Overview:
- Estimated achievement difficulty: 2/10 [Achievement Difficulty Rating]
- Offline: 39 [1000gs.png]
- Online: 0
- Approximate amount of time to 1000gs.png: 20-25 hours [Estimated Time to 100%]
- Minimum number of playthroughs needed: 1
- Missable achievements: all non-story achievements are missable because there is no free roam after completing the story. Every missable achievement is tied to a case, and they are listed out in the roadmap below
- Does difficulty affect achievements: No - can play on Young Detective mode for investigating and on Easy for Combat Difficulty without impacting any achievements
- Unobtainable/glitched achievements: None
 
For questions, comments or feedback, please visit the Achievements and Guide Discussion thread.

Introduction:
Welcome to Sherlock Holmes: Chapter One, a game that serves as sort of a prequel to all other Sherlock Holmes games that have been released so far, taking place during Sherlock's youth before he met John Watson and before he because the famous detective he is today. As a result, you'll be experiencing some new cases and delving into Sherlock's childhood and memories of the past that have been plaguing him. Another big difference with this game is that it is open world, so you can choose to do main cases, or break off to do side jobs and cases, explore for collectibles, etc. There is a decent amount to do, but with a guide this pretty much all becomes quick and trivial. Let's get started.

Abbreviated Walkthrough:
First off are a few important things to cover. The most important is that there is an obvious point of no return at the end of the main story, and if you want to mop up at the end of the story, make sure to make a manual save before entering the door into the garden at the back of Sherlock's house (the game will make it very clear this is a point of no return). If you don't make a manual save, you'll have no way to resume from before that point (autosaves and checkpoints will be too late).

Some other important general things to highlight before getting into each section of the roadmap:
 
  • Since this game is open world, you can feel free to break from the main story to do side activities whenever you want. However, things only become available as you progress the main story. I therefore highly recommend you just progress the main story up until you start the final case, 'Sacrifical Lamb.' Once you start/accept that case, everything in the game becomes available for you to complete. That's the best time to stop story progression and complete all side content before finishing the story.
  • Regarding the combat sections in the game, a couple things to note here.
    • The outcome of the combat sections (i.e. whether you kill or arrest enemies) does NOT matter in any of the combat sections aside from a single one - in the side case 'Blindsided' in the Blind Dueling Club. There, you must arrest every enemy, but in every other one, feel free to kill or arrest enemies as you see fit. Just be aware that you get money for arresting enemies, and arresting enemies also grants you some health regen, so it's typically better to arrest when you can.
    • There are a few achievements tied to combat, namely Not Up To Snuff (15G) for disorienting 10 enemies with the snuffbox, Street Sweeper (30G) for arresting 25 enemies, and Blood On Your Hands (15G) for killing 15 enemies. Once you've gotten all three of those achievements, there is no need to play combat sections anymore if you don't want to. Feel free to skip them all.
  • It's impossible to make incorrect deductions in this game (in the Mind Palace menu), so it's easiest to just mash through all the possible combinations to make all the deductions.
  • In most cases, the verdict you choose doesn't matter. It does matter for a couple, so refer to the roadmap below for the missable achievements in each case, but if I don't explicitly refer to a missable achievement tied to a decision on a case, choose whichever you want.
  • There is no penalty for getting imagination sequences wrong (where you choose the correct sequence of events), and there is no penalty for getting the character portraits wrong. There are no achievements tied to either throughout the entire game.
Step 1: Complete the main story up to 'Sacrifical Lamb'
The most efficient way to tackle this completion is to just stick with the main story cases until you reach the start of 'Sacrifical Lamb,' which is the last main case. This is because all of the side content (cases, collectibles, etc.) gradually become available as you progress, so rather than having to backtrack because now more stuff is available, it's far more efficient to just save it all until you're near the end of the story.

Almost every case in the game has miscellaneous missable achievements tied to it, and the main story is no different. The first and overarching case is 'A Mother's Love,' but you will be forced to break from it and do other main cases before you can continue to proceed with the main one. As far as missable achievements during the main story, this is what you should be on the lookout for:
 
  1. 'A Mother's Love' - Poor Sportsmanship (15G) 
  2. 'Ghosts of the Past' - no missables
  3. 'A Mother's Love' - no missables
  4. 'Master of Disguise' (mandatory side case) - Mamma Mia! (15G) 
  5. 'A Gilded Cage' - Everyone's a Critic (15G), Animal Advocate (50G) 
  6. 'A Mother's Love' - no missables
  7. 'The Muse From Abroad' - Perfect Gentleman (15G), Voice of the People (30G), Short Temper (15G) 
  8. 'A Mother's Love' - Not Now (15G) 
  9. 'Sacrificial Lamb' - Rumour Has It... (15G), Vengeance of the Lamb (30G) 
STOP HERE and don't progress further into the back garden of the manor until you've completed Step 2 below.

