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Guide and Walkthrough by LadyNorbert
Version: 3.1 | Updated: 06/10/2017
FAQ of the Month Winner: October 2005
---======>SHERLOCK HOLMES AND THE SECRET OF THE SILVER EARRING<======--- A role-playing adventure game from Frogwares, distributed by Ubisoft Based on the Sherlock Holmes stories by Sir Arthur Conan Doyle Walkthrough by LadyNorbert Permission to host this walkthrough is granted to GameFAQs. If I find it being used anywhere else, I will set the Hound of the Baskervilles on whoever took it. Updates: 10/31/05 -- Original posting, version 2.0 11/12/05 -- Version 3.0 includes a clue in the chemistry analysis on Day One which I had originally forgotten, and a corrected answer to one of the Day One quiz questions. Many thanks to Vonnie Wiltsee for spotting and pointing out my errors. 02/11/06 -- Version 3.1 includes the correction of one more mistake I made in the original draft. Thanks again to Vonnie Wiltsee for catching it. 03/02/13 -- Long time no see! I've updated my contact information. ----------------- TABLE OF CONTENTS ----------------- I. Introduction A. The story B. The characters C. The locations D. Basic game play E. Solving the levels II. Day One -- 14 October 1897 A. Sherringford Hall -- interior 1. Ballroom 2. First Corridor (suit of armor) 3. Kitchen 4. Second Corridor (paintings) 5. Smoking Room 6. Ladies' Dressing Room 7. Stairwell 8. Dining Room 9. Ballroom 10. Dining Room B. Sherringford Hall -- exterior C. Baker Street D. Quiz III. Day Two -- 15 October 1897 A. Baker Street B. Sherringford Hall 1. Ballroom 2. Kitchen 3. Smoking Room 4. Ladies' Dressing Room 5. Ballroom and Sir Bromsby's Office C. Flatham 1. Flatham Station 2. Fowlett's House -- interior a. Living Room b. Kitchen c. Hallway d. Workshop/Bedroom e. Living Room f. Workshop/Bedroom 3. Fowlett's House -- exterior 4. Fowlett's House -- basement 5. Fowlett's House -- exterior D. Quiz IV. Day Three -- 16 October 1897 A. Baker Street B. Flatham Station (flashback) C. Baker Street D. Sherringford Hall 1. Ballroom and Stairwell 2. Sir Bromsby's Office E. Bromsby Cementworks F. Baker Street G. Bromsby Cementworks 1. Grimble's Office 2. Fairfax Theatre H. Quiz V. Day Four -- 17 October 1897 A. Baker Street B. Hunter's House 1. Interior 2. Greenhouse C. Baker Street D. Richmond Abbey 1. Abbey Gate 2. Walking to the Ruins 3. Interior of Ruins E. Sherringford Hall and Baker Street F. Quiz VI. Day Five -- 18 October 1897 A. Aston Theatre 1. Audience Hall 2. Dressing Room 3. Hallway 4. Office and Costume Room 5. Backstage 6. Locked Room B. Baker Street and Quiz C. Optional Quiz and Endgame VII. FAQ and Credits ---------------- I. INTRODUCTION ---------------- A. The Story The game opens with a mini-movie explaining the backstory. Dr. Watson reads a letter which Holmes has received from a Lord Cavendish-Smith, concerning the upcoming birthday party of an important member of the British government. Among the entertainers expected to appear at this party is Gallia, an Italian opera singer. There are some concerns about her character, however, so Lord Cavendish-Smith wants Holmes to investigate her. She is going to be singing at an upcoming gala dinner being thrown by Sir Melvyn Bromsby in honor of the 18th birthday of his daughter Lavinia, and the letter Watson reads includes two invitations, allowing the detective and his loyal friend to attend the party and have a look at the dubious diva. Holmes conducts himself with his usual observant aplomb at the party. He has never met Sir Bromsby, but is at once able to provide Watson with a litany of details about the gentleman. The host appears at a podium at the far end of the ballroom and begins to give a speech, which is unfortunately interrupted by his falling down dead. He has been fatally shot, and as the smoke clears, his daughter is seen standing in the doorway. All circumstantial evidence points to the probabilty that Miss Lavinia is her father's killer, and it is up to Victorian London's most dynamic duo to prove her innocence...or guilt. B. The Characters In the course of the five-day investigation, you will encounter (and in some cases, be) a host of fascinating characters. Among the more prominent are the following: ~ Sherlock Holmes -- The greatest detective of all time hardly requires an introduction. Here he is in all his glory, bound and determined to see justice done at any cost. ~ Dr. John Watson -- Holmes's right-hand man, biographer, and best friend is never far away when an investigation is taking place. Faithful, ready to assist in any way, and handy with a revolver, he does a fair share of the legwork in this case. ~ Mycroft Holmes -- Sherlock's older, smarter brother does not actually appear in the game, but does communicate with and assist his younger sibling during later portions. An important person in the British government, Mycroft is, according to his brother, even more observant and even more skilled at deducing facts than Sherlock himself. ~ Inspector Lestrade -- In "The Hound of the Baskervilles," Holmes refers to this mostly-competent cop as "the best of the professionals, I think." He lacks imagination, and doesn't often approve of Holmes's methods, but he is a very useful ally. ~ Wiggins -- The leader of the Baker Street Irregulars, he's a sturdy lad of about twelve years old. He and his fellow street urchins are Holmes's eyes and ears throughout London, able to go anywhere and watch anyone. ~ Sir Melvyn Bromsby -- The man whose murder is the focus of the game. He is a wealthy businessman, widowed with one child. ~ Miss Lavinia Bromsby -- Sir Bromsby's only child, she has just returned from six years away at boarding school. Her father is murdered at a party to celebrate her homecoming and 18th birthday. ~ Hermann Grimble -- A minority shareholder in Bromsby's business, and a friend of the deceased. ~ Horace Fowlett -- Sir Bromsby's closest friend and solicitor. He's a bit of a crackpot inventor, with a fondness for automatons (mechanical toys and contraptions). ~ Lieutenant Herrington -- A young enlisted gentleman who professes love for Miss Lavinia and spends a great deal of time with her after Bromsby's murder. (Notice the color of his hair? He's a red Herrington.) C. The Locations ~ Baker Street -- Holmes and Watson's apartment is the scene for conversations, introspections, and analyses using Holmes's chemistry set. ~ Sherringford Hall -- Sir Bromsby's manor house, where his murder and plenty of other important events take place. ~ Flatham -- The district of London where Horace Fowlett lives. ~ Bromsby Cementworks -- Sir Bromsby's cement factory. ~ Fairfax Theater -- An abandoned, run-down old theater on the grounds of Bromsby Cementworks, once owned by Veronica Davenport and Jeffries. ~ Hunter's House -- Home of the bartender from Sir Bromsby's party. ~ Richmond's Abbey -- A fifteenth-century monastery, home to an order of Anglican monks and the source of a fine liquor made with medicinal herbs. ~ Aston Theater -- A theater owned by Dwight Richards. D. Basic Game Play I have heard this kind of game referred to as a "pixel hunt," and it's not an inaccurate name. In the various areas, you move your mouse pointer around until it changes, which will indicate that there is something to be done. Your pointer looks like a smoking pipe when you play as Holmes (which is most of the time), or like a quill and parchment when you play as Watson. When you light upon something to be done, it will change to one of the following: ~ A hand -- there is an object to be picked up or examined. ~ Footprints -- you can walk to another part of the scene. ~ A portrait -- this will appear when you hover the mouse on another character, and will enable you to open dialogue with him or her. I very STRONGLY encourage you to speak to each character as thoroughly as you can. You will have a menu of topics to discuss, and sometimes hearing their opinions on one subject will open up possibilities for others. Don't click "Goodbye" until you have no other options available. You have an inventory which is with you at all times, and can be accessed at any instant by right-clicking with your mouse. There are four things which are permanently in the inventory -- a notebook, a magnifying glass, a tape measure, and a test tube. Quite often, you will hear Holmes remark "I need something" when you click on an object; this means he needs one of the items from the inventory. The magnifying glass is, of course, to examine objects closely; the tape measure obviously measures things; and the test tube is for collecting samples of powders and other substances to be analyzed with the equipment back in Baker Street. When you hear Holmes say that it is time to "reveal one of my hints," you need to show something from your inventory to another character. Open the inventory by right-clicking, click on the desired object to make it 'sit' on your pointer, and then click on the character in question. If it is the wrong object, it will return to your inventory without comment. The correct object will get the other character to continue the dialogue in the necessary vein. The notebook contains all the information you acquire throughout the course of your investigation. This information is divided into four categories: ~ Clicking on the tab with the picture of Holmes and another person will allow you to access transcripts of conversations you've had with other characters. (Testimonies) ~ Clicking the tab with the quill and parchment will show the results of your chemical analyses and other observations. (Reports) ~ Clicking the tab with the picture of books lets you read and review any documents you have acquired or examined along the way. (Documents) ~ Clicking the tab with the picture of a map will open a map of London and surrounding areas. Significant locations will appear on the map at different intervals, and you can travel to those locations by clicking on them. You don't have to actually take any notes, as the game will do it for you automatically. When you pick up any kind of document -- anything ranging from business cards to letters -- open your inventory and hover your mouse pointer on the item. A tiny menu will open with the option of "Read," and the item will vanish; you can then examine it carefully by opening your notebook and clicking the Documents tab. Close your notebook at any time by clicking on the notebook icon. To make Holmes or Watson walk around in an area, click on a spot where you want the character to stand. To make him run, double-click the spot. This is VERY important in some timed parts of the game. To access the main menu at any time (except during a sequence where you are not in control), press the Esc key. Saving the game often is advised, and as you have an unlimited supply of empty save slots to use, you don't really need to overwrite your saves. My personal suggestion is to use a new slot each time, and save your game at the beginning or end of each new section of the game. This will also make it easy, if you're so inclined, to go back and replay favorite sections of the game later. You may also press Esc to skip through mini-movies or character dialogue. E. Solving the Levels One nice feature about the game (or annoying, depending on your point of view -- I found it helpful) is that you cannot advance to the next stage of play until you have completed everything you need to do in the current stage. This can be a little irritating; it may turn out that the one thing you neglected to do is measure a footprint or ask someone a question. But it means you won't get to a point and be unable to proceed further because you failed to find an important clue two days ago. There is one exception to this otherwise handy setup, however -- the game contains some sort of glitch which makes it possible for you to continue past the first part of the game even if you neglect to pick up one of the items. This is really bad news, because you need that particular item on the fourth day of the investigation, and if you don't have it, you can't proceed. So be very careful when investigating Sherringford Hall! As far as I know, that's the only instance where this can happen. Once Holmes and Watson have done everything they can do on a given day, they will return to Baker Street to review their findings. Your notebook will open, and you will have some yes or no questions to answer about your discoveries of the day. The tricky part is that you must justify all of your answers by providing evidence found in the notebook. Fortunately, they make it easy for you; the boxes in which you are supposed to put the evidence are color-coded to match the section of the notebook where the correct answer will be found. For example, if the box for the evidence is dark blue, then you know that it is found in the record of one of your conversations with another character. To hunt for your evidence, click on the "Notes" tab below the quiz question, then click the tab for