Examine the bunk sister oberth. Walkthrough Murdered: Soul Suspect. Poker Game: Kaedweni Camp

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CASE 1. CONFESSION OF THE SACRIFICE

Choose the level of difficulty.

What are the differences between them?

Mini-games and puzzles. At the usual level of difficulty, you can skip this or that moment almost immediately or after a few seconds. On hard difficulty, the pass may not be available at all, or it may be available after three errors or 3-5 minutes of unsuccessful attempts. It all depends on the mini-game (puzzle) itself.

In dialogues, you can catch suspects and point out false evidence. On normal difficulty, a tooltip appears in the center of the screen with the Q key and a timer, but on hard difficulty, there is none.

On the hard difficulty level, unlike the normal one, you will not have the opportunity to check the correctness of the moral choice made (the guilty verdict). Also, during deductive analysis on hard difficulty, distortions occur if you combine two incorrect clues, which is not the case on normal.

On normal difficulty, if you open the journal and go to the evidence section, you will see several images. Important clues have icons and inscriptions on the right, indicating what exactly should be done with the clue: ask, search in the archive, etc. There are no such icons with hints on hard difficulty.

Creating a portrait on the normal difficulty level goes without any problems: there is no time limit. If you have chosen all the clues correctly, then the portrait will be complete. If at least one piece of evidence is wrong, then the portrait will be incomplete.

As for the hard difficulty, you only have 1 minute to learn the character. A full portrait will be in the event that you have selected all the evidence correctly, even if you did not have time to press the W key to check. An inaccurate portrait will be if you make at least one mistake. Finally, an incomplete portrait will be when you do not have time to choose the value of at least one of the clues in the allotted time.

At any time you can choose the most appropriate level of difficulty.

Interaction objects

Each item or object that Holmes can interact with is highlighted with a yellow circle with a dot inside. This is the so-called "zone of action". After you have fully explored the object, this zone of action will be repainted in green. There is no point in approaching the object any more.

If, when examining an object, the area of ​​effect turns white, and an exclamation mark appears instead of a dot, know that at some point in time this item will come in handy. But first you must find and inspect the object for which it is needed.

Some objects throughout the game remain with an orange area of ​​effect. We are talking about the archive, the doors in Sherlock's apartment, a map of London, a laboratory table, etc.

How to break locks with picklocks?

So, when breaking a door or padlock, you see approximately the same picture. In the middle is the castle itself. There can be from one to three plates in total, located one behind the other. Each plate has its own set of protrusions. In this case, the protrusions consist of several steps, the number of which is different each time. All segments are visually divided by horizontal lines. At the top of the lock you see a pin. It is he who you must move all the way to the right side.

On the left side of the lock you see a set of picks, which can be single or double. The number you see next to the lockpicks indicates which ledges it can lift (number of steps).

It often happens that the same picks are able to lift the protrusions in two parts of the plates. If that doesn't work, then remove the lockpicks that allowed you to pick up the first ledges and use the others. For example, if you need to lift a plate with a ledge of two segments, then you must select a lockpick with the number "2".

If you see 2 or 3 plates, then you must use the master keys so as to pick up all at the same time. This is the only way to move the pin to the right.

For example, if you have two plates with one and three segments, respectively, then you will need to use a master key with the signature "1/3". This is a double whammy.

After the introductory video, you have to interrogate an unfamiliar boy.

- Why did you come?

Click on the character's icon to start drawing a portrait. You can skip this step by clicking on the space bar. But still:

- Click on the boy's eyes. Point out that they are red because he has recently cried.
– Click on the skin in the chin area. Option one is malnutrition.
– Click on the medallion hanging on the neck. The boy's name is Tom, he was born in 1887, which means he is 8 years old.
- Click on the patch on the shirt, below the boy's right shoulder. Since the seam is even, he has caring parents.
- Move the cursor to the left hand, in the area of ​​\u200b\u200bthe wrist. Select the "malformation" option.
– Finally, in the pocket located on the lower right side of the vest, there is a map of London. The boy knows how to use the card.

After all this, confirm the changes by pressing the W key.

Tom Hurst, the boy who lost his father.


Continue communication. At a certain point, press the Q key to select evidence that confirms Tom's words and refutes police statements. The police say that the father simply abandoned Tom. This is not so: choose that the boy's parents are caring (remember the patch?).

The next time you stop time, you will need to select the clue that says that Tom is 8 years old. Ask the boy for the address - Whitechapel, Dorset Street 12.

New location: Whitechapel.

Exercise. Investigate the disappearance of Tom's father, George Hurst.

Exercise. Explore Hearst's home: 12 Dorset Street Room E.

Exit your house and go left. See the carriage at the crossroads? Click on the driver and select Whitechapel on the map of London. During the trip, you can open the journal by pressing the TAB key to review the clues and other details of the investigation.

Go down the narrow street, move right and left. The second door on the right side is Dorset Street 12. The corresponding number plate will be on the door. Enter inside and go up to the second floor. At the end of the corridor, on the left side will be the door of room E. Knock and go inside.

New location: Hurst House.

Press the T key to start searching for clues. Immediately look at the clothes hanging on the hanger on the right. You should notice a piece of paper in the jacket (jacket). Take out this paper. Here is a leaflet of the Tabard pub. Click the left mouse button on its front side. Next, hold down the right mouse button while moving the mouse itself across the mat so as to look at the back of the leaflet. Click on it: there are traces of glue on the back. Only after that Holmes will take the leaflet with him.

Go to the table next to which the boy is sitting. Check out this table. Click on the candle and on the book with the blue cover. Click on its name to understand why the boy came to the detective. The candle will be highlighted with an "exclamation point". This means that it will be useful in further investigation. This will highlight all other items. Climb up the stairs and try to see something. Since nothing is visible, Holmes will go downstairs. The stairs will be marked with an "exclamation point".

Go to the left side and find round table. Examine it. In addition to the portrait of Tom's late mother, there are receipts here. Examine them so that Holmes takes with him the rent bills that George Hearst paid on time.

After you climb the stairs and get the "too dark" message, go to the table with the book and take the candle. Return and go up the stairs. Holmes will automatically light a candle and place it in the attic. Move the cardboard box and find a leather bag. Open it and pull out the letter to Hurst. An acquaintance of George wrote him a letter and sent him the very leaflet of the Tabard pub, in which, according to the author, there is a person offering a special job. Examine other checkpoints inside Hurst's apartment to complete one of the tasks.

Exercise. Gather information about special work.

Ask Tom if he heard about the pub from his father. Go outside and go left, in the opposite direction. Talk to Wiggins handing out newspapers. Holmes will notice that he may soon need the help of a teenager. At the crossroads, turn left to a dead end, where the entrance to the pub will be on the right side. Get inside.

New location: Old Tabard Pub.

First you need to eavesdrop on the bar's patrons. From the entrance, sit at the table on the right side. Click on the man sitting at the next table. Use the W, S, A, D keys and the mouse to move both labels to the circle. Wait for Holmes to concentrate without releasing these icons from the circle. You find out that the guy offering the job doesn't drink alcohol. Go to the back of the bar and stand between two occupied tables. A man at one of the tables will complain about the hard life of the working class, and at another he will say that the person who offered the job wears beautiful sideburns.

Go to the beginning of the pub and on the right side of the entrance at the table you will see a man with sideburns. Sit on a chair at the bar, next to this man. Click on it to view. Click on the beard and then on the glass of water. Surely this is the person you need.

Click on it again to follow. Hold the Q key to speed up time.

30 minutes later

When this entry appears, the man will get up and leave the pub. At the same time, he will rip off a poster about the search for a missing man - John Strawbridge. Holmes will pick up this poster. Read to find out the address where his wife, Mrs. Strawbridge, lives. This is 5 Dorset Street.

Exit the pub, after which Holmes will ask the boy to follow the man.

Surveillance

Follow the man, cuddle up to those objects where there is an inscription "Shelter". You can peek out from behind covers using the keys indicated in the upper right corner of the screen. If a “yellow exclamation mark” icon appears on the target, then you need to immediately hide in cover.

Keep going until you see the police. Turn into the courtyard on the left, move between the houses and get over the fence. The next obstacle is the neighboring boy-fighters. Don't go through the alley with them, but enter the house with the door open. Here a man scolds a chimney sweep boy. Talk to him and tell him that you will clean the pipe. Get into the pipe. Climb up while holding the W key. When your hero stops, move the brush with the mouse and press the left button to get rid of the soot. Once all the soot has been cleared, you can continue up the chimney. By the way, at the top of the screen there is a scale showing how burned out your lungs are. If the scale fills up, then you have to start all over again.

Walk along the roof using the wooden planks. Lower the wooden board to get to the other side. Using it, move along the triangular roof to another street. Cross the narrow beam by holding both icons in two circles with the mouse and direction keys to balance. The arcade part can be skipped by pressing the "Space" key. Climb down by clicking on the hook.

Move across the courtyard wooden fence so that the man does not notice you. When he enters some establishment, then come up and chat with the shoe shiner. You will need to clean the man's shoes so that he does not suspect anything. Otherwise, the suspicion scale will be filled immediately by two full divisions (out of four possible).

Proper Shoe Cleaning Sequence: Apply the cloth to the water and wipe the dirt off the shoes. Use a small brush on the shoes, having previously combined it with the cream. Then use a large brush, then wipe the shoes with a dry cloth.

Keep following the man. When you see that he stopped at the carriage with the dogs, then turn into the alley on the left and go through it to bypass the dogs. Run after the carriage by clicking continuously on the left mouse button.

Upon arrival, climb over the fence to the left of the gate, where there is a split. Look in the left window, and then click on the silhouette of another man and on the bags of food. Go to the backyard through one of the side doors. Look out one of the windows to see the office. In addition to the various valuables on the table, you must click on the coat of arms hanging on the wall between the weapons. Wiggins will sketch this coat of arms. Leave the mansion grounds to trigger the loading.

Exercise. Examine the drawing that Wiggins brought.

Take the drawing from the table and go to the shelves with books and newspapers. All this is the general archive of Holmes, consisting of three parts - encyclopedias, newspapers and research.

Select the leftmost section (studies), "Signs and Symbols", and then - "English Coats of Arms". Read about Lord Marsh's family.

Exercise. Pay a visit to Lord Marsh.

In addition to the new task, a new point on the map appeared - the "March House".

New location: Marsh House.

After opening the journal with the TAB key, click on Marsh's house to move there.

After talking with Watson, knock on the door, and at the invitation, go inside. Go into the room to meet with Lord Marsh and the same stranger offering a job.

Make a portrait of Lord Marsh:

- Click on the red eyes. Select the option: "not feeling well."

- The golden ring on the right hand is a wealthy person.

– Click on the blanket on the legs and select the option: “sick”.

– The pills are on the table to the right of Marsh as you look at the seated man.

- Notebook on a stand to the left of March - "personal assistant to the lord."

“The embroidered pattern on the other man's jacket is a member of the hunting club.

- A stethoscope on the left shoulder of a man with sideburns - a doctor.

So you will make a complete portrait of both Lord Marsh and his assistant. Talk to the lord and to his words about the common cold, choose the option with "painkillers". After the conversation ends, examine the round table in the center of the room. When you zoom in, study the photo with Lord Marsh's friends and the newspapers. Be sure to activate Holmes' skills by pressing the T key in order to find the desired document under a pile of papers on the left side of the table. Examine this document and underline the name of John Strawbridge. Talk to Fisher and Marsh again, and then leave the house.

On the map, move to Hearst's house to ask his son if his father told about a special program to help the poor.

Sherlock Holmes will continue his investigation after the cab ride.


During the trip, there will be an opportunity for deductive analysis. Combine two clues:

- "Hirst's Special Work" - "Special Training Program".

Exercise. Examine the box found by Tom.

After you're at Hearst's house, talk to the boy and you'll soon find out about the mysterious box. Examine its contents: take the key and the army badge "Wolfjack". Examine other items as well, so that Sherlock asks Tom if he saw his father's gun.

