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Old 04-24-2010, 01:07 AM   #1
Fizzmatix
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Achievement Guide & Road Map (With Videos)



A Guide by Minty & Fizzmatix

COPYRIGHT/RIGHTS OF USE:
This guide may not be used without written permission by either the author or website admins. This guide has been put together for x360a and should not be used without permission.

FRIEND REQUESTS/MESSAGES
I do not accept random friend requests. If you have any questions I am happy to answer them. I don't spend enough time online to boost most games. Normally most guides i write i will have either, rented, traded or sold the game you want help on. Please do not send me random requests as they will just be denied.

Overview:

+ Estimated achievement difficulty: 1-2/10
+ Offline: 40 (1000)
+ Online: 0 (0)
+ Approximate time: 6-8 hours
+ Minimum number of playthroughs needed: 1
+ Missable achievements: 4 (Curious, Art Lover, Crime Doesn't Pay, Dogged)
+ Does difficulty affect Achievements? No
+ Unobtainable achievements: 0
+ Extra equipment needed?: None
+ Avatar Awards: 0
+ Cheats: 0

Introduction:
If you are interesting in puzzles, Jack the Ripper is one of the most interesting murder cases of all time, this game should fill all your expectations. Unlike most point and click adventure games, you can take control of Holmes and Watson in a first person prospective and delve into the case. You will find yourself collecting evidence, pieces clues together and making your way through the case of the Ripper.

If you're not overly interested in the case or puzzles games, this may not be the game for you. The achievements and game is very simple, though without proper direction you will find yourself running in circles wondering what to do. If you want to get through the game without getting stuck and working things out, use this walkthrough to answer the questions you may be wondering.

Breakdown:
Most of your playthrough will consist of solving puzzles and gathering evidence. There is a lot to take in and remember, so be sure to listen to everyone who gives you key information.

Playthrough:
All if not most of your playthrough will be natural progression. You won't have to worry about achievements apart from the five you can miss. Almost everything you have to do will follow a puzzle or solving a key part of the case. If you are stuck the following guide will aid you with the key puzzles. Not every single puzzle or answer is listed in the following guide, though you should have little or not issues with the puzzles.

I recommend that you only use this this guide or the walkthrough if you are totally stuck and cannot find the answer you're looking for.

Missable Achievements:
Curious, Art Lover, Crime Doesn't Pay and Dogged are the four achievements which you can easily ignore, or miss. Make sure you know what they are and where they are. All the achievements you can miss are listed at the top of the guide. You may have several attempts to earn them, but make sure you complete the object as soon as possible.

Puzzles:
Most of the puzzles in this game are simple, though others will require you to listen closely to the case files. The deduction board may be the most complex and difficult puzzle set in the game. If you miss one small detail, you may have to try endless combination until you get the right answer.

Saves:
Make sure you save often and use several slots. If you make a mistake, you will want an earlier file to fall back on. Also save often just in case the game crashes. Much like every other game, this one also freezes rarely but unexpectedly. You may also want a safe file to fall back on just in case you make a mistake.

Conclusion:
Overall the game isn't to hard and you shouldn't run into any issues if you pay attention and listen to everyone. Apart from the odd puzzle and running in circles without direction you should finish this game within several hours.

Last edited by Fizzmatix; 04-26-2010 at 10:21 PM.
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Old 04-24-2010, 01:49 AM   #2
Fizzmatix
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Total Awards: 7 (more» ...)
Curious - 80
Find out how to observe things closely right from the start…

This achievement can be missed.

Once you start the game you will be in Sherlock Holmes's house. Once you can take control of Watson, you will be able to examine several objects around the room. There are 12 objects in total for this achievement unlocks. Do not examine the map until you have inspected the other objects in the room.

To make this a little easier press to go into first person and walk around the room. If you press the all the objects you can examine will be displayed on the screen with a magnifying glass. To investigate each object look at it and press .
  1. Wine Bottle
  2. Holme's Table
  3. Dancing Men Picture
  4. Bullet Holes on the wall
  5. Violin
  6. Bookcase
  7. Slipper on fireplace
  8. Photo on fireplace
  9. Coal Bucket
  10. Mail Spike
  11. Painting of Switzerland
  12. Harpoon above the door

Art lover - 80
The true art lover will have no difficulty...

This achievement can be missed.