the appropriate category of data. When you find the necessary piece of evidence, click on it, then click on the "Quiz" tab and click the box; the notation for the proof will appear. Answer all the questions, then click on your notebook icon in the inventory to see how you did. If you made a mistake, Holmes will say that you must try again. If everything is correct, you'll hear him say "It is simplicity itself. We have answered all the questions." The final quiz in the game is optional; you may skip it if you would rather just go to the end movie and see if you were right. ------------------------------ II. DAY ONE: 14 OCTOBER 1897 ------------------------------ A. Sherringford Hall -- interior 1. Ballroom After the opening sequence, in which Holmes and Watson arrive at the Bromsby party and witness the murder of the host, the game will open with you as Holmes, standing near the dais where Sir Bromsby had been speaking. The game's manual actually walks you through the first several minutes of play. Start by picking up the piece of paper on the floor nearby, which is the speech Sir Bromsby had been reading when he was shot. It's also a good way to learn how your inventory works firsthand. Right-click to open the inventory, then hover your pointer over the paper. When the little menu appears, click on the blue word "Read." The paper disappears. Click on your notebook (the big book icon at the far left of the inventory) and open the Documents section. It will be the only item in the list on the left page; click on it to view the contents of the speech. What's the notation about a peasant and a snake? Hmm. Click on the notebook again to close it, then right-click again to close your inventory. There are a number of people in the ballroom, so start by interviewing the two on the dais. One is the doctor, who is attending the victim; from him you'll learn that death was instantaneous and that the bullet is still in the body, and he must wait for police permission to remove it. The other is Grant Sweetney, an associate of Sir Bromsby who is not overly fond of the host. Moving to the left, you can speak with Major Lockhart, who has absolutely nothing of importance to tell you but, hey, Sherlock Holmes is a very thorough fellow. Hanging from a chair near a door as you move around the oddly-arranged tables is a piece of white cloth; take it. It registers in your inventory as "dirty white clothes," and will warrant analysis later. Continue moving around the room, speaking with anyone you meet. Colonel Patterson, standing at the bar, won't give you much of an interview just now, but Scott Brimms, the man sweeping the floor, is more helpful. Once you've spoken to everyone, go back to that door where you found the cloth on the chair (it's to the right of the main ballroom entrance) and click on the door to enter the hallway. Holmes will note that the handle is twisted, suggesting that someone recently used that door. 2. First Corridor Recently indeed. As you stand in the corridor, which Holmes will note smells of gunpowder, you can see a black mark on the frame of the door you just closed. Get the tape measure from your inventory and use it on the mark, which is a powder burn. The measurements (1 meter 65, or 5.4 feet) will provide a clue later. Observe the footprints on the floor. Take out your magnifying glass and click on the base of the "handsome suit of armor," and look behind it to find a black sheet. Now, move a little farther down the hall to the table with a mirror, and move your pointer around until the hand appears. Get out your magnifying glass and click on the table, where you will find some black hair. You've now collected all the evidence to be gotten from this corridor, so go back to where you entered and click on the door on the left side of the screen. 3. Kitchen You will enter the kitchen. Using your magnifying glass on the table immediately in front of the door will allow you to locate a button, a poorly fabricated copy of a button from a military uniform. There is a wooden dustbin to the left of the door, which is "diabolically heavy" when you click on it. Click on the footprint symbol to walk around the table and have a chat with the cook, Carl Pannister. He has some interesting information for you, including details about a French chef and his strange ideas concerning tablecloths, as well as a few comments regarding that heavy dustbin. He heard it close twice, once before the shot was fired and once after, and he knows that the first time it was Mary, one of the maids; he presumes it was Mary the second time as well. After you've gotten him to tell you all he knows, you're finished here, so exit the kitchen by the same door. Click on the door you haven't used yet, the one leading in a northerly direction, to enter a second corridor. 4. Second Corridor Holmes will observe a greasy substance on the door. In this corridor are two doors on your left, and a table flanked by paintings on your right. Go to the table first, and investigate beneath it with your magnifying glass. You'll find a nifty powder tin to add to your inventory. Farther down the corridor is a red ladies' handbag. Once you pick this up, right-click to open your inventory and move your pointer over the bag. Select the option to "unpack" the contents, which include Lavinia Bromsby's passport, travel tickets, and -- most damning of all -- a revolver. On the floor near where you found the handbag is a sample of white powder; get the test tube from your inventory and use it on this powder so that you can later analyze it back in Baker Street. You can visit the smoking room and the ladies' dressing room in whichever order you choose, just so long as you enter both of them. 5. Smoking Room Note the footprints on the floor; open your inventory and get the tape measure to learn that they are a size 7. Click on the table and, using your magnifying glass, retrieve some flaky ash from the ashtray there; Holmes notes that the ash does not match the cigar which is also in the tray. Moving around to the left, there is an open door leading into a small bath. Click on the sink and use your magnifying glass to examine the mustache scissors, and to collect the sample of red hair on the counter just below them. You've got all the clues to be found in this room, so go back to the corridor and click on the other door to enter the ladies' chamber. 6. Ladies' Dressing Room There is a dressing table with a mirror. Pick up the picture of a pretty young woman, inscribed by Veronica Davenport. (This is the clue that you can miss and still continue with the game, so make sure you grab it or you'll be in real trouble later!) There is a mark on the table, a round spot on which you should use another of your endless supply of test tubes to add yet another sample of white powder to your inventory. Move away from the table to a sofa and table, upon which is lying a book. Someone has been studying French, it seems. A French calling card is sticking out of the book; take it and, in your inventory, treat it as you treated Sir Bromsby's speech -- click on "Read" to move it to the notebook, then open the notebook to read it. Louis-Philippe de la Musardiere has some interesting titles. Head back into the corridor and open the northernmost door to enter the stairwell. Holmes will note that this one also has a greasy substance on it. 7. Stairwell One of the maids, Mary, is scrubbing a spot out of the carpeting. She will tell you that she was not present for the shooting, but that Scott -- the sweeping servant you interviewed earlier -- poked his head in to tell her the news of their employer's death. Pay close attention to her remarks about the dustbin, which she will tell you she only opened and shut once. But the cook said it was closed twice, so who did it the second time? You can't go upstairs at this point in time, so once you've exhausted conversation opportunities with Mary, move through the door to the left and enter the long dining room. 8. Dining Room Pick up the piece of paper on the long table, which, when you read it in your notebook, will turn out to be the guest list. There are some strange notations next to many of the names. Move to the next screen and introduce yourself to Hermann Grimble, a business associate of Sir Bromsby's, and to the grieving daughter Lavinia. (Diehard Sherlock fans will be amused by the fact that he kisses Miss Lavinia's hand, something he never does in any of Doyle's stories.) Lavinia is not interested in giving you much of a statement; she has lived at a foreign boarding school for six years and really has no idea who you are. Mr. Grimble, on the other hand, has heard of Sherlock Holmes and will answer your questions gladly. Also present is Lt. Herrington, who is only too eager to defend Miss Lavinia's honor. Once you have finished conversing with these three, the scene will automatically jump back to the ballroom. 9. Ballroom Colonel Patterson is still standing by the bar, and this time, he will answer any questions you put to him. He's got terrible vision, but excellent hearing, and informs you that Sir Bromsby's death was caused by a shot from a Wright revolver of small caliber. Lt. Herrington is there also, and you should speak to him briefly before he excuses himself to go and apologize to Miss Lavinia. Converse with Hunter, the bartender, and have a second chat with Brimms, who is still sweeping. He can tell you more about the Frenchman the cook mentioned. Once you've exhausted conversation opportunities with all four of these characters, return to the dining room. (Use the door to the immediate right of the dais.) 10. Dining Room Miss Lavinia still won't talk when you click on her. You will hear Holmes say he needs to use one of his hints. Open the inventory and click on the gun, then click the gun on Lavinia. She will more or less freak, but you can get from her what you need to know. Also click on Grimble again, when you've finished with her, to make sure you've said everything you need to say to him. If you've read all the documents in your notebook, there should be a new dialogue tag in the box, concerning Bromsby's speech. If you've done everything right, Holmes will wonder where Watson has gone, and the game will shift automatically to the front lawn of the hall. (If it doesn't, it means you've forgotten something. Make sure you have all of the pieces of evidence that should be in your inventory and that you've exhausted discussion possibilities with every character.) B. Sherringford Hall -- exterior This part of the first day is much shorter, as you shift your play mode to the good doctor. You're getting into it pretty heavily with Lamb, Sir Bromsby's coachman, but Lamb becomes much more congenial once he understands just who you are. Talk to him and enlist his help in keeping everyone inside, and inquire about the sealed door behind you. Once you've finished talking to him, head to the right. There are quite a few people here and you need to speak with all of them, but you can approach them in whatever order you like. Miss Lambert is on the steps of the hall; as near as I can figure out (because it never really does get explained), she's the head housekeeper or something similar. She can clarify the odd notations on the guest list that Holmes found, because she's the one who made them; they were suggested by the French chef, to arrange seating in order to accommodate those with poor eyesight or hearing. He was the genius behind that crazy arrangement of the tables as well. There is a gentleman called Satterthwaite, sitting on a bench; on another bench is the second maid, Sue, comforting a weeping woman named Miss Roundtree. Three rather inebriated men are clustered near a carriage. (One of them actually calls Watson "ma'am" -- his drinks need to be stopped!) Go around the driveway and speak to everyone. Once you've pursued all possible conversation leads with all seven characters, Holmes will come out and join you in the drive, and you will resume playing as the detective. Go back to where Lamb is standing guard, and use your magnifying glass on the white speck in front of that sealed door Watson observed earlier. You'll find a cigarette butt with a partial word printed on it, "Chirr." Take this, and use the measuring tape on the footprint next to the butt; another size 7. Once you've collected all this evidence, Inspector Lestrade arrives and you lose control of the game for a few minutes while Holmes explains how he knows Lestrade was just at his mother's. Once they finish their lively little chat, the map will open and you can return home by clicking on the Baker Street icon. C. Baker Street Both gentlemen have some work to do here. You'll start as Watson, who needs to do some reading up on tobacco, footprints, and ballistics. Turn to the bookcase and click anywhere on the second, third, and fourth shelves, then open your notebook and turn to the Documents section. You will have three articles to read. The ballistics entry