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    FAQ/Walkthrough by LadyNorbert

    Version: 3.1 | Updated: 03/02/13 | Search Guide | Bookmark Guide

    
    ---======>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's 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 laurakay76@gmail.com.
    
    Writing this from a place that only wishes it could be 221B Baker Street,
    I remain,
    LadyNorbert

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