Once you have progressed through the story, you will soon become Watson once again. Holmes will send you off to find out more information about "Leather Apron", after you have spoken to Lucy she will take you to the brothel. Once inside you will talk to Bella and find out your next location to investigate. Before you leave or open any doors, investigate all the paints around the room you are in.

There are seven suggestive paining hanging around the lobby of the brothel. Once you have viewed each one the achievement will unlock.

Do not proceed without investigating these paintings.


Crime doesn't pay - 80
Don't be the accomplice to a theft...

This achievement can be missed.

After you have repaired the gas leak in the abandoned apartment, you can collect the bag. Before you hand it over to Bluto in the Wasps Nest use your inventory to swap over the metal plates with the jewels. You will find the plates in the rubble below the stairs near the boarding house.

Be very careful and make sure you do this, you won't have another chance to. You will know if you have done this successfully as the bag of jewels will be sitting in your inventory.


Dogged - 80
How does Jack feel when he handles the knife?

This achievement can be missed.

Once you have gained access to the butchers, you will see the pigs heads set up in front of you. Holmes will task you to find some blades to make cuts with. When you return, you will control Holmes and be tasked to make an incision with each knife to see if it matches the murder weapon. You are only required to make one cut per knife. With the first knife, make as many cuts as it will let you - approximately nine. The game will then automatically put that knife down, and unlock the achievement for you.


Charitable soul - 30
Treat the captain.

This is a story related achievement which will unlock with natural story progression.

Shortly after talk to agent Humphries in the Police Station you will need to visit Lucy. You will be told that she doesn't know where The Captain is. If you talk to the boy (Wiggins) across the street from her house, he will tell you he is down the street.

After you find The Captain you will need to make your way to the Hospital and buy medication for The Captain. Once you return to Watson and hand over the medicine this achievement will unlock.


Clever - 10
Open the briefcase belonging to agent Humphries.

This is a story related achievement which will unlock with natural story progression.

You will find agent Humphreies briefcase in the boardinghouse. Once you locate it you will need to return to the Police Station where he will ask you open the damaged lock.

To solve this puzzle you need to turn the locks in the following combination:

Bottom Right: Twice
Bottom Left: Twice
Bottom Right: Once
Bottom Left: Twice
Top Lock: Twice

The final combination will read 1,2,3,4,5,6.


Director - 10
Reconstruct the hand movements of Polly Nichols's murderer.

This is a story related achievement which will unlock with natural story progression.

You will soon encounter the crime scene of Polly Nichols's, investigate the scene and it's surroundings. Once you have found everything you can, you will be able to reenact how the killer grabbed Polly.

Once you perform the action with Watson the achievement will unlock while Holmes is explaining about the evidence.

Examining the area:
  • Victims Thread
  • Dirty on the ground
  • The cut across her stomach
  • Her left hand
  • the Door next to her left hand
  • The streetlight
Examining the body:
  • Throat
  • Mouth
  • Bruise on the left cheek
  • Bruise on the right side of her jawline
  • Pool of blood
The final reconstruction:

This section is broken up into two parts, the first being the layout down. The second part will require you to stop the direction and reposition Watson and Holmes.

Part 1: Laying Down
  • Laying Down
  • Knife
  • Left Handed
  • Neck
  • Facing the victim
Part 2: Standing Up
  • Standing up
  • Hands
  • Right Handed
  • Neck
  • Facing Victim

Last edited by Fizzmatix; 04-27-2010 at 03:10 AM.
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Old 04-24-2010, 02:09 AM   #3
Fizzmatix
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Total Awards: 7 (more» ...)
Rational - 30
Fill in the deduction board.

This is a story related achievement which will unlock with natural story progression.

After you complete the reconstruction of the murder scene you will then enter the deduction board. Here you will need to piece together the evidence. This list is fairly complex so follow it very carefully.

Deduction Board 1:

Top Three Papers:

Answer 1: A black bonnet near the left hand.
Answer 2: Poorly lit street.
Answer 3: The prostitutes only go down the street to "exercise".
Answer 4:The victim was holding her bonnet in her hand at the time of the murder.
Answer 5: The victim wasn't afraid.
Final Answer: P. Nichols had her bonnet in her hand and ready to exercise.