will explain that adding 15 cm to the height of a powder mark on a wall will give the shooter's height. This means that, based on Holmes's measurements back in Sherringford Hall, the person who shot Sir Bromsby is 1 meter 80 tall -- approximately 5'9". The tobacco article will tell you about a kind of tobacco which only comes from Brazil, is found in products made by the Chirripaqui Company, and has a calming effect on the smoker. The cigarette butt with "Chirr" stamped on it must certainly be one of these, and is the source of the flaky white ash Holmes found in the smoking room. Switching over to Holmes, it's time to play with your chemistry kit. You have a few objects requiring analysis, the first being the dirty white cloth you picked up in the ballroom. Retrieve the cloth from your inventory; before you can do any analysis, you have to do a bit of laundry. Pick up your little bowl of water and set it on the burner tripod, then take the green bottle (soap) from the rack of chemicals and add it to the water, which will turn an interesting shade of green. Click on the burner under the tripod to heat the soapy water, then pick up the white cloth and put it in the dish. Now that it's clean, it's time to do some experimenting with the cloth. Put your bowl of (miraculously clean) water on the tripod again, and this time, add the blue chemical (spirits). It's the fifth bottle from the left on the lower level of the chemical rack. Click the lamp to light the burner, then put the white cloth into the dish. The stains are observed to be sticky, but not oily. Take the white cloth out of your inventory again and, this time, put it on the tray of your microscope to learn that it's made of fine white cotton. You've learned all that it can tell you now, and it will no longer sit in your inventory. In your notebook, open the Reports section and read that it's the same kind of cotton as is used to make gloves for army officers. Next, let's examine the dark powder you took from the door frame. Take the dark powder from your inventory and place it in the tripod dish, then light the burner. It's burnt gunpowder, and there's a new report in your notebook to read. Now, about those three pesky samples of white powder -- are they all the same thing? Let's find out. In the inventory, click on the magnifying glass, then click on the powder box. Now take all three white powders and put them on the tray of the microscope to find that yes, they are all the same, and have now combined into one big pile of white powder in your inventory. Take it out, put it on the tripod dish, and light the burner. Hmm, nothing happens. Put the dish of water on the tripod and light the burner, then add the powder to the dish. It creates a pasty substance, rather like starch, and the white powder is gone from your inventory. The report in your notebook will tell you that it is rice powder. The final clues you can analyze are the samples of red and black hair you have acquired. The black hair you found on the table in the first corridor should be placed on the microscope; Holmes will identify it as a man's oily hair. The red hair, whch you found in the smoking room bath, also goes on the microscope, so Holmes can detect the presence of "a light, feminine perfume." Click on the decorative silver emblem in the upper right corner of your screen to leave your chemistry table, and get ready for your very first quiz. D. Quiz The questions will be presented one at a time, with a little decorative scroll at the bottom that you click to get to the next one. Click yes or no, then go hunting for the piece(s) of evidence to back up your answers. Use the colors of the box(es) for evidence to tell you which section of your notebook holds the proof. 1. Do we have an idea of the weapon used for the crime? Answer: Yes. Justification: In the Testimonies section, your second conversation with Colonel Patterson. 2. Could the murderer escape through the stairs going to the second floor? Answer: No. Justification: In the Testimonies section, your conversation with Mary. 3. Are the ashes found in the smoking room from English cigarettes? Answer: No. Justifications: Red frame - In the Reports section, the mention of the cigarette butt found in front of the service door in the courtyard. Green frame - In the Documents section, the study of tobacco. 4. Was the side door going to the kitchen open after the shooting? Answer: No. Justification: In the Testimonies section, your conversation with Satterthwaite. 5. Did Miss Lambert choose the tablecloths and arrange the tables? Answer: No. Justifications: Both are found in the Testimonies section. 1. Your conversation with Carl Pannister. 2. Your conversation with Miss Lambert. 6. Do we have an idea of the murderer's height? Answer: Yes. Justifications: Red frame - In the Reports section, the measurements of the powder smudge on the doorframe. Green frame - In the Documents section, the ballistics article. 7. Among the interrogated people, did any others besides Colonel Patterson have bad eyesight? Answer: Yes. Justification: In the Testimonies section, your conversation with Miss Lambert. Once you have answered all seven questions and provided your justifications, click on the notebook to close it. Congratulations, you've completed your first day of detective work! ------------------------------- III. DAY TWO: 15 OCTOBER 1897 ------------------------------- A. Baker Street You will find that your inventory has cleared itself of everything except the permanent items (magnifying glass, test tube and measuring tape) and the picture inscribed by Veronica Davenport. Holmes will inform Watson that Lestrade has provided a number of documents pertaining to the previous night's murder. As Watson, your first duty of the day is to open the notebook and read the reports, which are in the Documents section. They are titled "The Crime," "Instrument of the Crime," "The Motive," "The development of the crime," "Scotland Yard Report," and "Melvyn Bromsby." Once you have read each of these, the pair of you are to head for Sherringford Hall to meet Lestrade and continue with the investigation. The map will open for you; click on the icon for the Hall. B. Sherringford Hall Miss Lambert will be in the exact same position on the steps of the hall as she was when Watson interviewed her. (Does she ever move?) After you speak to her, you'll find yourself in the ballroom with Mr. Grimble and Inspector Lestrade. 1. Ballroom Personally speaking, I found this one of the most annoying parts of the game. Talking to Mr. Grimble is necessary, of course, and will illuminate some of the less cheerful aspects of Lavinia's relationship with her father. Holmes will then exit the room, leaving Grimble, Watson, and Lestrade chatting about polo. I don't know *why*, but instead of following Holmes right away, the "camera" lingers on the polo discussion for several minutes. Just bear with it. Eventually the control of the game returns to you, and Holmes will be standing in the corridor by the suit of armor. Click on the door on the left side to enter the kitchen. 2. Kitchen In the kitchen, there's nothing to click on except Carl, the cook, who is rather brutally hacking at a chicken. "It's already dead," Holmes observes. Carl has a bit of interesting information to share; two bottles of very fine whiskey, 18 years old, have gone missing. Other than that, however, there is nothing to learn here, so go back to the corridor and head north. In the corridor with the paintings, you will again enter each of the doors on the left side -- the men's smoking room and the ladies' dressing room. The smoking room is closer, so I advise going in there first. 3. Smoking Room You have a single concern in here. There is a pair of white gloves on the table; swipe these for your inventory. Yes, that's all. 4. Ladies' Dressing Room There's a bit more to do in here. On the table you'll see Lavinia's red handbag, the same one you found last night. Open your inventory and unpack the contents, just as you did the first time; you'll find a letter from Lt. Herrington and a program from the London opera. Click on the "Read" option for each one, then open your notebook and view the contents of these in the Documents section. Once you've finished, go back out to the corridor and return to the ballroom. 5. Ballroom and Sir Bromsby's Office Miss Lavinia has joined the group in the ballroom and will answer your questions. She will explain how her father had told her to wait before entering the party, and how she had nervously powdered herself. When the conversation concludes, the game will transport you all to Sir Bromsby's office to start looking for clues. Fowlett, Sir Bromsby's friend and solicitor, is fond of inventing weird games and security devices. Lestrade will trigger one by attempting to open a drawer of Sir Bromsby's desk, after which control of the game reverts to you and Holmes. On the desk are two photographs to be examined. One is of Sir Bromsby with Grimble, and a third individual's hand is on Bromsby's shoulder. Use your magnifying glass on the hand and note that the person is wearing a ring with a Masonic emblem. The second photograph is of a young Lavinia and her grandfather, who is teaching her to shoot a rifle. In front of the picture of the men is a letter from Fowlett to Bromsby; take it and read it in your notebook. Open the notebook and read the page Fowlett has marked about medieval French art, and the practice of concealing an image inside a painting of something else. Open the drawer and take out all the burnt pieces of paper, then read them in your notebook. There is a piece of a book, a chunk of a newspaper from India, and a page with a code; the only surviving information says that 55 is the number to add. Move away from the desk and click on the central picture on the wall, which is of Sir Bromsby in front of the Kalidassa Abyss. Lestrade will inform you that Horace Fowlett was last seen heading to the north country, so you should head for his home in Flatham and see what you can learn. Before you go, click on Sir Bromsby's giant portrait next to the office door and reveal a safe, though there's nothing you can do with it just yet. C. Flatham 1. Flatham Station Talk to Constable Fletcher when you reach Flatham Station, then go with him to Fowlett's house. His neighbor, Graham, will tell you that Fowlett left the day before and gives you a key to Fowlett's house. While Watson departs to talk to the Flatham stationmaster, and Constable Fletcher remains on watch, you as Holmes can go in and investigate Fowlett's house for clues. Walk through the gate and use the key on the front door. 2. Fowlett's House -- interior a. Living Room Well, it's certainly dark in here -- you're not going to get very far if you can't see what you're doing! Have a look at that dragon statue to the left of the door, and click on it to get a matchbox. It's going to prove to be one of the most useful things you acquire in the whole game. For now, use the matchbox on the lamp on that table to your right, and shed a little light on the scene. There are shoes on the floor near the dragon, which Holmes will identify as being size 6. There is also a footprint; pull out your handy measuring tape and learn that it's a size 7. Interesting. Move your pointer along the bottom of the screen to get the footprints icon, then click to move to a corner of the room. There is a peculiar-looking automaton sitting there, but you can't do anything with it unless you have a token. On the wall are four Epinal woodcuts. Remember Fowlett's notation in the book about medieval French art? These are examples of the kind of art he admires -- paintings of one subject with a hidden image. From left to right, see if you can spot the images hidden in these pictures: First picture -- a valley landscape. There is a deer hidden in a tree in the foreground. Second picture -- a hilly area. There is a bear outlined in the hill on the left. Third picture -- a river scene. A crab is on the rocks in the foreground. Fourth picture -- a waterfall. The water flows out of the beak of an eagle. Back up from this corner, and you will spot a wooden toy on the floor under the table; grab that. Head toward the left side of the screen and you'll find yourself facing a bookcase; click on the bottom shelf to open a volume of poetry. In your notebook, you can read one of Aesop's Fables, "The Villager and the Serpent." Hey, a peasant and a snake, doesn't that sound familiar? Sure it does; Sir Bromsby made a note about a peasant and a snake on his speech the night he was killed. Left of the bookcase is the doorway to the kitchen, while the door on the right leads into the hallway. Go into the kitchen first. b. Kitchen There isn't too much to do here, but what there is has significance. On the counter to the left of the stove you'll find an ashtray; use your magnifying glass to study it, and take the flaky white ash you find. Farther to the left is a table with