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Sherlock Holmes: Crimes and Punishments


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Sherlock Holmes: Crimes and Punishments

DoraHolmes and Watson are back for more, and things are going to get messy in Frogwares' mystery adventure game Sherlock Holmes: Crimes and Punishments as you take on the role of the legendary and borderline insufferable detective solving a series of challenging (and sometimes gruesome) cases. Six cases, to be exact, each centering on a very different crime. A violent murder, a baffling disappearance, a daring theft and more... all of them will require Sherlock's unique mind and talents to solve. With the help of his own unique and formidable brain that will allow him to see things others don't as well as perform a variety of other useful abilities, you'll guide Holmes to uncover not just the truth behind the crimes committed by interrogating witnesses, solving puzzles, and tracking down evidence, but you'll also decide what, ultimately, you'll do with the perpetrator... as long as you can figure out who it is, since it's perfectly possible to accuse the wrong individual. While unfortunately Creepy Watson is a thing of the past, Crimes and Punishments still manages to deliver an engaging, carefully crafted adventure game with high production values and an immersive atmosphere.

Sherlock Holmes: Crimes and PunishmentsFor the most part, gameplay is about traveling around different maps, exploring locations, interrogating people, searching for clues, and playing dress-up with Holmes' wardrobe and makeup table. Sherlock has a variety of methods for pulling apart evidence, from assembling a mental picture based on scent to finding correlations between things you've spotted, but you'll need to guide him and point everything out because, well... video game. Holmes himself controls with [WASD] to move around and the mouse to interact whenever a prompt appears. By pressing [T] you can toggle Sherlock's keen sense of observation to help spot clues others have missed, recording them as evidence. When talking to people, you may be required to quickly press a key before time runs out, giving you the chance to choose the piece of evidence you've observed that will back up your statements. Arguably the most important tool in Sherlock's arsenal, however, is Baker Street itself, which you'll have to return to frequently to consult with our hero's formidable archives, make use of chemistry, change disguises, exasperate Watson, and more.

Sherlock Holmes: Crimes and PunishmentsHitting [B] will open a menu that will allow you to combine elements, observations, clues, and people to form deductions that will drive your case. This allows you to construct a psychological map of connections, and the way you choose to interpret them will impact the outcome of a case. You could, for instance, choose to believe an item at a murder scene belonging to someone is merely circumstantial evidence, or clear proof that person is a suspect, and combining that train of thought with a clear motive and means will allow you to accuse that suspect of the crime. If a node turns red, it means the deduction you've made conflicts something you've already established, such as claiming someone is the murderer despite previously tagging them as having no motive. You can swap out and change any of these elements at any time, but when you're finally ready to decide who comitted the crime, you then have to decide how you want to do so. Do you accuse them of premeditated murder? Were they merely protecting themselves? Lead astray by someone else?

Sherlock Holmes: Crimes and PunishmentsAnalysis: Yeah, I admit, Crimes and Punishments won me over a little right from the get-go with its snappy little opening cinematic like I was watching House or Hannibal, and then the way the very first gameplay had me play as Watson dodging wild shots around the furniture as a blindfolded Holmes took potshots at vases for funsies. It established a certain amount of character, tone, and charm, and when it popped up with a little visual representation of how Holmes could know who was coming up his stairs before they even came into the room, I was hooked. Having a scene in which you get to conduct harpoon experiments on a pig carcass, Mythbusters-style, was just the icing on the cake. Make no mistake, this Sherlock is closer to a more reserved and smug version of Robert Downey Jr's interpretation of the iconic detective than Steven Moffat's, but it's still nice to see him depicted as a brilliant yet rude and socially distant jerkward instead of a brilliant, aloof, perfect ladies' man as some interpretations have done.

Though the tank-driven controls are still, ehhh, clunky to be charitable, Crimes and Punishments is actually a very solid and effortlessly playable game. Though it initially seems like the game piles a bit too many different minor gameplay elements on you when you're trying to hunt for clues or make certain deductions, it's actually a good way to illustrate the way Sherlock's mind works and how he constructs his conclusions and connections. Some of which, incidentally, seem like rather large leaps of deductive reasoning, but I suppose that's why he's Sherlock and I'm writing this in my novelty kitty pajamas. The game is good at nudging you where it wants you to go and never goes quite so far as holding your hand, though it never quite feels like it develops enough teeth. There's no penalty for failure, so if you give a character the wrong answer the game just reloads that dialogue option and lets you try again until you get it. Puzzles will even let you skip them without much prompting. It makes for a game that's accessible to everyone, to be sure, but it also would have been nice to have multiple difficulty settings to avoid all the pop-ups and guidance.

Sherlock Holmes: Crimes and PunishmentsEach crime and scenario is distinct and well-crafted with layers of depth and possible suspects. Though you'll find there's a lot of backtracking involved, the game is great at providing you with a brisk pace and keeping you involved with tasks that feel critical to your work, rather than acting as simple busywork to pad the length. Each case has a distinct cast of characters, and offers up new locations as well, keeping the game fresh the whole way. Occasionally it feels like the game's "best" outcome for each case is perhaps a little too predictable and boring compared to some of the incorrect solutions, and several puzzles, such as the locks, are repeated throughout the game. Most cases will likely only take around two hours or so to complete, despite gradually increasing in complexity, and some of them are easily more cozy than others, though it's fun to see how your decision in one case may be referenced in another.

