Sherlock Holmes the Awakened Chapter 1 Walkthrough

Sherlock Holmes The Awakened Chapter 1 logo

Sherlock Holmes: The Awakened is an adventure game set in Victorian England, where you play as the famous detective himself. Chapter 1, titled The Shadow over London, is set in Baker Street, where you will start your adventure by solving a seemingly simple missing person case that will lead you to a much bigger mystery. This guide will serve as a walkthrough for Chapter 1 of the game to help you navigate the puzzles and challenges.

Chapter 1 Walkthrough – Sherlock Holmes the Awakened

Investigating Sherlock’s Flat

As soon as you take control of Sherlock, your first task is to investigate your flat. Turn around and examine the table in the center of the room to familiarize yourself with the Investigation mechanic. Your goal is to scrutinize the table and locate three objects on it. The objects you will find are the London Advertiser from September 28, 1882, a book from Barnes, and this will trigger a cutscene that will present your first evidence, which is ‘The Strand’ newspaper missing. This means that you will be solving a mystery of a missing newspaper.

After the cutscene, there’s nothing left to do in the flat. Head outside, and you will unlock the 221B Baker Street fast travel point. Once outside, approach the rubbish bin near the front door and interact with it to initiate another investigation. Your objective is to locate the Strand Newspaper and a potentially poisoned cactus pine.

The Newspaper Seller and Pinning Evidence

After inspecting the bin, you may hear a young boy’s voice selling copies of The Strand on the opposite side of the street. Walk over to him and engage in dialogue.

The white options are not necessary, but the yellow options will advance the story.

Eventually, you must ask him, What happened to my newspaper?

He will mention a man who has Sherlock’s newspaper. You will then have three yellow dialogue options. You will discover that the man was carrying many books, and there was a loud noise as he knelt outside your door. Unfortunately, the boy didn’t see where the man was going. This yields Newsboy’s Testimony evidence.

Now it’s time to use the Mind Palace mechanic to solve certain puzzles by putting together pieces of evidence. If you open the menu and navigate to the Mind Palace section, you’ll see the question, Who ruined ‘The Strand’?

Click on this to see a black circle with two orbs—one green and one blue. These colors represent the types of evidence that we need to choose.

  • One blue piece of evidence —an item
  • One green piece of evidence —documents and testimonies.

Highlight Newsboy’s Testimony and Book from Barnes as evidence. This will reveal that Barnes, the local bookseller, was responsible for ruining the newspaper. This will give you that Mr. Barnes is involved in the Scheme Evidence.

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Visiting Barnes Bookstore

After uncovering the truth about Mr. Barnes, you’ll be introduced to the Pinning Evidence mechanic. By selecting Pin Evidence in your Evidence menu, the evidence will appear on screen, allowing you to reference it and ask NPCs about it quickly. Pin the Book from Barnes and use the photo to locate his shop.

To find Barnes’ Bookshop, head right from the Newsboy and take the road to the left. Follow it around the left bend until you reach the bookshop on your right, where a fast-travel point will be added. Upon entering the shop, you’ll notice that Mr. Barnes is involved in the Scheme Evidence has a speech bubble icon, indicating that there is more information to be gained by speaking to someone about it. Pin the evidence and head down the stairs to approach Mr. Barnes at the counter.

You’ll have the opportunity to use the Observe mechanic, which involves collecting information to form a Character Portrait of a person. After finding all the highlighted pieces of information, you’ll choose between Blackmail Victim or Workaholic, with the latter being the more accurate answer.

When you try to speak with him, he’ll flee and lock himself in an office. You can now press a button to highlight interactive areas in the environment. Investigate Barnes’ desk to find the Exotic Plants Catalogue and head to the front window to find Dead Flowers on Display. Once you’ve gathered all the information, exit the shop.

Speaking with Lily and Using the Mind Palace

Go across the street from the Bookstore to find a Florist named Lily. Interact with her to learn her name and look for interactive objects nearby. To the left, investigate the arrangement of flowers, specifically the Cactus, which has two parts to inspect, denoted by small white circles. Afterward, you will obtain the Cactus in a Cracked Pot evidence. Investigate both roses for the Roses for Sale evidence.

You’ll then have a chance to Observe Lily, and after finding the details, you can choose between Ready to move on or Still grieving. Choose Ready to move on.

You’ll have the option to Provide Evidence to Lily. This lets you review the evidence in your collection and ask her about them individually. Ask her about the Dead Flowers on Display, the Cactus in a Cracked Pot, and Mr. Barnes. This will give you Mr. Barnes Loves Mrs. Flemming evidence.