We need to find this gun! Go to the wall near the table where you found the rent bills earlier. There is a bucket nearby, which can only be seen after pressing the T key. Look into the bucket and pick up the rag. Turn it back side and click on the spots. These are traces of oil, which, most likely, lubricated the gun. You need to take a dog that can catch the smell and find firearms.

Exercise. Take the dog Toby from 225B and go to Hearst's house. Find out where George Hearst might have hidden the gun.

Return to Holmes' house and approach the archives. You need to find information about the army badge. Select Research, Badges & Medals, Wolfjack, I'm Ready. You will learn about Lovat's scouts, who were considered almost the best snipers in Britain.

Toby, Sherlock's dog, is near the window, next to Dr. Watson. Approach and click on it, then open the map and return to Hurst's house.

After the cut-scene, you will control Toby. Follow the green trail. Go outside and follow through the yard. You will need to enter the courtyard from the left side, and then at the threshold of the stairs leading to the basement, click the left mouse button to call Sherlock.

As Sherlock, click on the door. There is nothing surprising in the fact that the key found in the box fit. Go to the basement and follow to the end. Look through the keyhole of the door on the left side, in a dead end. Click on Tom's photo hanging on the wall. This is where you need to get to.

Breaking the door. Select the second lockpick and left-click to rotate the lock. The master key should lift the core and at the same time not interfere with its passage. Use the second master key twice and break open the door.

Look around the table: find a farewell letter addressed to Tom, newspaper clippings about lords helping the poor, a list of people. Compare the list found in Marsh's house with that of George Hearst. You will find all those people who were on Marsh's list. Moreover, opposite each of these poor fellows in the lists of Hearst, a certain date is indicated.

Examine the map hanging to the right of the entrance and click on the upper left corner. The Epping Forest map will move to the Evidence section of your journal. Also examine the two letters and the ammo box on the shelf on the side. The ammo box will need to be rotated so that you can click on the ammo itself. As you can see, there are only two cartridges left.

And now be sure to examine the stand on the wall, above the shelf with cartridges and two letters. Turn on Holmes's imagination by pressing the F key. The detective will imagine that the gun that Hurst took with him hung on this stand. You will need to click on the gun.

Open deductive analysis. Combine logically or arbitrarily evidence in pairs. If the second piece of evidence you click on is crossed out and highlighted in red, then the pair is unrelated. Nothing bad will happen even if you click on a couple of unrelated clues. One way or another, you will be able to link all the evidence obtained so far. And here is what we have:

“George Hirst's special work and Marsh's special training program are somehow related.
“George Hurst collected information about the poor and the lords associated with the special training program.
– All participants in the special training program from Group S have disappeared.
- The top three conclusions lead to one common thing: George Hearst knew about some of the disappeared people who participated in the special training program.
“George Hurst was a member of the Lovat Scouts.
“George Hirst's special work is undoubtedly violent, because he took a gun with him.
- After combining a couple of clues, you will have an additional task. Infiltrate Marsh's House: Infiltrate Lord Marsh's house and learn more about the special training program.
- Finally, you must conclude: there is no possibility of saving Hearst (since he wrote a farewell letter) or there is still a chance to find him alive (after all, he did not give this letter to his son Tom).

Exercise. Sneak into Lord Marsh's house and gather information about the special training program.

Ride to Lord Marsh's house, after the cut-scene, move to the backyard and go inside through the door, after breaking the lock with the second master key. When Fisher starts to turn, click on the vase on the table on the left side. So Watson distracts Reuben and gives Sherlock a chance to slip into the office.

Once in the office, look at the photos above the fireplace and be sure to pay attention to the corner closest to the door, on the left side, if you look at it from the office. You can hide behind a pile of these things! But for now, this should not be done.

Examine the table and find three letters at once. One of the envelopes will lie under the book on the left side of the table. Activate exploration mode with the T key and look at the painting hanging on the wall. It has hand marks on it. Remove the painting and you will see the safe. Ruben Fischer comes into the room. You must hide immediately! Do so by clicking on the pile of things on the right side of the table, not far from the door.

When Ruben leaves, go back to the safe and start breaking. Turn the wheel with the A and D keys. Pay attention not to the sounds themselves (although you can determine the correct combination from them), but to the red line of the stethoscope. With certain combinations, the fluctuations of this line will be maximum. This means that you have found the right combination. Left-click to accept the selected number. In total, you need to find three correct numbers and the safe will open.

Reuben Fisher, Lord Marsh's doctor?


Inside the safe, find two letters and a picture of the Granston Oak, where Lords Marsh and Colins are supposed to meet today. You need to look through the archives to find the exact location.

During the conversation between Watson and Marsh, you will have the opportunity to steal the handkerchief into which the sick lord coughed.

You will automatically find yourself in Holmes' house. While in the carriage, open the deductive analysis and combine the two clues: the Quatermain Club and the avid hunter. Lord Marsh and his friends are skilled and experienced hunters.

Blood test from handkerchief

Approach Watson and talk to him. Click on the handkerchief, use the mouse wheel to focus on the red spots. When properly focused, the spots will become active and you can click on them. Pull the wand out of the wooden stand on the right and run it over the bloodstains to take a sample.

Next, remove the pipette from the wooden stand and apply the reagents from three different bottles to the sample in turn, until Watson says that you need to examine the tinted sample under the microscope. Place the sample under the microscope and click on the same instrument. Hold down the left mouse button and move the sample until you find the red bacteria. As it turned out, Lord Marsh has tuberculosis, but for some reason he and Fisher hide it.

A girl will come into the room. Approach the archives to find the Granston Oak. Open the section "Encyclopedia - Botany - One Hundred Legendary Oaks of England". Next, take a look at the map of London that hangs on the left side of the door. You need to match the blueprint that Colins gave to Marsh with the map. The desired location is approximately in the center of the map.

Approximately so it is necessary to compare the drawing and the map of London.


After talking with the "daughter", open the deductive analysis and combine the only two clues (one of them is the "invitation"). You will learn the following information: George Hurst knew about the meeting of Lord Marsh with friends, appointed in Epping Forest.

From this and several other clues, one big conclusion can be drawn: Lord Marsh and his friends went to the forest marked on the map by George Hearst to meet each other. You receive a new task.

Exercise. Find out what's happening in the Epping Forest. This is where Lord Marsh is scheduled to meet.

New location - Forest Epping.

Open the map and move to a new location, Epping Forest. So the chase begins. The distance between you and the hunter is shown at the top. If it is reduced to a minimum, then you will lose. At the same time, it is impossible to run recklessly. Periodically, you need to take cover from bullets. You can also walk away from them. You see an orange beam showing the trajectory of the bullet. That's where you avoid it.

Below is your strength. If it runs out, then Sherlock will stop running. To regain strength, you need to remain still. But since you are being hunted, this should be done only in shelters. It will take two right choices: in the first case, move towards the boulder (ignore thorny grasses), and in the second case - towards small thickets, to the cliff.

Falling down, inspect the corpse of the poor fellow. Keep running. The next time you need to make a choice, head towards the swamp, to the left. To move through the swamp without drowning, hide in shelters and enter exploration mode by pressing the T key. Remember the route that leads to the nearest shelter, then repeat the procedure.

Break away from the hunter and inspect another corpse. Enter inside the house and bandage your wound, taking a bandage from the table. Examine the photograph of the Quartermire Club. Hide in the closet, and when the hunter puts a gun to March's head, activate the deductive analysis.

Combine the clues and get the following conclusions:

“Someone is preying on the poor and the lords associated with the special training program.
Make one big decision out of two. Choose the option according to which Lord Marsh hunted the poor in Epping Forest with his friends.
- Next, select a pair of evidence "Revenge" and "Assault". Point out that George Hearst wants to take justice into his own hands and kill Marsh.
“So you get one big conclusion: Lord March was preying on people.

Wrong output

If you point out that Hurst hunted the poor and the lords, doing all this for personal reasons (blaming Marsh for his own mistakes of the past), then the conclusion will be different: George Hurst is a psychopath. But know that the case in this case will be solved incorrectly.

One way or another, you will be able to make one of two decisions for both outputs:

1. Lord Marsh killed the poor: accuse Marsh and put him on trial, leave the lord to die in his own house, reflecting on the mistakes he made.

Lord Marsh, philanthropist and person who "helps" the poor.


2. Hurst is a real psychopath: sent to a hospital and isolated from society, sent to a clinic because he lost his mind. In the latter case, there is a possibility that Hurst can be cured.

In any case, after the chosen decision, you will find out that it was Marsh who killed the poor, and Hurst exclusively took revenge on the bloodthirsty lords. Eventually, Hearst will want to slit Marsh's throat. You can decide what to do next: shoot Marsh, shoot Hurst, or do nothing and let Hurst finish what he started.

After that, you will be asked to confirm your choice or replay the ending, make a different deductive analysis, etc.

CASE 2. STUDY IN GREEN TONES

Exercise. Take part in a lone bowls tournament.

Go to the next room and open the wardrobe. Choose the style of clothing "sporty". Open the map and move to a new location - "Club".

Here, chat with the organizer and see everything in the area. To start the Lone Bowles game, find some balls (red and dark) and a rag on the lawn. Interact with them and confirm your readiness for the start of the final duel. First you throw a white ball. You can do this arbitrarily. After that, you will take turns throwing balls with your opponent (each with four pieces). You need to make sure that your red balls are as close to white as possible. The game goes up to three victories (at least it was enough for me to win three times). If you are tired, you can skip it. Talk to the tournament organizer again.

Exercise. Attend the award ceremony the day after the final.

Return to Baker Street and make a portrait of Alice, Sherlock Holmes' new neighbor:

- Unmarried.
- Attempted suicide.
- Visiting a prisoner.
- An occult symbol.

Alice, Sherlock Holmes' new roommate.


Exercise. Examine the crime scene and interrogate witnesses.

Activate the research mode by pressing the T key, and follow the path along the fence until you notice a glowing dot around the bend. Examine the broken tree - apparently, someone climbed over the fence here. Go to the Lone Bowles field and talk to Sir Charles. Draw his portrait:

- Married.
– Low quality gem.
- Former military.
- Politically active.
- Socially active.

Examine the spear used to pierce Zechariah's chest. Take your wallet out of your pocket and open it - the money is in place. Examine the lying clock. Click on the scratches on their cover, and then open the clock and click on the dial. Finally, examine the leaves near the victim's feet. If you have fully examined the corpse, then Sherlock will come to a conclusion.

Approach the place where Lestrade is located. Examine the cabinet on which the statue stood. There will be several control points here: a broken mount, traces of metal, damage. Examine the surface of the earth at the foot of the pedestal: metal pipes, stones. Be sure to turn on the detective's vision to see traces of the statue's movement.

Talk to the detective again, after which you will have the opportunity to simulate the events that have occurred. To do this, press the F key, then select the following sequence: Zechariah Greystoke steps on the leaves, the statue throws a spear, Zachariah falls to the ground, Sir Charles goes to the balcony, after which the statue jumps off the pedestal and runs away. When you set the appropriate order of events (and for this you need to left-click on these figures), then start the sequence. You can quickly rewind it. If everything is done correctly, then you will no longer have to restore the sequence of events, and the task will be completed. But there will be something new.

Exercise. Investigate the murder of Zacharias Greystoke.

Exercise. Examine the body of Zacharias Greystoke and his belongings at Scotland Yard.

Chat with Lestrade again to get a new task.

Go back to Baker Street first, go to the archive and try to find information about the Mayan calendar. Select the section "Encyclopedias - History - Maya Civilization in Central America".

Next, go to Scotland Yard. Walk forward and into the corridor on the left. Immediately turn into the room on the right, where there are objects related to the case on the table. Examine Zechariah's papers, spear, watch, simple pencil and wallet with money. Sherlock will point out that Zachariah was able to translate the symbols depicted on the calendar. Next, take a look at the calendar itself. Rotate it so you can see the reverse side. Click on the symbols and study them.

You must match the translation in Zechariah's documents with the characters redrawn by Sherlock from the Mayan calendar.