Step 2: All side content until two achievements are left
There is quite a bit of side content to do, but the majority of it is very fast, and it's all easy. It doesn't matter what order you tackle any of these items in, but like with the main cases there are missable achievements tied to many of the cases. Technically all of these achievements are missable because there's no free roam after the story, but most of these are also missable in their cases because you can't replay any cases. So here is a list of all the side content along with any associated missable achievements.

Mycroft Cases
 Police Cases
 
  • 'The Master of Disguise' (unavoidable case during story progression) - Mamma Mia! (15G)
  • 'The Collie Shangles' - no associated achievements
  • 'Splitting the Loot' - no associated achievements
  • 'What was Did in the Shadows' - no associated achievements
  • 'The Scapegoat' - Child's Play (30G) unlocks upon finishing all of the above cases and this one
  • 'Plan Bee' - Well-Earned Rest (30G)
Cordona Stories (there are no achievements for any individual Cordona Story, only Lore Almighty (30G) for completing them all)
 
  • 'Silence is Golden'
  • 'The Hand-Me-Down'
  • 'Flashes of Merriment'
  • 'The Ghost-Hunter'
  • 'For the Birds'
  • 'A Mad Rogue'
  • 'Pillar of Knives'
  • 'The Tale of the Empty House' (despite being listed as a Cordona Story in the Casebook, this case is not needed for Lore Almighty (30G) for completing all Cordona Stories)
Other Cases
 Collectibles
 By the time you finish everything listed above, you should be done with all side content and be nearly done with the story.

Step 3: Finish the story
After Steps 1 and 2 are complete, you should only have two achievements left: Closing a Chapter (50G) and Becoming Sherlock Holmes (120G). Both of these unlock after completing the final bit of 'A Mother's Love.' Only once you're down to those two achievements should you proceed through the back manor door into the garden to finish the story. After all the story developments, make all the deductions and finish with whatever decision you want, completing the game and unlocking your last two achievements.

Conclusion:
Sherlock Holmes: Chapter One is definitely one of the best Sherlock games, and even one of the best detective games out there. Smooth and seamless gameplay, intuitive and easy interface and design, and nothing so missable that you require a walkthrough the entire way through the game, so feel free to try to solve the cases yourself! The open world design makes for a lot of content without being bogged down by too much. Hopefully this is the first in a line of these types of detective games!
 
[XBA would like to thank Necrophage33 for this Roadmap]

Sherlock Holmes: Chapter One Achievement Guide

Printable Guide
Show completed achievements
Show secret achievements

There are 39 achievements with a total of 1000 points

  • Try to take the easy way out.

    *MISSABLE*

    Case: 'A Mother's Love'

    Right at the start of the game, during the prologue, you'll shortly be tasked with finding out who the cane belongs to that was left at the table you and John sit at. For this achievement, head to the person at the front desk of the hotel and talk to them, asking who the cane belongs to. This won't work, but it'll unlock this achievement.
  • Eavesdrop on your first piece of gossip.

    Story-related; cannot be missed.

    You will be eavesdropping multiple times throughout the game, with your first being in the prologue mission 'Ghosts of the Past' in the hotel.
  • Solve the first case on Cordona.

    Story-related; cannot be missed.

    This will unlock after completing the main case 'Ghosts of the Past' in the hotel at the beginning of the game.
  • Prank Mrs. Nini.

    *MISSABLE*

    Case: 'Master of Disguise'

    During this side case, which is mandatory to progress the main story, you'll be required to put on an outfit in the back of Mrs. Nini's shop. To unlock this achievement, before putting on the correct outfit, you need to dress up like the guy in the top hat in the portrait on the wall (next to John). There are the correct items to equip from the Wardrobe menu:
     
    • Clothes: White suit
    • Hat: Top hat
    • Glasses: None
    • Facial Hair: Long sideburns
    • Make-up: Old man make-up
    With that all equipped, head out and talk to Mrs. Nini. You'll get some new dialogue and this achievement will unlock.
  • Open Sherlock's room.

    Story-related; cannot be missed.

    After completing 'Master of Disguise' and then finding Stonewood Manor, head inside and complete the memory to unlock Sherlock's room and this achievement.
  • Find all the books in the Bazookaeology trilogy.