Crimes and Punishments is, it must be said, an absolutely gorgeous, gorgeous game from every conceivable angle. Most areas are limited in their interaction to things relating directly to your investigation, but you can still spend a long time just wandering around them and admiring all the detail that went into crafting every single environment. Sure, there's a badly mutilated corpse pinned to the wall over there, but gosh look at the wee little garden and the way the sunlight comes in through the windows! Characters tend to have difficulty expressing emotion, unfortunately, with faces that don't quite move or flex enough to really bring them to life, though the voice acting is on the whole very well done. (Which helps to make up for the numerous typos and errors in the subtitles, sadly.)

Despite its flaws, Sherlock Holmes: Crimes and Punishments is still one of the best adventure games to come along in a long, long time. The passion behind the subject matter is clear, with intriguing cases to solve and stunning locales to explore, and the writing is top-notch. It's the sort of game that's likely going to take you a lot longer than an evening to play through, but you'll do your best to burn the midnight oil with it because, like any good mystery, it's hard to put down. Crimes and Punishments is a Sherlock game to be proud of, balancing wit and inventiveness with the more horrific aspects of its crimes, and a worthy addition to any fan's archives indeed.

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Walkthrough Guide


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Sherlock Holmes: Crimes and Punishments Walkthrough
(Part 1 - Case 1: Black Peter and Case 2: Riddle on the Rails)

Case 1 - Black Peter

Part 1 - Beginning at 221B Baker Street

  1. Move the cursor over the right side of the sofa.

    • Click the icon that appears over the sofa to take cover behind it.

    • Next, move the cursor above the bear skin rug and to the right of the table and click the icon to take cover again.

    • Lastly, click on Sherlock's leg to approach him.

  2. After the cinematic, press the [Tab] key to open your Casebook.

    • Select the "Tasks" tab of the Casebook to have a look at your current goals.

    • We'll get to investigating Peter Carey and Woodman's Lee soon, but first let's focus on the third task on the list: pick out a suit to wear.

  3. Walk forward and open the door on the right to enter Holmes' room.

    • Open the wardrobe to view the available outfits and costumes.

    • Click the right or left arrows at the lower right corner of the screen to cycle through the outfits, then select any one of suits and press [Esc] to put the suit on.

      • Additionally, you can use the Make-up Table to change your hairstyle, facial hair, and glasses, but it isn't necessary at this time to do so.

  4. Once you're ready, open the Casebook and select the green Map tab to view a map of London and its surrounding areas. Click the Woodman's Lee icon to travel to that location.

Part 2 - Join Lestrade at Woodman's Lee

  1. As soon as you arrive, Inspector Lestrade will call to you from the upper level of the garden. Follow the stone path and walk up the stairs to join him.

    • On your way, there are two pieces of evidence you should examine.

      • First, you can click the patch of plants on either side of the path to inspect the Garden, which is added to your list of Evidence in the Casebook.

      • Second, on the left side of the path near the constable with the magnifying glass you will find a set of footprints. Press the [T] key to use Sherlock's investigative talent View, turning the screen black and white.

      • Hold the cursor over the Footprints for a few seconds until they flash and glow yellow, then click the prints to add the Unidentified Footprints to your Evidence.

      • Note that a question mark icon remains beside the prints, indicating that we'll need to use another piece of evidence here. We don't have the required item just yet.

  2. Approach Lestrade and, after a brief cinematic, Holmes will begin to question the first witness, Mrs. Carey.

    • Before asking her any questions, however, you should first click the Character Portrait icon at the bottom of the screen, which will allow you to take a close look at the witness and the surrounding area.

      • While in Character Portrait mode, press and hold the [D] key until the camera moves down to Mrs. Carey's shirt. Click the Cameo locket hanging from her neck.

      • Move the camera forward to Mrs. Carey's hand. Now click the Catholic Rosary around her wrist.

      • Next, move the camera until it reaches the right side of the table. Click the Crested Tit on the bound journal and the Gardening Gloves beside it.

      • Press the [D] key one last time to turn the camera to the left side of the table. Click the top of the Birdhouse. Now your Character Portrait of Mrs. Carey should be complete and you can resume your dialogue with her.

    • Select the dialogue option "Everything will become easier."

      • When the quick-time event appears, press the [Q] key before the timer runs out.

      • Choose the line "Pilgrimage". This will also add a note to the Evidence tab in your Casebook

    • Exhaust all the remaining dialogue options until you're finished questioning Mrs. Carey, for now.

  3. Meet Inspector Lestrade outside of the cabin, then click the cabin door.

    • Switch to Sherlock's talent View again and move the cursor target over the scratched lock under the door handle.

    • Zoom in on the door handle and click the Scratches. Once Holmes confirms that someone tried to break in, you can click the door to enter the Cabin.