Find in the documents the same symbols as on the leaf on the left. Each symbol has multiple meanings. You must choose the correct ones, namely: curse, fall on, any, disturb, sacred, temple, death, rise, statue, only, chosen, mercy. Putting all this together, we get the following translation:

“The curse will fall on anyone who disturbs the sacred temple. They will meet death from the resurrected statue. Only the chosen one will be spared."

Combine the Mayan calendar and crime facts by entering deductive analysis mode.

Return to the corridor and enter the next door on the right side. She will lead you to the morgue. Examine Zacharias Greystoke's body until Sherlock comes to the conclusion that he needs a warrant to search the club.

Exercise. Get a search warrant to investigate the club.

Exit the morgue and knock on the door opposite. Go to the office and start a dialogue with Lestrade. Draw his portrait:

— A letter from the Robins.
- Lack of sleep.
- Wine.
- Hangover.
- In a good mood.
- Women's scarf.

Talk about everything, after which Sherlock will receive a warrant.

Exercise. Search the club lounge.

Get inside the club and move around the perimeter, studying the items. If you go counterclockwise, you should find: several collections of different members of the club, a huge globe (turn it and look at two holes for some square plates), Zechariah's things (a vase and part of a golden statue, a chest located to the right), a photograph on the wall. In the end, you must take this photo. First, click on the inscription in the upper left corner of the photo, then click on the three men shown separately. Finally, a hint will appear. Activate detective mode by pressing the T key. Examine the seam, which indicates that the photo is faked. Sherlock will take the picture with him. On the golden fragment of the statue, you need to examine two active points!

Approach the table and examine all the documents. Don't forget to look in the left and right drawers. If everything has been studied, then Sherlock himself will move away from the table. Open the deductive analysis, where you can now combine two clues: "Greystoke's visit" and "Sir Charles was alone." Also combine the Greystoke Collection and Club Debts clues.

Go down to the courtyard and talk to Sir Charles again. Ask him if he knows why Greystock visited the club. Catch him in a lie by selecting the "telegram" option. Talk about the club's collection and select the "posthumous donation" option.

Return to Baker Street and use the lab table. Re-examine the photo, then take the pipette from the stand and apply it to the solution in the bottle on the left. Drop an eyedropper on a photo, then wipe off the paint to reveal a stranger. Click on the stranger to hear Sherlock's deduction. After talking with Watson, return to the club and ask Sir Charles for this man.

Exercise. Gather information about Bernard Marley.

Go to the pedestal that had the statue on it and talk to Bernard Marley, one of the men in the photo. Combine the "Expedition" and "May Calendar" clues by going to the deductive analysis section.

New location - Grub Street.

Move to a new location and find yourself on an unknown street. Grub Street is a few blocks to the right. Go forward, turn right and move in this direction, moving from one street to another. When you go uphill, you know - you are on Grub Street. The right house at number 8 will be on the right side - a large smelter of Bernard Marley.

Enter inside and go to the door in the far left corner of the smelter. Knock on the door and Bernard will appear. Create his portrait:

- Sloppy.
- Hard work.
- Smell of oil.
- Protective amulets.
- Often leans on the table.
- For handling small items.

Talk to the man about everything. When he says that he has nothing to do with the disappearance of the statue, then select the option "Creating a statue" (after all, it was he who made it 10 years ago).

After the dialogue is complete, go to the deductive analysis menu. Already now you can accuse Sir Charles of murder, but is it right?

Choose from the following options: doubtful testimony, prepared, interpretation, possibility, debts of the club. Sir Charles is guilty: blame him and put him in jail or acquit Charles because he killed under the pressure of debts.

Sir Charles, owner of the club.


This moral choice will be wrong, since 9/19 of the evidence has been collected, and Charles will also be innocent.

We continue the search. Look around the room. Click on the poster to the right of the door to Marley's office. Examine the footprints on the ground. Follow these metal tracks to see two places where the crates could have been. Nearby is the third box. Open it, examine the metal hand and watch. You will need to turn the clock so that you can study the mechanism with gears. After that, Sherlock will come to the conclusion that the boxes are in Marley's office and you need to come here at night.

Return to Baker Street, where Watson will hand you a letter addressed to Alice. Go to the laboratory table and start studying the letter. Click on the burner on the right to light it. Pick up the kettle and place it on the burner. When the water boils, take the letter and apply it to the spout of the kettle, from which steam comes out. After that, use the knife from the stand on the right to open the letter and read it. Who is Alice? Take the wand from the stand, and then use it on the jar of glue to the left of the letter. After that, seal the letter itself.

Exercise. Talk to Alice on the balcony.

Go to the wardrobe room and exit to the balcony to automatically start a conversation with Alice. After the conversation, Watson will surprise you with the fact that the man from the photograph constantly appears at the clinic for tropical diseases, who, according to Marley and Charles, died of an illness in Guatemala 14 years ago.

Exercise. Go to the Tropical Diseases Clinic.

New location: Clinic.

Change in your room. The costume will be called “Doctor”. Open the map and select a clinic to go there.

Talk to the doctor sitting at the table to find out where Mr. Byron is. Go deeper into the room and talk to the man in the wheelchair. Make a portrait of Byron:

- Kalek.
- Injured eye.
- Opium den.
- Chain marks.
- Lively market.
- Chain marks.

Chat with Albeit (or Byron). When he says he doesn't know about any expedition, point to the photo from the club. Soon Byron will be taken away. Search the ward: from the jacket on the chair, get a brochure with an advertisement for the circus, examine the letter on the table in the corner, a box of Chinese tobacco and a paper hanging on the wall stating that Byron has an appointment with Dr. Brant.

Exercise. Find Albeit's house on the map and go to it.

Now you need to find Albeit's house. Move to Baker Street and approach the map. You need to find a place on the map where there is a market, a tobacco shop, a circus and something else at the same time. Move the selection box to the right to highlight the location on the map. Next, you need to click on Brook Street. Albeit's house has been found.

Go to Albeit, knock on the door and hear screams. Grab the ax located in the hands of the statue on the side. Hit the door with this axe. When the ax gets stuck, you will need to continuously click the left mouse button.

Once inside, push Holmes while controlling Watson (you need to click on him with the left mouse button). After hiding, enter the "Holmes Talents" mode by pressing the T key. Look to the left and pick up the ax. Move to the right behind the covers and click on the table so that Holmes concludes that the table can be used as cover. Finally, examine the rope attached to the wall. Holmes will say that he must cut it.

Switch to Watson and fire your pistol at the killer's silhouette behind the statues. You need to shoot four times (exactly). After that, you will control Holmes. Click continuously with the left mouse button to make Watson shoot and distract the enemy. Having approached, Holmes will cut the rope. Shout to Holmes to look up. Examine the door near the stairs. She's locked up. Climb up the stairs and dodge the head of the statue rolling down. Climb up and click on the screen. The killer fled. Examine the rope and the window, then click on the stone sarcophagus against the wall. You will find Albeit. Talk to him about everything. Choose a curse phrase. Soon you will receive his permission to search the house.

Exercise. Find out more about Albeit.

After examining the rope and the window, take a look at the broken fasteners to the right of the sarcophagus. There could be a statue here - you need to study two active points. Get down downward and pass into the small room. Examine the small bed, look in the tall closet. Activate Holmes' talent with the T key, and then hover over the crack in the closet wall. Wait for it to become active, and then click the left mouse button. Get the pyramid layout from the cache. Examine it: there will be three active points in total. This is part of something bigger.

Finally, look in the chest against the left wall. Inside, read two letters and examine the amulet, which contains photographs of Albeit's wife and son. Return to the cripple and ask about the pyramid and the small bed. He will say that inside a large globe he created a model of the Mayan temple.

Open the deductive analysis and compare the following clues:

– Forward in the house of Albeit – Physical ability.
- Not included - Albeit's version.
– Model of Albeit – Visions of Albeit.
– Albeit's visions – Albeit's version. Choose false, since Albeit could not create a model of the pyramid without being inside it. Thanks to this, you will receive one common clue and a new task.
- Escape through the window - Son of Albeit. Someone undersized got out through the window. Two more clues will come together. You must choose the option according to which Albeit is lying about his son.

Exercise. Find the truth about the temple.

But first, let's do another task.

Exercise. Infiltrate Marley's office at night with Watson.

Move to Marley's smelter and approach the door. Examine her. You will need to open the lock. This time everything is more complicated, because the core consists of two parts. Select the second lockpick, use the W key to select the far part of the lock and click the left mouse button. Select a short pick (third) and apply it to the near part of the core. The door is open!

Now it will be necessary to work hard, because the door to the office is securely closed and it will not be possible to crack it. There are many objects inside the smelter that you can interact with. First, pay attention to the three levers on the left wall. There is another one on the right wall, but more on that later. Turn the lever next to the office door to move the bell and chain all the way to the right. Turn the lever in the middle, where there are traces of two boxes. Rotate it all the way to the left so that the cage is located above the cart. If everything is done correctly, then by pressing the S key, you can lower the cage onto the cart. Next, turn the left lever, next to the horse statue. Rotate all the way to the right to move the large fence.

Now go to the opposite wall and turn the other lever to move the small railing all the way to the right. Climb this fence up to the beams. Move along the beams to the other end and climb the stairs. Go to another part of the beam from above and go down the same stairs. Go to another beam along the cage that you lowered onto the grate.

Switch to Watson, turn the only lever on the right wall so as to move the large wrought iron railing all the way to the left. Now push the cart with the cage forward, switch paths with the arrow nearby, push the cage to the right, then switch paths again and push the cage so that Holmes can climb over it to another beam.

Move forward, keep your balance, keeping both figures inside the circles with the mouse and the direction keys. Use the W and S keys to swing the chain. Then press the key that appears to hook onto the balcony.

Go down the stairs and open the door for Watson. Examine the large pyramid, and then examine the stone statue to the left of it. There is a hole for something here. Examine Marley's table and find the Mayan blade mold. Perhaps it is this blade that is needed in order to insert it into the slot of the statue.

Exercise. Craft a Mayan Knife to open the pyramid in Marley's office.

Go to the main room of the smelter and go to the anvil on the right, not far from the door to Marley's office. Click on it. You must press the left or right mouse button in time when the corresponding hints are in the highlighted circle. At some point, the left mouse button will need to be held down for a long character. After forging a knife, take it and apply it to the statue. If you made few mistakes, then the knife will do. Otherwise, the blade will have to be redone.

If the blade fits, then you can go to Marley's secret office and continue through Sherlock Holmes The Devil's Daughter on the website portal.

After going inside, examine the part of the statue on the stand on the right side of the room. Look inside it and proceed to restore the mechanism. The task is relatively easy, if you understand what and how it works.

In total there are three large gears, three small gears, one medium gear, a chain and two bearings. There are also four pins on which you need to install gears and bearings.

Install the middle gear on the lower left pin. On the upper left pin - a large gear. Both gears will turn. Place the large gear on the top right gear. Attach a small gear on top. Attach the bearing and a small gear to the lower right pin. Thus, both small gears are at the same height. Pick up the chain and apply it alternately to both small gears on the right pins. After that, put the last large gear on the upper right pin, and the last small gear on the lower right pin. The mechanism works! The statue will throw a spear at the wooden boxes.

Look inside the broken box, turn on the Holmes talent with the T key and hover over the protruding key. Take this key, then go to the safe on the table. Use the key on the safe, turn the round valve, and then click on the handle. Inside the safe, you'll find a note and a square tile that probably fits the globe in Charles's club. Also examine the figurine, consisting of three parts. One part is gold (genuine), and the other two are made of ordinary metal (or stone).

Holmes will say that it is already dawn (you may have to examine other items in Marley's room). Move to Charles' club.

Marley, one of the members of the expedition, owns his own smelter.


Exercise. Learn the truth about the temple.

Combine clues:

- Marley's work - Crime Facts. Choose the option according to which it would be difficult to create such an accurate mechanism. A general conclusion will appear, according to which: the man who killed Zechariah possessed great strength and accuracy.
- Superstition - Mayan Calendar. Choose the option according to which Marley believes in the curse and is afraid of it.