    *MISSABLE*

    Case: 'A Gilded Cage'

    During this main story case, there are three books you need to collect (interact with) to unlock this achievement. All three are at locations you'll be required to go to during the case, but they're also not really hidden obscurely either. Before you complete the case, you can return to any of these locations to get the book if you missed it, but once the case is done you won't be able to access them anymore.
     
    1. Inside Gilden Manor, head inside Imogen's room (upstairs and at the end of the hall). The book is one of the three interactable objects at her suitcases against the wall.
    2. At the Boat Workshop (just south of the Yacht Club), in the back right corner is a boat in the water. Right next to that boat on the wall is a door to a storage room. Head inside, and in the corner where two shelves come together are a couple crates stacked on each other on the ground. The book is on the shelf just behind the crates. You really need to get right up in the corner as much as possible for the book to show up as an interactable object.
    3. At the Dig Site near the end of the case, head inside and down the hill. Off to the left are three tents in a row. Between the second and third tents, the third book can be found on top of some stuff near the front of the tents.
  • Save Goliath's life.

    *MISSABLE*

    Case: 'A Gilded Cage'

    At the end of this main case, after collecting the evidence and making all deductions in the Mind Palace, you'll be given two options of what to do with Goliath, the elephant. To unlock this achievement, you obviously must choose to spare Goliath's life. Make sure when you talk to Imogen to present your findings, you also choose to spare Goliath. Once the case completes, this achievement will then unlock.
  • Open Violet's room.

    Story-related; cannot be missed.

    After completing the main case 'A Gilded Cage' and returning to Stonewood Manor, you'll be able to complete another memory, which unlocks Violet's room and this achievement.
  • Spare the landlady's feelings.

    *MISSABLE*

    Case: 'The Muse From Abroad'

    Early on in this case, you'll be required to sneak into Mercurio's apartment. After doing so, reviewing the crime scene, and collecting evidence, you'll finally be ready to leave. When you leave, you'll speak to the landlady on the way out. For this achievement, you need to NOT tell her about the murder in the apartment. Choose the following dialogue options instead:
     
    • "Who entered my flat recently?"
    • "Call the police to my flat."
    The achievement will unlock right after the conversation ends.
  • Always advocate for the refugees.

    *MISSABLE*

    Case: 'The Muse From Abroad'

    During this case, there are two missable places where you need to take an action that advocates for the refugees.
     
    1. At the Refugee Camp, which you'll come to around halfway through the case, head through the area, collecting evidence at each of the police markers, and in the back of the area by marker 5, you'll find a wounded man that the police are refusing to help. You must help him for this achievement. To complete this objective:
      1. Inspect the man's head and chest, then pin the objective 'Wounded Refugee'
      2. Nearby is a clothes line where you can take some clothes. There is also a big pot of water nearby where you can get some boiling water. Lastly, head to the corpse and off to its right onto a wooden pier. Head down it and you can find aloe vera to collect along the side.
      3. With all three ingredients, the 'Wounded Refugee' objective now has the option for a Chemical Analysis in your casebook. Complete it (or skip it) to complete the first aid solution
      4. Return to the man and interact with him to use the kit and save him
    2. At the very end of the case, you must choose what to do with the compromising photograph you have. To unlock this achievement, you must give the photograph to the Envoy, since he promises to improve the conditions for all of the refugees at the camp.
    If you've done both of those tasks during this case, this achievement will unlock.
  • Punch first, ask questions later.

    *MISSABLE*

    Case: 'The Muse From Abroad'

    This highly missable achievement requires you to punch two separate people in the face in this mission. Some very specific actions are required to do so. They are:.
     
    • Toward the end of the case, you'll be at City Hall and you'll discover the identity of the man you need to confront: the Envoy, who is in a room on the other end of City Hall. When you talk to him and do his Character Portrait, you must choose the 'Partygoer' option as his character. Right after choosing that option, you'll get a dialogue option to 'Punch him in the face.' Do so.
    • When you head to the Bernadotti Main Office shortly after that, the front door will be closed so you'll need to head around to the back door. There is a guy guarding that door. BEFORE talking to him, equip the Detective Clothes, which is the default outfit you started the game with, in your Wardrobe. Now start talking to him and choose the following dialogue options:
      • "I'm a private investigator."
      • "Hit him"
    If you've done each of things up until this point, this achievement will unlock upon punching the guard.
  • Open the cabinet of curiosities.

    Story-related; cannot be missed.

    After completing the main case 'The Muse From Abroad,' head back to Stonewood Manor, complete another memory sequence, and you'll unlock the door to the curiosity room, unlocking this achievement.
  • Lift the curtain on bohemian life.

