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Sherlock Holmes: The Devil's Daughter Game Walkthrough by gamepressure.com

Sherlock Holmes: The Devil's Daughter Game Walkthrough

Table of Contents

Following the smell of the cloth | Walkthrough Sherlock Holmes: The Devil's Daughter Walkthrough

Last update: 10 June 2016

Once you reach the apartment, you will assume the role of Sherlocks dog - Following the smell of the cloth | Walkthrough - Prey Tell | Walkthrough - Sherlock Holmes: The Devils Daughter Game Walkthrough

Once you reach the apartment, you will assume the role of Sherlock's dog. Follow the smell trail. Once you reach a crossroad, keep going through the road. Turn left close to the end of the alley and stop before the door that leads to the basement. You will regain control of Sherlock.

Go down and turn right - Following the smell of the cloth | Walkthrough - Prey Tell | Walkthrough - Sherlock Holmes: The Devils Daughter Game Walkthrough

Go down and turn right. Walk to the end of the corridor and look through the keyhole of the door on the left side. You will see Tom's photography. Holmes will decide that he must enter inside. It can be done by using lockpicks. Use lockpick number one to enter inside.

Walk towards the documents on the desk, collect some evidence: newspaper article and farewell letter - Following the smell of the cloth | Walkthrough - Prey Tell | Walkthrough - Sherlock Holmes: The Devils Daughter Game Walkthrough

Walk towards the documents on the desk, collect some evidence: newspaper article and farewell letter. Then compare the notes on the desk with the ones obtained in Lord's house. Turn the pages and highlight the names that are same on both sides. This will provide you with new evidence, George's Hurst List.

On the left side you will find a chest with important clues: Order and Letter from a friend - Following the smell of the cloth | Walkthrough - Prey Tell | Walkthrough - Sherlock Holmes: The Devils Daughter Game Walkthrough

On the left side you will find a chest with important clues: Order and Letter from a friend. Pick up the ammunition box, turn it around and notice that only two bullets remain inside. Now walk towards the map hanging on the wall and add it to evidence. The last step is noticing the stand hanging under the wall. Activate the imagination button and Sherlock will conclude that a weapon was hanging here. Open deduction panel and combine the obtained leads. You will create a theory that George Hurst is dead. Now it is time to obtain additional evidence - go to Lord Marsh's home.

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