Bottom Three Papers:

Answer 1: No traces of blood on walls.
Answer 2: The Victim had her throat slit.
Answer 3: The victim didn't have her throat slit while standing.
Answer 4: A little pool of blood.
Answer 5: The blood didn't flow in strong spurts.
Answer 6: Dirty and damp ground
Answer 7: He could not have relations on the ground.
Final Answer: P. Nichols was dead before being stretched and having her throat slit.

Deduction Board 2:

Top Three Papers:

Answer 1: The corpse was still warm.
Answer 2: No footsteps on the ground.
Answer 3: The Murderer cut open Polly's throat.
Answer 4: Victim wasn't dragged.
Answer 5: P. Nichols murder took place on the premises.
Middle One Papers:

Answer 1: The tongue is bloated.
Answer 2: P. Nichols was strangled.
Bottom Three Papers:

Answer 1: The throat was slit from left to right.
Answer 2: The murderer must have been sitting on victim.
Answer 3: The victim has a bruise on the right jawbone.
Answer 4: The bruise was caused by hard pressure with fingers.
Answer 5: The murder was standing in front of the victim to strangle her.
Answer 6: The killer's left hand prevented the victim from screaming
Answer 7: The killer strangled the victim with right hand.
Answer 8: Is murderer right handed or left handed?

Final Answer: P. Nichol's killer is a strong man.


Methodical - 10
Reconstruct Walter Sickert's cane.

This is a story related achievement which will unlock with natural story progression.

Once you have progressed in the story and found out about the stolen cane, talk to the doctor at the clinic. He will mention the cane and give you access to cabinet at the back of the clinic. Once you open the cabinet you will find yourself looking at various parts of other canes.

Your task is now to build the cane described by the artist Sickert.

An ebony cane, 35 inches long with a detailed silver knob. The cane also has a silver band and silver detailed base.

Third cane from the left (Black Cane)
Fourth knob from the left (Silver detailed knob)
Eighth silver ringlet (Far right)
Fourth silver base (Also detailed with the same design as the knob)


Patient - 10
Reconstruct the torn up reports.

This is a story related achievement which will unlock with natural story progression.

After you taken control of Watson for the third time after the second murder, you will need to go to the police station once again. Humperies will tell you that he has torn out a several reports as they were no longer required. You will also see a witness sitting beside him. After you have dealt with Bella and visited the Wasp Nest Pub you will be able to return to the police station to collect these reports.

You will need to piece the reports back together. This is a fairly straightforward jigsaw puzzle which requires little decrypting.


Organised - 10
Fill in the timescale of the murder of Polly Nichols.

This is a story related achievement which will unlock with natural story progression.

After you have put the reports back together you will find yourself back at the apartment with Holmes. Your next task will be to adjust and confirm the timeline for the current events.

You will need to place the markers on the timeline in order of of how the events happened. By reading the documents you will be given times and witness accounts.

Key base information for the timeline:

  1. Estimated time of death 4:30 (Stethoscope)
  2. Conversation seen by Miss Long 5:30 (Women)
  3. Richardson arrives at mother's 4:45 (Light Brown Shoe)
  4. Richardson leaves mother's place 4:50. (Dark brown shoe)
  5. Cadosch waiting 5:20 (Walking Man Facing Right)
  6. Cadosch hears noise 5:24 (Standing Man)
  7. Cadosch leaves for work 5:32 (Walking Man Facing Right)
  8. Sherlock and Watson arrive 6:20 (Pipe)
Key Adjustments:
  1. Move Miss Long to 5:28 (Women)
  2. Move Cadosch waiting to 5:29 (Standing Man)
  3. Move Cadosch leaving to 5:31 (Walking Man Facing Right)
  4. Double Murder September 7th/8th 5:30 (Knife)

Model pupil - 10
Open the jar containing the heart.

This is a story related achievement which will unlock with natural story progression.

Once you get to the hospital and talk with Andrew about the organ trafficking, you will be able to explore the room. After you have collected the few items around the room, you will find a jar with a heart inside.

To unlock the jar you will need to match up the clock face hands with parts of the heart diagram.

1. Red Hand 1 (I) Blue Hand 5 (V)
2. Red Hand 2 (II) Blue Hand 8 (VII)


Skilful - 10
Use the magnet to retrieve the lock pick.

This is a story related achievement which will unlock with natural story progression.

After unlock the jar make your way over to the students desk, you need to open desk number 6. Inside you will find a magnetic puzzle. This puzzle is fairly simple, but take your time so you don't hit the edges.