    *MISSABLE*

    Case: 'Sacrificial Lamb'

    Right at the start of this mission you'll head to Manchio's Mansion to a party. To unlock this achievement, while there, you need to eavesdrop on two different conversations.
     
    • The first is on the first floor, to the left of the foyer where you entered from. The correct phrases are cheating groom, offended duchess, fired after incident, and political crisis
    • The second is also on the first floor, but on the right side of the foyer. The correct phrases are magic circle, occultist architect, and mysterious disappearance.
    After succeeding with both eavesdrops, this achievement will unlock.
  • Get justice for Fabio.

    *MISSABLE*

    Case: 'Sacrificial Lamb'

    At the conclusion of this case, you'll be left with three suspects and need to choose one to accuse. To unlock this achievement, you must accuse Kurt Manchios and then condemn him to the death penalty. To do so, interact with him, choose to accuse him, and pick the following dialogue options:
     
    • "A sexual predator"
    • "It was premeditated murder"
    After the case concludes, this achievement will unlock.
  • Remember everything.

    Story-related; cannot be missed.

    This will unlock upon completing the game. It doesn't matter which of the four potential explanations/endings you choose. This achievement will unlock regardless.
  • Interrogate every suspect in the safe murder as a police officer.

    *MISSABLE*

    Case: 'Iron Coffin' 

    This side case is started by eavesdropping on two women inside the police station. 

    As the description says, you must interrogate all suspects in this case while dressed as a police officer. This means you must be wearing the Police Uniform and Police Hat. NOTE that that is not the only requirement. You must also keep up the lie that you're a cop while talking to them, meaning choose the dialogue option to lie to say you're a cop. 

    There are four suspects you'll be interrogating in this case:
     
    1. Downstairs in the police station there is a man in a suit white in a cell. Make sure to choose "I'm an honorable cop (lie)" 
    2. Upstairs in the police station in the Inspectors room is his wife. Make sure to choose "I'm new (lie)" 
    3. In the Armour Copello office, you'll interrogate the man in the lobby. No need to choose a lie here. 
    4. At the Backyard Boys hideout at the end of the case, after the combat sequence, you'll be back at the police station with the final suspect in her cell. No lie to tell here either. Just make sure you have the police uniform and hat equipped again if you changed out of it. 
    After the fourth and final suspect is interrogated, you'll be returning to the wife upstairs to conclude the case
    Again make sure you're wearing the police outfit for this conversation, and after you conclude the case with her, as long as you kept up the appearance and lie of being a cop throughout the case, this achievement will unlock. 
  • Talk to The Pipe in the correct disguise.

    *MISSABLE*

    Case: 'Iron Coffin' 

    This side case is started by eavesdropping on two women inside the police station. 

    Toward the end of this case, you'll be tracking down Felicia Sevigne and head to the Backyard Boys hideout. Before entering the hideout, you must first eavesdrop on the two guys in front of the entrance. The correct phrases are Marketplace in Miner's End, Beggar Informants, Limping Brass. This notifies you of a guy called The Pipe, and gives you a new objective called "Thinning the Ranks." Track that new objective and head to the Miner's Market, which is pretty much dead center of Miner's End. Pipe is there in the market, but before talking to him, you must wear the proper disguise, as noted in the achievement description. What you need to equip is:
     
    • Clothing: Vagabond Rags
    • Head: Eye Bandage
    • Accessory: None
    • Facial Hair: Designer Stubble
    • Make-up: Black Eye Make-Up
    If you don't have any of that stuff, head to any vendor in any market to rent or buy what you need, then return and equip it all in your Wardrobe. Note that this DOES NOT void Lawful Neutral (15G), so don't worry about that.

    The Pipe is the guy wearing the top hat and a bandana over part of his face. Talk to him while wearing that disguise and choose the dialogue option "There is no attack (Easy)." This achievement will unlock after the conversation is over.
  • Follow the rules of the Blind Duelling Club.

    *MISSABLE*

    Case: 'Blindsided'

    This highly missable achievement, as the description says, requires you to follow the three rules of the Blind Dueling Club, which are to never talk about the club, take every opportunity to shoot stuff, and never harm anyone. Thankfully, each of these rules only comes up once during the case. The book that you need to find and that initiates this ingame challenge is located at the police's "4" marker at the crime scene in the ruins. Here is the order you'll encounter each rule:
     