Part 3 - The Crime Scene at Woodman's Lee Cabin

  1. When you enter the cabin, turn left and examine the wall shelf to take a closer look.

    • Turn on Sherlock's talent View (by pressing [T]) and move your cursor over the blank space on the right side of the shelf.

    • Click the Outline in the Dust to inspect it.

    • At this point, Holmes will deduce that a small box has disappeared from this place on the shelf. He will "imagine" the box instead. You can toggle Imagination on or off by pressing the [F] key.

  2. Turn towards the center wall and click the chest on the floor.

    • Open the chest and take Peter Carey's Boots inside.

  3. Take a look at the bookshelves on the wall above the opened chest.

    • Examine the middle of the lower shelf to note the Ships Logs. They'll be added to your Evidence, but you'll see there's an Object of Interest still missing. We'll have to come back again later.

  4. Move to the corpse against the wall and click Dead Peter Carey to examine the body.

    • While viewing the body you can examine the following areas: Peter Carey's Face, Peter Carey's Clothes, the Harpoon, and his Pierced Chest.

    • Next, click the Pool of Blood to view the ground underneath Carey.

    • Take the Sea Knife on the floor by Carey's feet.

      • Examine the blood on the edge of the Blade and the end of the Wooden Handle.

    • Now click the Notebook to pick it up and view it more closely

      • Examine the Inscription at the middle of the notebook and the Blood on the lower right corner.

      • Open the Notebook and click the Abbreviations written on the first page.

  5. Turn to the window on the right and click the Table beside the body to examine it.

    • Take the Tobacco Pouch to get a closer look.

      • Examine the initials burned on to the front of the pouch.

      • Drag the right mouse button to rotate the pouch and view the back side. Left click the Flap to open the pouch. Turn the pouch again to look inside, then click the Tobacco.

  6. A minigame will start after you collect the evidence from the Tobacco Pouch

    • Arrange the blue lines to complete the image of a ship.

    • Rotate the blue lines using the right mouse button. Drag the Tobacco Leaf and the Smoking Pipe with the left mouse button to move the lines on those two objects up or down.

    • The puzzle will complete automatically once the image is correctly aligned. If you're having difficulty solving the puzzle, you can press the [Spacebar] key to skip it.

    • Solution.

  7. After you've completed the puzzle, press [Esc] to step away from the table, then press [B] to view your Deductions page.

    • At the Deductions page, you can attempt to combine clues to make a deduction. Sometimes, combining clues may give you multiple theories and you must select between the possible options to form a deduction.

    • Click a clue note to select it, then click another note to try to combine the two. If your clues are correctly combined, they will form a deduction on the page. Press space to toggle between all available clues and all completed deductions

      • At this time, you have enough clues to make one deduction.

      • First select "Notebook" then click "Break-in Attempts".

      • Click the completed deduction to see you've now found a new Task: Make an Ambush.

    • Exit the Cabin to return to the Garden.

    • Walk towards the constable with the magnifying glass near the garden path.

    • Click the Footprints you found earlier to take a closer look.

      • Select the Footprint again to hold Peter Carey's Boot (that you found in the chest at the Cabin) above it.

      • Drag the boot down to the Footprint using the left mouse button to compare the size of the shoe to the print.

    • Return to Inspector Lestrade in front of the Cabin. Speak with him to organize an ambush for the suspect.

    • Move behind the cabin, then click the window labelled Hiding Place to hide there until nightfall.

    • After the cinematic, return to the inside of the Cabin. Once the second cutscene is over, you'll be automatically taken to Scotland Yard

Part 4 - Interrogate the First Suspect at Scotland Yard

  1. Walk through the open doorway on the left to reach the hallway. Open the first door on the right and enter the Evidence Room (you should see the label for the room beside the door).

  2. Click the shelf on the table to view Neligan's Belongings.

    • You can view the Notebook you found earlier at the Cabin, as well as a Pocket Knife, and an embroidered Handkerchief.

    • Take the Ring among the belongings to view it more closely.

    • Rotate the object with the right mouse button, then click on all three parts of the message engraved on the inside of the ring: "From R. Dawson... to my friend... and partner, 1883."

    • Holmes will note the name Dawson and suggest you look it up in his Archives later.

  3. Leave the Evidence Room, then open the gate door at the end of the hall. Take the door on the left to the Interrogation Room.

  4. Click John Neligan to speak with him.

    • Before questioning him you should click the Character Portrait at the bottom of the dialogue choices to examine the suspect.

      • From the starting view, you can click the Shabby Cap on Neligan's head.

      • Turn the camera backward by holding the [A] key until you are looking at the side of his face. Click his Thin Neck.

      • Pan the camera forward with the [D] key, then stop when it reaches his shoulder where you'll see the Patch on his suit.

      • Continue moving the camera forward to Neligan's arm. Click the sleeve of his suit to note the Expensive Fabric.

      • Move the camera further down to the lower half of the torso and then click the Elaborate Buttons beside the pocket.

      • Lastly, rotate the camera to Neligan's hands. Here you can click the Short Sleeves on Neligan's bare wrists, the Callus on his right hand, and the Scars on his left hand.