You need to move the lock pick from the opposing corner to the corner your magnet starts. The pattern you will be follow is as follows:

1. Move the lock pick up to the first gap,
2. Move as far left as possible,
3. Move up,
4. Move to the far left,
5. Your final move will be to move the lock pick up to the starting point of the magnet.

After completing this you will have moved the lock pick up into the top left hand corner.


Eagle eye - 10
Retrieve the amulet from under the floor.

This is a story related achievement which will unlock with natural story progression.

After you have finished at the hospital you will find yourself back at the apartment and playing as Holmes. You will need to make your way to the Wasps Nest Pub and collect the tweezers from the bar. Just to the right of the bar you will find a gap in the floorboards. You will need to complete a sliding pieces puzzles to collect an amulet.

There are 28 steps to this combination so follow this video carefully. There is no wrong combination but making a mistake may draw out the process.


Last edited by Fizzmatix; 04-27-2010 at 03:10 AM.
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Old 04-24-2010, 02:47 AM   #4
Fizzmatix
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Total Awards: 7 (more» ...)
Ingenious - 30
Access the first floor of the Finley lodgings.

This is a story related achievement which will unlock with natural story progression.

After speaking with Bluto you will need to make your way to Finley's boarding house. Once you arrive talk to Finley, he will tell you that you can access the first floor by building a ladder from the broken parts under the stairs.

You will need to collect the following items to build the ladder and to access the room:
  • Elbow Pipe
  • Hammer Head
  • Perfume Puffer
  • Lead Pipe
  • Little Stick
  • Nozzle from a Perfume Atomizer
  • Wooden Pole
  • Two Sticks
  • Nails
  • Rags
  • A hammer
Once you have found these items you will be able to combine them within your inventory to build the ladder. The other ideas you have collected you will need to use to access the room above.


Snake charmer - 30
Obtain the tanner's mask.

This is a story related achievement which will unlock with natural story progression.

To obtain the tanners mask you will need several items to trap the snake the collect the mask.

You will need the following items to trap the snake:

Pet Shop:
Large square cage, small mesh holes
Snake Hook

Cobblers:
Tongs
Metal Rod
Iron Thread

First put down the large cage and then combine the rest of the items to repair the snake hook. Once you collect the mask the achievement will unlock.


Handyman - 10
Repair the gas leak.

This is a story related achievement which will unlock with natural story progression.

After you have obtained the tanner's mask you will be able to repair the gas leak in the abandoned apartment. Once you user the pipes you have collected form under the stairs you will be able to assemble them in order. Weld the pipes the take the bag.

See "Crime doesn't pay" before you proceed with giving the bag to Bluto.


Logical mind - 10
Find the encyclopaedia of perfume.

This is a story related achievement which will unlock with natural story progression.

Shortly after you have returned the kitten to it's owner and found Big Danny, you will need to talk to Bella in the brothel again. Once you complete your conversation with her she will give you a box of perfume.

Your next task will be to find a book in the local bookstore near Baker St. As you enter the store you will need to talk to the clerk, he will mention he knows about the book but needs help sorting the ordering.

Shelf 1:
  • 1868
  • 1876
  • 1870
  • 1864
Shelf 2:
  • 1872
  • 1866
  • 1888
  • 1884
  • 1880
Shelf 3:
  • 1886
  • 1874
  • 1878
  • 1882
Once you add all the cards in the correct place the clerk will tell you where to find the book. The achievement will unlock once you collect the book from the shelf.


Sensitive nose - 10
Solve the puzzle of the perfume.

This is a story related achievement which will unlock with natural story progression.

After returning home from the book store, setup the perfume box on holme's desk. You will not need to combine the various coloured shapes to create the three perfumes.

Perfume 1:
Lavender + Foot Oil x2

Perfume 2:
Dog Musk + Coriander Oil + Anise Oil

perfume 3:
Resin Oil + Rose Nectar + Resin Oil

Once you complete the three perfumes the achievement will unlock.


Strategist - 30
Enter the police station unseen.

This is a story related achievement which will unlock with natural story progression.

You will need to spray Big Danny with the perfume that Bella gives you. Once you have done that, head over to the pet store and talk to the shop owner. He will tell you Bert is well again, your next step will be to buy all the kebabs from the guy on the street.

Once you have the food and collected the cats, Big Danny will cry out while the cats jump all over her. At this point the police will leave the station which allows you to sneak in undetected. The achievement will unlock as soon as you enter.


