Sherlock holmes the secret of the silver earring patch




















Maestro accepted. Amazon Pay accepted. See all traits. Listing details Seller policies: View seller policies Shipping discount: Seller pays shipping for this item. Posted for sale: More than a week ago Item number: Watson arrives at a party i the fabulous Sherringford Hall. It was rumored that the host, Sir Melvyn Bromsby, a construction tycoon was to make an announcement of great importance concerning the future of his business.

Barely had he begun to welcome his guests, Sir Melvyn Brombsy falls to the floor of his mansion with a gunshot wound to his heart. Who are the suspects? Can the murder be solved? Join Sherlock Holmes and Dr. Watson to uncover the truth. Over 40 authentic 19th century London locations. Consider your discoveries and answer questions in Sherlock Holmes' quiz at the end of each level. A new original story, "the Silver Earring" written by a true Sherlock Holmes fan for you! Added to your wish list!

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Already have an account? Log in and add this item to your wish list. Cdv Software. You will get "White Powder" in your inventory. Click on the left door and Holmes enter the:. Against the left wall is a "Mirror cabinet". In the middle part of the "mirror" you see a painting and under the painting you see a photo.

Grab that photo. Holmes walks to the cabinet and grabs the photo. The lady in the photo is wearing a beautiful earring. Open your inventory. You now have a "Photo of a pretty young girl". Open your book and then open the "Documents page" of the book. Click there on "Photo of pretty young girl". You can now view the photo and read the text that someone wrote on the photo. You read: "To the future great actress. With all my encouragement.

Veronica Davenport. Holmes is now right in front of the mirror cabinet. Look closely. You can see a hairbrush on the cupboard. Just in front of the hairbrush is another pile of dust.

You see it as a circle on the cupboard. So grab the Test tube again and click on that dust circle and you have picked up a pile of "White Powder" again. Walk back a screen at the bottom left. There is a book on the round table. A piece of paper sticks out of the book. Click on the book to get in the close-up and then click on the piece of paper to put it in your 1nventory.

Look in your inventory for this piece of paper. It is a "Visit Card", but it is in French. Click "Read" to put the ticket in your book. Fortunately, Holmes quickly translates it into English. Close the book and your inventory and exit the close-up.

Leave this room through the doors and you are back in the hallway. Now go through the middle door and Holmes ends up in the stairwell. Holmes again remarks that there are stains on this door handle. Mary, one of the maids, is on her knees scrubbing the runner.

Talk to Mary and use all possible options again. However, especially use the option "The Well for garbage". That's the "dustbin" in the kitchen. Mary heard the shot, but this was no reason for her to interrupt her work. Bromsby was not an easy gentleman to work for, but he paid well. Just before the shot fell, Mary emptied her bin into the dustbin in the kitchen, but AFTER the shot, she hasn't been back in the kitchen.

The French chef is squeaky and Lavidia Bromsby is charmed by him. Say goodbye to Mary if you have nothing left to ask. At the bottom of the screen is a round table. Click there with your feet to walk 1 screen further into the hall. You will see the stairs and Mary in front of the stairs.

You get your hand on the right wall of this sitting area. There's a drawer there that Holmes can slide open. So click on that spot with your hand.

Holmes walks over to it and opens a small box and says it contains Blue Table cloths, which are a lot smaller than the white tablecloths that currently cover the large tables in the ballroom.

Walk back through the bottom of the screen and then go through the door in the left wall to the:. On the front left of the large set dining table is a note. Grab the note. Scroll to it in your inventory. It is a "Guest List". Click "Read" and view this guest list in the documents page of your book. Some names in the list are marked with an X, others with a circle and still others with a dot.

Close the book and inventory and walk into the dining room via the bottom left. At the other end of the large dining table are a woman and a guy. The woman is sobbing. First talk to Hermann Grimble and use all conversation options again. Grimble is, was, Bromsby's advisor and is also a major shareholder in Bromsby's business. You will experience that Bromsby has made a will and this on advice and with the cooperation of his friend and lawyer Horace Fowlett.

