Sherlock Holmes The Awakened: Beginner’s Guide & Walkthrough
Sherlock Holmes: The Awakened is an immersive adventure and investigation game that transports you into the world of the renowned detective. This guide aims to assist beginners in navigating the game, comprehending its mechanics, and maximizing their experience. We’ll provide a brief walkthrough for the most confusing parts of some chapters, along with general tips and tricks to help you throughout the game.
Understanding the Difficulty Settings
There are three difficulty settings available in the game:
- Young Detective: Suitable for players desiring a balanced experience.
- Master of Deduction: Perfect for those seeking a challenge, as well as investigative game enthusiasts who want to push their limits.
- Mycroft: A customizable difficulty setting that lets you tailor the experience to your preferences.
Select a difficulty setting that matches your preferences and skill level.
Get Acquainted with the Game Mechanics
Before diving into the game, take some time to familiarize yourself with its various mechanics:
- Casebook: Records all cases and evidence, including crucial information such as names and addresses. Some evidence items feature additional icons, indicating possible actions.
- Mind Palace: Presents questions that require answers to advance to the next chapter. Keep investigating until you have the correct evidence for each question.
- Pinned Evidence: Necessary for specific investigative actions. In Concentration mode, Points of Interest become visible when relevant evidence is pinned. In Enquiries with passers-by, Sherlock will only ask about the pinned evidence.
General Tips and Tricks
- Save frequently: Since the game lacks an autosave feature, save often to avoid losing progress.
- Explore in-depth: Thoroughly investigate each location and engage with all objects to collect essential evidence.
- Pay attention to dialogues: Listen closely to conversations, as they can supply valuable information for solving cases.
- Check your Casebook and Mind Palace: Regularly consult these tools to stay on course and comprehend your objectives.
- All achievements and trophies can be earned in a single playthrough since they are linked to completing chapters or specific puzzles/sections within a chapter. Chapters that have been completed can also be replayed at any time.
Being Patient with Puzzles
The game features a variety of puzzles that will challenge your logic and problem-solving skills. If a puzzle leaves you stumped, take a step back and reassess the situation. Experiment with different approaches and employ the process of elimination to whittle down possible solutions. If you’re truly stuck and can’t figure out how to proceed, don’t hesitate to consult a walkthrough or guide. These resources can offer helpful hints and solutions, enabling you to surmount obstacles and continue your investigation.
Here is our limited walkthrough covering the most confusing parts of certain chapters in the game.
Walkthrough
Please be aware that spoilers follow this section. Note that this is not a full game walkthrough but can help you navigate the most confusing and complex portions of certain chapters.
Chapter 1 – Baker Street: After examining Barnes Bookshop, locate the cactus catalog and dead flowers, then converse with Miss Flemming. Solve the Mind Palace question and return to the bookshop to chat with Barnes. To conclude the investigation at Stenwick’s mansion, scrutinize the crime scene, find footprints, tobacco, cart tracks, and other clues. Speak to Stenwick, complete the investigation with an imagination scene, and follow the tracks outside to discover the Kimihia cart, sailor’s knot, and wallet.
Chapter 3 – Asylum: To bypass the guard in Block B, locate the syringes, sedative, and metal tubes. Answer the Mind Palace question and interact with the guard. If you’re stuck after investigating the imagination scene and returning the doll to Gerda, make sure you’ve examined the door to reception on the upper floor.
Chapter 4 – Louisiana Port: Following the auction, have Watson change clothes by interacting with the clothes on the railing where the chapter began.
Chapter 5 – Louisiana Mansions: To conclude the investigation in Arneson’s mansion, locate and examine various clues such as the wavy green circles, candles, candlestick, blood spot, trash, and the photo with hunters. The code for the safe is 1862, found on the painting of the first hunting.
Chapter 6 – Louisiana Swamps: To complete the boat maze in the swamp, use the hints provided in the Casebook.
Chapter 8 – Lighthouse: Upon reaching the cave where a ritual is taking place, examine all clues before obtaining fresh blood from Ashmat’s dead body. Use the blood on the receptacle and pull the lever to progress.
As you progress through each chapter, thoroughly investigate scenes, collect evidence, and interact with items and characters to advance the story.