    1. Right after you investigate the crime scene and learn of the rules, when you're done there and leaving, you'll talk to the undertaker again. Make sure to choose dialogue option "Let's get to the point" and DO NOT choose "Heard of the Dueling Club?" This fulfills one of the three rules.
    2. At the Von Staub residence, you'll search and collect clues and evidence on the first floor, then head past the piano and out the door leading outside to get up to the second floor. In this little outside area, John will be indicating some vases lined up for you to shoot. You must shoot all five vases here to fulfill the second of the three rules.
    3. Toward the end of the case you'll head to the Blind Dueling Club itself, and when you head down into the basement you'll start a combat sequence. You must NOT kill any enemies. You need to arrest them all to fulfill the third rule of doing no harm. This can be annoying because it's really easily to accidentally headshot someone when you're trying to shoot off their hat or mask to stun them, so definitely make a manual save before this combat sequence to be safe.
    If you've done all three, this achievement will unlock right after the above combat sequence.
  • Take pity on a poor girl.

    *MISSABLE*

    Case: 'Blindsided'

    This achievement requires you to do two things:
     
    1. Accuse Magda at the end of the case (she is the correct suspect)
    2. Let her go free instead of bringing her in to be arrested (choose the dialogue option "You are free" after you accuse her)
    Sparing Magda after accusing her is what unlocks this achievement. Note though that you also need to accuse her correctly for Guilty! (30G) so be sure to also get that achievement at the end of this case.
  • Investigate the third accident.

    *MISSABLE*

    Case: 'Siren Song'

    This optional case is initiated by eavesdropping on two sailors outside the Drinking Dutchman bar, which is a fast travel point at the southeastern corner of Silverton, at the north end of the bridge headed south to Scaladio.

    This case has you investigating the deaths of a few sailors, and you'll continually hear about a curse affecting them all. Toward the end of the case, you'll get a wet matchbox item that refers to the Drinking Dutchman. You'll need to head back to the bar and wear the Worker's Apron clothing to be able to get information from the bartender inside. After talking with him, he'll tell you that three people are actually dead, not two (select the dialogue option "Three people are dead?" with him to get more information). This gives you a new optional objective called Another Dead Sailor. For this achievement, you must complete that optional objective before finishing this case.

    To complete it, you need to head to the location of the third corpse, which is at the Giant Sparrow Club in Scaladio (from the Drinking Dutchman, head south across the bridge and make a right at the second street and it's right there. Interact with the four clues around the corpse and then talk to the police officer there. You'll automatically tell him that this death was an accident, not a result of a curse, and this will unlock this achievement.
  • Refuse to help Mycroft.

    *MISSABLE*

    Case: 'A Mother's Love' (technically the start of the Mycroft case 'Love, Death, and Cordona,' but you'll encounter the opportunity for this achievement during the main story)

    Right after completing the main case 'A Muse From Abroad,' you'll be tasked with returning to Stonewood Manor to complete another memory and open another area of the manor. As soon as you enter the manor grounds through the front gate, you'll be greeted by one of Mycroft's agents, who will offer you a case. To unlock this achievement, you must decline the offer. Don't worry; you can talk to the man again and accept the case to do it.

    This is highly missable, because as soon as you accept the case you can no longer decline it for this achievement.
  • Dissapoint Mycroft.

    *MISSABLE*

    Case: 'Love, Death, and Cordona' (Mycroft case)

    To unlock this achievement, at the end of this case you must arrest the suspect (Mycroft doesn't want you to, hence the achievement description). You'll find him in the House of the Eagle next to the Old City Market, which is where the case concludes. Once you follow the blood trail and collect the evidence in this location, you'll be given the objective/challenge from John to identify the killer on the first try. There are a handful of people standing around and you need to pick the correct one. The killer is the guy standing over by the main doors (not the side ones you came in). Talk to him, complete the character portrait (doesn't matter what you pick), then accuse him, and after doing so, you must choose "I have to arrest you." Doing so completes the case and unlocks this achievement.

    Note: The end of this case is one of three places that counts towards the highly missable achievement Guilty! (30G), so be sure to refer to that achievement for properly accusing this suspect so you don't miss that achievement.
  • Find the book.

    *MISSABLE*

    Case: 'The Missing Shopkeeper'

    This case ends with you heading into a bandit camp and a combat sequence. After completing it (or skipping it), you'll be left to collect evidence and find clues inside the building. On the side of the main room are two tables, one of which has keys to the cells in the corner of the room. Head inside the right cell and inspect all the clues in there (note on table, books on the floor, and the corpse). After that, pin the objective 'Bandit Lair' in your casebook and head into the other cell. Interact with the mattress, and then with that objective pinned, you'll get a white circle you can interact with in concentration mode. This allows you to see a loose tile on the floor. Open it up and take the book to unlock this achievement.
  • Solve all the cases for the police.