a bottle of gin. Make note of the broken glass and the spilled blood. Right, that's it, you're done here; Go back to the bookcase, then click the door to the right of the bookcase to enter the hallway. c. Hallway Very dark here. Use your matchbox on the lamp sitting on the floor so you can see what you're doing -- didn't I tell you it'd be useful? There are two doors on the left here, one of which is "Closed!" We'll come back to that. Open the second door, which leads into Fowlett's combination workshop and bedroom. d. Workshop/Bedroom There is much to be done in here, but you can't do everything just yet. Note the interesting automatic shoe brush as you first enter the room; it's the strange contraption under the mirror. Also make note of the window, which is being held shut with a screwdriver. Very odd. Moving to the right you'll see Fowlett's bed; click on it and Holmes will observe that the pillow is missing. Check the washbasin in the corner, and collect the greasy substance on the left side. (It looks sort of like a handful of marbles.) Moving back from the basin, look at the wall and take a closer look at a portrait of Fowlett you find hanging there. He's not very tall, and is quite fat. Go back to the left, to the workshop portion. There are a number of certificates on the wall for you to examine. Beside the bed is what looks like a toy Noah's Ark sitting on top of a safe, but clicking this reveals that Holmes needs something in order to make use of it. Turn your attention to the worktable, and what appears to be a large checkerboard with numbered chips on it. Have you ever bought a book of puzzles, and one of the puzzles inside required that you put numbers into a grid so that all the rows, columns and diagonals added up to the same number? That is exactly what you have to do here. Remember the burnt piece of paper you took from Bromsby's desk, the one that said that the number to add was 55? All of the rows, columns and diagonals on this board must add up to 55 in order for the puzzle to be completed. The chips which are already on the board cannot be moved, so you have to solve the puzzle by putting the chips on the table in the correct slot. Adding to the difficulty, the colors of the chips must alternate, light and dark. I absolutely detest this kind of puzzle, so I'm not going to lie to you. My immediate reaction was to visit the UHS hints website and get the answer. If we were relying on MY math skills to get past this part of the game, the walkthrough would quite frankly end here. Fortunately, thanks to the UHS folks, that's not the case. You can see for yourself on the board which numbers need to be light-colored chips and which ones need to be dark- colored, so I'm just going to tell you which numbers go where. (To keep the columns even, I have used X in place of the number 10.) --------------------------------------- | 8 | 5 | 3 | 1 | 7 | 6 | 6 | 9 | 2 | 8 | --------------------------------------- | X | 3 | 1 | 4 | 7 | 3 | 8 | 7 | 3 | 9 | --------------------------------------- | X | 6 | 8 | 3 | 2 | 8 | 1 | 7 | 5 | 5 | --------------------------------------- | 3 | 7 | 7 | X | 5 | 1 | 6 | 3 | 6 | 7 | --------------------------------------- | 3 | 8 | 2 | 9 | 3 | 6 | X | 3 | 8 | 3 | --------------------------------------- | 4 | 1 | X | 6 | 9 | 9 | 3 | 7 | 2 | 4 | --------------------------------------- | 8 | 8 | 9 | 3 | X | 3 | 5 | 1 | 3 | 5 | --------------------------------------- | 4 | 3 | 3 | 8 | 1 | X | 9 | 4 | 8 | 5 | --------------------------------------- | 2 | 7 | 3 | 6 | 6 | 5 | 5 | 6 | 8 | 7 | --------------------------------------- Once the puzzle is correctly assembled, a little drawer will pop open at the bottom. Take the token in the drawer, and you're all done with this room for the time being. Well, now you have a token, so let's head back to the living room and have another look at that automaton in the corner. e. Living Room Back in the corner by the Epinal woodcuts, we can see that the automaton is almost a screwy kind of slot machine. Put your token in the slot, and cards will appear on your screen. (If you don't do this correctly the first time, don't worry; you get the token back and can try again.) Click on the automaton's upright left hand -- on the right side of your screen -- and watch what happens. This puzzle will have three parts, and to proceed, you must successfully complete all three parts. Pulling the arm will cause three cards to appear in the window in the automaton's chest. What you must do is select, from the cards in the upper left portion of your screen, the card which goes with the three cards in the window. The first deal produces the ace of hearts, ace of diamonds, and ace of spades. It isn't hard to guess that the card you need is the fourth ace, the ace of clubs. Click on the ace and drag it down to the automaton's flat right hand, then click again to release. The second deal produces the 3 of hearts, the jack of spades, and the 7 of clubs. What do these cards have in common? Well, if you look at the way your cards are arranged, you'll see that the only card which is adjacent to all three in the layout is the 4 of diamonds. So that's the next card to put in the automaton's right hand. The third and final deal brings up the 2 of hearts, the 7 of clubs, and the queen of hearts. What logic is employed by this deal, I'm not entirely certain, but trial and error ultimately proves that the card the automaton wants is the 4 of clubs, so drag it down to the right hand. You win the game, and are rewarded with...a little piece of paper. Whee. Open your notebook and read the verses about Noah's Ark. You're now ready to solve the final puzzle in this house, so let's go back to the workshop/bedroom. f. Workshop/Bedroom The piece of paper you received from the automaton is the "something" needed to work the Noah's Ark puzzle, so make your way over there. If you experiment with this particular invention, you will discover that clicking on each of the little animals at the base of the ark will send them climbing up and into the door. How cute! The trick, therefore, is to get the animals into the ark in the correct order, and this little poem is one of your clues; the other clues were the four Epinal woodcuts on the living room wall. If you put the animals into the ark in the wrong order, Noah will appear at the door for a minute, and then the puzzle resets itself. The first animal, according to the poem, came to the shore and was afraid of the powerful waves. One of the woodcuts showed a crab on the rocks by the shore of a body of water. The crab is your first click. The second animal came from a valley and was afraid of the river. The woodcut of the valley landscape had a hidden deer in one of the trees, so the second animal is the deer. The third animal came from the hills. The woodcut of hills had the outline of a bear on it, so the bear is your third animal. There are a few more animals to be gotten into the ark. The last animal, the poem says, was not afraid of the water but heard the wrath of the Lord roaring. In the fourth woodcut, there was a waterfall pouring out of the beak of an eagle, so the eagle is your last animal. Click on every other remaining animal (it doesn't matter which order) until only the eagle is left, then click on the eagle. If you've put all the animals into the ark in the proper order, the safe on which the ark puzzle sits will open. Note the damage to the door of the safe -- someone attempted to force it open. Take all of the papers you see, the read them in your notebook. There are quite a few documents, including letters from Sir Bromsby to Fowlett about his nephew, Wyatt Collins; information about the trial and sentence of Collins and some of his confederates; other letters about what happened to Collins while he was in Venezuela; a draft of Sir Bromsby's will; a letter from Sir Bromsby to Fowlett dated 12 November 1896; and a very peculiar- looking code. Close the notebook and, if you've done everything you need to do inside the house, you will hear Watson calling to you from outside about the discovery of a key in the garden. Time to leave the house by the front door and see what's happening out there. 3. Fowlett's House -- exterior Watson will tell you about the finding of this new key, which now appears in your inventory. Remember the door in Fowlett's hallway, the one that was "Closed"? I said we'd come back to it, and now we will. Go back into the house (remember to use the first key on the front door) and back to the hallway, then use this new key on the locked door to go down to the basement. 4. Fowlett's House -- basement It's very morbid, but at the same time, this is one of the funniest moments in the whole game. Being crushed by a giant crate of potatoes is not exactly the most normal way to die, but it's Holmes who gets the comic line. He summons Watson to the scene, and Dr. Obvious -- I mean, Dr. Watson -- makes the startling pronouncement that the man is dead. Holmes replies, with unusual sarcasm, that he had thought the man simply decided to take a nap under a pile of potatoes, then sends Watson to summon the official forces.
Once you finish chuckling over this and Watson has left, pull out your trusty tape measure and get the dead man's shoe size. He wears a size 6. On the ground you will notice a small slip of white paper; pick this up and read it in your notebook. It is the calling card of an antiques dealer, and Holmes notes that the handwriting is the same as on the calling card found back at Sherringford Hall. That's all there is for this room, so let's get out of here; click on the door ahead of you to climb the outside stairs to Fowlett's yard. 5. Fowlett's House -- exterior Move around the left side of the house to where you will find a footprint on a barrel. Measure the footprint and find that it is a size 10; how many pairs of feet are involved in this mystery? Go back to the fence, where Constable Fletcher is still standing, and speak to him. Watson will join you there, bringing you two pieces of information that make no sense when taken together. He tells you that the Flatham stationmaster definitely saw Fowlett leaving the night before, but that the police have positively identified the dead body in the basement as being...Horace Fowlett. You've done all the good you can do here, so it's time to return to Baker Street and review your findings by means of the second quiz. D. Quiz 1. Did Horace Fowlett receive a caller the evening he was supposed to leave? Answer: Yes. Justification: In the Testimonies section, your conversation with Graham, Fowlett's neighbor. 2. Were all the guests in the ballroom at the time of the shooting? Answer: Yes. Justification: In the Documents section, Lestrade's report on the development of the crime. 3. Did Sir Bromsby and his daughter have a good relationship? Answer: No. Justification: In the Testimonies section, your third conversation with Hermann Grimble (Sherringford Hall, dated 15 October 1897). 4. Was Horace Fowlett aware of the problems between Hermann Grimble and Sir Bromsby? Answer: Yes. Justification: In the Documents section, the letter from Bromsby to Fowlett dated 12 November 1896. 5. Was there anything missing from Horace Fowlett's house? Answer: Yes. Justification: In the Reports section, your observations about Fowlett's bedroom -- the bed was not made and the pillow was missing. 6. Did somebody enter through the window at Fowlett's house? Answer: Yes. Justifications: Both found in the Reports section. 1. Fowlett's bedroom: the window has no bars and is held closed with a screwdriver. 