasses. The man in the hat was shot in the leg, but two other bullets missed him. The shoe print suggests that police officer Schmidt killed the last robber and took the booty for himself. The rest of the men killed each other, and he shot the last survivor.
Take the task from the board inside the police station. Go to the cemetery, where you have already visited earlier in the story of the game, to visit the grave of your mother. It's in the south of Miner's Reach. At the scene of the crime, as usual, there is a cop. go through the gate behind him, to where the graves are, and look for signs with evidence on the floor.
When you collect all the evidence, proceed to the reconstruction:
What Happened : You uncovered the true killers. The brother of the deceased was furious when he discovered how the anatomist was exhuming the body of his sister. He killed him with a shovel. The cemetery keeper ran away, but did not go far - he fell, hitting his head on a stone, as a result of which he lost consciousness. When the killer disappeared, a reporter in hiding pierced the neck of the first victim, simulating a bite. But when he did the same with the second body, he actually killed the unconscious man. So we're on?We learn two murders and two murderers, without vampires.
Return to the precinct for your reward.
Take a job at the police station. The crime scene is located in the forest ruins, west of the cemetery in the Mining Reach area. As usual, there will be a cop there, and there are signs with numbers on the ground. Interact with each sign to collect clues. There is a necklace in the bushes. Turn it around and interact. The rest of the objects lie in a prominent place and require only one simple interaction. Don't forget the remains of a goat on the altar (the only item without a plaque). When you collect all the evidence, proceed to the reconstruction.
What happened : Three lustful ladies participated in the ritual. They are drinking and dancing and then they hear a noise from the bushes. Srab ritualotal, a man appears, whom they can drink. While two of them are occupied by the priest, the third leaves. A woman in a mask with feathers and a beak stole a goat and brought her to the ritual. The poor animal senses trouble and rushes at the drunken woman with the amphora. However, he fails to escape, so he is torn apart and eaten alive.
Return to the station to complete the investigation. You will automatically start the last police case and get the "Children's Fun" achievement.
You will receive the task automatically upon completion of the quest above. Go through the door on the left in the police station, then enter the door marked "Chief Inspector Placido". Here you need to collect a few clues.
Evidence fromtaken away. Track the new target (notes about the hive master) and go to the city hall. It will be marked on the map. Go inside and look in the archives on the right. Choose to search for clues on the owner of the hive and filter everything as follows:
You will learn about the four properties of the Hive. In fact, only the warehouse in the Miners' Limit, the fourth on the list, has not been sold. It is located on Clay Street, at the Stevenson Bridge leading to Silverton. Head there, go inside the gate line and defeat all the enemies inside (it doesn't matter if you kill them or not). Then go through the metal gates and go up to the office from above.
Search the office. There are three areas to explore here:
Now you can start chemical analysis of the burnt page. The solution is in the screenshot below:
Track the new target "Note from P.". Now you need to search the apiary. Talk to people on the street to get an idea of where the place is. You can wear a suit with a Holmes jacket. This place is located to the west of the warehouse, even to the left of the closed mine, where the railway ends. In the apiary, talk to the man on the hill right in front of the building. Examine it. There are four points of observation - a missing ear under the hat, bee stings on the arms, tobacco on the shirt, and a six-shot revolver in the holster.
Important . Identify him as Placido, Chief Inspector of Police, to further earn the "Well-Deserved Rest" achievement. If you identify him as a Beekeeper, he will move away from Sherlock and you will miss the achievement.
Choose the correct dialogues:
Return to the police station and go to the room opposite Placido's office. To get the Well-Deserved Rest achievement, you must say that Placido is dead. This will complete the case and unlock the achievement. If you say that Placido is alive, then miss the achievement.
This quest lasts the entire game. You will return to it again and again, pausing for other story missions. Sometimes side investigations.
The quest starts after the introductory video. Arriving at Cordona, Sherlockwives check in at the hotel. Chat with the administrator and leave a signature in the guest book. Sherlock's room is to the right of the large staircase. It will not be possible to open it, as cleaning continues inside. John will point to a sign near the stairs: there is a medium in the hotel who conducts his sessions. What we need. After interacting with the sign, Sherlock will communicate with the artist who approached him. Then sit down with John at the table to the right of the stairs. There is a cane on the table, and John will ask you to name its owner. There are three clues on the cane. Click on them.
Missable achievement . John offers to find out about the owner of the cane yourself, but you can talk to the administrator to get the Unsportsmanlike Conduct achievement.
Go outside and talk to the man standing at the gate on the left side. He will tell you where to find the owner of the cane. You should go to the session room, where you can go through the bar / restaurant where the cane itself was found (the door to the left of the stairs). At this point, the mission "A Mother's Love" will be interrupted by the next story investigation "Ghosts of the Past". To progress further, complete this quest ( described below ).