You can confront Barnes, and he’ll confess what happened. You’ll be given a choice to help him with his love life. Choose; I know what to do. Eventually, you’ll also get The Strand – September 28, 1882 piece of evidence. You can then exit the Bookstore.

Investigating Stenwick Mansion

Upon meeting Watson, he fills you in on the case details, and you must head to Stenwick Mansion. You can find it straight ahead of Barnes Bookstore, and to the right are some open gates leading to the mansion. At the front door, you’ll encounter two gentlemen. Promptly ask both yellow dialogue options to advance the conversation, and then the police officer will leave. Afterward, Captain Stenwick’s Testimony will be added to your collection.

Investigating the Garden

Proceed to the left of the mansion and follow the path through a doorway in the wall until you find a headless statue in front of you. You’ll find an Investigation point with a Concentration Symbol at the back of the statue. Use your Concentration button to uncover more information, and then investigate the rest of the area to discover Chewing Tobacco Remnants and Footprints in Captain Stenwick’s Garden.

Using the Imagination Mechanic

After completing your investigation, you can use the Imagination mechanic to piece together the events that transpired. Concentration mode will reveal a series of synapses at the top of the screen. These synapses correspond to story scenes, with smaller dots surrounding the larger orbs, indicating different interpretations of each scene. You must find all the scenarios before validating your answer.

Collecting Imagination Information

To discover all the scenarios, explore the garden and head to the gate in the wall. Investigate the gate to find A Lock with an Unusual Key evidence, then move down the left-hand side of the shack to inspect a pipe. Doing so will uncover a rag that was used to plug the chimney. Head inside the shed, move left and investigate the stove next to the window to find the opioid. This will unlock the second Imagination scenario.

Next, investigate some Clothes made of Hessian to your left. Return to the other room of the shack and Investigate the floor to unlock another scenario. Investigate the area by the wall to find the sack of grain and obtain the Small Navy Spyglass. With this evidence, return to Captain Stenwick to provide evidence and ask about the Spyglass, Clothes made of Hessian, A Lock with an Unusual Key, Chewing Tobacco Remnants, and Footprints in Captain Stenwick’s Garden.

Assigning Scenarios

With all the scenarios gathered, you can assign them to the corresponding scenes:

  • Scene 1: Scenario 3
  • Scene 2: Scenario 2
  • Scene 3: Scenario 3

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The Final Scenes

While exploring in Concentration mode, you may notice a prompt on the right side of the screen to pin a piece of evidence. If you click on it, it will show you that the A Lock with an Unusual Key is the correct evidence to pin, and it will pin it automatically.

Head back to the shack with the evidence pinned, and you’ll notice two areas to Concentrate on that were not available before. Investigate both to update your evidence and unlock the fourth scene. Afterward, head outside to the right to find other areas to Concentrate on that were not previously accessible. This will reveal the Trail in Captain Stenwick’s Garden evidence and the final scene for the Imagination Mechanic. Remember that the fourth scene is by the cart tracks, and the fifth is by the garden gate door.

Next, set the final two scenes as follows:

  • Scene 4: Scenario 2
  • Scene 5: Scenario 3

Validate your selection, and Sherlock will recount the events of Kimihia’s abduction. This reveals the Kimihia Abduction evidence. Report to Captain Stenwick and exhaust the yellow dialogue options to obtain the Abductor’s Trail evidence.

With the key from Stenwick, you can now access the area on the other side of the garden. Go through the gate, turn left, and concentrate to see the cart tracks head off ahead and then turn left. Investigate the cart of hay to the left to collect more evidence, including the Sailor’s Knot, Wallet with saltpeter, and Calling Card.

Now you have all the pieces needed for this chapter’s final two Mind Palace puzzles.

  • What are the notable features of the Abductor?
    • Select Footprints in Captain Stenwick’s Garden, Spyglass, and Sailor’s Knot.
    • This reveals that a sailor kidnaped Kimihia and provides the Abductor is a Sailor evidence.
  • Where does Kimihia’s trail lead?
    • Select The Strand – September 28, 1882, Wallet with Saltpeter, and Abductor is a Sailor.
    • This reveals that all evidence points to the Port of London and provides the Kimihia’s Trail leads to the Port of London evidence.

All that’s left to do is find a cab driver to take you to the Port of London, and the Chapter will end.

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