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Sifu guide - detective scheme - how to find all the clues

 Where to find all the clues in each Sifu level, how to get the Detective Novel, Drunken Fighter, Martial Artist, Greed for Knowledge, and Healing Memory achievements


The main task of the Sifu fighting game is not related to finding all the clues. In this game, you visit five different locations, in turn, fight enemies, explore alternative routes and ways to get to each boss faster. Having defeated all the bosses, and there are five of them, like locations, you will get a standard ending. At the same time, in a separate guide, we were told how to open the secret ending of the game.


As for collecting all the clues, each level has its own set of clues. If you collect everything, you will get a certain achievement. One achievement is awarded for collecting all the clues in the Slums, the Club, the Museum, the Tower, and the Vault. These are the following perks:


  • Detective Romance - Complete the detective scheme in the Slums.
  • Drunken Fighter - Complete a detective scheme in the Club.
  • Martial Artist - Complete the detective scheme in the gallery.
  • Greed for Knowledge - Complete the detective scheme in the tower.
  • Healing Memory - Complete the Detective Scheme in the Sanctuary.

The important thing is that you will not be able to collect all the clues in one playthrough. You have to replay the levels. Some rooms will be closed, and the keys or combinations from them will be hidden on other levels. Let's get started!

All leads in the Slums

Total holds 17 (including 2 keys).

You will receive the first two clues automatically at the beginning of the game. Also, two hooks are available for other chapters. Both clues are related to the location that you are offered to go to, and the boss that you have to fight at the very end. In the case of Slums, those hooks are "Slums" and "Fahar the Nerd".

Now about all the other clues in order:

  1. Gangsters - you will receive this clue in the game's storyline when you fight the first opponents. No additional action is required.
  2. Door to the avenue - after destroying the enemies in the alley at the beginning of the game, go through the gate on the left. Go forward. You can climb the wall to the second floor of the building, or you can go to the left. In any case, you need to explore the first floor of the building, where the main entrance is located. Interact with the closed door and get a clue. As for opening this door, already at this location, you can find a bunch of keys that opens two doors on the level.
  3. Note with a skull - on the same door, which was discussed above ("Door to the Avenue"), there is a note hanging on the glass. Remove it to get a clue. The key to the door was taken by some people associated with the "skull".
  4. Drug addicts - go up to the second floor of the building from the door, on which there was a note with a skull. In the side room (this is the only open apartment in a multi-story building), a drug addict lies on the couch. Get closer to him for a hint, and press the "2" key to study. The lead will be counted.
  5. "Purple Mist" - This drug can be found in the building where you jump through the hole in the roof. The first jump (on level two places where you need to jump into the next building). Kill three opponents and inspect the kitchen corner. There is a bag of purple powder on the table. Take it.
    All leads in the Slums

  6. Giant. Keep moving forward until you jump into another building, where the first Giant (big mustache) will appear. After defeating him, you will receive a hook of the same name. It's impossible to miss.
  7. Banknotes - after defeating the first Giant, inspect the table next to which he was sitting. There is money scattered around. This is a new lead.
  8. Flyer from the club. After jumping down the elevator shaft and killing the lone enemy in the toilet on the right, you will find yourself in a room where drugs are produced. After defeating all opponents, examine the room on the left, opposite the door through which you need to go. There is a new lead on the table.
  9. Turtle Brothers - Right after this room and the found flyer, you will find yourself in the corridor. There will be a locked gate ahead. Enter the room on the left to encounter two elite opponents. Defeating one of them will give you this clue.
  10. A bunch of keys - after defeating two bandits in skulls, which will happen in the story of the game, you will receive a bunch of keys. She opens the steel gate in the adjacent corridor, as well as the door to the avenue found at the beginning of the game. In the latter case, you can take a shortcut and go through the street with four enemies, and then get into a warehouse with more opponents. This cut, on the one hand, will save time, on the other hand, it will deprive you of the opportunity to accumulate more experience points and ratings.
  11. Steel Gate - This gate is next to the room where you fight the skull bandits. We wrote about them earlier.
  12. Purple Flower - In a large warehouse with lots of opponents, search the tables to get a purple flower. This item is small, making it difficult to find. But in general - you are looking for a small purple flower.
  13. Keycard 206. When you defeat the second Giant (and two more enemies) and go through the alley with the jade figurine, you will find yourself in a room that foreshadows the battle with the boss Fakhar. On the table in the center is the key card 206. It is needed for the doors to room 206 from the Vault, the last game location.
  14. Door to a separate room. This door is in the same room as card key 206, behind a screen. Go around and inspect it to get a new clue.
  15. Red envelope. Once you've searched Vault room 206 and obtained the key with the flower, you can unlock the door to the separate room mentioned earlier. Behind it you will find a red envelope (it lies on a small table). This is the last clue on the level.