Completing "Ghosts of the Past" will earn you the "Uncut Diamond" achievement. After completing the investigation, talk to the man near the carriage to go ?And the cemetery. Select the required evidence in the journal and pin it to X. Without it, the white circles will not appear. Use focus mode on Q to find out what happened here: look at the white circles near John. All this is done at the beginning of the cemetery.
The third point is a little further down the path, next to a small iron gate on the left:
Approaching the mother's grave, study three clues: the year of birth and death, a burning candle, an open pocket watch. Examine the tracks in front of the grave (two points) and from the bicycle behind the gate. They go to the left. Use concentration mode to see the right path. You will see the bike parked against the wall on the right. Interact with three clues to figure out where to go next: the photo, the red case, and the shovel (although you don't have to). Go to the end of the cemetery, where there are crypts and a large tree, and you will see an artist painting. conversationgo with Vogel. From now on, you are free to explore the island and uncover any additional investigations.
Talking to the artist will unlock three archives that you can check out for more information on certain investigations. Markers will now appear on the map pointing to the Chronicles publishing house, the police station and the city hall. If you examine the current evidence, near which there is a "book icon", you can understand that the next destination is the police station.
Upon entering the site, the quest "Master of Disguise" will begin. You will have to complete this quest before moving on to the next task. When done, go to the archives in the far right room of the lot and select:
Sherlock will remember Stonewood. At the exit, you will be asked to take a workout. You can skip the last fight with the cops (on easy difficulty). After that, you can complete other tasks from the cops, hanging on the wall to the left of Stark in the lobby of the station.
Stonewood is in the upper left corner of the Grand Barn. It's easy to find. Go up the hill to the right of the bridge (up the map). Read the letter and open the gate. Approach the main door. Use Q to look around the scene in front of the house. It is important to choose from the evidence the memories John is talking about. Then you canthose go inside the house. Examine the hanger on the right, the red umbrella on the left, the suitcase on the left. Study the rest of the parts, but that should be enough to get John talking about the next memory. Complete all of its stages. Select the man hanging his hat on the hanger, Mycroft, who is standing by the luggage and pointing at Sherlock. Then select Sherlock, who helps his mother upstairs.
Sherlock's bedroom will open. Climb up there and examine all the evidence. It's pretty simple. When you find the wooden handle, select the evidence in your inventory, secure and inspect the cabinet drawers to the left of the front door. Install the handle and examine Sherlock's stash. This is to win an argument with John. You learned about a friendly neighbor. Go outside and follow down from the mansion, to the right, where a balloon hangs in the sky. As you get closer, you will see a crowd. Everyone is indignant - the owner of the house, Theodore Gilden, has died. This will begin the story quest "The Golden Cage". You can continue the current one only after it.
When you complete the quest, there will be a box on the bench near Theodore and Imogen's mansion. Drop in to find a letter and an amulet. Go to the second floor of the mansion, where on the left is the door to the mother's room. On the contrary, there is a memory. Use the concentration mode by selecting the desired evidence. View all the details of the memory, after which you can get into the room of Violet Holmes. Inside right away?? examine the chess on the right, select the clue and enter the concentration mode. Be like an elephant to win an argument with John "Eternal Confrontation" . Explore the entire room. It is also important to look at simple objects, such as a picture hanging to the right of the door, bars on the window, and so on. As soon as the white sphere appears, perform the reconstruction: Sherlock lies by the bathroom, the mother swings the tray at the doctor, and the dish falls on Mycroft, who spread his arms. Leave the room, go downstairs and listen to the man. Create a portrait of him and indicate that he is an artist in a sailor's outfit. This will start the quest "Overseas Muse". You won't be able to continue until you complete this quest.
After completing the task "Overseas Muse", go to the mansion and inspect the skeleton near it. After the cutscene, Mycroft will appear and you can talk to him. Go inside the house, use concentration and view the memory. Go to the relic storage on the right and fully explore the room. Remember what happened earlier: Mycroft attacked the doctor, Sherlock was peeping, Sherlock stood at the table and played with paints. After that, go out into the corridor and examine the box that appears. Vogel invited you to the mansion. This will start the quest "The Sacrificial Lamb" . Complete it to continue the main quest.
After completing the task, inspect the document on the table in the archive. Come back to beforem and go to the garden. This will be the point of no return. Here you can get four different endings. Seeing one, just reload the game.
Reward: 80 money if you find the right killer.
