z-library zlibrary project

Sinful London - Passage of 1 Series 1 Season of the Romance Club. (All Branches and Choices)

Walkthrough "Sinful London", the history of the Romance Club, will guide you through the entire storyline! Here you will find a detailed Guide to the first episode of Season 1 "Nothing is what it seems«.  

guide

The plot of "Sins of London"

The story of the Sinful London Romance Club tells the story of a young London thief who finds herself embroiled in a series of mystical events that will turn her settled life upside down. The plot takes place at the end of the XNUMXth century, during the Victorian era of Britain, during which London became one of the largest cities in the world, but was also a city of poverty, where millions of people lived in overcrowded and unsanitary slums, and the streets were filled with all kinds of rabble. and carried danger.

Season 1 Episode 1 - Nothing Is What It Seems

The main character of the game is a London thief. We can choose a name for her, but we can call her Irene by default. At the beginning of the game, the girl is in a strange house, where she has already been able to open the safe of the owner of a successful brothel.

 

A wounded girl suddenly enters the room, followed by a man in black clothes. Here you have to make the first, but very important choice:

 

  • Save yourself;
  • Protect the girl. Hint: Your choice influenced the plot! Irene takes out a gun and goes out with the girl into another room.

 

When interacting with men, they can be polite or rude to Irene. In order for a man to be polite, Irene should not interfere with him, but in order to be rude, on the contrary.

The man downstairs asks Irene about the name of the friend she came to see. The correct answer could be seen on the badge on the dress.

 

  • Betty;
  • Mary -  correct option;
  • Elsa;
  • Rose flower.

 

We speak with a man, he offers to get to know each other better.

 

  • Drop his hand. +1  Fame;
  • Ask to be released. -one  Fame.

 

On the street, Irene will overhear a conversation between two strangers. Choice for  diamonds:

 

  • Listen further.  22 diamonds. You will learn the story that happened on Cleveland Street;
  • No, I don't want to know. Is free. You won't recognize the story that happened on Cleveland Street and the girl will move on.

 

A stranger is waiting for the heroine near the house. A crowded bar ahead and an empty building next to it. We'll have to decide where to go next:

 

  • I blend in with the crowd. Seems like a logical choice!
  • I'll hide in cover.

 

You can choose any option. The girl meets a monster in the dress of a wounded girl, who pounces on her.  Time selection:

 

 

  • I grab her by the hair. +1 Fame. You didn't win, but beat the monster;
  • I hit between my legs. -one Fame. Your actions only angered the monster.

 

The man in black defeats the monster. The girl wakes up in the forest and sees a flicker ahead.

 

  • Stop to rest;
  • Keep going no matter what. There are no bonuses or penalties.

 

Irene meets the Horsewoman. She reveals that the man in black is called Manannan. At home, Irene can choose different clothes:

 

  • After the latest fashion.  27 diamonds;
  • Free style.  22 diamonds;
  • Inconspicuous. Is free.

 

A man brings Irene breakfast.

If you decide to protect the girl, you will get a clue: the man is angry that you turned against him in the brothel.

If you decide not to defend the girl, you will get a clue: the man is grateful that you did not confront him in the brothel.

You ask a question (you can ask all questions). His name is Sherlock. He used to be a detective, but now he hunts demons. The monster killed his loved one, after which he changed his field of activity. Choice:

 

  • Who are you?
  • What happened to me?
  • What happened to the brothel girl?

 

The girl runs away from his house and goes to sell jewelry. Dickerz asks Irene about last night:

 

  • Tell. Dickerz will not believe it and will say that Irene has a rich imagination. The game will make a hint “Perhaps you blurted out too much!”;
  • Not worth it. Irene knows how to keep her mouth shut.

 

Irene touches the amulet and is transported to an unknown location. The amulet can be sold, the more money you get, the more you can then spend on various needs.

 

 

  • Two guineas. +3
  • One pound. +2
  • Ten shillings. +1

 

If you do not understand anything in the local currency, then here is a little explanation. Two guineas are 42 shillings, and one pound is 20 shillings.

On the street, a constable approaches the girl, who says that Irene is suspected of murder.

Select the plot branch you are interested in:

Romance Club News
Tables