Lock picker - 10
Pick the lock leading to the cells.

This is a story related achievement which will unlock with natural story progression.

Once you enter the police station, you will find a door towards the back of the room on the left hand side. As you try to enter the door you will be shown a puzzle with a lock pick. You need to move the lock pick from left to right in sequence, watch the video below to see the correct sequence.


Deciphering expert - 10
Decipher the coded message.

This is a story related achievement which will unlock with natural story progression.

After returning back to the apartment Holmes and Watson will talk about their current events. Once Watson leaves click on Holme's desk to decipher the encrypted message.

To start off this puzzle you need to select the Animals - Spartaca Encyclopedia and the Plants and Spices Sparaca Encyclopedia. Once you add the pages to the cipher you can start to decode the message with the following code:

XIV – V – XXIII = New
III – XV – XIII – XIII – I – XIV – IV = Command
XIX – XXI – II – X – V – III – XX = Subject
XXIII – XV – XIII – I – XIV = Woman
IV – V – XII – IX – XXII – V – XVIII – XXV = Delivery
XXIII – VIII – I – XVIII – VI – IV – I – XII – V = Wharfdale


Technician - 10
Reconnect the cables on the goods lift.

This is a story related achievement which will unlock with natural story progression.

Once you find out the location from the Cipher you need to get into the Building, use your knife to cut the washing line, and then cut some of the tarp. Use the tarp to force open the door at the front of the house.

Use the rope to gain access to the cellar. Once in the cellar and clear out all the items you can find. You will need to combine several items. Combine the hammer with the metal rob and force open the control panel for the lift.

You will now need to link up all power links and send the stretcher up to the first floor. Once you complete this task and send the stretcher to the first floor the achievement will unlock.


Last edited by Fizzmatix; 04-27-2010 at 03:09 AM.
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Old 04-25-2010, 03:54 AM   #5
Fizzmatix
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Tenacious - 30
Access the barricaded room on the first floor.

This is a story related achievement which will unlock with natural story progression.

With all the items you have found in the building, you will now need to fix the cart in the garden at the rear of the building. At the front you will need to force the wheel off of the object it's connected to. Take the wheel around to the cart and attach it. You will now need to remove the bricks and push the cart up to the wall.

Once the cart is pushed up to the wall combine the stretcher which you need to collect from the lift, then place it on top of the cart. Now use the hammer to knock holes into the wood. Once you have completed this lengthy task you will be cable to climb up to the first floor. You will need to use the tongs to pull the board off the windows, once inside the achievement will unlock.


Dexterous - 10
Dismantle the combination lock.

This is a story related achievement which will unlock with natural story progression.

The puzzle looks confusing at first, though it is quite simple. You need to match the number at the top of the metal box, you can move the metal surround with the number around the box. If the top number is 6, when you will need to match it by selecting several tiles which will result in a number which ends in 6. So 16, 26, 36 and so on.

You can do this puzzle quickly by click on all the squares until the combination is complete. You can't make any mistakes but it's easy enough to work out. The video below will show you both techniques.


Cool - 30
Bluff the crooks.

This is a story related achievement which will unlock with natural story progression.

When you are in the sealed room on the first floor, you will open a box to gain the Dexterous achievement. Take the objects inside. When you have finished searching the room, in your inventory you will have a square metal object, a triangular jewel and a red ribbon. Combine the triangle and square, then combine this with the red ribbon. The game will not let you climb out of the window without completing this. Once you have climber out of the window, walk forward towards the front of the house again.


Cheeky - 10
Obtain the clues by phone.

This is a story related achievement which will unlock with natural story progression.

Once you have explored news central and found all the papers required, you will be able to use the phone to call Bullings informant. Once you call him he will only answer your question once you answer several for him

To call the informant enter 1875 as the number.

Answer 1:
Scotland Yard – is searching for a rabbit – that coughs.

Answer 2:
Vote on me, I – will surely be – your best representative.

Answer 3:
When he comes home from work – he is never tired and – has already read the newspaper.


Historian - 10
Open Tumblety's briefcase.

This is a story related achievement which will unlock with natural story progression.