    • After you've completed the Character Portrait, select the dialogue option "Gold Ring"

      • When the quick-time event appears, press the [Q] key before the timer runs out.

      • Choose the line "Ring's Engraving".

    • Now you can ask about the "Ring's Owner" which prompts another quick-time event. Again, press [Q] before time runs out.

    • This time, choose the line "Father's Jacket".

  5. Finally, ask about the Notebook and Sea Knife to complete your interrogation.

  6. Press [B] to open up your Deductions page.

    • Now you can combine two more clues to form a new deduction.

    • Select "Neligan's Notebook" and "Break-In Attempts".

    • Click the combined clues to view your new deduction on your Deduction page: Retrieving the Notebook.

    • Press [Spacebar] to return to the Clues, then combine "Swift Actions" and "Pinned to the Wall".

    • This will add the following Task: Experiment Required.

  7. Open your Casebook and select the Map tab. Click Baker Street to travel there now.

Part 5 - Enlisting Watson's Help at Baker Street

  1. Speak with Watson to ask for his help with your harpoon experiments. We'll go there momentarily, but there's still more to do here.

  2. Approach the overflowing shelves of Newspapers on the right side of the fireplace to examine the documents.

    • Compare the information from the Ring's Engraving, then select the proper document from the list on the right to research the ring.

    • Select the Newspaper article: "Dawson and Neligan are bankrupt."

    • Read both pages of the article, then press the [E] key to close the page.

  3. Before you can join Watson you'll need a harpoon. We'll get one soon, but for now let's question Neligan again with the information you found in the archives at Baker Street. Use the Map to travel to Scotland Yard.

Part 6 - More Questions for Neligan at Scotland Yard

  1. Return to the Interrogation Room through the left door at the end of the hallway.

  2. Click John Neligan to question him again.

    • Select the dialogue option "Dawson and Neligan."

  3. We've learned all we can for now. Open the Map and take a quick detour trip to Woodman's Lee.

Part 7 - Return to Woodman's Lee

  1. Follow the dirt path to the upper level of the Garden, then click Mrs. Carey to ask her a couple new questions.

    • Select the dialogue options "Peter's private papers" and "Was Peter a smoker?"

  2. Go down the stairs and enter the Cabin.

    • You'll find a rack on the center wall (above the open chest) inside the Cabin where you can take a Harpoon.

    • Inspect the bookshelf beside the harpoon rack and take a look at the Ship Logs.

      • Select the August tab above the right page. Take the torn Bond Certificate from the page.

  3. Open the Map again and travel to the Whitechapel Butcher.

Part 8 - Whitechapel Butcher & A Brief Stop at Baker Street

  1. Click on Watson to speak with him and begin the experiment.

  2. The goal for this minigame is to impale the pig with the harpoon.

    • First aim the cross-hairs over the red "X" on the pig carcass.

    • Left click to Hold Breath, which will focus Holmes' aim.

      • A bar will appear at the bottom of the screen with a slider moving left and right and a white space in the middle.

      • Left click at the precise moment when the slider reaches the center space to throw the harpoon.

    • If you time your throw and aim correctly, the harpoon will strike the X. If not, simply Hold Breath and try again.

    • After each attempt, the center space will get slightly larger and easier to hit.

    • Solution.

  3. Once you've finished your experiment, press [B] to open the Deductions page.

    • Combine two of the clues to create a new deduction.

    • Select and combine the two clues "Strength requirement" and "Pinned to the wall".

    • You must choose between one of two theories: "Feat of strength" or "Lucky throw"

    • The correct choice is the "Feat of strength".

  4. Open your Map and travel back to Baker Street with Watson.

  5. After your conversation with Watson, approach the Window that overlooks the street. Click the Window to summon Wiggins to the apartment.

  6. A constable will arrive after Wiggins leaves to call for Holmes on Lestrade's behalf. Use the Map to travel back to Scotland Yard.

Part 9 - Interrogate the Second Suspect at Scotland Yard

  1. Once you arrive at Scotland Yard, take a few steps forward to speak to Inspector Lestrade.

  2. Go to the hallway and take the first door on the right to enter the Evidence Room.

  3. Inspect the left box on the table to take a look at Hurtley's Belongings.

    • Take the Boots and Stained Letter inside the drawer. You can also examine the Pen at the lower right corner of the drawer.

  4. Now inspect the right box on the table to re-examine Neligan's Belongings.

    • Click the Abbreviations inside the notebook to compare them with the Bond Certificate from your inventory.

    • Underline the correct abbreviation associated with the bond scrap.

    • Select the letters C.P.R. which stands for the title at the top of the bond, the Canadian Pacific Railway.

  5. Press [B] to open your Deductions page. Combine your new clues to form a new deduction.

    • Select the clues "Missing papers" and "Missing tin box" to make a deduction: "Stolen valuable papers."

    • Two of your completed deductions, "Stolen valuable papers" and "Retrieving the notebook" will automatically tie together to form a third deduction: "Neligan's motive."

    • Now combine the clues "Missing papers" with "Break-in attempts". Choose between the two possible theories: "Retrieving the notebook" or "Looking for papers."