The task will start automatically in the hotel after you learn about the owner of the cane (read the quest above). Upon entering the session room, you must create the first description. It will be Lord Craven. Examine all the yellow dots on his figure and choose the option that Craven is a bored nobleman. In the room you can chat with the hotel staff, as well as the medium Luka Galici. Examine the mirror and the broken chair by the door on the left. You can mark points of interest with the Z key. There are five clues behind the table in the middle. The most difficult thing to see is the moth brooch on the jacket on the chair on the right. Having collected all five clues, in the Halls, connect the facts that Lady Craven was sitting opposite the window, and that she pointed her finger at him. Exit through the door on the left. Under the window lies a broken heel, presumably from women's shoes.
Enter Concentration Mode (Q) and follow the trail to where the man walked through the door on the other side of the small pool yard and another door. Interact with the shoe on the floor. These shoes are worn by hotel maids. The specific one is size 4. The maid you need is on the top floor, next to the paintings on dr?on the right side of the big stairs. There were also musicians there. It will be Ethiopian. When you study it in Q mode, you will see a fact about shoes of the 4th size. Ask her about what happened. After talking to her, return to the session room. You can recreate the events of what happened in the room. Correct people position: woman on a chair with a glass of wine, Lord Craven to her left holding a chair in his hand, and Galichie sitting to the woman's right, summons a "ghost".
When you play the sequence above correctly, you can go to room 226 on the top floor. In front of the door, you will be able to eavesdrop on someone's conversation for the first time. When eavesdropping on the maids, choose the options:
Tried to get my husband drunk.
Doesn't know how to use a fish knife.
She was wary.
Upon entering, a short cutscene will play. Talk to Lord Craven and examine the corpse (neck, diamond and purse). Interact with the door to the next room using Q to examine the lock. Examine the pier glass to find all 5 clues. The box on the dressing table has a drawer with a hidden compartment (see through Q) and three items inside, and on the right is a cosmetic bag. In another room, there are clues on the worktable (two). Another clue lies on a small table opposite.
In order to enter room 225 and speak with the main suspect, the medium Luca Galici, you need to get the key from the receptionist. Having done this, enter room 225. Create a description of Luka Galici. Point out that he is a former thief. There are clues in the room on the table on the left. Be sure to do a chemical analysis. This is done easily. To combine reagents??s select the icon at the top, Chemical experiments. Select the required reagents, as in the formula on the right, combine them with RMB with Chemistry Experiments, and then combine the Chemistry Experiments with the desired formula with the final product on the right.
If you haven't already, now is a great time to visit the Mind Halls and put together all the information you've gathered. Go to a restaurant first and select Craven's readings. One of the patrons to the left of the bartender, by the pillar, will confirm that he did not stay long in the restaurant. Show Craven the evidence: to do this, you need to combine the moth brooch and the moth ring, as well as find the cache of jewelry in the jewelry box on the dressing table. Show two clues to Galicia: conduct a chemical analysis of the ectoplasm and show the same ring with a moth.
The real killer is Galich , so I will not unite the faces under Craven. Here is the correct sequence:
If you accuse Craven, you will receive only 30 coins.
Examine the gate, plants, gate on the right, barn ahead. On the shed, examine the broken board on the left, the valves and the boatswain's knife by the blue electrical tape. Go to the courtyard on the left and examine the corpse. On it, examine the right hand (without the little finger), the belt from the robe, the broken leg and the twisted neck. Look at the ball on the left and the rope holding the ball on the right. Go to the elephant enclosure. Examine the chain, use Q and examine the large elephant footprint and weapon to the right of the footprint. Look at the pool of blood. Take a picture as the game prompts. Perform a reconstruction: the elephant is holding Theodore by the neck (??Bob), then carries it forward, continuing to hold it in the trunk, and then leaves the yard.
Go to Chronicles (Editorial) and select 1870-1899, Journalists, Editorial and Elephant Clue. So you will find an article about an elephant and win an argument with John . Select the clue Thick-skinned criminal , in the form of a policeman, interrogate people in front of the broken gate at Theodore's house. The elephant's name was Goliath. Go up the road and the map, over the Greek Bridge, into the Miner's Limit, and turn left. Walk a little forward and there will be an entrance to the park on the right. At the entrance, use Q to see the path the elephant left. He went to the left, and at the very end turned to the reservoir on the right. Examine the robe hanging there: the key and the note in the pocket.
Open Theodore's house and go upstairs. Interrogate his daughter Imogen. Search her room, collecting all the evidence, and show them to the girl. Examine Theodore's office in the other wing. There is a book in Imogen's room that will start an argument with John. The Bazookology Trilogy . You will find two other books in different places - in the pantry of Paul's workshop and at the excavation site of Arthur Swift, on jugs opposite the workers digging holes. You'll understand when you get there.