Return to Charles' club, go inside and approach the globe. Insert the square in the place that you see directly in front of you when examining the globe. When it opens, install in the center the model of the pyramid found in Albeit's house. Sherlock will mentally move to the temple.

Mayan pyramid

Walk forward until you find yourself in a room with different plates. Move like this: forward, left, right, straight, straight, right, straight, straight, straight, straight, right, straight, straight, straight, right, straight, left, straight, straight, straight, straight (all this along the right wall , if you stand with your back to the entrance), straight and to the right, into the passage.

The passage will be blocked. Stand on the first tile and move like this: straight, straight, straight, right, straight, left, straight, right and into the passage. This is the pass you need!

Move through it until you find yourself on a round stone platform with six columns. Each column has an image and a cruciform lever. The image on the column shows how many degrees the platform will turn if you turn the lever. Together with the platform, the bridge also rotates by the same number of degrees. Number the columns from left to right (if you stand with your back to the bridge) from 1 to 6.

First, you must turn the valve on the fourth column, then run up the bridge to the wall and turn the valve, which opens one of the three parts of the door. Next, turn the lever on the sixth column to get to another valve along the bridge, which opens the second part of the door. Finally, turn first the fifth and then the third lever (or vice versa) to get to the last valve and fully open the door. And to get to the door, turn the lever on the second platform.

Move into the passage, climb the rubble and go outside. A boulder will roll behind you. Run away from him. After the branch on the left, jump into the second niche from the same side. Let the stone roll over. Move on, following the boulder, and then hide in the niche on the right side. Get out of the niche when the stone rolls in the opposite direction. Run forward and hide in the building on the right. This is where you need to be!

In the next room after the stairs, you will need to move along the plates. Some of them disappear. Soon the wall will move, therefore, it will be necessary to act quickly. To start, go forward along the wall, take two steps away from it and follow the wall to the left. Take a couple of steps to the falling plate, and then run to the right wall, but not too close. A couple of slabs before the wall, you will have to turn right, towards the moving wall. Approach and turn left, to the same wall. Move along it, then you will need to find a path to the left, to the left wall. Walk along the left wall a couple of plates and go to the right where possible. Do not run in the center, because the stove will fall right in front of the entrance. You need to take a little to the left of the desired passage.

Climb through the thickets at the end of the corridor. You will again find yourself in a room with traps. You need to quickly move past the statues, choosing the right path. You should act quickly for the reason that stone blocks will fall from above. If you choose the wrong path, you will die from the poison. Go left, right, left, right to the statue ahead. From this statue, turn right, follow forward and turn left so that you pass between two statues, standing in a cage from each other.

From here turn right and move towards the wall ahead. Head left along the wall, before the first turn to the left. Roll up and go forward to the opposite wall. Turn right and move along the walls to the desired passage.

Run across the bridge that is about to collapse. Climb up to the temple and inspect the golden figurine that Charles, Zacharias and Marley shared among themselves. Examine the Mayan calendar lying on the floor. Approach and click on the metal grate. How to get inside? Buttons inside the walls, under the symbols, are activated. But what is the correct sequence?

Please note that there are dots and even sticks above the button and below Maya's drawings. They indicate the correct numbering, the sequence of pressing the buttons. Stand with your back to the entrance and number all the buttons from 1 to 10, from left to right (clockwise). Press the buttons in the correct order: 1-6-3-8-10-5-2-7-4-9. Why? For example, above the button numbered "1" there is one dot - the first in a row. Four dots are shown above the "8" button - the fourth in a row. The number "5" in the Mayan calendar is a long stick. Subsequent numbers from 6 to 9 are depicted as a stick (5) and one, two, three or four dots. Finally, the number "10" in the Mayan calendar is two sticks.

By clicking on all this, you will see what really happened in the Mayan pyramid.

Combine the two remaining clues - "Albeit Left Behind" and "Albeit's Disease". In accordance with all this, select the option: Albeit is angry with the members of the expedition and blames them for everything that happened. You can now accuse Albeit if you choose the following set of clues:

- Small stature.
- Attacks.
- Fear.
- Small suspect.
– Other collections.
- Testimony.
- Albeit's lie.
- Temple model.
– Interpretation.
- Did not know.
- Prepared.
- Anger.
- Not an automaton.
- Doubtful statements.
- Strength.

This will be the right decision, according to which you can accuse Albeit, and then either turn him over to the police or acquit.

Albeit, the fourth member of the expedition.


Wrong Conclusions

One of the wrong moral choices is to blame Sir Charles for everything. This was written above. But there are several more choices.

Second wrong choice: Holmes will come to the conclusion that the curse really exists.

Select the following clues (change some of the ones above):

The son is innocent.
- A running statue.
“The curse is real.
- Not looking for revenge.
- Small stature.
- Attacks.
- Fear.
– Other collections.
- Testimony.
- Albeit's lie.
- Temple model.
- Did not know.
- Prepared.
- Not an automaton.
- Strength.

It will either damage Lestrade's reputation by leaving him to figure it all out. Or leave everything a secret, because it was you who could not find a clue and cannot arrest the statue.

The third wrong moral choice is to blame Bernard Marley for everything. The clues should be:

The son is innocent.
- A running statue.
– Interpretation.
- Not looking for revenge.
- Small stature.
- Attacks.
- The Chosen One.
– Other collections.
- Testimony.
- Albeit's lie.
- Temple model.
- Did not know.
- Prepared.
- Automaton.
- Strength.
- Witness.

Marley can be arrested or sent to a psychiatric hospital for treatment.

Anyway, case closed!

CASE 3. DISCORD

After the introductory cut-scene, Mr. Wilde will come to Holmes. Create his portrait:

Tobacco is Holmes' favorite brand.
- Proud of America.
– Boots to order.
- Selfish.

Exercise. Gather more information about Orsen Wylde.

Read the letters that are nailed to the cabinet with a knife and fork. These letters were sent to you by Ruben Fischer and the prison nurse who cared for the late Albeit. Go to the room Wylde occupied. Go to the table on the right and look into the box. Examine the make-up items: powder, lipsticks and brushes.

Mary Sutherland will appear shortly. Draw her portrait:

Didn't pay attention to shoes.
- Often wears glasses.
- Rich.
- Engaged.

Exercise. Solve the case of Mary Sutherland.

Talk to the girl about everything. You will receive a letter and a newspaper note about Hosmer missing. Examine them on the table. After reading the letter, click on some phrases. When a hint appears on the right side of the screen, then press the T key to examine the ink and the paper itself (yellow symbols at the bottom). Study another passage of the letter. Holmes will definitely ask Mary for another letter. But she will give him a letter from her stepfather. Examine the letter, do so in Holmes' talent mode to inspect the ink and paper. You will soon notice that some of the letters have the same blemishes. Highlight the letters "M", "F" and "K" in both letters to come to the conclusion: both letters were typed on the same typewriter.

Open the deductive analysis and combine the evidence:

- Mary's income - Keep at home. Choice: Benefit. The family is interested in Mary being alone.
- Footprints - Different shoes. Poor eyesight.
– Hidden nature – Travel for work. Strange behavior.
– Travel for work – Keep at home. Possibility.
– A general conclusion will appear: Liar. Mary's stepfather wasn't away on business.
- Finally, combine the last two clues. Conclusion: One machine. The letters were typed by the same person.

You will come to the full conclusion that the stepfather is the same Mr. Angel to whom Mary was engaged. You can either hide all this from Mary or tell the truth.

But another moral choice can be made:

- Benefit.
- Poor eyesight.
- Possibility.
- One machine.
- Strange behavior.
– Hosmer left Mary.

So you accuse Hosmer Angel of taking advantage of Mary.

Finally, the third moral choice:

- Change "benefit" to another output.
- Poor eyesight.
- Possibility.
- Various machines.
- Change "strange behavior" to another option.
– Hosmer left Mary.

So you will come to the conclusion that Hosmer Angel left Mary.

You can choose any of the three options above. This investigation does not affect the main storyline in any way.

At night

There will be a loud noise, a strange object will be thrown into the living room. Examine it. Select "Inspect" and then "Pull Aside". Never open the lid. After that, you will have to defuse the bomb. Examine all its parts - four pieces. There are clippers on the right side. Take them in hand and cut the wires in this order:

- Solenoid on the right side of the bomb: red wire in the lower right corner, blue wire in the lower right corner. The red wire is on top of the solenoid. The blue wire is right there.
– The remaining wires can be cut in any order. Wires can be cut in a different order.

Exercise. Examine the attacker's belongings.

After talking with Wiggins, examine the jacket on the table. Examine everything in your pockets. Examine the knife and click on the initials. After that, you will need to find a link to the song in the Holmes archives. Approach the closet, select "Encyclopedias", go to the "History" section and click on the Green Dragon Tavern. Confirm your choice.

Exercise. Find out who made the attempt on your life.

next morning

Open deductive analysis, combine "Evidence" and "Lab Desk Destroyed". Come to the conclusion that Orson accidentally destroyed the lab table and the note. Or did he do it on purpose?

Go out into the hall and talk to Kate. Kate and Alice will leave. You will have a great opportunity to search Alice's apartment.

Exercise. Search Alice's apartment.

Exit to the balcony through your wardrobe room, click on the railing to get to the balcony of Alice's apartment. Break the lock. It will be double, so you will have to use two master keys at the same time. Select one lockpick and aim at one of the cores. After that, press the left SHIFT to go to the selection of other lockpicks. After picking the lock, go into the room.

Examine everything you see. There is a box on the cabinet. Hack it. To do this, you need to turn three circles so that you can go from left to right through the labyrinths to the end of the box. When you open it, examine the three notes and take the key.

Exit to the living room, inspect the book and documents on the dressing table on the left. Go down the stairs and unlock the lock on the right door. Go to the séance room. Examine the photographs on the table on the right to come to the conclusion - Sherlock arrested Alice's father, William Hamilton. When an inscription appears stating that the task has been completed, return to Sherlock's room the same way (through the balcony).

Go to the archives, go to the "Newspapers" section and select the first year on the list. Click on the note "Death of William Hamilton".

Exercise. Disguise yourself as a bandit and collect information about the attacker in the Green Dragon Tavern.

Go to Sherlock's room, put on the clothes of a bandit in the wardrobe, and then disguise yourself at the dressing table to the left. Choose a mustache (beard), a new hairstyle, glasses and a headpiece. Move to the location with the Green Dragon tavern.

Go forward through the large doors, go left, go up the steps and enter the tavern itself. First you need to listen to what they are talking about here. Go to the very end, where the man is sitting at the piano. Sit at a table to the left and eavesdrop on a man who put his foot on a chair. You will see how he leaves the room, presenting a pass. You don't have a pass yet.

Eavesdrop on the conversation of men, standing by the fireplace. Sit on a bar stool to hear what the bartender is saying to the person sitting next to you. Next, stand at the wooden column next to the bar - you will not learn anything worthwhile. Finally, you need to eavesdrop on the conversation between the bartender and the man who left the secret room.

Exit to a small room and click on the window. Listen to the conversation. Follow the man to the street. While he is smoking, take out the wallet with the pass from your pocket. Rotate the wallet so that you can see the pass. After picking up the pass, return the wallet to its place.

Go to the tavern and go to the secret stash. Go up the stairs and see a guy with a cleft lip. You cannot follow him. Walk left and enter the nearest room. This is the gambling room. Look around, look through the window to the left of the door, and then try to open the door itself. The guard will not let you in.

Exercise. Distract the people and make your way outside through the guarded door.

Go to the table where one man is sitting. Examine his hat and knife. Next, look at the table at which they play cards. Turn on the Holmes talent with the T key, and then click on the three active points of the rounder, including the mirror. Now turn on Holmes' imagination by pressing the F key. You need to imagine the correct sequence of events. So, first turn to the table with one man. Distract attention by dropping your hat, pick up the knife, go to the table with four players, cut the rope. A fight will start and the guard will leave. It is this sequence of events that you need to select, and then press the Q key. So, you are outside.