    *MISSABLE*

    This achievement is only missable because there is no free roam after completing the story. No aspects of the police cases themselves are missable.

    This achievement is a bit incorrect because there are a total of six cases you'll solve for the police, but only the first five are required for this achievement. These first five are all received from the guy at the front desk at the police station and then the board on the wall next to him where the cases are posted. They are:
     
    1. 'The Master of Disguise'
    2. 'The Collie Shangles'
    3. 'Splitting the Loot'
    4. 'What Was Did in the Shadows'
    5. 'The Scapegoat'
    These must be completed in order. Once you complete one, return to the front desk guy at the police station and you'll be able to take the next one from the board on the wall. 'The Master of Disguise' is the only one with a missable achievement (Mamma Mia! (15G)), but all the rest have nothing missable and just need to be completed however you want, killing or arresting enemies however you see fit. After turning in 'The Scapegoat' to the guy in the police station, this achievement will unlock.
  • Let an old man have his retirement.

    *MISSABLE*

    Case: 'Plan Bee'

    Note that you must first complete the first five police cases to access this final police case. Refer to Child's Play (30G) for the first five cases. Once they're done, you'll automatically be given the final police case, 'Plan Bee,' from the guy at the police station you've been working with.

    This achievement requires you to finish this case in a very specific way. At the end of the case you'll head to the Apiary (it's in the very northwest corner of Miner's End). There is a man at the top of the hill that you'll talk to. When conducting his character portrait, identify all of the points, but then you MUST choose to identify him as Chief Inspector Placido, the missing cop. If you don't, he'll send you away. Identify him as Placido, then tell him:
     
    • "You killed him"
    • I'll consider your request"
    Now you need to head back to the police station and talk to the guy who sent you on this mission. He is now in the room across from the Chief Inspector's office. When you talk to him, you MUST choose "Placido is dead" to let the man retire in peace. Doing so unlocks this achievement.
  • Acquire Sherlock's famous violin.

    *MISSABLE*

    Case: 'String Theory'

    This optional side case starts by interacting with the violin poster at St Clement's Cathedral in central Scaladio. Technically, this achievement unlocks upon finishing this side case, but the case doesn't end exactly when you'd think it would. After retrieving the missing violin for the man and returning it to him, you need to go over to the stand in his room where the sheet music is, and use concentration mode on the sheet music. This will trigger a memory. Now talk to the man again to receive the violin from him, completing this case fully, and unlocking this achievement.
  • Talk to Dilwyn in his hat.

    *MISSABLE*

    Case: 'Street Magic'

    This optional side case started by eavesdropping on two men on Harvour Avenue, between Fairy Street and Thunder Road in western Scaladio. Right after starting the case by finishing this eavesdrop, you'll be able to interact with clues at the broken stall next to them. Of the four clues, one is the magician's hat. Make sure to interact with both points on it and take it. Immediately after finishing with those four clues, open up your Wardrobe and equip the Magician's Hat so you're wearing it. Now use concentration mode to follow the tracks on the ground, which lead you to Dilwyn. For this achievement, you need to talk to him while wearing his hat. This is the only opportunity to do it, so make sure that Magician's Hat is equipped before you talk to him after following the trail.
  • Hold an eel by the tail.

    *MISSABLE*

    Case: 'Eel Hunting' (Mycroft Case)

    This case is given to you by the woman behind the front desk at the Cordona Chronicle building after completing the main case 'A Gilded Cage.' When she gives you the case, she tells you the gang is in one of three potential warehouses, and marks all three on your map, saying if you go to the wrong one they'll flee and you won't ever catch them. For this achievement, you need to go to the correct warehouse straight away so you catch the suspect. The correct warehouse is Warehouse #2 on your map. It's the middle one of the three on your map. Head there, finish the combat however you wish, finish off the suspect however you wish, then return to the woman at the desk at the Chronicle building and this achievement will unlock.
  • Uncover all of the treasures.

    *MISSABLE*

    This achievement is only missable because there is no free roam after completing the story. The treasures can be tracked down and collected any time before then and none is individually missable.

    There are a total of 24 treasures to track down and collect, but they are actually part of a side quest that you must first accept before they appear in the open world to collect. To start the side quest, head to the City Hall fast travel point, and in that open square in front of City Hall, there is a town crier off to one side yelling about treasure. Talk to him to get the 'Treasure Island' case added to your casebook. It's actually broken up into three stages; not all 24 treasures are immediately available. The first eight are immediately available (always the same eight), and after finding all of them, you need to return to the town crier and turn it in for the second set of eight to show up, and then likewise for the third set of eight to show up. Finally, to unlock this achievement, you need to return to him after finding the third set of eight to turn the quest in, and only then will this achievement unlock.