When studying the cabinet, the card on the far table, examine the inscription and two diagrams in the center of the card, on the right side. Take a picture of the map. Select the photo of Imogen found in her room. Go to point pMoving to Grand Barn South, where the hotel is located. Move west on the map, along the coast, and at the very end you will find a yacht club. Talk in normal Sherlock form to the man outside the club, pinning Imogen's photo. He will say that Paul is in his workshop. Go down closer to the river and enter the workshop.
Look in the pantry in the far right corner and find the second book on the dispute with John on the shelf. There is also a device that will come in handy at the end of the task. Examine the door to Paul's workshop. Need a key. Go left, to the table with the names of the yachts. Examine the lower right, with a bloody imprint. Use Q for this. Then unfold it and take the key. Go to the workshop and examine it. Find all key clues. It is not hard. At the exit, talk to Paul, and then kill the bandits or skip the fight. Talk to Paul again and show all the evidence. Show the same evidence to Imogen in Theodore's house.
Be sure to show the Ivory bathroom plan to both Imogen and Paul. Then go to the archives of the town hall and select this evidence in the search. Specify the criteria: entrepreneurship, legal documents, Old Town. You will receive an address. Go to the intersection of Arno Street and Bazaar Road. Eavesdrop on two workers at the entrance to the excavation site: market in the Old City, neck scar, loyalty to the British. Go to the market in the Old City on its left side, not far from the bridge along Bazaar Road. ?Use Q and find the man with the scar in the center. Buy a work apron from the seller, put it on and talk to the employer. Get permission.
Return and go to the excavation site. Go down below and talk to Arthur on the right. Professor with glasses. After the conversation, examine the diagram a little further and the box on the left. Necessarily! Go down below. Eavesdrop on one of the workers on the right: closer to the shore, a helmet in the form of a lion's head, a rickety pedestal, someone pushed the statue. Under the canopy on the left are vases, and on them lies the third book on the dispute with John . Climb up the steps to the pedestal. Read it. Examine the fallen statue. You need to examine her head, sickle and pedestal on the right. Only after that a white sphere will appear. Perform reconstruction:
Use Q, go down from here and go to the bank on the left, where the path leads. On the right there is an earth embankment. Look around to find a tomb. While Arthur is busy, go back to his seat and search the table. Having done this, talk to Arthur and show?? him evidence.
It's time to catch the elephant. Take the fabric from the drawer to the left of Arthur. Retrieve the device from the pantry of Paul's workshop. Run a chemical analysis on the vial found in Theodore's office at his home. Take all this to Mrs. Nini behind the police station (talked at the beginning of the game) and get an elephant doll. Inflate it with gas in the courtyard of Theodore's house. Watch the video. Elephant is captured. Examine it: a tusk, a dart in the left paw, an eye and a scar above the eye. It's time to make decisions.
For more information on who to blame for this quest, read the guide " Golden Cage in Sherlock Holmes Chapter One - who is the killer?" ".
Upon completion, pick up
Talk to Vogel in his gallery, which is easy to find. Examine the first floor, go downstairs and inspect all the evidence in the basement. Use Z to highlight active things. Everything is quite simple here. Then do the reconstruction. Everywhere, select a stranger, except for the silhouette at the steps - it should be Vogel coming down to see what happened. Talk to Vogel about it.
You will recognize Mercury. Go to the archive of the editorial office of the Chronicles and find the artist according to the criteria: celebrities, editorial, Old Town. You will know the address. Go to the address, enter the house, a woman will stop you. She ?sees badly. Go to any merchant, buy a Bohemian costume, shaggy hair, stubble and artist makeup. So you disguise yourself as Mercury. Go inside, the old lady will confuse you with a real artist. She will give you the key. Climb up to Mercury's room.
Examine all the items, inspect the corpse. Be sure to check out the usual things. Use Z to highlight items. Look at the two photographs in the back room. When everything is ready, restore the events. The thief searches the chest. Mercurio attacks the thief with a bottle in his hand. The thief attacks Mercury with a knife. The thief puts rags under Mercury. Pick up the painting from the floor and perform a chemical analysis. Then put the picture on the easel and compare with what you see. Examine the wall where the skull is missing. Enter the second room and find the skull on the left.
John will propose a dispute. Go downstairs, leaving a disguise as Mercury, ask the woman if anyone came to him, and then ask to call the police. You will win the argument with John .
Choose a photo of a pregnant woman, put on a nice suit (a Sherlock suit will do) and interrogate intelligent men. One of them will say that such tattoos are worn by refugees from the camp under the Victoria Bridge. This is the bridge connecting Scaladi and Silverton, the right of the three. Go under the bridge and see the refugee camp. Convince Harlow at the entrance to let you in??b.