Move along the beam, keeping your balance with the mouse and direction keys. Follow to the right and go up the stairs. First, walk along the pier in the opposite direction, turning right. There are two huge structures with cables and hooks. Turn the hooks so that they look away from the sea. Return to the steps and walk along them close to the house. Jump on the ropes, swing and get to the visor. Climb inside the building through the open window.

Examine the table in the center, examine the ashtray and glasses. Next, turn on Holmes' talents with the T key to find a secret compartment in the table. Read the note and then take the key. Examine the card sharper device and cards near the fireplace on the right. Go to the end of the room where there is a closet on the left side. Learn it by entering Holmes' talent mode (T key). There is a crack on the cabinet. In the same mode, inspect the stand on the wall on the right. Turn it and go to the secret room.

Go downstairs, inspect the suitcase on the table on the left. In the suitcase you will find two notes. One of them is an invoice from a pawnshop in Lambeth City. Apparently, the guy with the cleft lip lives somewhere near the pawnshop. You will hear sounds. Look through the window ahead.

New location - Lambeth City.

Wyld needs to be rescued soon. Run back to the tavern, but by the direct route. After entering the main hall, you will need to perform the correct sequence of actions: knock over a stool, hit a running bandit with a bottle on the head, throw up his hat, and then push him towards the bandit with a knife. Throw the hat towards the bartender with a gun, then hit on wooden structure at the exit, on the side.

Orson Wilde, American actor who "helps" Holmes.


Upon arrival home, talk about everything with Alice.

Climb up and go to the archives. We need to find information about the police raid. Select the section "Newspapers", year 1892 and click on "Police raid against a gang in Westminster".

Exercise. Ask Lestrade to hold Jack Cole.

A new task will appear.

New location - Scotland Yard.

Go to Scotland Yard, go to Lestrade's office and ask him to arrest Jack Cole. He will agree.

Exit the office and go behind the bars on the left. Click on Jack Cole to interrogate him. Talk and make a portrait of the criminal:

- Bandit tattoo.
- Selfish.
- Fights a lot.
- Expensive thing.
- Boxing.

During the conversation, ask for the suitcase. Press Q and select the phrase "Valuable Loot". After the interrogation, go to the room where the things of the detainee are located (in the same place where the spear and the Mayan calendar were). Examine the cigarettes and brass knuckles. Mission completed.

Exercise. Find the house where the person with the cleft lip lives.

Drive to the Lambeth City location. Press the space bar to take a look at the photo front door a house where a person with a cleft lip lives.

The main feature is that there is a lantern above the door. Walk forward and to the right along the street. The house will be on the left side, the door of blue color. Get inside and go upstairs. Knock on the door and chat with the woman. Make a portrait of Jeremiah's mother:

- Icon.
- Bible.
- Protestant.
- Poor eyesight.

Exercise. Disguise yourself to earn Jeremiah's mother's trust and infiltrate her home.

Return home, where you will disguise yourself as a priest. Choose the clothes of the priest. You may need to make up. At the end there is a hat that perfectly matches the priest's attire. Exit the house and talk to Wiggins standing by the fence next to the boy selling newspapers. After that, you can return to the Lambeth City location.

Talk to Wiggins, go to mother Jeremiah's house, but you will find that the door is locked. There is a stone lying on the road. Pick it up and throw it out the window. You will need to make several attempts, since it is quite difficult to hit: the stone must hit the corner of the roof and fly into the window.

Exercise. Make Jeremiah's mother believe in the presence of demons inside her house so that she leaves. Then you can inspect the house.

Once inside, talk to the woman about everything. Start exorcising the devil. Click on active points, press the keys indicated in the tooltips. Eventually, you will be able to get into Jeremiah's room.

Now inspect the table - click on the solenoid, sister's photo and diagram. Look in the trash can nearby, take out the scraps of paper and collect the note. Finally, inspect the suitcase with things near the entrance.

Return to Baker Street 221b, use Sherlock's archive. Go to the "Newspapers" section, select the year 1988 and click on the article Arrow Detained.

Exercise. Ask Lestrade to hold Percy Fleming.

Go to Scotland Yard and ask Lestrade to detain Percy Fleming on suspicion of murder.

Exercise. Interrogate Jack "The Sledgehammer" Cole and inspect his belongings at Scotland Yard.

Interrogate the bandit, make a portrait of Fleming:

- Gang fight.
- Tattoo of Westgate Prison.
- Mod.
- Expensive and fancy clothes.
- Bouncer.

Continue interrogation. When he says that he does not know Jeremiah, then select the option: "The arrow threatened Jeremiah." After the interrogation, go to the room with the personal belongings of the detainees. Examine the locker, examine the cane, the encrypted message pad, and the coin used in brothels in Ancient Rome.

Interrogate Jack Cole again to find out about his dealings with Fleming. Return to Baker Street, go to the archives. You just have to switch the alphabet at the bottom of the notebook. When you see normal words, underline the name of Jeremiah Thorne. Watch the cut-scene.

Percy Fleming, the suspect in the assassination of Sherlock Holmes.


Exercise. Find Orson Wilde.

Move through the neighborhood. You need to avoid meeting with the bandits. There will be four bandits at the first location. Go after the first, then hide and follow the second. Dodge to the left, behind the tombstone. When the bandit leaves, then get out, go left and right, away. Wait for the third bandit to leave in the direction of the house, and then go further along the location. Do not rush here, because the fourth enemy is pacing around the corner. Follow him. He will go into the passage on the left, but you go forward all the way and wait. When the enemy leaves, then go to the same passage. Climb over the fallen tree to the other side.

Examine the carriage near the house and find three clues.

Follow next. There will be one more segment with bandits. Follow one of them on the left side. Next, run to the right and go up the stairs. Go down the other end of the second ladder. Run across to the other side and wait for the bandit to come here. Instantly move along the boards. The entrance is guarded by an enemy who needs to be distracted. For 20 meters before the entrance, run across to the other side. Hit the gong and then go up the stairs. Go to the end, go down and go through the door. Watch the cut-scene.

Now turn on the deductive analysis and combine all the evidence.

There are several moral choices. We blame Percy Fleming for everything:

- Bomb maker.
- One man.
- Stolen items.
- Visitor.
- Cole's motive.
- Fleming's theme.
- Control.
- Truth.
- Fright.
- Accident.
- Help.
- Actor.
- Just an actor.

That would be a proper conviction!

There are two wrong moral choices.

One: blame Orson Wilde. The clues are as follows:

- Bomb maker.
- One man.
- Stolen items.
- Visitor.
- Cole's motive.
- Fleming's theme.
- Money.
- Lie.
- Murder.
- Intentionally.
- Ambush.
- Hidden tracks.
- Obsession.

Second: blame Jack Cole. The evidence is as follows:

- Bomb maker.
- One man.
- Attempt.
- Visitor.
- Cole's motive.
- Fleming's theme.
- Money.
- Lie.
- Fright.
- Intentionally.
- Ambush.
- Hidden tracks.
- Obsession.

Both options will result in you arresting the wrong criminal.

CASE 4. CHAIN ​​REACTION

After the introductory video, you will be at the scene of the accident. You need to save a total of 10 people. Saving everyone is not absolutely necessary, but desirable.

Exercise. Save everyone you can.

So, first, as Watson, you must restart the heart of the poor fellow. This is done in the same mini-game as in the case when you made a knife in the smelter.

After that, the countdown will begin. You must prioritize. It is best to proceed as follows:

1. Run to the burning store, look inside and look at all points: a person, a fallen cabinet, a fire and a bucket of water outside the store. After that, click on the bucket to pour water on Holmes, go to the store and move the cabinet away by pressing the left mouse button several times. Click on the man on the floor, pull him out of the store, periodically pressing the S key.

2. When you leave the store, then approach the man opposite, near the rickety structure. Click on it to start the sequence. Click again to push it aside and save it from the falling beam.

3. There is a burning carriage nearby. Examine her: the man is unconscious, there is no door handle, you can break the door hinges, an ax. Pick up an ax and hit the hinge to tear out the door.

4. Run to the other side of the street, where the dead horse pressed the man. Examine everything: a man, a horse, a wooden platform and a saw. Take a hacksaw and saw off the wooden scaffolding, then pull the man out from under the horse.

5. Return to the store, where another poor fellow was squeezed by the carriage. Examine him: a man, his legs are intact, the carriage is metal and heavy, a wooden stick. Take a wooden stick and use it as a lever to raise the carriage. Then take the man out.

6. Switch to Watson. Run to the guy lying on the ground. Examine him, try to wake him up, and then give ammonia.

7. Examine one of the men complaining of shoulder pain. You need to straighten your shoulder. Pull out the bone by clicking the left mouse button. Next, hold down the right mouse button and rotate the bone so that the three red dots are minimum size. Then insert the bone into place by pressing the W key.

8. Another man complains of pain in his leg. Examine the leg, then the bone. Put on a splint: first put two sticks on both sides, and then tie them with a rope.

Exercise. Find out the cause of the incident.

Approach the constable and talk to him. The area is cordoned off.

Exercise. Identify all involved in the incident.

There are a total of 13 to be found. important elements. Press the ESC key and start searching.

Here they are: the fallen flags of Britain, the cab that crashed into the stage, the chaise at the burning building, the cab near the lamp store, the stage (will be added automatically when inspecting another element), the horse inside the lamp store, two-wheeled carriage, fallen cabinets, talk to the bearded man at the wagon with pumpkins, click on the wagon with pumpkins. Next, inspect the fallen electric pole, open the door on its right side and use the tool to pull out both fuses. Inspect the cab that has stopped near the fallen electric pole. Click on the carriage on which the scaffolding has fallen.

Finally, approach the lifting mechanism by the scaffold. Examine it, activate Holmes's imagination with the F key, and then build a sequence of events: a pumpkin, a beam, a mechanism handle, a counterweight falls down, a platform flies up. Start the sequence with the Q key.

All elements are collected. Press the spacebar to start plotting events. Click on the W key to move to the past and put all the elements in their places. The sequence was this:

- The cab on the right stops on the water.
The pumpkin wagon next to him overturns.
- The lifting mechanism at the scaffolds is activated.
- With an ax, he cuts the rope with the flags of Britain.
- A small carriage from the left street crashes into a store.
- A cab from the left street crashes into the scaffolding.
- The scaffolds are collapsing.
– The scaffolding falls onto the trolley from below in this diagram.
- The shop is on fire.
- The cab breaks down near the store.
“Because of this cab, another crew is suffering, a little higher on the map.
- Wardrobes are falling.
- Cabinets fall on a lamppost, causing a short circuit.

Everything would be fine, but if the circuit happened later, then why did the cab stop?

This is how the scheme of the incident at one of the intersections of London looks like.


Exercise. Determine the reason for the sudden stop of the technical cab.

Come to that same cab. Examine the driver, the water pump, the wheel, and the painted over inscription on the carriage. Look inside, examine the corpse of a man, an air hammer, a dirty floor and a box with a solvent and a rag. If you inspect the repainted side of the carriage (you had to turn on Holmes' talent on T and click on the barely visible inscription), then Holmes will take away the solvent. Click on the carriage again to wipe off the fresh paint with a rag. The carriage is owned by London Underground Electric Roads.

But that's not all. Turn on Holmes' talent with the T key, then look under the bottom of the carriage. At the hatch you will notice a wire. Click on it to come to the conclusion: an ambush has been set up.

Exercise. Find the place from which the electric charge was fired.

Open the door nearby, go up to the second floor and break open the second door on the right side with the master keys. Look around the room. In particular, examine the strange device to the right of the window. You need to run it. At the bottom there are four small toggle switches, a little higher and in the middle - one large one. First, press the third toggle switch from left to right to turn on the light in the center. Next, use other switches so that the left or right lights turn green. After that, lower the large toggle switch.

One of the coils will begin to charge with energy. Next, make the other light turn green. In this case, the light bulb that was already green must be completely extinguished (if it is red, the coil will stop working). After that, pull the large toggle switch again to charge the second coil.