2. Garden: footprints with traces of soil, size 10, on the barrel under the window. Close the notebook when you have finished the quiz. Congratulations, you've completed another day of the case! -------------------------------- IV. DAY THREE: 16 OCTOBER 1897 -------------------------------- A. Baker Street The third day of the investigation begins with Holmes doing a bit more work with his chemistry set. Have a seat at the table; it's time to have a closer look at the gloves, wooden toy, and weird greasy substance you acquired yesterday. Open your inventory. You'll actually only use your scientific equipment on the greasy substance, so let's do that first. Take it out and place it on the tray of your microscope. We learn...well, not much. It's "very interesting." The other two objects -- the military gloves and the toy -- should both be examined with your magnifying glass; click on the glass to put it on your pointer, then click on the gloves. They are made from a very fine white cotton. Repeat the process to look at the wooden toy, the style of which Holmes recognizes. Yes, that really is all we find out about any of these objects. Click on the silver decoration in the corner to conclude this part of the game. Holmes was the one doing all the legwork yesterday, from our perspective, but now we'll do a flashback to Flatham Station and find out what Watson had to contribute to the investigation. B. Flatham Station (flashback) First order of business is to converse with the stationmaster, who is standing near you. He tells you how he recognized Horace Fowlett, who was muffled up and coughing every time he tried to speak. There was another man who arrived, a man with a bandaged hand, and he and Fowlett boarded the same carriage on the train. Conveniently, that train is the one right there, so you can check out the very carriage in which they sat. Before you do that, have a look at the bench there at the station. You find a white feather. Having acuired that, enter the train by clicking on the bottom of the screen to move down the platform, then clicking on the carriage door when your angle changes. Walk through the entire carriage, examining everything thoroughly. You'll find another feather on one of the seats. Watson wonders if someone is traveling with a chicken, but what he doesn't know (and we do) is that Fowlett's pillow was missing from his bed; could it, perhaps, have been a feather pillow? Under another bench is a cap with red hairs clinging to it. Moving to the end of the carriage, look into the ashtray and acquire the butt of a Chirripaqui cigarette. Well done, Watson; head back outside. You're done here. C. Baker Street The game takes control back in Baker Street, where Holmes is looking over the hairs on the cap Watson found. A new item has been added to your inventory, a knife -- much like the matchbox from Fowlett's house, it will repeatedly be useful. Looking outside, Holmes beckons to his faithful lieutenant, Wiggins, leader of the Baker St. Irregulars. He and the rest of the lads are given orders to locate a man, but Holmes whispers the directions, so exactly who they're trying to find is a mystery to you (and Watson). Once the boys leave, it's time for a return visit to Miss Lavinia at Sherringford Hall. D. Sherringford Hall 1. Ballroom and Stairwell Ah, so Miss Lambert IS capable of moving from that spot on the front steps. As Holmes, you'll find her with the flirtier of the two maids, Sue, standing in the ballroom. Talk to each of them; Miss Lambert will describe Wyatt Collins, Sir Bromsby's nephew, as a very tall and slender man. Sue will give you some dirt about Lt. Herrington, saying that he is wealthy and that she hopes he and Miss Lavinia will marry and have children that she can help raise. Once you finish chatting with the ladies, make your way through the two corridors to the stairwell. Unlike Miss Lambert, poor Mary is apparently unable to move from her designated spot in the house. Talk to her about Wyatt Collins, and learn a bit more about his disagreements with his uncle and why the servants disliked him. Seems he made some slanderous comments about Grimble. Once you're done talking to Mary, click on the stairs to join the party in Bromsby's office. 2. Sir Bromsby's Office Lestrade wants to find out what's in Sir Bromsby's safe, the one you revealed earlier by clicking on his portrait behind the door. Have a closer look at the safe, which is really peculiar. No keyhole, no combination; what you have instead are six long slots with numbers beside them. If you click on the slots, you can move the markers up and down to sit next to the different numbers. This is definitely one of the strangest puzzles in the game, in my estimation. But you've already gotten the clue you need to solve it, from the safe at Horace Fowlett's house -- remember the weird looking code? It looked like this: 1 11 21 1211 111221 That is, believe it or not, the safecracker code. It's actually one of those puzzles where you figure out what the next line in the sequence would be. The trick is realizing that sometimes a number is an adjective, and sometimes it's a noun. I'll explain, line by line; when the number is an adjective I will spell out the word, and when it is a noun I will use the numeric character. 1 -- One. Simple. 11 -- One 1. In other words, a single number 1. 21 -- Two 1s. Getting the idea? 1211 -- One 2, one 1. A single number 2 and a single number 1. 111221 -- One 1, one 2, two 1s. Each line describes the row of numbers above it. So the description of that last line would be three 1s, two 2s, one 1. In other words, 312211. Click on the slots on the safe to move the markers so that they are next to those numbers, and voila, you have cracked the safe! Simple, eh, Sherlock? Riiiight. In any case, you're in the safe now, so take everything you can grab, which consists of a key and some papers to be read in your notebook. Don't bother with the locked compartment above the shelves, since Holmes will announce that he has no interest in it. In other words, that key is for something else. The papers turn out to be a letter from someone called Dwight Richards (not the most charming correspondent, is he?) and notes about a money transfer. Chat a bit with Inspector Lestrade about what to do next, then head for Bromsby Cementworks. E. Bromsby Cementworks Sit back and watch for a few minutes while Holmes converses with Mr. Goblet, the guard at the gate of Bromsby Cementworks, who he apparently once helped out of a tight spot. Goblet is still grateful to Holmes for this previous service, and provides him with information about Marty, the night watchman, and his dogs. He also provides Holmes with a key to get into Grimble's office. Once you're in the cementworks yard, head for the building to your right (toward the top of the screen); don't bother exploring the place, since you can't enter any of the other buildings and there are no additional clues to find. Use the key Goblet gave you on the door to the office. Leaving Watson to stand guard on the first floor, you as Holmes should proceed up the stairs. The room in which you find yourself has a large model of a bridge at the back wall, but turn your attention first to the table at the top of the stairs, to your immediate left. Pick up the key on the floor beneath it; you won't get much farther without this. Move forward, toward the bridge, and when the viewing angle changes, click on the pictures on the wall above that table. You can view them more closely in your notebook. Move over to the bridge and click to look at it; there are small figurines of men on the bridge, but it is quite obvious that one is missing. Go back to where you came up the stairs, and move your pointer to make the footsteps icon a bit to the right to make Holmes walk to the second stairs. These lead up into Grimble's office, which is locked, but the key you found under the table will let you inside. Next to you when you first enter the room is a large wardrobe with some sort of relic on top. Click on this to make Holmes observe it. I don't know why you need to look at it, because it has absolutely nothing to do with anything else, but you have to look at it nonetheless. Having done that, move your pointer to the right side of your screen to bring up the footsteps, and make Holmes walk farther into the room. There are four objects here requiring your attention. The one on the left is a large statue of Ganesha (or Ganeesh as they spell it in the game), one of the gods in the Hindu pantheon. He looks like a big dancing elephant, and he certainly warrants closer inspection. Click on his trunk, which will move, and then click on his mouth. It seems that pulling on Ganeesh's trunk rewards you with a miniature figure of Sir Bromsby -- clearly, the missing figure from the bridge model. Moving away from Ganeesh, there is a desk directly in front of you, but the drawer is locked; we'll have to come back to it. Hanging on the wall behind the desk is a painting which, when you click on it, moves to reveal a wall safe. Remember the key you found in Bromsby's safe? This is what it unlocks, so open up the safe and take everything you can, always being sure to read documents in your notebook. On the right of the room is a statue of a reclining tiger on a table. Beneath the table you'll find a piece of paper, a letter threatening Grimble with exposure (about what, I wonder) and signed with the initials W.C. It must be from Wyatt Collins, Bromsby's nephew. Don't forget to click "Read" in your inventory to transfer it to the notebook, and then look at it there to get the details. Head back out of the office. Go over to the bridge model again, and take the miniature Bromsby from your inventory and place him in the empty space on the bridge. You'll hear a sort of mechanical sound, and a key will fall out of the bridge and onto the floor. Grab it -- that's the key to Grimble's desk! Go back into his office and use the key on his desk drawer. You can't take everything here, because as Holmes says, Grimble will notice if the key is missing. Click on everything you see, however, because you can take some papers. Once you transfer them to the notebook, have a look at them. One is another threatening note, and the other is a newspaper article about the death of someone named Captain Lowrie. Note that he was involved with the building of the bridge over Kalidassa Abyss, and therefore had some connection to Sir Bromsby. If you've done everything right to this point, you will now hear Watson calling to you that someone is coming. Holmes will quickly put everything back the way it was (you don't see him do this), and then the pair of you will return for a short spell to Baker Street. F. Baker Street You won't have to do too much for a time. Lt. Herrington will arrive to ask how the case is proceeding. He professes his love for Lavinia Bromsby and asks for advice about whether he should remain with her, lest he be accused of giving less than objective testimony. Have Holmes ask Herrington every possible question in the dialogue box, as it's quite important. Once the interview concludes, a rather miffed Watson (who sympathizes with the young lovers) will see the officer out, and while he's gone, Wiggins and Stappleton of the Baker St. Irregulars come in with a report. Stappleton spotted their target, the man Holmes had the Irregulars locating, going into the Bromsby Cementworks by the rear gate. Holmes will reward and dismiss the boys, and when Watson returns, it's time for another visit to the cement factory. G. Bromsby Cementworks 1. Grimble's Office Holmes and Watson arrive at the rear gate of the cementworks, where a ladder lies on the ground. Once control of the game is restored to you, click on the ladder to prop it against the wall, then click the top of the ladder to make them climb. Once you are on the other side, the characters discuss what must be done. You should have been saving your game all along, of course, but never before has it been more important than right now. SAVE YOUR GAME. What's about to happen is simply this -- you need to get from where you are presently standing to Grimble's office, which is of course on the other side of the compound, without being spotted by either Marty or his guard dogs. It requires speed, careful positioning, and a bit of luck, because if you're caught, your investigation ends. That's why you need to save the game now, so you can reload and try again if you don't make it. Once Marty moves offscreen, move your pointer to the bottom of the screen to make the footprints icon, and click. You will now be viewing the game from high above, so you can see just who is where. The guard dog is patrolling at the top of the screen, and Marty is walking up the left side of the workers' coatroom. Double click to make Holmes run around to the right side of the building, where you will see a little wheelbarrow. Stand behind (from your vantage point, below) this, and move your pointer to create the footprints at the door to Grimble's office, in the upper right corner. Now, watch the dog very carefully. As soon as the dog walks past the lamppost closest to Grimble's office, double click on your footprints icon to make Holmes run to the door. Once there, get the gold key from your inventory and get inside the building. SAVE THE GAME. It's unlikely that you will accomplish this on your first try, so just keep working at it until you do. Once you're inside the building, you will repeat most of the steps you took during your visit in the afternoon. Go up the stairs to Grimble's office; don't bother to look for the key, as the office is unlocked this time. Pull on Ganeesh's trunk to get the figure of Bromsby, then place Mini-B on the bridge model to get the desk key. When opening the drawer, Holmes will note that Grimble has been there. Take everything you see, including the key, which unlocks the old Fairfax Theater that is now used as the cementworks warehouse. The new paper you find there is a letter from Cabinet Lloyd, Lloyd and Masterson; read the letter in your notebook. Seems Grimble hired these folks to answer his questions about whether he can inherit Bromsby's company in the event that Bromsby died without a legal will. That sounds a trifle dodgy if you ask me, but it doesn't really matter at the moment, because you have more immediate concerns; namely, getting