Examine all the evidence in the camp. Use Z. See a wounded man. John will propose a dispute. To win an argument with John "Wounded Refugee" , use this clue and concentration. Remove a clean rag from the rope, find the aloe to the right of the corpse and pick the plant, and then lower it into the bowl of boiled water in the center. In inventory, conduct a chemical analysis and give the medicine. Then there will be another argument (if you overhear the conversation of two cops at the heavy gate, not far from the place where the aloe grew): money, refugees are taken, the camp can be closed. But you can win it later! Perform reconstruction:
Now we need to understand how the lame got here. Use this hook to secure it and examine the large gate, the bank (a boat will be visible) and the stairs to the right of the inspector. All these places need to be studied in concentration mode. Then leave the camp where you talked to Harlow and look at the cigarette butts on the ground. The cops themselves let the lame man through. Report this to the inspector, and then to Harlow. Harlow will order the release of the refugees. To win the second argument with John , ask about what is happening in lagere, at the girl next to the cauldron of boiling water. When you're ready, select the clue (the tattoo on your neck) and show it to the inspector. He will still tell who wears such tattoos.
Head to the Town Hall Archive: Entrepreneurship, Britons, Occupation. Find Bernadotti's office. If the inspector does not tell, then in the police archive, look for smuggling, suspects, Scaladio according to the criteria. In any case, get the address of Bernadotti's office. It is located along Bazaar Road, to the left of the Maltese Bridge. The main entrance is closed. Go around the building counterclockwise and find the backyard. The guy at the entrance won't let you in. You can attack him or win an argument with John . In the second case, buy a neck tattoo from any seller, and the thug will let you inside. Inside, take a close look at the room on the left. There you will find the stolen painting. Get through the corridors to Bernadotti's office, listen to his proposal.
Open the Halls and combine the evidence (I will not write, because you can pick it up at random). You will receive information about the man who raped Neyla. Go to the archives of the town hall and look for this person according to the criteria: officials, British, Scaladi. Choose a clue and go to the other side of the town hall, where there is Thomas Norton's office. Chat about everything. His portrait - the ambassador is tormented by conscience. Hear the offer. Finish linking leads in Cher??ogh. You can give the photo to the Ambassador (he will protect the refugees, but you will not return the painting to Vogel), Bernadotti (he will only protect Neil, and you will return the painting to Vogel) or Vogel (you will not return the painting to him, but make the ambassador pay). In any case, get 80 coins and the items needed to continue the "Mother's Love" quest.
Put on the costume of the Prince of Darkness and the mask, go to the mansion below the Heritage Theater. Once inside, to win an argument with John , eavesdrop on a conversation between a couple on the right and another couple in the hallway on the left, behind an open curtain. Then look for Vogel in another corridor, take the key and go through the white door. Examine the corpse and other items. Examine the dressing room and the room on the left. Talk to Vogel. In concentration mode, re-examine the side room and perform a reconstruction: the killer stabs Fabio with a knife on the altar, the killer hits Fabio on the head with a bottle, the killer drags Fabio to the altar, the killer washes away blood stains, the killer hides clothes in the closet, the killer closes the door. Having done this, chat with Vogel.
Combine the clues in the halls. Everyone who had the key is needed. Exit to the main hall and find in the center, near the fruit platter, Manchios. After the conversation, you will find yourself in prison. Communicate with suspects. Be sure to examine the evidence left in your cell. PerCommunicate periodically with the constable in the archive. Combine the evidence to arrest Santos. Continue communication, linking evidence. Use the Evidence Card on the counter in the other wing of the precinct, and examine the 9 evidence boxes that the policeman will bring. When there is no evidence left, combine all the leads. You can arrest Santos, Matista or Manchios. For the latter, they give the most money. In addition, each of them can be arrested or sent to the gallows.
Can be obtained from the publishing house of the newspaper "Chronicles" after the quest "Golden Cage". Use the disguise guide, go to the newspaper archive and select: recent, obituaries, Silverton. Select Hart's obituary and go to the clothing vendor to buy a street brawler costume and scarface makeup. Equip both. Use the information about the informant, go to warehouse number 3 and look for a man with a glass eye in concentration mode. He drinks. Talk to him and find out that the security of the third warehouse has been weakened. If you talk to him right away, you will win the argument with John "In Search of an Informant" . So the boss is not here. A little further on, two men are talking. Eavesdrop on them: police, bribe, fed. Examine also the painted eye on the wall of the third warehouse and talk about it with any bandit. Use information about the deputy leader of the Eels and again d??ask any bandit.
If you enter any warehouse, a fight will begin. The boss is in the second warehouse. If you enter the first or third, you will not be able to kill / catch him. You can not perform any actions at all, but immediately go to the second warehouse and defeat the boss. But just as uninteresting?