    • The correct choice is "Looking for papers". After you select this theory, another two deductions "Stolen valuable papers" and "Looking for papers" will tie together to form yet another choice of theories.

    • Pick again between two choices; this time it's "Neligan's motive" or "Neligan's innocence."

    • The correct choice is "Neligan's innocence". Now that we've ruled out one of the suspects, it's time to continue our investigation!

  6. Leave the Evidence Room and continue to the end of the hallway. Click Liam Hurtley who is hanging on to the prison door to speak with him in the Interrogation Room.

    • Click the Character Portrait to examine the suspect.

    • Move the camera forward with the [D] key, then click the large Old Scar at the side of Hurtley's neck.

    • Continue turning the camera down to his hip, where you'll find a Handkerchief with Crested Tit sticking out of his coat pocket.

    • Turn the camera further down towards Hurtley's legs. Click his pants to note Plant Remains.

    • Lastly, pan the camera forward up to his hands, then click them to find that they're Gardener's Hands.

  7. Leave the Interrogation Room and return to the jail cell at the end of the hallway. This time, click John Neligan to question him one last time.

    • Ask Neligan about the "Break-in" to trigger another quick-time event. Quickly press [Q] before time runs out.

    • Select the line Bond Certificate.

  8. After you finish interrogating Neligan, open the Map and travel to Baker Street.

Part 10 - Experiments at Baker Street

  1. Approach the Analysis Table to the left of the window to begin your experiments on Hurtley's Letter.

    • In this minigame, you must pour the chemical test tubes into the beaker in the correct order.

    • The note on the table gives you three requirements to solving this puzzle:

      • You must pour all seven of the test tubes into the beaker.

      • The Blue reagent is poured first, two mystery reagents are poured afterwards, and the fourth reagent must be Orange.

      • The Colorless reagent must be poured after the Orange reagent.

    • Following these three conditions, pour the reagents in the following order (additional instructions provided for the colorblind):

    • Blue reagent (Bottle 1).

    • Green reagent (Bottle 2).

    • Blue reagent (Bottle 3).

    • Yellow reagent (Bottle 4).

    • Colorless reagent (Bottle 5).

    • Yellow reagent (Bottle 6).

    • Colorless reagent (Bottle 7).

      • Another acceptable solution is starting with Blue-Blue-Green rather than Blue-Green-Blue.

    • Solution.

  2. After you've completed your chemical concoction you can use the solution on Hartley's letter.

    • Click and hold down the left mouse button and drag it over the ink stains on the letter to reveal the hidden message.

  3. The letter is a helpful clue, but we still have more evidence to gather. Open the Map and travel back to Woodman's Lee.

Part 11 - Collect More Evidence at Woodman's Lee Garden

  1. Take the stone path towards the shed and look at the Footprints on the ground to the left of the path.

    • Click the center Footprint to take out Hurtley's boots, then drag them downward with the left mouse button to compare the size of the boot with the print.

  2. Press [B] to open up your deductions page.

    • Combine your new clues to form another deduction.

    • Select "Hurtley's footprints" and "No gardener" to make the deduction: "Unexplained presence."

  3. Go up the steps and speak again with Mrs. Carey to ask her about Liam Hurtley.

  4. Now we need a talk with Hurtley himself. Use the Map to travel to Scotland Yard.

Part 12 - More Questions for Hurtley at Scotland Yard

  1. Go to the end of the hall and click on Liam Hurtley inside the jail cell to speak with him in the Interrogation Room.

  2. First ask Hurtley "What did you hide?" which prompts another quick-time event. Press [Q] before the timer runs out to continue the conversation.

    • Select the dialogue option "Hurtley's Letter".

  3. Next, question him about "Woodman's Lee" to start yet another quick-time event. Again, press [Q] quickly.

    • This time, select the line "Hurtley's Boots Match".

  4. Now choose the conversation option "Presence at Woodman's Lee" for a third and final quick-time event. Again, press [Q] quickly.

    • Choose the line "Gardener".

  5. You're done questioning the suspects, but there's still one last lead to follow at Woodman's Lee. Use the Map to travel there now.

Part 13 - Access the Shed at Woodman's Lee

  1. Approach Mrs. Carey to question her again.

    • Ask for "Access to garden tools" to receive a Small Key for the shed behind her.

  2. Go to the shed door and click the lock to open it with her key.

  3. Enter the shed then press [T] to activate Sherlock's investigative talent.

    • Look at the Shed's Floor, then focus on the area with the loose plank for a few seconds to find the ill-fitting plank.

    • Click the Wooden Floor to zoom in, then lift the Ill-Fitting Plank. Take the Small Wooden Box hidden underneath.

    • Try to open the box to begin another puzzle.

    • To solve the puzzle you must rotate the sections of the lock and correctly arrange the line pattern.

    • Use the mouse scroll button to select one of the three lock sections.

    • Left click and drag the mouse to rotate the selected section or right click to rotate all sections of the lock.

    • There are multiple sections you could focus on when aligning the lock segments, but the following screenshot shows one of the easier solutions:

    • Solution.