However, this Horace Fowlett cannot be found. Then talk to Lavinia Bromsby. However, she does not want to say anything. She just sobs. Suddenly a young lieutenant walks in from the ballroom. The perky lieutenant thinks he should defend Lavinia and you now get a number of conversation options. Use them all again. This perky and most annoying lieutenant is Lieutenant Herrington and at the time of the shot he was talking to the other annoying soldier, Colonel Patterson, in the ballroom.

When the shot was fired, Herrington saw Lavidia standing in one of the doors of the ballroom. Herrington came to the party at the request of that Patterson.

The lieutenant then disappears and we automatically end up in the ballroom and with that annoying Colonel Patterson. So talk to Colonel Patterson again and use all possible conversation options again. At the time of the shot, Patterson and Herrington were at the bar drinking their drinks. Patterson has not seen Lavinia in the door. But that is not surprising because Patterson has very bad eyesight, so he doesn't see much.

But his hearing is very well developed because only on the sound of the shot he knows that a small caliber Wright revolver has been fired. Patterson first met that Lieutenant Herrington a few days ago and gives up high on the lieutenant. Talk to Lieutenant Herrington again, who is at the window behind the bar and use all the conversation options again.

At the time of the murder, Herrington was also in this spot and after the murder, he immediately left the ballroom. After these 2 conversations you walk a little further, via the slanting feet that you get at the bottom left of the screen. You will then see the entire bar and the bartender behind it. Talk to the bartender. His name is Hunter and he was hired especially for the reception by some agency.

Hunter confirms that Patterson and Herrington were at the bar at the time of the murder and that he was so busy supplying both gentlemen with booze that he himself saw nothing of the murder. Then walk through the bottom of the screen, return to Patterson and Herrington and talk to the still mopping Scot Brimms again. Now ask Scot about the Frenchman through the "French" topic.

The Frenchman has apparently runs away after the murder and has not been seen since. Now go back to the dining room to talk to Lavinia again. You can do this via the route you have taken earlier, but this route is easier. From Scot Brimms, return to the bar at the bottom left. You are then back on the screen where you see the entire bar and the bartender. Then continue walking through the feet that you get at the windows.

You will then be taken to the next screen. Here you continue via the feet that you get in the bottom center of the screen. You are then back on the right side of the fire place podium. Go through the door to the right of the podium and you are back in the:. Talk to Lavinia again. Lavinia does not want to talk to Holmes, she only wants to talk to the authorities.

Holmes now says to himself that he should now use one of his "hints". Open your inventory and now take the "Gun". Holmes asks if this is her revolver. However, she denies murdering her father. Use the "Father" topic. Bromsby apparently feared for the safety of his daughter and therefore gave her the revolver. After the reception he would explain everything to her.

Use the "Help" topic. Lavinia agrees that Holmes investigate her father's murder further. Say "Goodbye". Holmes now wonders what Dr. Watson is actually doing and we are now automatically switch over to Watson. You now continue as Watson and we are in the garden. Watson meets with Bromsby coachman Lamb. The conversation topics appear after the usual pleasantries. Use them all. The bottom line is that Watson orders Lamb to stand guard here so that no one can sneak into the house. The door behind Watson is closed, which is the service entrance for the staff.

Say goodbye to Lamb. Walk a screen to the right, via the middle right. You will then see the forecourt and the platform.

There is a woman on the platform. Walk one screen further to the right and you are on an overview screen of the main entrance to Sherringford Hall. The woman standing on the steps by the front door is Miss Lambert, the housekeeper.

You also see a number of men standing to the left of the coaches. Behind the carriage where those 3 men stand you see a bench. There is a 4th guy on that bench. On the right are 2 women on a bench. One of the two women is crying violently.

So the other woman will be Sue , the 2nd maid. Click with your talk cursor on Miss Lambert. Watson walks over to her and talks to her. Again use all possible conversation topics. You learn that Lambert opened the gate immediately after the murder.

This was under pressure from the guests. You also learn that the local constable was present at the reception and that he left to alarm Scotland Yard. An inspector from Scotland Yard, who is already around here, will arrive soon to investigate Bronsby's murder.