out of the office and over to the theater in one piece. Go back downstairs. Before exiting the office, open your inventory and move the warehouse key from its place at the end of the lineup to the beginning, next to the magnifying glass. You will want to be able to grab it fast when the time comes. SAVE THE GAME, then click on the door and listen to Holmes talk about reaching the theater unseen. You'll leave the office just in time to see the dog walking away. Move your pointer to the bottom of the screen and click on the footprints, which will again change the vantage point to that 'eye in the sky' view. The dog is patrolling back and forth across the top of the screen, and Marty is moving along the bottom. Directly below Holmes on the screen, about halfway down, is an old covered wagon, which you may have noticed during the afternoon visit. This will serve to conceal you from Marty's eyes when he comes that way. Just above and to the right of this wagon is a kind of dark patch of ground, which you can use as an idea of where to hide. Holmes will want to be below this dark patch and to the right of the wagon, so double click to make him run to that spot. If all goes well, the dog will continue moving on its path without observing Holmes, and Marty will turn to start walking up the right side of the coatroom building. You have to time it just right; as soon as Marty is about even with the wagon, make Holmes run down, along the bottom of your screen, and up the other side of the building. Move your pointer to the door of the theater and double click on the footprints icon. As with the first time, it's unlikely that you'll manage it on the first try, so just keep reloading the game and eventually, you'll get there. While Holmes is running toward the door, right-click to open your inventory and, as soon as possible, use the warehouse key on the door of the theater. You will hear him say "Come, Watson," if you've succeeded in getting him safely inside. SAVE THE GAME. 2. Fairfax Theatre Can't see a bloody thing in this place. While Watson stands guard, get that very handy matchbox out of your inventory and use it on the lamp directly in front of you. Move right, to the next screen, and observe the footprints on the ground. Use your tape measure on them, but Holmes doesn't note the size this time. Follow the hall and turn right, then move around the wall to a locked set of double doors. Holmes notes that they could probably be forced; remember the knife which added itself to your inventory? Use it on the door to force the lock open, then go inside. Once again it's dark as anything, but there's a lamp to your right which you can light with the matchbox. Right next to you, once you can see, is a rug lying on a basket; click on this and observe the blood and black hair. The black hair is now in your inventory. Move to your left and take the ring of keys hanging by the doors. Click on the footprints at the bottom of the screen to head toward the back of the room. This next sequence of events involves a lot of backtracking, and I wish I could tell you to take everything you need with you now, but the items simply can't be moved until the proper time. In any case, you find a locked door at the back of the room, which you can open with that ring of keys you just found. Holmes notes that the room you enter has a rather sinister feel to it. There is a strange white spot on the wooden floor, which the magnifying glass will tell Holmes is quicklime. It's extremely dangerous. Move past the quicklime stain and go through the door to the next room, which has what looks like a tarp or an old curtain lying in the middle of the floor. Head to the left, and you can see that the cloth is anchored to some pegs; move your pointer over these pegs, and you'll see the hand appear on the central peg. The knot is too firm to untie, Holmes says, so get your knife and cut the rope. A suitably unpleasant discovery results -- a dead body, buried in a huge pile of that lethal quicklime stuff! Get out of that room and go back to the double doors, where you lit the lamp and found the keys. To the immediate left of the doors is what kind of looks like a doctor's bag, and there's a roll of gauze hanging out of it. Take that; it will do to make a mask that will let Holmes be in the quicklime room without gagging. Open your inventory and use the knife on the gauze to make the mask, then click on the word "Use" above the mask. (Bit of a gaffe here -- Holmes is wearing the mask, but it seems to be transparent!) With the mask in place, you can go back to the quicklime room and try to budge the body. Holmes needs something to dig out the unfortunate individual, and there is a shovel next to the door in the quicklime room. You can't click on the shovel, however, until you hear him say he needs something. Take the shovel and try to use it on the body, but it's not working; he has to find something else. Leave the room yet again and go back to the room where you got the keys and gauze. Turn around and look at the door that you just exited; there is a pole leaning against the wall next to it. Take this pole and go back, one more time, to the quicklime room. When you use the pole on the body, two things will happen. One is that you get from the corpse a passport, belonging to a fellow named Johanssen, and a bottle of liquor from someplace called Richmond's Abbey. The other is that you lose control of the game for several minutes, so just let go of your mouse and sit back to enjoy the mini-movie that starts. Watson is called; Watson needs to get his own mask so he doesn't die in there; they slip out of the theater. Once out on the street, they are confronted by a trio of Asian thugs. Fortunately, Watson always carries his trusty revolver -- too bad he forgot to load it today. (Look at Holmes's face when this happens; his reaction is priceless.) H. Quiz Once you've escaped from your pursuer and returned to Baker Street, it's time to take your third quiz. Before you do, however, open your inventory and click "Read" above Johanssen's passport in order to move it to the notebook. You've had no opportunity to do it before this because of the mini-movie, and you need it to justify one of your quiz answers. 1. Does Hermann Grimble own the only set of keys to the Fairfax Theater? Answer: Yes. Justification: In the Testimonies section, your conversation with Goblet. 2. Does Captain Lowrie have anything to do with Bromsby Enterprises? Answer: Yes. Justifications: Both found in the Documents section. 1. The photograph of Bromsby in front of Kalidassa Abyss. 2. The article about Captain Lowrie's death. 3. Can we say that Wyatt Collins, the nephew, is an honest person? Answer: No. Justifications: Blue box -- In the Testimonies section, your conversation with Mary dated 16 October. Green box -- In the Documents section, the audience text. 4. Can Hermann Grimble be Bromsby's heir despite missing an official will? Answer: Yes. Justification: In the Documents section, the letter from Cabinet Lloyd, Lloyd and Masterson. 5. Was the man found at the old Fairfax Theater from abroad? Answer: Yes. Justifiation: In the Documents section, Johannsen's passport. Click on the notebook to close it once you finish the quiz. Congratulations, another day of successful sleuthing is complete! ------------------------------ V. DAY FOUR: 17 OCTOBER 1897 ------------------------------ A. Baker Street Poor Inspector Lestrade. It's not his fault that this case is becoming more and more chaotic as time goes on. You now know how much more time you have to solve the mystery -- two days -- and you also know that Watson should never be asked to pour tea when Holmes is saying something interesting. Lestrade was at least able to add a few new documents to your notebook, so after he leaves, Holmes will go to get into his coat and hat, while you as Watson read what Lestrade has brought you. You'll learn about the swindling of money from Bromsby Enterprises, allegedly by Hermann Grimble. You'll also learn about Wung Jei, the leader of the group who attacked the pair of you last night outside the theater, and see why Scotland Yard is not entirely prepared to accept the evidence offered by Lt. Herrington. There is another note of interest -- Grimble and Fowlett bore a strong physical resemblance to one another. If you're quite finished, close up the notebook and speak to Holmes, then click on Hunter's house on the map when it appears. B. Hunter's House Another murder has occurred, which is part of what's driving poor Lestrade so crazy. You may remember that Hunter was the name of the bartender at the party when Bromsby was murdered -- and now he has been murdered himself. Enter his home at 29 Strokes Alley, and see if you can contribute anything to the investigation. (Click on the door to the immediate left of where Holmes and Watson are standing.) 1. Interior Talk to Constable Appleby, who was the first official on the scene when the shots were heard and who helped with the removal of the body. He is presently awaiting the arrival of Inspector Gregson, but has no problems at all with allowing the celebrated detective to examine the scene. While Watson waits outside, enter the little bungalow. There is blood on the floor, so have a look at that. Next, click on the open cabinet and look at the paintings; note that the two canvases rolled up on the left side are brand new. Move back from the hutch and walk around the bed to the window, where a partial footprint is on the sill. Use your measuring tape and see that it is larger than a size 8, but smaller than a size 12; could it be the same size 10 that was discovered outside Fowlett's house? Go back outside. 2. Greenhouse You are looking down on the scene from above. Click anywhere in the greenhouse to make Holmes move into it; when the perspective changes, click on a table which holds some potted plants. Two of these can be taken, and when you have removed them both, you'll find some interesting-looking papers. Some are bills, but the really significant one is a pawnbroker's ticket for an "exotic golden jewel." Give this ticket to Watson, so he can go and pick up the item, and then go back to Baker Street. (Unlike most instances when Holmes wants to go to another location, you must manually open your notebook to the map section in order to travel this time.) C. Baker Street Holmes wants to examine the items found on the body in the old Fairfax Theater, so open your inventory and click on the bottle of liquor from Richmond's Abbey. He knows he has a book on it someplace; click on the bookcase. In your inventory, you'll now see an encyclopedia. Transfer the encyclopedia and, while you're at it, the pawn ticket to your notebook. You can now read both of these items, along with a newspaper clipping about the murder of Simon Hunter. Holmes thinks it would be better to go to the abbey in disguise, which is really nothing unusual for Sherlock Holmes. Make him move through the apartment so that you can see the two doors on either side of the fireplace, and click on the left door. A moment later he returns, very well disguised indeed! Open your notebook to the map and click on Richmond's Abbey, which lies somewhere north of London. D. Richmond Abbey 1. Abbey Gate Not very hospitable weather, is it? Move forward to the gate of the abbey, and click on the little window in the right-hand door. When the monk appears, Holmes will concoct a story about being in search of his brother, James Little, and will get the monk to answer questions. Ask every question in the dialogue list, so you can learn about recent burglaries at the abbey, the herbal liquor that the monks produce, and the ruins which lie hidden in the large national forest surrounding the abbey. Holmes assures the monk that his "brother" is probably the one behind their recent thefts, and even gives him money to pay for what the fictional James Little took. (Holmes is, underneath it all, a bit of a softy.) 