All leads in the Club

Total holds 16 (including 3 keys).

You will receive the first two clues automatically at the beginning of the game. Also, two hooks are available for other chapters. Both clues are related to the location that you are offered to go to, and the boss that you have to fight at the very end. In the case of the Club, these leads are "The Club" and "Sean the Fighter".


  1. The search for Sean is an unusual lead that is easy to miss. When you enter the club, you will see the administrator ahead. Talk to him, asking about Sean. He will call two guards. Don't touch the administrator, but instead deal with the two guards. After that, talk to the administrator and repeat the question to find out about Sean and get this hook.
  2. Clubbers - As with the Slum Gangsters, Clubbers are your main opponents. You will encounter them in one of the first rooms, on the dance floor. The lead will be added automatically.
  3. Flash Kick is the first elite opponent in the Club. You will encounter this girl on the dance floor. She will appear automatically as soon as the character deals with the rest of the opponents.
  4. Service door - stay on the dance floor and look around. In the far right corner, you can find a locked service door. To open it, you need a student pass, which you will receive at the same level, closer to the middle.
  5. Door with a combination lock - look for it in the far left corner of the dance floor. There is also another door that is automatically opened by two clubbers. To open the door with a combination lock, you need to find the password in the Museum (read below).
    All leads in the Club

  6. Technician - when you can open the service door to the right of the dance floor, do it and go upstairs (go left, past the door opposite, which leads further). Deal with the enemies in the dark corridor and find the DJ equipment in the back room. The Technician is standing there. Chat with him to get a clue. The man will come in handy later to access Jinfeng's computer.
  7. Flash hacker. After you visit the Tower and study the Jinfeng computer, return to the Club and visit the techie again. Talk to him, ask for the password from the computer, then point to corporations.
  8. Key of Fire. When you get the code combination for the door to the left of the dance floor, open it and deal with two enemies. For this, you will receive the key of Fire, which opens the box of the same name on the same level.
  9. Sean's student. Keep going through the game and soon you will come across the apprentice Sean. This will happen automatically according to the plot of the game, and you will have to defeat him. This will give you a new lead.
  10. Student pass. Defeating Shawn's apprentice described earlier will automatically unlock his pass. It is used to open doors on the level. Including the service door from the beginning of the game to the right of the dance floor.
  11. Three trials. You need to pass all three tests that Sean has prepared. This will happen automatically, according to the story of the game, so you won't be able to miss a clue.
  12. Sean's values. When you're outside and you see burning buildings, examine the three writings on the outer walls. It's about hieroglyphs. By doing this, you will receive this clue.
  13. Box of Fire. You can find her not far from the exit to the penultimate location, where you need to fight two elite fighters (and after that, you will have a battle with Sean). To open the box of Fire, you need to find the key of Fire at the same location, in the Club. We have discussed this in detail above.
  14. Sean's father. The photograph of Sean's father lies inside the Fire Box, which was discussed in the previous paragraph.


All clues in the Museum

Total holds 19 (including 3 keys).

You will receive the first two clues automatically at the beginning of the game. Also, two hooks are available for other chapters. Both clues are related to the location that you are offered to go to, and the boss that you have to fight at the very end. In the case of the Museum, these hooks are "Museum" and "Kuroki the Artist".