Talk to the constable, who blames the stage worker for everything. Maybe the killer is still around.

Exercise. Figure out who is the suspect in the square.

Turn on Sherlock's talent, walk around the area and find five suspects. In the mode activated by the T key, you need to approach each of them and watch while various details pop up on the screen. There are five suspects: two wagon drivers, a worker detained by a constable, a man standing not far from the same apartment with the device, and a nervous type located in the distance.

When you find all five suspects, then press the "Space" key. The two wagon drivers can't be suspects, point it out. As for the other three, they are all suspected of committing a crime.

And talk to the constable again. He will send all three suspects to Scotland Yard.

Exercise. Interview all suspects in the crime.

Move to Scotland Yard and interrogate three people. One of the suspects escaped. Interrogate a bald man named Benjamin Fowler. Draw his portrait:

- Smoker.
- Works with hands.
- Injured leg.
- Believer.
- Gang member.

Conduct an interrogation. When he says he doesn't know who Rasko is, point out the dog tattoos on his neck.

- Poor.
- Works with electricity.
- Silicosis.
- Is sick.
- Anarchist badge.

Talk about everything. When he denies his illness, point to the black sputum.

Exercise. Examine the belongings of victims and suspects.

Go to the room where the things of criminals and victims are kept. You will have to examine four boxes. You will find out the address where the letter came from to Reginald Butcher, the escaped suspect.

New location: Ormond Hospital.

Exercise. Find the suspect who managed to escape from Scotland Yard.

Move to Ormond Hospital. Go to the very end and you will see a man sitting by the children's bed. First, examine the photo on the cabinet, and also read the letter. Talk to Reginald. Draw his portrait:

- Gift for daughter.
- Married.
- Railroad employee.
- Recently cleaned.
- He was wealthy.

When interrogating, ask about expensive treatment, select the option "Treatment of Meryl Butcher". Next, ask about problems at work. He will try to cheat, but you indicate that you read a letter from work. This completes the interrogation.

Exercise. Find out where the technical cab came from: perhaps this place is somewhere nearby.

Open the deductive analysis and compare all possible clues. Return to the scene. Go in the direction where the technical cab was coming from. After the wagon that you originally came here on, activate Holmes' talent by pressing the T key. There will be sparkling items on the left side. Examine the three active points, then go inside the store.

Exercise. Inspect the Barrels and Buckets store at the scene.

Go to the far door and break it open using one double and one normal lockpick. Enter the room, examine the floor. Activate Holmes' talent with the T key, and then click on the carpet on the floor in the far corner of the room. After exiting the mode, click on the carpet again to move it away and reveal a passage to the sewers.

Exercise. Inspect the sewers under the Barrels and Buckets store at the scene.

Move through the sewers until you reach a room flooded with water. In the middle is a unit with a lever - 0, 1/2 and 1. The number "1" means that the room is completely filled with water; "0" - completely without water, "1/2" - half filled with water.

Empty the room completely, turn the valve on the right to open the door, and then go downstairs. Move the wooden structure to the stop. Climb up again and move the lever to the "1/2" indicator. Now jump over with the wooden structure to the other side.

Immediately move along the long pipe to the other side. Keep your balance using the mouse and direction keys. On the other side, lower the lever on the right first so that a bridge appears instead of a pipe. Next, turn the lever on the wall on the left to move the stairs all the way to the left. Finally, empty the room of water using the unit installed here. Get down and move all the way to the far part of the wooden structure. Climb up and switch the lever to the "1/2" indicator.

Move across the bridge to the other side, go down the stairs here and jump over the floating wooden structure to the stairs against the wall. Climb up, turn the valve to open the passage, and go further.

There will be a table ahead. Inspect different magnetic powders and so on. Go further to get into the safe of the Bank of England. Explore everything here. Be sure to take the sheet with the old sewer map, which lies on the barrel, to the right of the safe door. A new task will appear.

Exercise. Find the place marked in red in the sewers.

At any time, you can press the Spacebar to re-look at the sewer map. Go back through the room in which the water level was raised and lowered. Go down the stairs and break the wooden door on the left side. Walk forward and to the right. You have found the right place!

Examine all the barrels and other items, including a cigarette butt. Sewer inspection completed!

Now it's time to find out who the killer is.

Right Moral Choice: Reginald Butcher. Select the following clues in deductive analysis:

- Simple anarchist.
- Bank robbed.
- Lack of knowledge.
- Gang Rasko.
New life Fowler.
- A criminal in the past.
- Not an expert.
- A sinister plan.
- Butcher's problems.
- Subway worker.
- Butcher's trap.
- Hopelessness.

After that, you can either put Butcher behind bars, or justify him so that he can still save his daughter.

Reginald Butcher, prime suspect in the accident.


Wrong moral choices

You can blame Thomas Garrett. To do this, select the following evidence:

- Anarchists and bandits.
- Bank robbed.
Enough knowledge.
- Gang Rasko.
- Fowler's new life.
- A criminal in the past.
- Not an expert.
- A sinister plan.
- Butcher's problems.
- Subway worker.
- Butcher's trap.
Butcher love.

Blame Benjamin Fowler

- Simple anarchist.
- Bank robbed.
Enough knowledge.
- Gang Rasko.
- Criminal forever.
- A criminal in the past.
“Mr. Fowler's work.
- A sinister plan.
- Butcher's problems.
- Subway worker.
- Butcher's trap.
Butcher love.

CASE 5. Fever

Exercise. Find Kate.

Go to the living room, go to Kate's room, where Wylde was. Examine the bed, examine the dressing table, where the makeup box disappeared from, and then take a look at the wardrobe. Next, you will hear screams. Exit through the door and find yourself in the cemetery. Go forward, break open the crypt and get into Alice's room.

Exercise. Search Alice's room.

Examine Alice, don't hit the girl. Create her portrait. Next, you will need to figure out which items have disappeared from the room since your last visit. Five items need to be highlighted: the candles around the chair, a portrait of Hamilton next to him, a book from the stand, a Ouija board next to the stand, and a phonograph on the table. Press the Q key.

Open deductive analysis, combine two pairs of clues, and then come to one general conclusion.

Exercise. Examine the crypt of Alice's father.

Click on all the inscriptions on the floor, inspect the portrait, Ouija board and candles. You need to study ALL the inscriptions left in chalk. Next, read Kate's diary, click on the suitcase. Break the wooden door and inspect Hamilton's mummy. Look in the chest to inspect Alice's father's belongings. Examine the bed, after which the task will be completed.

Exercise. Find the crypt mentioned by Alice.

William Shaw (The Digging Giant), Archibald Irwin (The Road Learner), Henry Anthony Evans (The Bullet Hit) and William Fitzclarence (The Trampled Underfoot). After that, press the Q key. Enter the indicated crypt, go down and listen to Moriarty's message. Examine the documents on the table, as well as a strange star that you will have to use somewhere. Read the note lying near the sarcophagus. The task will be updated.

Exercise. Return to Alice in Baker Street.

Go to the door to leave the crypt, but all in vain.

Exercise. Find a way out of the crypt.

Move back and find the constellation on the left wall. Take that very star and click on the wall. You need to solve the puzzle. On the right side, you see how the lines of the entire constellation are connected. You need to repeat the same on the main part of the wall. The solution is the following:

After that, get out of the crypt, talk to Watson and run to the pier. Take the boat to the Madame Destiny steamer, where you climb the steps and enter the main room. Talk about everything with Kate, dodge flying objects, save your daughter by cutting the rope with the butcher's axe. When you are on the other side, you will need to pick up the right phrases. Say that Moriarty was a criminal. What do you love Kate. In general, speak exclusively to Kate and do not say a word towards Alice.

If you talk boldly with Alice, then Kate may die ..


27 May 2016 18:24

Fraction: Children of the Atom

Who issues: High Confessor Tect

Location for research:

When you agreed to join the family of the Children of the Atom, the quest "So the Atom wants" was activated, which involves helping family members. High Confessor Tekt, leader of the Children of the Atom, has a mission for you. One of the boats of a small commune has long been in his mind. Your task is to check it. If you find evidence of heresy or treachery, you will need to bring it to the High Confessor. Prove that you can be trusted and he will reward you. Any evidence of a conspiracy against Tekt and the family or disrespect for the holy Atom will do. He gives you a note with instructions.

Read the High Confessor's Note

Read Tekt's note, in it you will find only one name - Oberth. The note can be found in your Pip-Boy under PREV → Miscellaneous → High Confessor's Note.

You'll find Sister Oberta on the ship, going down two levels to the tomb (a large jar with radiation warning stickers) where your Geiger counter will start to go off the charts. After a little talk with her, she will blather about her dissatisfaction with the Great Confessor Tekt, and then quickly correct herself.

Charisma

Ask Sister Oberta if she likes Tekt, and she will say that few people like him (the level of persuasion is easy). She will immediately regret what was said and ask you to leave.

Examine Sister Oberta's bunk

Despite Sister Oberta's words about Tect, you still have no evidence of treason or conspiracy. Inspect her place of spending the night, for sure you will find something in personal things. Sister Oberta's bed is located in a room adjacent to the tomb.

Under the mattress, you will find Edgar's note, in which he informs Oberth that because of his friendship with Martin, it is better for them not to meet and continue to exchange messages through the box in the pantry, as he fears that someone will start plotting against her. The note also says that Edgar hid a spare key to the box behind the bench in the locker room at the entrance.

Open the chest of Edgar and Oberth

The chest is in the corner of the pantry, located on the right if you go down from the upper level of the ship. You cannot open it without a key. The spare key, as written in the note, lies in the locker room at the entrance - this is the first room on the left side after you entered the Core. There, behind the first bench, you will find the keys to the chest. Now go back to the ship to the box. There you will find Oberth's note.

Read Oberth's note

Find the note in the supply: PREV → Miscellaneous → Oberth's Note. It says that Tekt faked the death of Edgar because he is afraid of Martin. Allegedly, the Supreme Confessor knows: only Martin was worthy to lead the family of the Children of the Atom. This note is already direct evidence of a conspiracy against Tekt.

Talk to Sister Oberth (Optional)

You can optionally talk to Oberth and say you found her note about High Confessor Tekt. She will beg you not to give her the note and forget about this incident. You have several options:

  • Advise her to run, as she is still in danger.
  • Ask for a fee for the note - she will give you about 100 caps, and then decide whether to give the note or not.
  • Give her the note, the only evidence against her.

Report to the High Confessor

You have found the evidence, the question is what will you do with it. In any case, to complete the quest you need to talk to High Confessor Tekt.

You can:

  • Give him a note to Oberth, and thereby betray her betrayal and most likely doom her to death.
  • Lie that she is devoted to the family (the level of conviction is medium) and save her life.

If your conviction does not work, and you have already given the note to Oberth, then you have no choice but to lie that there was no evidence. The High Confessor will be disappointed and will not reward you, but the quest will be completed.

Reward: Hood of the Inquisitor

Help: Inquisitor's Hood

Damage resistance: 2

Intelligence: +1

The weight: 3

Price: 250

Peculiarity: Radioactivity increases the intelligence of the wearer.

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The High Confessor instructed the Survivor to investigate the case of one of the sisters and gave a note with her name - Oberth. It looks like he suspects Sister Oberth of treason. It is necessary to find out whether his suspicions are justified ...

We go down a couple of levels lower and find the woman we are looking for at work. During the conversation, Oberth mentions Tect, from the dialogue we understand that she dislikes him, but does not want to expand on this topic.

There is nothing left but to rummage through personal things - in order to get to the bottom of the truth, one has to go to any lengths. Having searched the bed of sister Oberth, we find a note from Edgar, from which it turns out that Edgar and Martin were close ... which the Supreme Confessor still cannot reconcile with.

In order to avoid rumors, friends agreed to exchange messages through a box in the pantry. The note also mentions a spare key hidden in the locker room (the room at the entrance to the "Core"). How careless is that...

Well, now it will not be difficult to open the chest of Edgar and Oberth. In the letter, Oberth refers to the late Edgar, no doubt that the accident was set up and that all this was the work of Tekt.