Now go behind the cannery nearby and talk to the deputy leader. Necessarily in the costume of a street hooligan, with a scar on his face. Go to warehouse number 1 and eavesdrop on the loaders: suspiciously light, simple work, crates of fish. They say that the boxes are light, which means that the cargo is not here. Go to warehouse #2. Deputy Eels pointed to him. You can also overhear a worker who complains that the boxes here are, on the contrary, heavy. Get inside, win the fight and kill or arrest the leader of the Eels. It's better to be arrested.
Obtainable through an agent at Mycroft's Stonewood Estate, after the quest Overseas Muse. Go to the upper bridge between Scaladi and the Old Town. Go to the territory of Scaladi and sit at the cafe table on the right. When the corpse falls, go to the bridge and inspect the body. Get inside after convincing the sailor. Search the bridge tower. There are many interesting things. Be sure to remove the naval uniform from the hanger and put it on. It will be useful in the future. Examine the blood on the window, the knife under the window, the broken table, the chest, the table. ?When you can, create a reconstruction. The man with the knife climbed out of the chest. The sailor also had a knife. The man pushed the sailor onto the table, both had a knife. The man from the chest hit the sailor with the node, who fell out the window and dropped the knife. Fix the evidence with the blood trail and inspect the rope in the corner where there is a crack in the wall. Examine the blood on the rope. John will offer to go downstairs, but Sherlock will refuse. You can leave the bridge tower.
Go to the Old City and turn right. The same rope ends in the corner. Examine it and follow the trail to the pillar with knives. Go around it and examine the knife that killed the sailor. In the form of a sailor, go to the other side and enter the barracks, on the side of the bridge in Scaladi. Open room "4", inspect the letter and photo on the table. Study the marks on the floor with concentration and move the cabinet. Search the cache. In the journal, do a chemical analysis of the scarf to clean it. In the future , you can wear it . On the lower floor of the barracks, eavesdrop on a conversation between two sailors.
After examining the knife, you received the symbol of an eagle. Change into Ottoman clothes and chat with the Arabs standing nearby. Go to the indicated place to find the Eagle's house on Don Road. For now, you can't enter.
Buy Ottoman clothes and a shawl for women. Pull up and add a scarf. Go to the Eagle's house and talk to Jaylan. Go to the gate on the right and inspect the blood trail in concentration modeAnd. Follow the trail and you will see that the killer has taken off his clothes. Look around the yard. Go to the gate where the blood trail was and talk to the man holding his head. This is the killer. If you guess right the first time, you will win John's "Without the right to make a mistake" argument . Talk to him, present the evidence (very easy): photo of a pole with a knife, the meeting ended badly, Jaylan's letter. You can arrest or leave free. Mycroft won't like the first option, he'll like the second.
Available from the publishing house of the newspaper "Chronicles". We need to find a book. In the Old Town, at the top there is Seto Street. right side it touches the wall. Go there and find a bookstore. Examine the note and lock. Follow the trail and search the ground at the ambush site. There is a shovel and other evidence. Having done this, change into Ottoman clothes and interrogate the nearby Arabs. Go down the stairs to Castle Road and inspect the wagon tracks in the concentration mode. Follow them until you find the hideout of the bandits. Kill everyone, find the key and unlock the two cameras on the right. Examine the dead body, pick up other items. You will be asked to leave the camp, but first let's find the book. So, turn on the concentration and enter the adjacent chamber, where the mattress lies. Look into the cache below it. By taking the book, you will also win an argument with John "Valuable Item" . ABOUTGive it all to the woman from the Chronicles. You can tell that her husband is dead.
Overhear the sailors talking near the Walking Dutchman, in South Silverton, near the bridge. Go to the indicated shore (a marker will appear) and inspect the corpse. Follow the trail to the pier to examine the cigarette with lipstick marks. Conduct a chemical analysis of the contents of the bottle. Tell the cop everything. Choose the option with another drowned sailor. Search the police archives: crimes against the person, victims, Scaladi. Go to the right place nearby, a public park, and examine all the evidence.
Then there will be a reconstruction:
Then re-examine the fountain, as John noticed something in it. Study three subjects. Go to the Walking Dutchman pub in the lower right corner of Silverton. Talk to the bartender. He will give you the key to the room. To win the "Another Dead Sailor" bet, leave the pub and follow the Sparrow Club. Examine the corpse and tell the officer that he stumbled and died. Return to the Walking Dutchman pub, go upstairs and enter the back room. Thorn is sleeping. Examine the table on the left with a photo and a bottle. There is also an envelope from to?hell.
Disguise yourself as Thorn. You have a cap. Buy sailor clothes and a long beard from the merchant. Put it all on yourself and ask any sailor on the Garden of Delights clue. Find out where to look for it. Go there and talk to Eliza. Take a bottle and pour into a vase. Examine two tables. You can arrest Eliza (she will kill herself) or ask her to stop (she will be grateful to Sherlock).