  1. Guards - As in the case of gangsters and clubbers, these are the main enemies in the level. You will meet the first ones at the very beginning, in the lobby of the museum.
  2. Gallery Map - At the very beginning, search the hall. Get closer to the steps ahead. To the right is a small table with a map on it. This is a new lead.
  3. Elevator - Go up the stairs and examine the elevator on the left. You can do this on any floor. The hook will be activated the first time you explore or interact if you have already obtained the elevator key.
  4. On your first playthrough, you will definitely have to go through four exhibition rooms. The path to each of them (the first, second, third, and fourth floors) requires the hero to pick up a special pass lying on the pedestal. Visually, these booklets look the same. They are called "Exhibition: Individuality", "Exhibition: Cyclic", "Exhibition: Gemini" and "Temporary Exhibition". In general, you will receive these clues automatically according to the plot of the game.
  5. The bodyguard is a special enemy that you will definitely fight the first time you complete the level. So no further action is required.
  6. Gallery Keycard - Dropped by the guard you fight the first time you play through the Museum.
  7. The code from the club - the password for the door with a combination lock from the Club, to the left of the dance floor. To get it, after going up to the third floor, turn to the side and find the woman. If I'm not confusing anything, in order to get to the girl with the staff, you will need a key card from the gallery. She opens the doors on the flights of stairs.
    All clues in the Museum

  8. Access to the stairs - get automatically in the story, when interacting with any door behind which there is a staircase. It's simple, nothing extra is required.
  9. Strange Mask - After defeating the woman with the staff on the third floor, which drops the code from the club (on the matchbox), be sure to inspect the strange green mask that she admired. The lead will be counted.
  10. Sean's Army - In one of the exhibition halls, you will stumble upon Sean's followers. This will happen automatically according to the plot of the game, so you do not need to make additional efforts.
  11. The door to the artist's residence. In the place where you fight with the girl with the staff, find the code from the club and a strange mask, there is a locked door. Examine it to get this clue. The door opens with a key that can be found in the Tower (read below).
  12. Kuroki's Inner Circle - Received automatically in the story of the game, on the first playthrough, when you fight the two twins. This is the last fight before the boss fight in the level.
  13. Elevator Key - Defeating these twins will give you the elevator key in the Museum level. It will allow you to immediately get to Kuroki. No additional action is required. Just complete the level once.
  14. The family photo is the last clue you can get later, at least after completing the Tower level, as it contains the key to the door to the artist's residence. In this room is a family photo with Kuroki's twin sister.


All leads in the Tower

Total holds 17 (including 2 keys).

You will receive the first two clues automatically at the beginning of the game. Also, two hooks are available for other chapters. Both clues are related to the location that you are offered to go to, and the boss that you have to fight at the very end. In the case of the Tower, these holds are "Tower" and "Jinfeng - Gender".

  1. Employees - you will receive this clue at the very beginning when you go forward through the hall. The staff (administrators) will inform you that Jinfeng is waiting for you upstairs.
  2. Elevator - Only the elevator on the left will be open. You will study the elevator on the right in the hall, at the beginning of the game. You need a special map, but right now you will get a clue related to the elevator.
  3. Auction of works of art - all in the same hall from the beginning of the level, go to the rooms on the left and find a booklet with information about the auction in the offices.
  4. Jinfeng Computer - On the first playthrough, after going up to Jinfeng's office in the elevator, listen to the woman. When it disappears, defeat the enemies that have appeared and inspect the personal computer on the table. That's how you get a clue.
  5. Jinfeng Safe - In order to open the safe, you will have to hack into Jinfeng's personal computer. To do this, visit the Club, go through the service door to the right of the dance floor, go upstairs and look for a techie behind a dark corridor with enemies. Talk to him. Ask for help with computer hacking and point to corporations. So you get a hacker flash drive. With the item in hand, interact with the Jinfeng computer again to open the safe on the side.
    All leads in the Tower