Miss Lambert is very pleased with Louis Phillipe, the French waiter. It is he who gave her the idea to mark the names of the guests on the guest list with a circle, a dot or a cross. A circle behind a name means that this is an important guest. A dot means that the guest is visually impaired and a cross means that the guest is hearing impaired. The Frenchman has also arranged the entire "table setting", so which guest will sit where and how the tables are set.

Louis Phillipe is now in London to visit his ophthalmologist Eye doctor. When you have finished talking to Miss Lambert again, open the inventory and click on your book.

Open the "Documents page and view that guest list again. Look up the guest list on Colonel Patterson. Patterson's name is marked with a Dot and a Cross. So Patterson is not only visually impaired but also hearing impaired. However, Patterson has stated that he has heard the sound of the shot and that it was a small caliber Wright revolver. Close the book and your inventory. Now walk back to the bottom, via the slanted fee, to the previous screen and then walk on to the three men standing by the "red" carriage You will get a close-up of these 3 guys.

All 3 are the servants of one of the guests and all three are a bit tipsy because of the drinks they have hoisted inside. Talk to all these 3 guys. The left guy is Lt. Herrington's servant and his name is Spencer, the bottle guy is called O'gohan and he is Miss Roun's servant tree. Miss Rountree is that girl who is crying on the right bench.

The 3rd guy is Hurley and he is Shatterhwaite's servant, who you see sitting on the bench behind the carriage. Hurley has heard the shot and another strange sound.

Watson walks over there and you see that Satterhwaite sitting on the bench. Satterhwaite's clothes are ripped and dirty. He says this was because the other guests hit him on the floor and ran over him when everyone ran out in panic after the shot.

Go back to the overview screen via bottom right and then continue to the two women who are sitting on the right bench. Talk to Miss Rountree, the crying young lady. Rountree cries not because of grief over Bronsby's murder, but because her boyfriend didn't show up.

Talk to Sue, the maid. So at the time of the murder, Sue was serving the guests in the ballroom, and she suspects Lavinia of her father's murder. When you've talked to all these people, Watson is done and Holmes will come out too. A conversation follows between Holmes and Watson in which Holmes mainly speaks. Holmes wants to investigate something and he tells Watson to watch at the main gate to see if the Scotland Yard inspector is coming.

Watson then walks to the gate. Holmes is therefore outside the landing. Go, via the feet at the left lamp post, one screen to the left. Holmes walks to the left and we return to the screen with Lamb, the coachman. Lamb is still guarding the maid's entrance to the house. Now use your cursor to find the ground between the door and Lamb.

You will get the Hand at a tiny white spot. 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.

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. 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. 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.

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. 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. 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!

Open the second door, which leads into Fowlett's combination workshop and bedroom. 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 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. 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 Open your notebook and read the verses about Noah's Ark.

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 ; 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. 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. 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.

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.

Quiz 1. Did Horace Fowlett receive a caller the evening he was supposed to leave? Justification: In the Testimonies section, your conversation with Graham, Fowlett's neighbor. Were all the guests in the ballroom at the time of the shooting?

Justification: In the Documents section, Lestrade's report on the development of the crime. Did Sir Bromsby and his daughter have a good relationship? Was there anything missing from Horace Fowlett's house? Justification: In the Reports section, your observations about Fowlett's bedroom -- the bed was not made and the pillow was missing.

Did somebody enter through the window at Fowlett's house? Justifications: Both found in the Reports section. Fowlett's bedroom: the window has no bars and is held closed with a screwdriver. 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! 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 It's "very interesting. 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.

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. 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. 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.

As Holmes, you'll find her with the flirtier of the two maids, Sue, standing in the ballroom. 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.

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 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. In other words, a single number 1. Getting the idea?

A single number 2 and a single number 1. 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, 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? 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?

Chat a bit with Inspector Lestrade about what to do next, then head for Bromsby Cementworks. 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. 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. Baker Street You won't have to do too much for a time. 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.

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. 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. 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. 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.

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. Quiz Once you've escaped from your pursuer and returned to Baker Street, it's time to take your third quiz.



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