After talking to Bulling in the Wasps Nest you will exit to a cut-scene. Find out the information you need and make your to the boarding house. Once you enter Tumblety's room, you will see a large travel case to your left. You will need to enter the following dates and information to unlock the case:

Fort Sumter
12.04.61 - Red Flag, Blue Cross - Grey Hat

Antietam
17.09.62 - Blue Flag, Gold Eagle - Blue Hat

Chancellorsville
02.05.63 - Blue Flag, Silver Star - Brown Cowboy Hat

Gettysburg
03.07.63 - Green Flag, Gold Harp - Green Hat

Vicksburg
04.07.63 - Blue Flag, Eagle Crest - Blue Cowboy Hat


Resourceful - 30
Obtain access to the butcher's shop.

This is a story related achievement which will unlock with natural story progression.

To gain access to the butcher shop, you will need to locate the key as the door is locked. Locate Hardiman and he will tell you to find the two parts of the key. One half of the key is stuck in the outhouse door, and the other is upstairs outside his lodgings.

Once you give him the pieces he will meet you at the butchers shop where you can then enter and continue with the experiment. The achievement will unlock once you enter the shop.


Analytical mind - 10
Fill in the timescale of the double murder.

This is a story related achievement which will unlock with natural story progression.

After completing the experiments at the butcher shop you will question several peoples and investigate both crime-scenes involves in the murder. You will need to fill out the rather lengthy time line surrounding both murders. This time line is quite simple as you have all the information you need attached to the markers, place all the markers on the board in the following locations:

Time Line Part 1:
00.00 - Three standing men
00.20 – man walking right
00.3000.35 –Man and lady standing
00.40 – Man walking right
00.43 – man walking towards the screen
00.44 – Man walking right
00.45 – Man running right
1.00 – Horse standing.
00.45 - 1.00 - Place the body starting at 00.45


Time Line Part 2:
1.30 – Man standing
1.30 – Picture of clock face
1.35 – Man and women standing
1.42 – Man walking to the left
1.44 – Man with lamp
1.351.42 – Place the body starting at 1.35
1.001.20 – Icon of Holmes at Watson, starting at 1.00

This is a simplified version of the time line explanations, just match up the corresponding icons to the placement. You can use the information provides on the cards displayed next to each icon.


Shrewd - 30
Find Sherlock some water.

This is a story related achievement which will unlock with natural story progression.

Once you enter Goulston Street Homes will tell Watson to gather water. You will then take control of Watson and have to find several items before you can collect the water from the barrel behind you.

Run down the street until you see several stands, you will need to collect:
  • A Pole
  • Rope
  • Hook
Once you have these items combine them in your inventory. You will find a watering can up on a ledge above, move the box next to the stable and climb up. Use the hook you just attached to the rod to collect the watering can.


Journalist - 10
Replace the correct labels on the compartments.

This is a story related achievement which will unlock with natural story progression.

Return to the news room and talk to Bulling, you need to hand him a note about a story and he will go after the reporter you sent. You now need to collect all the papers and information from around the room and fill the missing card spaces on the letter rack.

Top Rack:
Frontpage - World - Politics - Society - Economy - News in Brief an Oddities

Bottom Rack:

Personalities - Police & Law - Inventions & Sciences - Culture - Sports - Weather


Last edited by Fizzmatix; 04-27-2010 at 03:09 AM.
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Old 04-25-2010, 03:54 AM   #6
Fizzmatix
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Total Awards: 7 (more» ...)
Surgeon - 10
Find the internal organ missing from the corpse.

This is a story related achievement which will unlock with natural story progression.

After you find the next victim Holmes will reconstruct her in clay. After the banter and cut-scene you will need to play the following organs back into the body and identify the missing organs:
  • Left Breast
  • Right Breast
  • Liver
  • Uterus
  • Left Kidney
  • Right Kidney
  • Spleen
  • Stomach
  • Intestines
Once you identify the missing organ as being the heart, the achievement will unlock.


Snoop - 10
Find the correct file at the Imperial Club.

This is a story related achievement which will unlock with natural story progression.

There are two parts to this puzzle, the first part requires you to match up the squares and symbols to break the lock. You will find the pieces you need on the desk in a box.

The second part of the puzzle requires you to add letters to the book ends. You will need to enter these letters in the following order A - B - H - U - L - M - E - R.

Once you have cracked the code you can now select the name Levy, Joseph from the list of files. The achievement will unlock once you complete the the puzzle and find the file.



The crime weapon - 10
What weapon does Jack the Ripper use?

This is a story related achievement which will unlock with natural story progression.