  4. Take the Bunch of Letters from the box after you've unlocked it.

  5. Exit the shed and talk to Mrs. Carey again.

    • Ask her about "You and Liam Hurtley" then press [Q] when the quick-time event icon appears.

    • Select the line "Romantic Correspondence".

  6. Press [B] to open the Deductions page.

    • Combine your new clues to make another deduction.

      • Add the clues "Judith Carey's Confession" and "Judith Carey's Letter" to form the theory "Desperate Jealousy".

      • "Desperate Jealousy" will automatically tie together with "Unexplained Presence" to create "Hurtley's Motive".

    • Press [Spacebar] to view the page of clues again to combine another two.

      • This time, select the clues "Liam Hurtley's Letter" and "Judith Carey's Confession." which combine into: "Harmless flirting".

      • You must now choose between the two theories "Desperate Jealousy" and "Harmless Flirting".

      • The correct selection is "Harmless Flirting". Choosing this option will also form the deduction: "Hurtley's Innocence"

      • Again you must make another choice. Select either the theory "Hurtley's Motive" or "Hurtley's Innocence.

      • The correct final decision is "Hurtley's Innocence".

    • Holmes will mention he should meet with Wiggins after the deductions are finished. Open the Map and travel to Baker Street.

Part 14 - Prepare a Disguise at Baker Street

  1. When you arrive home, Wiggins will present you with a list of sailors. Click the name on the list of the person you should investigate.

    • Underline the name of the living harpooner, Patrick Cairns.

  2. Press [B] to reopen the Deductions page.

    • Combine the two clues "Patrick Cairns" and "Peter Carey a non-smoker" to receive a new Task: "Check Peter Cairns".

  3. Before we can meet with Cairns, you'll need to put on a disguise to fit in at the sailor's pub. Go to Holmes' room through the right door.

    • Open the wardrobe and select the Sailor Outfit. You can also use the Make-up Table to put on more accessories for your disguise, but it isn't necessary.

  4. Now use the Map and travel to the Sea Witch Pub.

Part 15 - Meet The Sailor at the Sea Witch Pub

  1. You'll find Patrick Cairns sitting at the table in front of the fireplace. Click him to start another minigame.

    • To beat Cairns, you'll need to pay attention to his facial expression and to your Stamina meter.

      • Cairns makes three different faces: He grimaces when he's about to push, cringes when he's trying to restrain, and has a blank face when he's idle.

    • Time your pushes, restrains, and waiting to match his actions:

      • When Cairns pushes, hold down the Right mouse button to Restrain against his push.

      • When Cairns idles, click the Left mouse button repeatedly to push his hand towards the table.

      • When Cairns restrains, use that time to let your Stamina meter regenerate.

    • Continue following this pattern until you successfully pin his hand to the table.

  2. After you beat Cairns once, click the Character Portrait to study him.

    • First click the Gold Earring in his left ear.

    • Move the camera forward with the [D] key until you can see his torso. Click his left arm to note the Cheap Clothes.

    • Continue forward to Cairns' forearm. Click the bare part of his arm to note his Strong Hands.

    • Lastly, move the camera to his right arm. Click Cairns' right hand to find Yellow Nails, then click the Sailor's Tattoo anchor on his left forearm.

  3. Challenge Patrick Cairns to arm wrestling again and beat him a second time using the same tactics as before. Now you can begin to question him.

    • Ask all of the available dialogue lines. After you've talked to him about everything, choose to "[Plant Pouch]".

  4. Click the pocket of Cairns' Jacket hanging on the chair to zoom in.

    • Left click and drag the Tobacco Pouch down into the pocket.

  5. Talk to Patrick Cairns again. Ask him for "Tobacco" and to "Keep in touch."

  6. You're finished with Cairns for now. Press [B] to open the Deductions page.

    • Combine the clues "Patrick Cairns" and "Patrick Cairns' Pouch".

    • Choose between the two resulting theories: "Pouch proves guilt" or "Pouch proves visit".

    • Select "Pouch proves guilt" to form the final conclusion: Cairns is guilty.

    • Click the conclusion, then select a choice of action. You can either Condemn Cairns for the murder of Peter Carey or Absolve Cairns for murder in self-defense.

    • This is a moral choice decision that has no true correct answer. However, your decision here will influence the final outcome of the case and may have future implications on the game.

Part 16 - Conclusion

  1. If you chose to Condemn the murderer:

    • Patrick Cairns will meet you and Lestrade at Baker Street and begin a fist fight.

    • To win the encounter, quickly click on Cairns' face every time he tries to take a swing at Holmes.

    • When you are prompted by the quick-time event, push the [W] key before time runs out to finish Cairns.

  2. If you Absolve the murderer, you only need to watch the cinematic to conclude the case.

Case 2 - Riddle on the Rails

Part 1 - Evesham Station

  1. Click the far left door to leave Baker Street and head to the train station at Evesham.

  2. When you reach the station walk up the left set of stairs then continue left to the train tracks.

    • Walk to the Evesham sign near the end of the tracks (any further and the map will open) and press the [F] key when the prompt appears to imagine the missing train.