2. Walking to the Ruins Move away from the abbey, and take the path that leads to the left into the woods. Keep moving forward until you reach the first crossroad, then take the right path (it's actually sort of still going straight). You'll come to a little pond on your left; move one screen past that to the next crossroad, then turn left. If you're in the right spot, you'll hear Holmes wonder, "What can it be?" No, I don't know what he's talking about when he says that. At the next crossroad, turn right. The next crossroad you come to breaks off in three directions, straight or one of two lefts; take the "middle" path, the left-moving path closer to the top of your screen. The next crossroad you come to will be a four-way intersection, and you'll want to take the little path moving up. As you move forward, you'll hear Holmes say, "I smell smoke." The first chance you get when you hear these words, SAVE THE GAME. What happens now is this -- you'll move forward and find that you have reached the ruins, but they're on fire! There could be valuable evidence inside which will be destroyed, so you've got to put out the blaze fast. You'll have exactly one minute to get some water and put out the fire. A clock will appear in the upper right hand corner of the screen to show you just how much time you have. Remember to double-click to make Holmes run; you need to get back to that little pond you passed on your way here, get some water, and get back here. Turn around and run back down the path to the four-way crossroad, then turn right. There is a pail on the ground to the left of the path, which you should grab. At the next crossroads, turn left, and at the one after that, turn right. Turn left again, get the pail out of your inventory, and click it on the pond. Now retrace your steps back to the abbey -- follow the same path you followed the first time. Turn left, turn right, take the second left, go up and forward. Click the pail of water on the fire to extinguish it, and then SAVE THE GAME so you don't have to do all that again! Now you can enter the ruins. As with Marty and the dogs, you will very likely not manage this on your first try, so just keep at it. 3. Interior of Ruins Much like at Fairfax Theater, it's very difficult to see anything, and small wonder -- the only light comes from the small window which was your entrance. To the right is a candle sitting on a box; light it with your matchbox so you can see better. Click on the smoking pile of books and papers to the left. These were what were burning in the fire you just stopped, and are charred beyond repair. On the ground by the candle is what looks horribly like blood, but pull out the magnifying glass and Holmes will discover that it is only ink, evidently of foreign manufacture and spilled a few days previously. Move forward into the ruins (the footprints will appear in the lower right corner). There are footprints here. The tape measure will identify them as a size 10. Move forward again, and Holmes will walk until he comes to what looks like a dead end. There is an odd brick in the wall here, on the right side; click on it to examine it more closely. It looks like it could be moved, if you had a tool to work it loose -- oh, wait, you do! Pull out the knife and use it on the brick. A few letters are revealed, most of which are completely illegible, but you can take the one that can be read. Read it in your notebook; it seems to be the peculiar ramblings of a drunk. That handwriting looks a bit familiar. Now, for the single most annoying waste of time in the whole game, go back to where you entered the ruins, then follow the path back to the abbey. Just reverse the path you followed to get to the ruins. Once you reach the abbey, move the pointer to the path leading away from the abbey until the footprints appear, then click; this will open the map and allow you to travel back to Baker Street. You'll be there for roughly three seconds before Holmes says it's time to go to Sherringford Hall, and the map opens again. E. Sherringford Hall and Baker Street Another mini-movie starts once you've clicked on the map, as you watch Dr. Watson arrive in Sherringford Hall's driveway after his visit to the pawn shop. He is confronted there by a very agitated Mr. Grimble, who asks him to give Lestrade a message -- he renounces all rights to the Bromsby succession. Gee, that's big of him, given that all the documentation indicates he's been skimming money off of Bromsby Enterprises for who knows how many years! He then takes off, and Watson enters to find Lestrade and give him the message. Lestrade still plans to hunt him down, since he feels Grimble is a very viable suspect in Bromsby's murder. Holmes arrives with some new information. He has written to his brother, Mycroft, and asked for help with the investigation; Mycroft occupies a rather unique position in the British government, as fans of the stories know, and is well-placed to assist his brother with cases. A letter has just arrived from Mycroft, which Sherlock Holmes has copied for Lestrade. He also wants to know where Lavinia is, and Lestrade directs him to the ladies' dressing room. Once play has been restored to you, open the notebook and read Mycroft's letter. Apparently the project concerning that bridge over Kalidassa Abyss had a lot of problems; Bromsby was the contractor, and the previously- mentioned Captain Lowrie was also involved. Many Indian workers hired to help construct the bridge were never seen again, and when Lowrie tried to break the silence surrounding the project, he got into a heap of trouble. This whole situation just gets messier and messier. Go to the ladies' dressing room -- remember, leave the ballroom through the door to your left, then go north to the corridor with the paintings. Holmes hears laughter from the powder room. Enter the room and move past the table with the mirror. Miss Lavinia and Lt. Herrington are sharing a chuckle. Talk to them until Lt. Herrington excuses himself to the smoking room, then talk to just Lavinia. It's time to reveal another hint; take the picture of the pretty woman out of your inventory and give it to Miss Lavinia. She explains where it came from and how she made the acquaintance of its subject, Miss Davenport. She also tells Holmes something she says she's never told anyone, about how Miss Davenport showed her a beautiful jeweled earring she wore, shaped like a cresting wave. Holmes cautions her to say nothing to anyone about their conversation, then he and Watson return to Baker Street. In Baker Street we have another little mini-movie, of Watson describing Lestrade's opinions on Grimble and then of him showing Holmes the item he received when he redeemed the pawn shop ticket. It's a silver earring, encrusted what look like real diamonds and bearing the shape of a gold fish riding a cresting wave. It rather closely matches the description Lavinia gave of Miss Davenport's earring. F. Quiz Time once again to summarize the day's findings through the quiz. 1. Was the leader of the thugs who attacked Holmes directly related to the case? Answer: Yes. Justification: In the Documents section, Lestrade's report about Wung Jei. 2. Can we say that the person who killed Simon Hunter is skilled with weapons? Answer: Yes. Justification: In the Testimonies section, your conversation with Appleby. 3. Are the ruins near Richmond's Abbey a common haunt for wanderers? Answer: Yes. Justification: In the Testimonies section, your conversation with the monk. 4. Can the handwriting on the message found in the ruins be the same as that on a previous document? Answer: Yes. Justifications: Both are found in the Documents section. 1. The threatening letter to Grimble signed "W.C." 2. The threatening note to Bromsby signed "W." 5. Is it easy for a retired English officer to find work as a prison warden abroad? Answer: Yes. Justification: In the Documents section, the letter from Mycroft about the Kalidassa Abyss. All finished? Click on the notebook to close it. Congratulations, another day's work well done! ------------------------------- VI. DAY FIVE: 18 OCTOBER 1897 ------------------------------- A. Aston's Theatre Your fifth and final day of investigation begins with Lestrade arriving in Baker Street after a meeting with the Prime Minister. There is a great deal of concern among the British government about Miss Lavinia's ability to manage one of the three biggest financial enterprises in the realm, and it's generally believed that Grimble, despite having renounced the succession, is the only one who can run Bromsby Enterprises effectively. Another piece of interesting news has come to light; Dwight Richards, whom you may recall sent a rather unpleasant note to Sir Bromsby regarding the Fairfax Theatre, is now the owner of Aston's Theatre, and his troupe has returned there following an international tour. They are preparing to open a play that Richards himself wrote. Holmes and Watson go to do some investigating at the theatre, with the intention of meeting Lestrade there at noon. Before entering the theatre, click on the poster on the left side of the screen and read about the play which will soon be premiering. Once you've done that, head on inside. 1. Audience Hall Again, the investigation is aided by someone who knows Holmes from bygone days! Philotomy Kirby, the elderly gentleman who is sweeping the floor of the hall, will tell you all about the tragedy which befell the troupe during their international tour. Veronica Davenport, the actress whose picture you found in the powder room at Sherringford Hall, was the partner and mistress of Richards, but during the tour conducted an affair with Mr. Jeffries, the costumier. When the troupe reached Brazil, they gave an excellent performance -- and afterwards, Davenport and Jeffries disappeared. Richards was believed to have done away with them, but no bodies were ever found and the accusations didn't stick. Moving farther into the theatre, you'll find some members of the company near the stage, on which a young woman is rehearsing. This is Miss Carolyn Small, and the young man to the farthest left is Bruce Aston, who is rather besotted with her. He is the son of Clyde Aston, who founded Aston's Theatre. He can tell you a bit more about the situation with Richards and Davenport, and mention how in the troupe's absence he tried to help maintain the theatre. The actor in blue never introduces himself, but in your Testimonies section, you can see that his name is Raleigh Wilcox. He dishes all sorts of dirt about the tragedy; Richards was in fact arrested for the murders of Davenport and Jeffries, but as it happens, the local police chief and prison warden in Guacayamo, Brazil was an English expatriate who helped get the charges dismissed since there were no bodies and very little evidence. Interestingly, the chief had red hair... The actress in the purple gown is Miss Sullivan. She doesn't have much to tell you except that she was not really an admirer of Veronica Davenport and that her red wig has disappeared. Finally, speak to Miss Carolyn. She will tell you a few things, but the most important is that there are in fact three silver earrings -- Veronica had them specially made, gave one to her and one to another actress named Doris, and kept the third and most beautiful earring for herself. 2. Dressing Room Exit the audience hall through the door behind Bruce Aston, where you'll find a very inebriated Doris dozing in her dressing room chair. Most of what she says when you address her is rather incoherent, but she does mention that she loved Veronica "like my own daughter." There are two doors in the room other than the one you just used to enter; for now, click on the one to the right of the dressing table. 3. Hallway Move forward by clicking on the bottom of the screen. When the perspective changes to show Holmes and Watson's backs, click on the door directly in front of them to knock. It's time to speak with Dwight Richards. Ask him everything in your dialogue box, then click "Goodbye" to make Holmes decide to show a hint. Get the silver earring out of the inventory and use it on Richards to get him to tell you more about the situation. Among other things, he will tell you that there was another key to the Fairfax Theatre, though it is apparently lost now. 4. Office and Costume Room After you've finished with Richards, turn yourself around and look down the hall. You came out of the closer of the two doors, which will lead back into Doris's dressing room; move down the hall and enter the second door. Why the action changes to Watson here, I'm not sure. But on the table are two clickable things, a paper and a book. The book contains information about Guacayamo, and particularly how bodies are sometimes destroyed by feeding them to piranhas. The paper is a list of the costumes that should be in the closet in this room. Move forward into the room and click on the closet; Watson observes that the costumes are poorly made, and obviously replicas. Click on the costume list in the inventory, and Holmes will note that there should be thirty costumes present -- but Watson counts only twenty-nine! The replica of an artillery officer's uniform is missing. Remember the button Holmes found in the kitchen at Sherringford Hall? It was clearly a fake. Hmm, connection? 5. Backstage Go back to Doris's room by leaving the office and opening the other door in the hallway. You will be backstage. Talk to Adam Poole, who is trying to clean the stage area. He won't tell you much until you provide him with some "incentive." To the tune of five guineas, however, he'll confide a few things to you. It seems that when Jeffries and Davenport vanished, they didn't bother to take their personal effects, which lends itself to the popular theory that they might indeed be dead. He also tells you something which he was never supposed to tell anyone. After the troupe returned to England, Richards had Poole help him move all of Veronica's things to a locked room above the stage. But he says you can't get in there, because Richards has the only set of keys. Well, except that he doesn't. Go back through Doris's room to the audience hall and talk to Bruce Aston again. He'll give you his ring of keys to every door in the theatre. Head back to the backstage again, and go past Poole to the end wall. You'll be looking down on Holmes, standing at the bottom of a flight of wooden stairs with a door at the top. Use the keys on this door, and leave Watson standing guard. 