Before you attempt this achievement, see "Dogged" before you proceed.

You will need to collect a short knife and a long knife for the experiment. Pick up the first knife on the top row, and the last knife on the bottom.

Take the knives to holmes and give him the large knife. You will now be able to start the experiment. Check the boxes of the following knives on each experiment.

Experiment 1:
  • Knife 1
  • Knife 4
Experiment 2:
  • Knife 2
  • Knife 3
  • Knife 4
Experiment 3:
  • Knife 1
  • Knife 3
  • Knife 4

Make-up artist - 10
What does Jack the Ripper look like?

This is a story related achievement which will unlock with natural story progression.

After you have finished roaming the streets and return home, Holmes will tell you to gather three mannequin and several clothing items. With these items you will put together the outfit of Jack the Ripper, you will need to collect the following items:
  • Mannequin x3
  • Worker's disguise
  • Cap near Holmes
  • Dear hunters hat
  • Worker's clothes
  • Wigs x 3
Once you have these items you can then solve the puzzle dressing each mannequin with the follow attire:

Mannequin 1: Abrahams
Height: 5,3"
Age: 30

Grey Cap
Blonde Wig
Grey Coat
Mannequin 2: Constable Smith
Height: 5,3"
Age: 26

Grey Jacket with Vest
Brown Wig
Brown Hat
Mannequin 3: E. Long
Height: 5,3"
Age: 40

Deerstalker hat
Brown Hair
Green Coat
Your next step after Holmes has asked you to turn out the light is to change all the wigs to fair blonde hair.

The final step to this puzzle to to adjust the age range of all the killers. match the following ages to the statements:

Abraham Testimony:
  • 25 – 35
  • 26 – 34
  • 27 – 33
Smith Testimony:
  • 16 – 36
  • 17 – 35
  • 18 – 34
  • 19 – 33
E. Long Testimony:
  • 30 – 50
  • 31 – 49
  • 32 – 48
  • 33 – 47
Holmes will tell you to alter the ages one more time, the final number you need to enter for each killer is 33.


Pinpointing the killer - 10
In which district does Jack the Ripper live?

This is a story related achievement which will unlock with natural story progression.

Search for a pencil and the other items Holmes asks for, then go over to the map and place the bodies of each working girl in the following locations:
Annie Chapman
29 Hanbury Street

Elizabeth Stride
Dutfield`s Yard

Polly Nichols
Buck`s Row

Catherine Eddowes
Mitre Square

Graffito
Goulston Street
After you place the victims you will now need to draw a line between the following locations:


Miter Square > Buck's Row > Dutfield Yard's > 29 Hanbury Street

After Holmes has finished talking you will then need to draw a line from:

Dutfield Yard's > Miter Square

To finish off the map you will need to draw a ellipse around the Dutfield Yard and Miter Square. Click in the middle of the bottom line and stretch it out. Next use the comps to draw a circle around Goulston Street and colour it in using the shading tool.

Once you complete this task the achievement will unlock.


Relentless logic - 10
Elementary...

This is a story related achievement which will unlock with natural story progression.

While playing through you will have to use the Deduction Boards to link the evidence together. Make sure that you only use the Deduction Boards when instructed to by Holmes.

Once you complete the last deduction board made up of five parts the achievement will unlock.


The killer's identity - 10
Who is Jack the Ripper?

This is a story related achievement which will unlock with natural story progression.

Once you have completed the deduction board you will make your way over to the fireplace, there you will notice a board with all the case suspects. You need to match the facts and evidence up to the five suspects to reveal Jack the Ripper.

Match the following information to each suspect to find the answer you're looking for:

Jack the Ripper is right-handed.
Dr. Francis Tumblety, James Hardiman, Walter Sickert, Jacob Levy, Abraham Solomonovitch

Jack the Ripper was infected with syphilis.
James Hardiman, Jacob Levy

The murderer from Whitechapel is poor.
James Hardiman, Jacob Levy, Abraham Solomonovitch

The murderer from Whitechapel is (or was) a butcher
James Hardiman, Jacob Levy, Abraham Solomonovitch

Jack the Ripper is connected with the Jewish community.
Jacob Levy, Abraham Solomonovitch

Jack the Ripper is very strong.
Dr. Francis Tumblety, Jacob Levy

The murderer is wearing some worker's clothes.
James Hardiman, Jacob Levy

Jack the Ripper lives in the Aldgate district.
Jacob Levy

The murderer is 5',3".
Jacob Levy

The murderer is blonde.
Jacob Levy


Complex case - 150
The last word.