If the Survivor is not indifferent to the fate of Sister Oberth, then before reporting to the High Confessor, you should talk to her. We go to warn Oberet that her correspondence with Edgar fell into our hands. In fear for her life, the woman begs not to make the note public. For silence, you can ask for caps, the level of charisma does not affect this (the amount is random).

Reporting to the High Confessor Tekt about the investigation done, you can hide the truth with the help of high charisma (orange level).

This task is taken in the place " Quarry Ticket". There is only one character in the location at the moment - this is Sally Mathis, and he asks you to help him. In a conversation, you can ask him for money, and try to increase the bonus. In any case, Sally will give you a task.

Repair pipes (0/3)

All leaks are under water. You can find them by the bubbles in the water. Finding them is not difficult. The main thing is to find a hill and see the bubbles. The problem is different - the water is radioactive, and while swimming you will be irradiated. Therefore, before diving, use Rad-X in order to reduce the amount of RAD received.



Once you've finished fixing the pipes, return to Sally. He will thank you and allow you to activate the pump. By activating the pump, the sediment will begin to make a lot of noise, which will wake up the swamps sleeping in the quarry. Help Sally destroy them. Shoot to the head or body for maximum damage. After killing all the swamps, talk to Sally and take the reward.

Plot of the century

After reaching Diamond City, entering it with the help of Piper, and witnessing a small skirmish between Piper and the mayor, Piper will invite you to her office for an interview.

Get to Piper's office

Piper's office is located almost at the very entrance to Diamond City. As a guide, you can use the girl who distributes newspapers. She is Piper's sister and works with her in the same office.

Talk to Piper

In the office, talk to Piper. You have to answer a couple of questions. Answer as you please, depending on what you want to read about yourself in the newspaper in the future. After answering all the questions, Piper will thank you, and you will have the opportunity to take her as your partner

Vault 81

The quest is obtained automatically when you either meet the people from Vault 81, or when you hear about it in the Commonwealth, or when you get to the shelter itself and try to connect Pip-Boy to the door control panel.

Get to Vault 81

Just follow the marker to the entrance to the Vault.

Fulfill the condition for getting permission to enter the Vault

Connecting Pip-Boy, n A dialogue begins between the guard and you. After a while, the vault caretaker will intervene and she will offer you entry for help - you will need to bring them 3 nuclear blocks. But you can also ask for help, like "a resident of another shelter", and if you pass the charisma check, the caretaker will believe you, the door will open and you will be allowed into the Vault.

stories

Quest given by the teacher Vaults 81- Katie's girlfriend. She will ask you to come to the lesson at the school of Vault 81, and tell the students about the adventures in the Wasteland, and answer their questions.

Between 10:00 am and 12:00 pm, go into the classroom, tell Cathy that you are ready to tell the children stories, and begin. You can choose any answers of your choice.

After all the questions, you will be presented with a magazine " Grognak the Barbarian".

Exit to Poklon

Sooner or later, while traveling through the Commonwealth, your Pip-Boy will pick up a signal " Radio Trinity Tower". After listening to this signal, you will learn that a certain person has fallen into a trap with super mutants. After listening, the quest will begin " Exit to Poklon".

Respond to a request for help

You need to get to Trinity Tower. The tower is inhabited by super mutants, so get ready for battle. Clear the first floor and enter the elevator. After reaching the upper floors, get ready for battle. You will be opposed different types super mutants. In addition, someone will get in touch Fist who wants to fight you. Make your way through the hordes of mutants, gradually rising to the roof on the elevators. After reaching the roof, you will meet the Fist. They will be a super mutant with a minigun. Deal with him. After killing the Fist, search him and the chests on the roof. You will find the key to the cage.

unlock cage

With the key, go to the cage behind which the man and the Super Mutant are languishing. Human - Rex, just sent a signal for help. He decided to introduce the Super Mutants to the works of Shakespeare, but they did not appreciate his desires. Except strongman- a super mutant who was imbued with the works of Shakespeare, and decided to find the source of superhuman strength. Release them.

Get Rex to safety

Once you open the cage, get ready. Several super mutants will come running to the roof. Deal with them. To go downstairs, you need to walk to the outside elevator. Wait for Rex and Power Man and press the button. Now the most difficult part of the quest. While the elevator is going down, super mutants will fire at you. There is little cover in the elevator, so stock up on stimulants. At some point, the elevator will stop and you will have to get off and take another elevator. At the second stop, DO NOT get off, just shoot back. At the third stop, get off and go to the key point on the map while protecting Rex.

Talk to Rex Goodman

When you reach the point, talk to him. He will thank you, you will receive Experience, and the Strongman will become available for selection as a partner.

Pickman's Gift

The task starts after receiving from Hancock small assignment - explore Pickman Gallery.

Move to the gallery. When you get to it, inside you will find a very atmospheric surreal gallery and many raiders. Carefully move forward, killing everyone in your path. Your path lies in the basement and further through tunnels filled with raiders, turrets, and radiation. In the end, you will witness a small scene where the raiders have captured Pickman and intend to kill him. Kill the raiders and talk to Pickman. He will thank you, tell you about his little hobby and tell you about his hiding place.

Pick up Pickman's gift

Pickman's cache is located in the main hall of the gallery, near the main entrance, behind the painting. Remove the picture, and take everything from the safe that lies there. Quest completed.

After that, you can return to good neighborliness and turn in the task to Hancock.

beer bubbling

In Good Neighborhood, in a hotel Rexfort, merchant Rufus Rubins will ask you for help - he needs a beer brewing unit, which can be found in the bar" Clover".

Talk to Rufus.

After talking with Rufus, you can negotiate a reward with him, with a high skill Charisma. The maximum reward for the quest is 400 caps. After finishing the conversation with Rufus, move to the bar.

Go to the Clover bar.

Several raiders live in the bar. Kill them all and move to the basement.

Find a brewing unit.

In the basement there is a brewing unit, or rather a brewing robot - " Buddy". He was created to brew beer for his master. Hack the terminal to free Buddy and talk to him. You will have a choice of how to deal with him.

Send a "drinking buddy" (Buddy) to the Rexfort Hotel (or keep Buddy for yourself).

If you leave Buddy to yourself, he will go to the location you specify. Upon arrival, every few days, he will brew beer for you. If you found the recipes in the bar, you can give them to Buddy to brew new beer.

If you decide to give Buddy to Rufus, send Buddy to Roxford and return to Rufus. After talking to him, take the reward. Quest completed.

Excavations

The quest starts in Goodneighbor. Exploring the town, you will hear that a certain Bobby needs an assistant.

Meet Bobby

Follow the marker. You will find a door with a ghoul behind it. She will offer you a job. You can trade with her and increase the reward to 200 caps. Agree, discuss the requirements and go down to the basement.

Join the dig

In the basement, you will see a couple of workers digging a tunnel. As soon as you approach them, 3 swamps will come out of the tunnel. The workers will run away, leaving you with these monsters.

Destroy Swampers (0/3)

Kill all swamps. When they die, Bobby will appear in the basement.

Talk to Bobby

Explain to her what happened. She will tell you about her idea. She wants to rob the mayor of Diamond City through a tunnel. To do this, she needs help. Agree to help her and meet her in Diamond City.

Meet Bobby in Diamond City

Find Bobby in Diamond City. Since she is a ghoul, she will be wearing a gas mask. She will tell you about a man named Mel, whose help is needed in a robbery. But he is being held in the city jail. Move to jail.

Release Mel from prison

Mel can be released in different ways. Can:

  • Persuade the guards
  • Bribe the guards
  • Activate the protectron to kill the guards

Hire Mel

After freeing Mal, tell Bobby about the plan, and move to her basement to dig.

Meet the gang at the dig

After reaching the excavations, talk to Mel and Bobby. Mel has a small robot in stock that allows you to destroy blockages with a seismic explosion.

Get to the vault

Your goal is to move forward, clear areas of enemies, and tell the robot which walls to break.

At the beginning you will have a choice - to the left or to the right. Behind the wall to the left a frame awaits you Power Armor under the protection of the king of the Swamps. You need to go right. Follow ahead. There will be ghouls and radiation ahead of you, so it is advisable to have radiation protection. Move forward, indicating to the robot the walls that are worth destroying. Eventually, you will reach the basement.

Meet the gang in the basement

In the basement, talk to Mel and Bobby. Mal thinks the case is dirty, and Bobby is up to something dirty. Leave the basement and enter the vault.

Login to vault

As it turned out, Bobbie had cheated. You ended up not in the Diamond City vault, but in the vault of Hancock, the mayor of Goodneighbor. But they are already waiting for you - this is Fahrenheit, Hancock's personal bodyguard. She will offer you to kill Bobby, thereby helping Hancock, or Bobby will offer you to continue what you started and rob Hancock.

Join Bobby or Fahrenheit

If you choose the Fahrenheit side, kill Bobby, you will receive a unique minigun "Incinerator" and the opportunity to take Hancock himself as a partner.

If you kill Fahrenheit, then Bobby will pay you 200 caps, the Ashbringer can be removed from the corpse of Fahrenheit, and upon returning to Goodneighbor, Hancock will meet us and say that we have been fined and owe him 1000 caps and kill Bobby for her impudence. You have the choice to refuse or agree, if you refuse to pay, he will say that they owe you, and he will still say to kill Bobby.

If you persuade Bobby to leave, then Fahrenheit will give you the Ashbringer, tell you to go to the mayor for gratitude, he will give you 200 caps and wants to become your partner.

nook

Fatal eggs

Before the mission, the residents of the Commonwealth can be heard about strange events in the Salem Witch Museum.

Explore the Salem Witch Museum

Having reached the Museum, to the right of the main entrance, near the entrance to the basement, the torn body of the shooter Private Hart will lie. There is a holographic recording on his body. After picking it up, you will start the quest " Fatal Eggs"

Listen to Private Hart's holographic recording

After listening to the recording, we learn that the Gunmen squad was destroyed by an unknown monster. Fleeing from him, the survivors hid in the Salem Witch Museum, where we should go. The entrance is still closed, so you have to enter through the basement, near which Hart's body lies.

Explore the museum

After entering the basement of the Museum, move forward along the marker. While you are moving, you will be scared in every possible way and escalate the atmosphere. One thing is clear - one huge, vicious and bloodthirsty creature walks in the Museum. After finding the stairs, go up it and enter the main hall of the Museum. I advise you to go in stealth mode. Approaching the exit, the same monster will suddenly come out - it will be the Wild Death Claw. If you are in stealth mode, there is a chance that he will not notice you and you will be able to get into a comfortable position for the fight.

The Wild Deathclaw is a very dangerous opponent that can almost instantly kill you with one hit. Therefore, try to stay near the entrance to the hall through which you entered by climbing the stairs. Don't take risks and hide after each shot. After killing the Claw, follow the marker and you will find the torn corpse of Sergeant Lee in the toilet. After listening to his recording, it becomes clear that a squad of shooters was assigned to transport a certain suitcase, and in it was an intact Deathclaw egg stolen from the nest of the Claws. Deathclaw decided to bring him back, and killed all the Gunmen.

Pick up the Egg

After listening to the recording, pick up the egg, and you will have a choice - deliver the Egg, or return the egg to the nest.

Deliver the Egg, or return the Egg to the nest

Deliver the Egg - you need to bring the Egg in Diamond City, to the Colonial Bar, to the robot-assistant bartender Willingham. For this, you will receive a cash reward from 200 to 500 caps (if you convince Wellingham). And you'll get the recipe for Wellingham's Deathclaw.

Return the Egg to the nest - a marker will appear in the north of the map. Move towards him. Upon reaching the point, you will find a nest of Deathclaws. Don't get scared and don't shoot at the suddenly appeared Claw. He is peaceful. He will come to the nest and will keep a close watch on you.

You need to go to the nest and put an Intact Egg in it. Putting it, the Claw will be "rejoiced", a "Glove of the claw of death" will appear near the nest, and you will be credited with completing the quest and will be given experience.