    The casebook adds pictures and hints to the locations of each treasure, but unless you've memorized the entire map and all its details, you're likely going to have a tough time using those pictures. Please refer to THIS GUIDE for the locations of all 24 treasures.
  • Complete all Cordona Stories

    *MISSABLE*

    This achievement is only missable because there is no free roam after completing the story. None of the Cordona Stories is missable on their own, as long as you complete them all before going past the point of no return. Each story also has no missable achievements tied to them at all, so all you need to do is complete each one.

    Here are each of the Cordona Stories required for this achievement:
     
    • 'Silence is Golden'
    • 'The Hand-Me-Down'
    • 'Flashes of Merriment'
    • 'The Ghost-Hunter'
    • 'For the Birds'
    • 'A Mad Rogue'
    • 'Pillar of Knives'
    Note that 'The Tale of an Empty House' and 'Treasure Island' both get listed in your casebook as Cordona Stories, but neither of those cases is required for this achievement (but they do each have their own achievements).

    These stories don't all start as straightforward as other cases in the game, so here is how to start each of these stories.
     
    • 'Silence is Golden' - this story starts and is added to your casebook automatically the first time you come to City Hall, which you will early in the story unavoidably
    • 'The Hand-Me-Down' - at the northern end of Old City, slightly east of center, there is a statue of a giant hand. Being near it will trigger some dialogue with John, but then you actually need to walk over to its base and interact with its plaque near the ground to start this story and have it added to your casebook
    • 'Flashes of Merriment' - head to the Legacy Theater in south central Scaladio, the big area with the rounded garden south of it. Head to the south wall of the theater and there is a big poster to the right of the door. Interact with it to start this story
    • 'The Ghost-Hunter' - right next to the Drinking Dutchman (you'll head here for other cases, but it's in the southeast corner of Silverton, right north of the bridge leading south to Scaladio), there is a poster on the wall advertising a ghost hunter, right at the top of the steps leading down to the dock by the water. Interact with this poster to start the story
    • 'For the Birds' - this automatically starts when you go near the monument at the Silver Mines. This is in the northwest corner of Miner's End. You'll get The Silver Mines Monument added to your map when you get near it
    • 'A Mad Rogue' - on the western end of Old City, at the intersection of Bazaar Rd and Medrese St, there is a map point for Fortress of the Holy Spirit Ruins. Head there and this story will start automatically
    • 'Pillar of Knives' - this starts automatically during the Mycroft case 'Love, Death, and Cordona' and this story can only be started by reaching that point in that case
  • Present accurate evidence in all accusations.

    *MISSABLE*

    Cases: 'Love, Death, and Cordona' (Mycroft case), 'Iron Coffin' (Other case), 'Blindsided' (Other case)

    There are three cases in the game where you need to accuse the suspect you think committed the crime, and then present three pieces of evidence to properly accuse/convict them. For this achievement, you must pick the correct three pieces of evidence in the correct order in all three of those cases. This makes this achievement highly missable. Each of the three cases and the correct evidence is listed below. Remember, the evidence must be presented in the order listed.

    Case: 'Love, Death, and Cordona' - Refer to Not His Toy (15G) for the killer
     
    1. Victim Profile
    2. Meeting Gone Wrong
    3. Jailan's Letter
    Case: 'Iron Coffin' - Accuse Augusta
     
    1. Business Affairs
    2. Letter to Felicia
    3. Lawyer's Letter
    4. "You are guilty"
    Case: 'Blindsided' - Accuse Magda
     
    1. LeMat Revolver
    2. Duel in the Ruins
    3. Letter to Mr Boddington
    4. "You are free" (this is only to unlock Open Eyes (30G), but don't miss it!)
  • Fight in all of the bandit lairs.

    *MISSABLE*

    This achievement is only missable because there is no free roam after the story is complete. All Bandit Lairs become available as soon as the open world opens up, and there are available throughout the entire game.

    There are a total of five bandit lairs, one in each of the five districts. Note that, as the description says, you only need to fight in each lair; you don't actually need to win the fight in each lair. It's probably easy enough to just complete the combat sequences, but you could theoretically just let the enemies kill you right away and then move on to the next one, if you want to make it as fast as possible.

    Here are screenshots showing the locations of all five lairs.

    Miner's End

    Scaladio


    Grand Saray


    Silverton


    Old City
  • Disorient ten enemies with the snuffbox.