Eavesdrop on men inside the Chronicles publishing house: in old ruins, blinded, well-aimed shots. Go to the indicated place, to the ruins, and inspect it. You need to talk to the undertaker, inspect the corpse, take the yellow suit on the right, explore other places. Also go up the hill, examine the blood on the stone and pick up the revolver behind the stone. It only has real bullets in it! Reconstruct events. An unknown shooter behind a rock on a hill shoots at target 1. Target 1 falls on his back. Target 2 turns away from target 1 and fires at the stranger on the mountain. The duelists take revolvers from the case. The Arbiter holds his head and drops the revolver box.
Done? Then talk to the undertaker again, but do not ask for the duelist club in order to win the argument with John . Use the testimony "Murdered with a blindfold", go to the police and look in the archive: crimes against the person, victims, Scaladi. This sacrifice has nothing to do with thoseheinous crime. In the Chronicles archives, use the undertaker's testimony: Old Town, editorial, 1870-1879.
Follow Baskerville Street from Kronilx and find the house of the late Erich. Equip the police suit and go inside. Interrogate Erich's sister. After receiving the key, go through the next door. Shoot the vases in the courtyard to win an argument with John in the future. Climb up and examine the sister's bedroom on the right. Find all things! Go to the office on the left and examine it. Also pick up all the things. Perform a chemical analysis of the burnt letter and black paint with gunpowder. Use Miss von Staub's testimony and talk to the maid nearby. Use the clue with the photo of the club and talk to the two maids (upstairs and in the hall). Don't forget to finalize your business with von Staub. Move to the Grand Barn and interrogate intelligent men in the clothes of a policeman or Holmes. They will tell you where to look for a club.
Near the church of St. Nicholas, find a large club building (address in the magazine), put on a yellow suit and go inside. After looking around, go down. Don't kill anyone, just arrest. If you did everything right earlier, then you will win the argument with John "True Blind Duelist" . Look around, find a wall lamp in the far part and lower it (you need concentration). Rise up and add??Ax the man. Search his office, interrogate again and show all the evidence.
Now you can blame the male duelist or von Staub. Guilty girl. Choose as evidence when communicating with her: a missing weapon case, a duel, a letter to Boddington. You can arrest her or let her go. If you want to blame the duelist, but he is really innocent, then: duel, personal letter, missing revolver.
Eavesdrop on two men standing near the entrance to the police station: Scaladio center, recently stolen violin, music teacher. Head to the Cathedral of St. Clementine in the center of Scaladi, on Adler Street. Examine any poster about the missing violin. They hang on the walls. Go to the indicated address, go along Professors Street and John will stop at a familiar house. Go through the archway where the man is posting afigs. Talk to Anthony and agree to help. Enter the house, turn around and in concentration mode examine the broken lock on the door. Look at the piano on the left, sheet music on the right, the showcase where the violin was stolen from, and the awards on the shelves. Run a tissue analysis and talk to Anthony. The evidence has been collected.
Attach the right one and use Q. Follow the trail outside of the house, and it will break in the market. Chat with the boy. He will say that the sailors stole his donkey. Use this clue and use concentration to examine the dung on the ground nearbywith a boy. You can put on a worker's apron and interrogate a nearby merchant (any Arab). He will say that he saw sailors and a donkey near the fountain. Select the evidence of the missing donkey, go forward to the arch nearby, to the exit from the square, and there will be a new white frame here. Focus and follow the trail. You will see a donkey. In the Wet Mustache tavern, eavesdrop on the men: they are smashing the tavern, violent sailors and visitors are scared. Go through the door on the left and arrest everyone. Find a violin on a chair in the center of the courtyard. On the way back, tell the boy where his donkey is to win an argument with John "Saving Sean" . Give the violin to Anthony. You can listen to him play. Use concentration on notes opposite Anthony. John will say that as a child, he and Sherlock sat in the attic and listened to Anthony play. Tell the musician about it. He will give a violin. Investigation completed.
Eavesdrop on women standing in the middle of the police station: pleads not guilty, dead body in safe, Copello's workshop. To win an argument with John "Playing with the Law" , communicate with everyone in the form of a cop, and choose the appropriate phrases (you need to lie a couple of times). Talk to Basilio in the station, in the basement, sitting in the cell. Then go upstairs and interrogate his wife, Augusta, who is in the office opposite the archive. After talking to both and exhausting all options, na?Find a workshop on Adler Street, east of Scaladio Market. Talk to Billy inside. Examine the second floor (the corpse and the table with evidence), go out into the courtyard, fix the desired evidence and inspect the door at the top, the railing and the crumpled grass below them in concentration mode. Pick up the lockpicks and examine them.