This is a story related achievement which will unlock with natural story progression.

Once you have solved the deduction board you will have to watch a rather length and strange cut-scene. After you have watched Holmes and Watson banter about the decisions that were made, the credits will roll and the achievement will unlock.


Last edited by Fizzmatix; 04-27-2010 at 03:08 AM.
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Old 05-01-2010, 04:41 AM   #7
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Probably going to get this one next on gamefly Thanks for the well crafted guide.
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Old 05-01-2010, 10:16 PM   #8
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great guide, cant wait to import this one to stack with the eu version.

and are you happy now minty?? you got a reply (yes i listen to the podcasts)
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Old 05-03-2010, 07:07 AM   #9
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Awesome guide. Thanks!
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Old 05-06-2010, 11:45 PM   #10
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Just got notified GF shipped this today. I decided to take a glance on here after that.

Guide looks phenomenal! Will be using it. Thanks.
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Old 05-17-2010, 01:49 AM   #11
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You have an amazing power to write guides.
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Old 06-07-2010, 08:37 PM   #12
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guides dont get any better than this..great help thanks
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Old 06-09-2010, 03:06 PM   #13
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Model pupil - 10
Open the jar containing the heart.

This is a story related achievement which will unlock with natural story progression.

Once you get to the hospital and talk with Andrew about the organ trafficking, you will be able to explore the room. After you have collected the few items around the room, you will find a jar with a heart inside.

To unlock the jar you will need to match up the clock face hands with parts of the heart diagram.

1. Red Hand 1 (I) Blue Hand 5 (V)
2. Red Hand 2 (II) Blue Hand 8 (VII)
__________________________________________________ _____

I would just like to add to this if I may. The things you must do first before attempting the puzzle are: Get the tool from the box on the table, use it on the cart's wheel in front of the jars, get the book by the skull in back of room, examine the heart diagram by the jars.

I also notice you have a few errors in your puzzle description. My guess is when you read the guide you linked, you figured it went red then blue, when the guide actually lists it blue then red, therefore you have reversed them.

1. Red Hand is actually 5 and blue hand is actually 1
2. Red hand is actually 8 and blue hand is actually 2.

Next to 8, you have put VII which is 7 in roman numerals. It should be VIII.

Hope this helps!
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Old 06-09-2010, 11:14 PM   #14
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TREMENDOUS job. I will be using this guide once the game comes from GF. Excellent work!
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Old 06-19-2010, 05:11 PM   #15
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great guide, the videos really help
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Old 07-01-2010, 11:30 PM   #16
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Nice guide, video help me out alot
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Old 08-05-2010, 07:56 PM   #17
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Awesome guide! Thanks!
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Old 08-30-2010, 10:53 PM   #18
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Thanks a bunch for the guide. I was only able to check this game out for 4 days from my Gamestop so it was great knowing exactly what to do to get the 1000G. I really appreciate it, this is why I love this site.
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Old 09-10-2010, 09:53 AM   #19
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great game thanks for help ^^
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Old 09-12-2010, 03:43 AM   #20
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Thumbs up

Thanks helped loads
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Old 09-19-2010, 08:44 PM   #21
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Fantastic guide,it helped a lot.
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Old 12-06-2010, 10:48 PM   #22
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finally. finished it.
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Old 12-07-2010, 06:39 AM   #23
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And thanks for the guide!
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Old 12-29-2010, 05:45 PM   #24
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Are the achievements listed in order of how they will be earned in the game? (other than the missable ones)

Awesome looking guide, btw.
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Old 01-23-2011, 02:42 PM   #25
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Noooo! The video's are gone

I bought this game for 7,50 euro today
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Old 01-29-2011, 11:10 PM   #26
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Thx for the guide!

1000 G
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Old 02-15-2011, 01:25 AM   #27
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great guide
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Old 03-04-2011, 07:48 PM   #28
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Thanks! I just got 1000 on the US ver of this game. Now going for the Eur ver.
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Old 03-23-2011, 11:31 AM   #29
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Thanks lovefilm have just sent me this today so will use this guide.
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Old 03-26-2011, 10:21 AM   #30
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Thank you for this guide. It helped in making sure I didn't miss any of the missable achievements.
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