  3. Now press the [T] key to use Holmes' investigation talent. Examine the following glowing areas:

    • The Rails on either side of the train tracks.

    • The Railway Sleepers at the center of the tracks.

    • The Ground Near the Rails just under the Evesham sign.

    • The Empty Bottle just below the patch of Ground Near the Rails.

  4. Go back to the station platform and speak with the Evesham Station Master beside the bicycle.

    • Click the Character Portrait under the speech lines to examine the station master.

      • Press the [D] key to turn urn the camera towards the side of the station master's face, then click his Fully Grey Hair.

      • Move the camera back with the [A] key until it focuses on his left hand. Click the Spots of Earth on his dirty sleeve and the Wedding Ring on his finger.

      • Continue turning the camera back to view the station master's torso. Click the Honorary Badge pinned to his chest.

    • Ask the Station Master for "Information about train" which he tells Holmes can be found in his office.

    • Next, ask for a "Railway Map". He'll instruct you take the one pinned on the wall inside the Waiting Hall.

  5. When you're finished questioning the witness turn left and take the second door to the Waiting Hall (there's a sign just beside the door to help you find it).

    • Inside the Waiting Hall you can take the Railway Map hanging on the wall above the middle bench. The Map is added to your Casebook.

  6. Leave the Waiting Hall, walk around the building, and go through the door to the Ticket Office.

    • Open the door to the side room to enter the Station Master's office.

    • Click the Office Table to take a closer look.

      • Read the Telegram and the Train Composition.

  7. Go back outside to the station platform and speak with the Evesham Station Master again.

    • Ask him about the "Special wagon," "Passengers of the train," and "Bridlington Station" to receive a new marker on your Map.

  8. Open the Map and travel to Bridlington.

Part 2 - Bridlington Station

  1. Go through the first door on the right to enter the Waiting Hall.

  2. Talk to the Angry Passenger who is standing by the doorway.

    • Click the Character Portrait icon at the bottom of the screen to examine the man.

      • Move the camera forward to his chest, then click his shirt to note the Workclothes.

      • Continue down to the bottom of his jacket. Click the Cheap Ticket sticking out of his pocket.

      • Turn the camera further down to his left hand and click the wedding ring, proving he's Married.

      • Lastly, move the camera to his right hand, then click it to note his Rough Skin.

    • After you've completed the Character Portrait ask the passenger all the available questions: "What happened?", "Passenger of the vanished train?", and "Portrait of the rich."

  3. Open the door under the "Private" sign and enter the ticket master's office.

    • When you enter the room, activate Holmes' investigate talent with the [T] key.

      • Look at the gap between the wall and the floor beside the telegraph table to find the Sheet of Paper. Click it to zoom in and take the Document, which adds the Prototype Insurance Policy to your Evidence.

  4. Now speak with the Bridlington Station Master in the office.

    • Click the Character Portrait icon to study the station master's appearance.

      • Click his face to note his Young Age.

      • Move the camera down to his tie and click it to note the Clean Clothes.

      • Continue turning the camera down to the bottom of his coat. Click the Instructions pamphlet sticking out of his pocket.

      • Turn the camera a little bit lower to view his hand, then click the Ink Smudges on his thumb.

    • Once your Character Portrait is complete ask him about the "Problem with passengers" and then if there was "Anything unusual" to prompt a quick-time event.

      • Quickly press [Q] before the timer runs out.

      • Select the line Rookie station master.

    • Next, ask about a "Strange message" to receive a Telegram from Chesterfield Station, adding the Chesterfield Report to your Evidence.

  5. Exit the office to return to the Waiting Room.

  6. Approach Mr. Robinson, the man with the hat who is sitting on the nearest bench.

    • Click the Character Portrait icon at the bottom of the screen to examine Mr. Robinson.

      • First, click the Australian hat on his head.

      • Move the camera back with the [A] key until it's pointing at his torso. Click his vest to note his Expensive Clothes.

      • Continue turning the camera down to his shoes. Click the Fancy Shoes to find they're made of Crocodile Skin.

      • Lastly, move the camera back to his left hand, then click the Heavy Gold Ring on his pinky finger.

    • After your Character Portrait is done, select the speech line "Mr. Robinson" to ask him about himself, then ask about the "Special Wagon."

    • Select the dialogue "Insurance for prototype" to give him the Insurance Policy you found beside the telegram in the office.

    • Discuss all of the following subjects with Mr. Robinson: "Company direction", "Prototype value", "Were you on the train", and "Important grip-sack".

      • The question about his grip-sack will move his luggage into the storage room.

    • When you're done questioning Mr. Robinson, press [B] to open your Deductions page.

      • Select "Chileans stayed on the train" and "Train vanished with people".

      • Now you must decide between the two theories: "Accident" or "Chileans were left".

      • The correct answer is: Chileans were left.

    • Exit the Waiting Hall through the left door. Once you're outside, turn left and open the nearest door to enter the Left Luggage room.

    • Walk to the shelves at the back of the room. You'll find Mr. Robinson's Luggage on top of a crate between the shelves and the counter.

