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.


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.


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


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

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.
                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

   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.
                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!


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

   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

Second picture -- a hilly area.  There is a bear outlined in the hill on the

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

      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

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

   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!


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

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

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

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:


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

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?

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

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

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

   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.
                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
       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,

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

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

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

   2.  Can we say that the person who killed Simon Hunter is skilled with
       Answer:  Yes.
       Justification:  In the Testimonies section, your conversation with

   3.  Are the ruins near Richmond's Abbey a common haunt for wanderers?
       Answer:  Yes.
       Justification:  In the Testimonies section, your conversation with the

   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!


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

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
       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!


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.

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-

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.

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

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,