Walkthroughs

How to catch a murderer - Bertram Fiddle Episode 1 walkthrough and puzzle guide

A Dreadly Business

How to catch a murderer - Bertram Fiddle Episode 1 walkthrough and puzzle guide

Victorian explorator Bertram Fiddle needs your help to catch a murderer.

As he wanders through a surreal, crooked take on Victorian London, he'll stumble across vicious plants, nasty rats, talking parrots, and decapitated bonces. So you'll have to use your wit and your endless pockets to get through.

If you get stuck, just use our exhaustive walkthrough to solve every puzzle. But before that - have you looked at every item, checked every area, and talked to every person? Still stuck? Okay, read on.

Chapter 1 Bertram Fiddle

In this first room, tap on the alarm clock to cease its endless ringing. Then hold your finger on the screen to reveal all the hotspots. Tap the curtains to open them, then tap your clothes to get dressed. You can now leave the room.

Bertram Fiddle

Pick up the dirty rag, and then use the Stanley Steamlift to go downstairs.

Bertram Fiddle

Check the telegram machine to get the message from Lord Arthwipe. Unlock Gavin's door to let your manservant out and then exit into the room on your left.

Bertram Fiddle

In this room, open the cabinet and then pick up the tyrannosaurus arm bone. Then go into the room on the right.

Bertram Fiddle

Talk to your wife. When she starts crying, drag the dirty rag from your inventory onto your wife to sop up her tears. When she leaves, use the arm bone on Foofy to lure him into the dog basket. Pick it up and head into the hall.

Bertram Fiddle

Use Gavin on the cabinet, and your manservant will push it out of the way. Grab the golden key from the floor and use it on the door to leave.

Bertram Fiddle

When you go outside, Geoff the Murderer will bump into you and swamp cases. You'll then chase him through the streets, and must swipe up and down to avoid pedestrians. You can't catch him, but keep up to move the plot along.

Chapter 2 Bertram Fiddle

In this scene, you'll pick up the nose automatically. Talk to the townsfolk and then head east. Chat to the reporter and then head into the adventurer's club.

Bertram Fiddle

Talk to the barman and get a cup of tea. Then pluck a spine from the porcupine on the table. Talk to the man leaning against the fireplace to hear about the pterodactyl. Use the spine on the lock to let the creature out, which gives you access to the back room.

Bertram Fiddle

Go into the door on the left to cast your eyes on this incredible scene. Take a handful of leaves from the table on the left and then use them on your cup of tea to make a handy sleeping potion.

Bertram Fiddle

Hey, it's Sherlock Holmes and Watson. Talk to them, then open the bag to get the decapitated head. Give the tea concoction to Holmes to send him to snoozeville and then talk to Watson.

Bertram Fiddle

Leave the adventurer's club, then head east. Go into Lord Arthwipe's house and talk to him to receive your errand. Leave the house and board the carriage to finish the chapter.

Chapter 3 Bertram Fiddle

Take the oar, and withstand Fiddle's terrible pun. Then use Gavin on the bars and head on through.

Bertram Fiddle

Use the oar on the knickers and then pick them up to add them to your inventory. Talk to the man on the right and then pick up his broken monocle. Then head east and enter Lady Ravisham's house (you'll also get a mouth along the way).

Bertram Fiddle

Pick up the footstool and somehow fit it in your pocket. Then go into downstairs room.

Bertram Fiddle

Take the speaker off the gramaphone, then give it to the lady in the chair. Open the box on the fireplace to grab the diamond ring. Then head back outside and go all the way to the right to get down to the docks.

Bertram Fiddle

Use the bloomers to fix the leak in this chap's awning, then take an Avacododo as your reward. Go to the left and find the underground area beneath the steps.

Bertram Fiddle

Use the monocle with the diamond to make a laser beam. Then use that on the beam of light to set the candles alight and light up the room. Then talk to Count Fulchmuckle and give him your Avacododo to get the sword. Go back outside.

Bertram Fiddle

Use Gavin on the box to move it. Then use the footstool on the box. The use Gavin on the steam-powered lift. Scale your contraption, and then use Gavin to raise the lift so you can jump over. Take the stout vine from the stone pot and go back into the lady's house and climb the staircase.

Bertram Fiddle

Use the stout vine on the chandelier. Then use Gavin to give a Fiddle a push over the chasm. Open the cupboard to get a biscuit and then head into the attic.

Bertram Fiddle

Grab the paining, and then head downstairs. Use the painting as a bridge to get over the gap and then use the biscuit on the parrot downstairs. Return to the attic and talk to the parrot and open the chest to get the photomagraphs.

Bertram Fiddle

Return to the garden (through the door this time) and use your sword on the evil plant to kill it dead. Then go to the left to meet up with Arthwipe and give him the photos. Exit left to finish the chapter.

Chapter 4 Bertram Fiddle

Tap on the manhole cover to exit. You'll also get an eyeball for your trouble. Then head east and talk to the lady outside the muffin shop to get a muffin. Head east again.

Bertram Fiddle

Open the trash can and take the cork. Open the toilet door and try to take the brush to be accosted by a rat. Use the muffin to get rid of the rat and then take the brush. Go back to the main street.

Bertram Fiddle

Use the cork on the machine to fix it up. Then take the broom for your inventory of useless crap. Talk to the woman and she'll reveal that she has a fork for a hand. Handy! Go all the way to the left.

Bertram Fiddle

Grab a reed from down by the water. Then go back to the right and give it to the woman with a fork for a hand to turn it into a whistle. Finally, return to the first area and give the whistle to the man in the bath and take the tub.

Now go back to the bridge. Put the bath in the water, and use the broom on the bath. Use Gavin on the makeshift boat and then on the bridge crank to lower it. Go to the left.

Bertram Fiddle

Use the toilet brush on the spiderweb and then go inside.

Bertram Fiddle

Take the pearl from the right side of the room. Use the toilet brush on the rouge to make it pink, and then use gross item on the cupboard. Talk to the man to knock his moustache off and then take the tarot card from the floor.

Bertram Fiddle

Use the pearl on the boys playing marbles to make them leave. Take the eyeball.

Bertram Fiddle

You can now finish the face puzzle. Drag the right parts to the right holes to turn it back into a complete head. It doesn't matter which eye goes where. Right! Now go all the way to the right, and use the tarot card on the door next to the toilet to get into Madame Blackheart's house.

Bertram Fiddle

Give the completed head to Blackheart. Then give her the diamond. Then you'll have to do another running minigame, this time running away from evil spirits. Avoid the graves for long enough to give them the slip.

Bertram Fiddle

After chatting to Sherlock, go into the house on the right.

Bertram Fiddle

Read the note on the table and then open the stove. Use Gavin to move the table and open the trapdoor to retrieve Foofy. Go outside to finish episode one. Hooray!

Mark Brown
Mark Brown
Mark Brown spent several years slaving away at the Steel Media furnace, finally serving as editor at large of Pocket Gamer before moving on to doing some sort of youtube thing.