Go to the archives of the cops and look for the criteria of theft, suspects, weapons of crime. At the same time, fix the evidence "Penetration into the workshop." Chat on all topics with Basilio and Augusta. In the center of the Miner's Limit, to the right of the market, look for two men talking, on Po lane, at the intersection with Clay street. After listening, go to the market, dress like a poor man and talk to the lame bandit. Say that an attack is being prepared. This is how you win the argument with John "The Good Punch" . Find the Yard Tramps' lair on Clay Street, defeat them and interrogate Felicia. Chat with Augusta and Basilio. Then you can blame everything on Basilio or Augusta. Blame the wife.
Eavesdrop on two men standing on Harbor Avenue, between Fairy Street and Thunder Road, in West Scaladi. To do this, go down Harbor Avenue from the site. Choose phrases: a young seer, tried to beat him, called him a liar. After that, the task will begin. Examine the broken table. Above are cards and a stone, under the table is a hat, and on the right is a poster. To win an argument with J??nom, put on the magician's hat in your inventory and don't take it off until the quest is completed! Then select the clue, secure it and use focus on Q. Follow the marked path until you find the runaway boy. Talk to him. Make a portrait of him. This is a child from a wealthy family . Give any advice, the task will be completed. If a hat was worn, you will win the argument with John.
Interact with the auction notice on the ground floor of the Stonewood Mansion. You will get there according to the plot of the game. In general, according to the plot of the game, you will open new rooms. You need to buy items from furniture dealers, and equip them, after which tips with the possibility of restoration will appear in the magazine. Go through the restoration of the courtyard, hall, mother's room, Sherlock and the relic vault and the quest will be completed. Nothing special!
For the first time, go to the square near the town hall. John will ask you to remember the events that happened here in childhood. Use Q. Examine the memory to the right of John to see people. Then right study Sherlock. A tribune will appear on the left. Examine it, examine the three points on the governor. Sherlock yells something. Mycroft will take him aside, to the right of the town hall. Examine the memory. Go even further and look at Mycroft with Sherlock around the corner on the left. Tasks completedBut.
Talk to the herald. Details about all stages of the quest and the search for 24 treasures are in a separate guide .
Explore the monument at the intersection of Arno Street and Scarlet Street, in the eastern Old Town. To complete the quest, you need to find two caches and a treasure. Look for the first cache in the south of the Old City.
The second cache is located in the southwest of the Grand Shed.
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The treasure is located near the second cache, also in the southwest of the Grand Shed.
Go to the Heritage Theater on Queen Street, in South Scaladi. When you first find yourself at the theater, John will pay attention to the poster. Examine it, go behind the theater and study several active memory points using concentration.
Examine the poster near the Drinking Dutchman in South Silverton. Examine the poster hanging on the corner of the pub building. Go the other way, to the east bank of Silverton, inspect the broken table on the left of the pier, apply concentration, and then follow the trail to the scammer's lair. Look inside, the task will be completed.
Approach the bridge of the Old City, in the western part of the Oldcities. It connects the area with Scaladi. Standing in front of the bridge, turn left and see a pillar with knives. Opposite, to the right of the bridge there is a barracks for sailors. Go around them and eavesdrop on the conversation of two sailors: next to the barracks, they are just waiting for an order, the Ottomans are mocking. Then go to the market of the Old City and eavesdrop on the conversation of two Arabs: an ancient custom, blood feud, family honor.
Walk past the ruins of the Fortress of the Holy Spirit in the eastern Old City, along Bazaar Road. Just walk along the eastern wall of the Old City. When John stops you, use concentration to secure the correct clue and follow the boys until you find the skull.
To take the quest, move to the bridge to the Old Town, go to the Old Town on the bridge from Scaladi (upper bridge) and turn left. Move to the end where the rickshaw is and turn behind him onto the wall on the left. There is a huge airship in the sky. Go left along the wall where the binoculars are. John will notice the airship and the mission will begin. Now examine the sign to the right of the binoculars.
Move to the editorial office of the Chronicle and select the required evidence in the journal. Start searching by criteria:
Head to the Old City Market where the cere was held??oniya in honor of the arrival of the airship. Overhear the conversation of four Ottomans in the corner of the market. Eavesdrop on the radicals' conversation and find out that they want to take the next step:
At the intersection of Sesame Street and Scarlet Street, there should be a fast travel point "Old Town - North". Go there, a little further than the rickshaw, on the right, look for an arch leading to the courtyard. Above it is a figurine of a horse. Go to the yard. Equip clothes with armor, if any, and fight the radicals. It is advisable to arrest everyone. After that, examine the table in the corner, near which stands John. It has a map and a rocket. After studying them, leave the yard. Case is closed.
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