  6. Oath of the Guardian - lies inside the Jinfeng safe, which you open earlier, in the paragraph above.
  7. Artists Key - This key opens the door to the artists' residence on the third floor of the Museum. We wrote about this earlier. The key itself, as it turns out, is hidden inside the Jinfeng safe. Take the item and leave the location.
  8. Shelter - This booklet can be found under a large screen in a room where you will find enemies talking. Just be careful and don't miss this moment.
  9. Rift - when you fall on the elevator into the Rift, located under the Tower, you will get a new clue. In the future, on the elevator from the hall, which requires a key, it will be possible to descend directly into this Rift.
  10. Hui-Su. In the Rift, you will meet two Jinfeng bodyguards. This is one of them. In the same place, apparently, you will receive a clue "Dawn".
  11. Conspiracy - Received automatically when you defeat the Hui-Su listed above.
  12. Sun Mei. The second Jinfeng bodyguard encountered in the Rift. After defeating her, you will receive the corresponding clue.
  13. "Dawn" - information about the secret order, which you will receive in the room where you met Sun-Mei. I could be wrong, but the most important thing is that you get this hook automatically when you play through the Tower for the first time.
  14. Elevator Key Card - After defeating Sun Mei, you will receive a key card that will allow you to open the right elevator in the lobby at the beginning of the level and immediately descend into the Rift.
  15. Shadows - in the Rift (caverns under the Tower) you will find opponents that look like ninjas. This will happen automatically, so no further action is required.

All leads in the Vault

Total holds 16 (including 3 keys).

You will receive the first two clues automatically at the beginning of the game. Also, two hooks are available for other chapters. Both clues are related to the location that you are offered to go to, and the boss that you have to fight at the very end. In the case of the Hideout, these hooks are "Hideout" and "Yang the Leader".

  1. Newspaper - when you enter the building after defeating the first enemy, look at the table on the left side to find the first clue (in addition to those mentioned above).
  2. Door to the Inner Garden - There are three doors in the main room of the Vault at the start of the game. The door on the left leads to the kitchen, the door on the right leads to the living quarters, and the door in front leads to the inner garden. Examine the last one so that the clue counts. To open this door, you will need a special key card. You will receive it at the end of this level, for defeating the last opponent before the battle with Yan.
  3. Room 206 - go out of the hall through the door on the right to get into the living quarters. Look for room 206 upstairs and open it with the keycard 206 obtained in the Slums (you can do it on the first playthrough).
  4. Fakhar's medical report. Inside room 206 that you unlocked earlier (see the previous point), look for Fakhar's medical report.
  5. Flower key. Inside room 206, which you unlocked earlier (see the previous point), look for the flower key that opens the last locked door in the Slums before the boss fight.
  6. Aromatic Garden Door - Jump out the window or go downstairs and open the door to defeat the only enemy (all the rest are students who won't get in your way). Then you will go through a small inner door and on the left, there will be a door to the aromatic garden. Examine it now or open it later when you find the key. This will happen without fail according to the plot of the game.
    All leads in the Vault

  7. Aromatic Garden Key - From the courtyard where the door to the aromatic garden is located, go to the massage room. Defeat the enemies to get this item. Now you can open the door in the previous courtyard.
  8. Statue - Once outside, in the courtyard, defeat the Giant and two normal enemies. Don't rush up the stairs. Walk past them to the cliff. There is a statue there that a non-hostile NPC is admiring. Interact with her.
  9. Key Card - Go up the stairs and deal with the last staff-wielding enemy. This will give you another clue. This key card opens the door to the inner garden from the Vault hall at the start of the game, allowing you to significantly shorten the path to the Yan boss.
  10. Alchemist's Vow - In the long room with the scrolls on the far table on the right is a worn piece of paper. Take the item to get a clue.
  11. Five Treasures - This item can be obtained by defeating Yan for the first time.
  12. Graves - This item can be obtained by defeating Yan for the first time.
  13. Yan's Flowers - This item can be obtained by defeating Yan for the first time.
  14. The Sacred Mountains are the last clue and the hardest to get. To do this, you will have to beat the game to the true ending. We have covered this in more detail in a separate guide. In short, you need to repeat the battles with all the bosses and spare them. In chronological order.

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