6. Locked Room This room is unusual because there are a number of things on which you can click, but some of them prompt Holmes to say that he has no interest in them. The two that are of use are the two objects on the floor, in front of a large box. But they don't go into the inventory, because all you're doing is moving them -- it's that box which is the focus here. Use your magnifying glass to examine it. The lock has never been forced. The silverwork on the box is of a sort of beach scene, but there are a few pieces missing. Take the silver earring from your inventory and move it over the box; you'll find it fits on the left side. Ahh, so the earring is a key! And the other earrings, the ones Veronica gave to Carolyn and Doris -- they must be the other keys! You have to get those earrings in order to open the box and get the final clues you need. Take back the earring you've already placed and go back downstairs. Go back to Doris's room and click on her to see if she'll lend you her earring. She's still quite...out of it, however, and Holmes cannot take it from her by force. So instead, head back to the audience hall and approach Miss Small by showing her Veronica's earring. Not only will she very kindly lend you her own earring, but she will go and get Doris's earring for you as well. Return to the locked room as before, and put the three silver earring-keys into their positions to open the box. There are some papers inside the box. The two which are of interest to you are a rather desperate note and a photo of Veronica Davenport, Dwight Richards, and another man standing in front of the old Fairfax Theatre. Take these and move back from the box. B. Baker Street and Quiz Once you've finished fiddling with the box, the game jumps to Holmes and Watson meeting Lestrade outside the theatre. Some interesting developments have come to light. Despite his renouncing his place in the succession, Grimble has asked his solicitors to petition the courts that afternoon for appropriation of Bromsby Enterprises. Lestrade has also learned that Dwight Richards, when he was a younger man, spent a few years in prison for robbing a fair stall -- and that the plaintiff in the case was none other than Sir Melvyn Bromsby. Holmes will advise Lestrade to take Richards into custody as soon as possible, and invite him to join himself and Watson at Sherringford Hall the next morning. It's time to reveal the killer. Back in Baker Street, Holmes has a few questions to put to Watson concerning the resolution of the case. Wiggins arrives with a parcel for Holmes -- the final piece of the puzzle, courtesy of Mycroft. Before answering the quiz questions, read all the new documentation in your notebook -- a news clipping about the death of someone named Raymond Waters, the note from Veronica Davenport's box, and a list of the shoe sizes of all the suspects. Ready? Time for quiz #5. 1. Are there several sets of keys from the Aston Theatre? Answer: Yes. Justification: In the Testimonies section, your first conversation with Bruce Aston. 2. Did one of the actresses lose a red-haired wig? Answer: Yes. Justification: In the Testimonies section, your conversation with Miss Sullivan. 3. Could the discovery in the dressing room be connected to the case? Answer: Yes. Justifications: Both are found in the Reports section. 1. Sherringford Hall, the discovery of a fake artillery uniform button in the kitchen. 2. Aston's Theatre dressing room, evidence shows that one of thirty costumes is missing. 4. Could the writing on the message to Veronica Davenport be found elsewhere? Answer: Yes. Justifications: Both are found in the Documents section. 1. The French visiting card. 2. The Antiques dealer business card. Close the notebook when you've finished. Congratulations, the investigation is at an end! C. Optional Quiz and Endgame There is one more quiz, but you don't have to answer it. You can just scroll down past all the questions and then click "Yes" to see the final movie. But if you'd like to take it, here are the questions and answers. 1. Who killed Sir Bromsby? Answer: Lt. Herrington 2. Who killed Horace Fowlett? Answer: Wyatt Collins 3. Who killed Johanssen? Answer: Jeffries 4. Who killed Veronica Davenport? Answer: Jeffries 5. Who killed Jeffries? Answer: Nobody 6. Who killed Simon Hunter? Answer: Lt. Herrington Once you have answered (or skipped) the questions, sit back and watch the final movie, as the world's greatest detective ties up all the loose ends and reveals, once and for all, the guilt of Lt. Herrington and his accomplices, the reasons for the multiple murders, the innocence of Lavinia Bromsby, and how Hermann Grimble was really helping Sir Bromsby (and the investigation). And if you liked this game, you should really read the books! --------------------- VII. FAQ AND CREDITS --------------------- Q: I don't see all of the items in my inventory, where are they? A: Click on the little decorative silver curlicue at the far right of the inventory to scroll along the contents. Q: Why am I missing some of my testimonies/reports/documents? A: Click on the decorative scrollwork at the bottom of the page.
Q: I'm trying to exit [one of the buildings], but Holmes is saying that it's not time or that I haven't done everything I need to do. What did I forget? A: I had the same experience in a few locations. If you're at a spot where you know you should be proceeding to the next stage of operation but Holmes is being stubborn, you've probably missed something relatively small. Make sure you've spoken to EVERYONE in the vicinity, and that you've completely gone through all possible conversation leads each time. Also double check the relevant section of the walkthrough, to make sure you've spotted all the clues. If all else fails, move your mouse around in each part of the scene to see if it turns into the hand anywhere. Q: I'm lost inside Sherringford Hall! Help! A: During the first part of the game, there will be a map of the mansion's interior in the map section of your notebook. If you don't have a good memory for such things, it might be a smart idea to take a sketch of this map while it's available, since you can't look at it later. You could always start a new game just to get access to the map to make that sketch; if you'd rather not, your best bet is to just keep trying doors until you find the one you need. There are, fortunately, only so many rooms you can enter, so sooner or later you're bound to get the right door. Q: I messed up and didn't grab the picture of Veronica Davenport back on day one. Is there anything I can do? A: Unfortunately, no. You have to start over, or revert to a very early saved game. Q: I've done the number puzzle at Fowlett's house, but nothing happened. Why? A: You must have two or more chips in the wrong place. All of the rows, columns, and diagonals on the board must add up to 55. If you'd rather not check your math, then compare your board row by row with the diagram I've provided; it might be a simple matter of two chips having been mixed up. Also remember that the dark and light chips have to alternate, like the squares on a checkerboard. If it's too frustrating, click the silver curlicue to leave the puzzle, then go back to it; the pieces will reset themselves and you can start over. Q: Who is Mr. Goblet, who guards Bromsby Cementworks? A: From the interaction between Goblet and Holmes, it would seem that Holmes assisted Goblet in one of his prior cases. Mr. Goblet does not appear in any of the Sherlock Holmes stories; however, Holmes solved a great many cases about which Watson never wrote, and we may presume that Goblet was a client in one of these unmentioned mysteries. Q: I can't get past the guard dogs/get to the ruins in time to put out the fire! What do I do? A: These are the two puzzles that really can drive a person crazy. With the dogs at the cementworks, it's a case of precise timing; in the matter of the fire, it's all about tracing your route quickly. Remember to double-click in order to make Holmes run instead of walk in both situations. Otherwise, all you can really do is save the game before those puzzles and keep trying until you've beaten it -- and create another saved game as soon as you do! Q: Is it possible to lose the game? What happens if you do? A: You will lose the game if you are captured by Marty and the dogs during the nighttime raid on Bromsby Cementworks, or if you fail to put out the fire at the abbey ruins in time. Your file of cases will appear, along with the main menu, and a notation that because you failed to assemble the evidence in time, Lavinia Bromsby was accused and convicted of her father's murder and sentenced to death, Bromsby Enterprises went bankrupt, and Hermann Grimble committed suicide. When this happens, reload your most recent saved game and give it another try. You will also "lose" the game (or as good as lose it) if you finish your first day's investigative work at Sherringford Hall without picking up the picture of Veronica Davenport in the ladies' dressing room, because on the fourth day you will find yourself unable to proceed without it. Q: Why do they keep pronouncing Lt. Herrington's title as "Left-ennant?" A: I'm not really sure, to be honest, but as far as I'm able to understand, it's a British thing. (Americans generally pronounce the word as "Loo- tenant.") Q: I tried to answer the questions in the Optional Quiz at the end of the game, but there was no option for Jeffries in my list of possible suspects. Why? A: I don't know if this is a glitch or if the game makers expected us to have figured out the identity Jeffries was using in the course of the game. Jeffries was Spencer, the groom at Sherringford Hall who called Watson "ma'am." Q: What is quicklime, the stuff in which Wyatt Collins/Johanssen was found? A: According to the helpful folks at Wikipedia (http://en.wikipedia.org), quicklime is a common name for the chemical compound calcium oxide. It is a white solid matter with caustic properties and, according to the Wikipedia entry, is ideal for disposing of corpses. It was chosen in the game for its ability to decompose and disfigure the body, so that Collins/Johanssen could hopefully not be identified. Q: Since when does Sherlock Holmes have a brother? A: Mycroft Holmes was introduced to Doyle's readers in the short story "The Adventure of the Greek Interpreter." He also appeared in "The Final Problem" and "The Bruce-Partington Plans," and was mentioned though not seen in "The Adventure of the Empty House." Mycroft is Sherlock's older brother by seven years, and looks a good deal like the detective apart from being much heavier. He's highly intelligent, frighteningly observant, and the implication given by their interactions in the stories is that he and his younger brother are close friends and frequent companions. Q: Is this a good game for children? A: The game is rated T for Teens. I do not recommend it for anyone under the age of fourteen. That is, however, my own opinion; take it with the proverbial grain of salt. Q: Do I have to have read the Sherlock Holmes stories to enjoy the game? A: No, but it certainly makes the in-jokes a lot funnier. Of course, it's a double-edged sword; if you're not a fan, you won't notice things like the fact that Holmes's eyes are the wrong color. And fans of Dr. Watson will probably be rather appalled by the fact that he really comes across looking like a complete dimwit in certain parts of the game. That said, if you haven't read them already, I highly recommend them. Grateful acknowledgements are hereby extended to the following: ~ Ubisoft, for making the game, and all of those involved in its creation ~ Sir Arthur Conan Doyle, for breathing life into one of my personal favorite literary characters of all time, giving us a detective for the ages ~ Jalil Amr, who wrote the Sherlockian pastiche which inspired the game ~ The UHS hints website (http://www.uhs-hints.com), which provided me with the solution to the number puzzle in Fowlett's house ~ The helpful crew at Wikipedia, for providing a definition of quicklime ~ CJayC and the rest of the GameFAQs crew, for hosting this walkthrough ~ The members of the White Rose Irregulars of York ~ You, for actually reading this and maybe even putting it to some use Questions, comments, pipe tobacco, and deerstalker hats may be directed to me at firstname.lastname@example.org. Writing this from a place that only wishes it could be 221B Baker Street, I remain, LadyNorbert