    *MISSABLE*

    This achievement is only missable because there is no free roam after the story. However, the bandit lairs are replayable an infinite number of times, so there is no limit to the number of combat sequences in the game for you to get this achievement.

    You will likely get this naturally as you progress, but as the description says, you need to use the snuffbox to stun a cumulative total of ten enemies across the entire game. As the game teaches you early on, you can only stun armored enemies once their armor is removed. The snuffbox itself charges up slowly, but much quicker if you arrest enemies. Typically you can use the snuffbox every other or every two enemies if you're arresting them all, making it possible to easily get two or three usages per combat sequence in the game, and that's just for the story combat sequences. The bandit lairs have more enemies than usual, so it's easily possible to get at least four usages in a single bandit lair.

    Note that you can't grind this out by stunning enemies and letting yourself die. The game won't save what you've done. There are enough combat encounters that this kind of grinding isn't necessary, but I just want to point that out.
  • Arrest ten enemies.

    Refer to Street Sweeper (30G) for more information.
  • Arrest twenty-five enemies.

    *MISSABLE*

    This achievement is only missable because there is no free roam after the story. However, the bandit lairs are replayable an infinite number of times, so there is no limit to the number of combat sequences in the game for you to get this achievement.

    You will likely get this naturally as you progress, but as the description says, you need to aarest 25 enemies cumulatively over the course of the entire game. Even though, in almost every case, it doesn't matter if you arrest or kill the enemies, you should tend towards arresting as your default, because arresting an enemy refills your health to an extent, makes your snuffbox recharge faster, and gives you money. You're also invincible while arresting an enemy, so it's nice to use that to your advantage.

    Note that you can't grind this out by arresting enemies and letting yourself die. The game won't save what you've done. There are enough combat encounters that this kind of grinding isn't necessary, but I just want to point that out.
  • Kill five enemies.

    Refer to Blood On Your Hands (15G) for more information.
  • Kill fifteen enemies.

    *MISSABLE*

    This achievement is only missable because there is no free roam after the story. However, the bandit lairs are replayable an infinite number of times, so there is no limit to the number of combat sequences in the game for you to get this achievement.

    There's a good chance that you won't do this naturally as you progress, just because arresting is beneficial in so many ways, and killing enemies doesn't get you anything (other than the fact that you can shoot enemies from a distance to kill them to lessen the amount of enemies attacking you). You may need to make it a point to kill enemies to unlock this achievement, and that's easy enough to do in any case throughout the game (as long as you aren't voiding an achievement by doing so) or in one of the bandit lairs.

    Note that you can't grind this out by arresting enemies and letting yourself die. The game won't save what you've done. There are enough combat encounters that this kind of grinding isn't necessary, but I just want to point that out.
  • Refurbish the entire manor.

    *MISSABLE*

    This achievement is only missable because there is no free roam after completing the story. No aspects of this achievement are missable throughout the game.

    This achievement requires you to purchase all of the decorations and furniture from all of the vendors in the game to entirely refurbish Stonewood Manor. Before you can do this, you must actually progress far enough in the story to access all parts of the Manor. Specifically, you need to progress through the main story until you get the starting point for the case 'Sacrificial Lamb.' At that point, you'll have unlocked all rooms in the Manor, and that is what triggers the vendors to sell the stuff you need to buy to decorate those rooms (until you progress far enough in the story, the vendors simply won't be selling the stuff you need to buy).

    The stuff you need to buy is going to cost you a total of 645 Manghirs, and there are 22 items to buy. This will likely seem like a lot of money, especially early on, but completing all of the other cases for achievements will get you tons of money. To put it in perspective, I still had over 600 Manghirs left after buying all of the items for this achievement. Granted, I bought almost nothing else all game, but if you do spend money very frivolously, know that you can grind out money in the bandit lairs if need be. Replay them and arrest enemies and you can make a maximum of 48 Manghirs per run. Definitely don't worry about that until you've completed all other cases and achievements in the game though, as you will earn plenty of money.

    Note: Simply buying all 22 items won't unlock this achievement. It won't unlock until you return to the Manor after doing so, and then going into each newly decorated area/room. This means going through the front yard (unavoidable), the foyer/main entry area (unavoidable), and then into Sherlock's room, Violet's room, and the Curiosities room. Once you've gone to each area after buying all of the furniture, this case will complete and this achievement will unlock.

    Lastly is the location of each vendor, since they only get marked on your map when you're close, and there are multiple you need to track down. Once you reach them, buy everything they're selling. Here is where each is:

    Miner's End


    Silverton


    Scaladio


    Grand Saray



    Old City
  • Get every achievement.

    As the description says, unlock all other achievements to unlock this final one. 

You might also like