Public domain

Silver Cloak

The Cabbot House Mystery

Old city in a new color

In Diamond City, in the northeast, near the Green Wall, you will find a person who paints it. Talk to Abbot. He will ask you to bring him paint from Khozmaga. You can bargain with him for a reward of 100 to 200 caps per quest.

Bring Abbot green paint.

At the entrance to the Warehouse, you will be met by a settler who will ask for help and run into the Warehouse. Entering it, do not rush to follow it. An ambush awaits you. Wait until the raiders come out and shoot them. You can break in and kill everyone. If you do not go through the main entrance, in the lane on the right you can find the entrance to the basement, thereby attacking the raiders from the rear.

After finishing with the raiders, in the back of the warehouse you will find cans of yellow and blue paint. You can bring any of them to Abbott for the agreed amount. But then, people in Diamond City will talk bad about you in the future. If you want a good public opinion about you, you can use the mixer in the warehouse to make green paint from blue and yellow. Then, Abbott will give another 100 caps to the promised reward for this.

Diamond City Blues

Fade out focus

boy in the fridge

In some ruined city, if you move along the road, you can hear a voice that asks for help, it turns out to be a small ghoul in the refrigerator, which has been sitting in it since the war itself. After a conversation with him, a task will appear to take him home, by the way, as in a good fairy tale, his mom and dad are alive, also ghouls. On the way to his house, you will meet a raider who wants to buy a boy. Without any charisma, you can wind up the price to the highest, but you can also refuse, then after the family reunion, the raiders will attack, or, depending on your choice, they may not touch you, but the ghouls will be taken away. The easiest way is to immediately sell the ugly little ghoul from the stupid fairy tale about the refrigerator as an escape from a nuclear strike. This way you get maximum caps and don't get shot by the raiders.

Clear the warehouses in Goodneighbor

In the bar " third rail", if you buy a drink from robot bartender Charlie, he will offer you a dirty little "job". You will need to clear three warehouses in the area good neighborliness. By applying persuasion, you can increase the reward to 400 caps and find out the name of the customer.

After finishing the conversation, move to the warehouses. Warehouse doors are locked. To enter them, you will have to pick the locks. Do this from stealth mode, otherwise you will be offended in Goodneighbor. Nothing out of the ordinary here. Go to the warehouses, kill all the gangsters in them. After killing all the enemies in all the warehouses, return to Charlie and turn in the quest.

Kitty Kitty Kitty

AT Vault 81, the girl Erin will ask you to find her cat named Ashes. The last time she played with Ash, he scratched her and she drove him away. Now she is asking for help finding him.

The kitten escaped from Vault 81 and is first near the houses near the exit, and then will be located in a random place in the Commonwealth. When you select a quest, the location of the cat will be highlighted for you, so finding it is very easy. Seeing a kitten, you should contact him. Hearing from you that Elin misses him and is waiting for him, Ash will run to the shelter.

After that, return to the Vault. After a while, find Erin and talk to her. She will thank for the help and will give out a nuclear unit and experience in gratitude.

The Witcher 2 is a great game that in many ways surpassed those RPG games that came out at the same time with it and even later. Polish developers are famous for their ability to create a delightful atmosphere inside the game, which results not only in beautiful landscapes and original characters, but also in side missions.

Often they put the player in front of a difficult moral choice or tell stories that can affect anyone to the core. One such mission is the "Little Sisters" mission in The Witcher 2.

Quest start

It should be noted right away that you can get the quest only if Flotsam decided to help and not the leader of the local Skoya "taels, Iorveth.

Here you are walking around the camp of the Kaedweni army, and at one moment you meet a man who is showered with numerous insulting ridicule and severely beaten by everyone around him. If you are interested in this, and you want to help a person, then go up to him to talk. He will tell you about what happened, which is why others are so angry at him.

The case was three years ago. On the river bank, he met a strange ghost, which is why he literally put it in his pants. After this unsuccessful rendezvous, he is constantly haunted by ghosts, in connection with which his comrades treat him so disgustingly. Mavrika, that's the name of our poor fellow, is constantly beaten, ridiculed and despised. As a result, he asks the Witcher to help him, thereby inviting him to start the Little Sisters quest in The Witcher 2.

To begin with, you will have to go to the lair of the canners. There you can meet a girl named Liva. She was with the Kaedweni army three years ago, so she is familiar with the situation. She will tell Geralt about the house on the hill, which Mavrik also mentioned to us. It turns out that there are rumors that a local doctor lived in that house. His name was Malget. The doctor had little daughters, who were mercilessly killed by soldiers, and Malget, unable to bear the grief of losing his beloved daughters, threw himself into the river.

home inspection

Now you need to solve the mystery of the graves as part of the Little Sisters quest in The Witcher 2. Having learned everything he could, Geralt needs to go to an abandoned house in order to carefully study it. Nearby, he finds a cemetery that Liva told us about earlier. When you get to the cemetery, you will immediately notice four graves, in each of which one of the doctor's daughters was buried.

As you progress through the Little Sisters quest in The Witcher 2: Assassins of Kings, more and more questions begin to arise. First, break the barrels that are placed behind the abandoned house. After that, you will notice a secret passage that will allow the hero to get into the basement. Carefully looking around, the Witcher will notice that some magical rituals were carried out here. Now you need to light the magic lamps, but be careful. It is imperative that you light them in the correct order, otherwise a ghost will attack you.

We continue the passage of "The Witcher 2": "Little Sisters" like this. We light the farthest lamp, which is located near the entrance. Next, you need to light the one that is installed immediately near the entrance, and then the one that is on the right side of the doors. During this simple process, you can hear the secret room open: enter. There inside, you will find a magical record carefully encrypted.

How to solve the "Little Sisters" in The Witcher 2? We recall that Mavrik spoke of meeting a ghost for the first time when he was here around midnight. After waiting for the required time of day, Geralt notices the ghosts of those girls who were killed by the soldiers. The witcher decides for himself: whether he will attack them or whether it is better to talk with the ghosts.

What happens if you attack?

The battle with the spirits is a typical task for our Witcher. You can always have useful potions in your arsenal, which will make it possible to improve your sword against spirits. First, you can knock back opponents using Aard, and then defend yourself with Quen. Dodging blows, have time to inflict your own. It is better to attack from the side or from behind; it is not recommended to attack ghosts head-on. If necessary, you can always use the sign of Yrden, which will temporarily immobilize the ghosts for effective combat. As soon as you defeat all the girls, you can easily return back to the camp and take your reward from the soldier. The passage of The Witcher 2 "Little Sisters" can be considered completed.

Ghost Talker

The Witcher is famous for killing only monsters that are dangerous to other people. If there is an opportunity to talk with the monster, then it is better to talk, and after that, swing the sword. During a conversation with the girls, Geralt finds out exactly why they died. The real killer is Mavrik, who has done so much in his pants. And we remember: the death of the girls affected the father so much that he could not stand the grief of loss and committed suicide. It is obvious that the spirits are waiting for revenge for themselves and for their beloved father. The mystery of the graves of The Witcher 2 "Little Sisters" remains the same unresolved. The investigation is ongoing.

Conversation with Detmold

Geralt decides to talk to the court magician Detmold. He hopes that the magician can help uncover the secret in the manuscripts that we previously found inside the basement of an abandoned building. As it turned out, this was a very bad idea, because Detmold is not so nice.

The magician says that the manuscripts describe in detail the performance of a special necromantic ritual. It allows you to connect with the spirits of dead people. The magician will offer the Witcher to buy this scroll, however best solution will keep him. Firstly, Dethmold (spoiler!) will not be an ally of the Witcher for long, and secondly, you will be able to successfully use this scroll a little later, when the third chapter begins. On the territory of Loc Muinne, in a conversation with the magician Bras from Ban Ard, the scroll will be useful to you.

This is the beginning of a very interesting quest, which will eventually give the White Wolf the opportunity to significantly increase before the final part of the game. Also, when deciphering the scroll, you will find out the drawing of the sword Kerm - a steel magic sword that has two slots for strengthening with runes.

Straight talk with Mauric

For the further passage of The Witcher 2, Little Sisters, it is now necessary to talk with our ill-fated Mavrik. If you put pressure on the military at the right moment during the conversation, then he will frankly tell you the true story about everything that happened. About three years ago, rumors began to circulate in the Kaedweni camp that supposedly the healer Malget not only knows how, but also often practices conversations with spirits.

Geralt needs to make his own choice. You can convince Mauric to help you and make an appointment at the riverside around midnight. However, you should not tell him that the ghosts told about who was the true killer, because in this case, the Kaedwenian will get very angry and go to the river bank himself, without the Witcher.

Mauritius with the Witcher

You almost managed to solve the mystery in The Witcher 2 "Little Sisters". If Mavrik has agreed to go with you, then he will be waiting for you at the appointed time in the agreed place. After talking with him near the gorge, you will go to a rendezvous with ghosts. A small conversation in such an amazing company will again put the witcher in front of a very ambiguous choice.

Don't help the killer

We were able to solve the mystery of the Little Sisters graves in The Witcher 2. Now you need to decide the fate of the person who is the culprit of this situation. You can ask the Kaedwen to admit his guilt, after which you will give him to be torn to pieces by ghosts. In this case, Mavrik will attack both you and the ghosts, but such an unequal battle will end very quickly and badly for him. However, at some point he will turn into a demon. After that, he will inform the hero that it was the demon who killed the sisters, and Geralt was simply deceived.

The passage of The Witcher 2 "Little Sisters" is not as simple as it seemed. The real truth is very bitter. His daughters were killed by their father after learning that they had been dishonored by Kaedweni soldiers. Due to the fact that the healer was actively involved in necromancy, the death of the girls and his own, gave a large number of demon's strength. After this conversation, the Demon will attack the Witcher. With the help of a silver sword, several potions and a successful combination of signs, the Witcher begins the confrontation against the enemy. Dodge, parry, place signs and make successful lunges. You will complete the quest only by defeating the enemy. You will no longer receive money for its implementation, because its customer, Mavrik, died from your own blade. As a reward, you will only get experience.

Support the man, not the ghost

If you decide to support Mavrik during the passage of The Witcher 2: Assassins of Kings "Little Sisters", then together with the Kaedwen you will have to fight the ghosts. The duel will not be very difficult if you use the signs in time, make attacks and counterattacks. Quen and Yrden will be very useful in such a battle. When all the ghosts are dead, Mavrik will tell you the whole truth about what happened three years ago, and what fate the Kaedwenian himself took in all these events.

Mavrik went by himself

If Mavrik himself decided to go to the river bank without waiting for the Witcher, then when you are there, you will find only the dead body of a soldier. When examining the body of the deceased, a laughing demon will come out. He will tell you that thanks to the efforts of the Witcher, the Demon has increased significantly and now there is little that can stop him. The battle begins.

If you want to win, then you need to avoid all the attacks of a powerful enemy. Place blocks in time, use Quen, and attacks are best done from the side or from behind. Signs such as Aard or Irden will also be very useful. Only by defeating the enemy will you complete the quest. As mentioned above, you will no longer receive money for its implementation, because the customer, Mavrik, died. As a reward, you get only experience.

ending

As we said, games in the Witcher series do not always have simple and clear quests. It is very rare to find a mission here where you just need to go through hordes of enemies, take an item / kill the main enemy and report on the completion. The difficulty in making decisions in this game invariably lies in the fact that it is not always possible to understand the logic and motives that guided the characters.

Many quests in the game are original stories, on the basis of which it is quite possible to shoot several long-running domestic "soap operas". Bit by bit learning the history of the murdered girls, many of the players could come to the quite expected conclusion that justice must prevail and the soldier must die.

However, the game teaches us something. First, you should never trust otherworldly forces. No matter how secretive, secret and deceitful people are, otherworldly forces are most often even worse. Secondly, it is not always worth taking the right of lynching on our shoulders, because we are witchers and our business is to kill monsters, for which we are actually paid. Sometimes the search for justice leads to a good result, but in this quest it is humanity that could save a life. Judging the innocence of Mauritius is a personal matter for each player. This is where the beauty of this game lies.