      • Examine Robinson's name tag attached to the handle to begin a minigame.

        • This puzzle is nearly identical to the lock puzzle from the first case. The major difference is that there are now four movable sections instead of three.

        • Use the mousewheel to select a section of the lock, then left click and drag to turn the currently selected piece.

        • Right click and drag to rotate all of the lock sections simultaneously.

        • The easiest way to solve this puzzle is to focus on the area where the short line segments meet at the right end of the lock.

        • Solution.

      • Click the Business Papers inside the opened briefcase to take a closer look. Underline the parts of the documents that appear suspicious.

        • Click to underline the phrases "exclusive sales contract" and "Mr. Robinson on each of the papers.

        • Example.

    • Press [B] to open the Deductions page and combine your new clues.

      • Select the clues "Prototype has insurance" and "Special Wagon" to form the theory "Robinson's Motive".

      • Now combine "Prototype has many customers" and "Special Wagon" to form a second theory, "Robinson's Innocence".

      • The correct choice is "Robinson's Innocence".

    • Open the Map and travel to Chesterfield.

Part 3 - Chesterfield Station

  1. Go through the double doors into the Chesterfield station Ticket Office.

  2. Open the door to the station master's private office.

  3. Examine the Morse Code Alphabet and Telegraph on the table.

  4. Next, speak with the Chesterfield Station Master who is "resting" at his desk.

    • Click the Character Portrait icon at the bottom of the screen to examine the station master.

      • At the starting view, click the man's Red Nose.

      • Move the camera forward slightly with the [D] key to the station master's shoulder. Click the strap on his shoulder to note the Clean Clothes.

      • Continue moving the camera down to his hand. Click the wedding ring on his ring finger which indicates that he is Married.

      • Just below his hand you can also see an Alcohol Flask poking out of his coat pocket.

      • Finally, turn the camera down to the bottom of his coat to find a Fishing Line coming out of his outer coat pocket.

    • First, ask the station manager about the "Train passengers".

    • Now ask about "Strange message" to start a quick time event. Press [Q] before the timer runs out.

      • Select the line "Binge Drinking".

  5. When you're finished questioning the witness, press [B] to open the Deductions page.

    • Combine the clues "Chesterfield Master is untrustworthy" and "Chesterfield telegram".

    • We have two possible resulting theories: "Passed Chesterfield" or "Missed Chesterfield". However, we can't yet say for sure which one is the truth.

  6. Exit the Ticket Office and go to the train platform outside. Take the last door on the left to enter the Warehouse.

  7. Examine the Handcar Wheelbase in the middle of the room.

  8. After the brief cinematic, press [B] to open your Deductions page.

    • Select the clues "Spare parts of a handcar" and "No traces of train" which creates a new Task: Fake Train Experiment.

  9. Click the Handcar Wheelbase again to begin your experiment.

    • Select one of the handcar parts lying around the warehouse to pick it up, then click a space on the handcar to set the part in place.

    • If you're having trouble locating a part or a missing piece on the cart, remember that important areas and items are labelled, so just move your cursor over the objects in the room to reveal them.

    • Use the following pieces while facing the cart at the starting view:

      • Place Wheel (1/2) on the Wheel Axle at the right side of the handcar.

      • Attach the Small Gear to the Small Gear Housing in the center mechanism.

      • Put the Wooden Board into the large gap at the wooden base of the car.

      • Attach the Hand Rail to the top of the center mechanism.

    • Now click and drag the right mouse button to rotate the cart to the opposite side, then attach the remaining pieces:

      • Put the Wheel (2/2) on the Wheel Axle at the left side of the cart.

      • Attach the Breaks to the Break Joint between the two wheels.

  10. Now that you have the completed handcar, you only need to find the right tools to make it look like a train. You can press [F] to use Holmes' imagination skill to give you an image of a proper steam train.

  11. Take the following items from the Warehouse:

    • The Fire Extinguisher on top of the table.

    • The Long Pole leaning against the fallen grandfather clock.

  12. Click the Train Spare Parts in the pile of junk at the left side of the room where you'll find another two items:

    • The Train Steam Whistle is on top of the broken barrel.

    • The Headlight with Dynamo Machine is on the stacked crates.

  13. Go back outside and examine the handcar on the train tracks.

    • Click the handcar four times to attach all of the parts you collected in the Warehouse.

    • Once everything is assembled, click the Fire Extinguisher to ready the steam, click the Train Steam Whistle to blow the steam, then click the Handcar Lever to operate the lights.

  14. Press [B] to reopen your Deductions page.

    • Select the clues "Fake train" and "Spare parts of a handcar" to combine them into a new deduction: "Vanished" Earlier.

  15. Walk to the waiting carriage behind the train station. Click the luggage at the back of the carriage to search the Portable Archives.

    • Position the local map from Evesham Station (the upper layer map) over the matching area on Holmes' more detailed map (the lower layer map).

    • Left-click and drag either map to move it. Look for landmarks like lakes and roads to help you find the correct orientation.

    • Solution.

  16. Go back to the train platform. Click the door to the Left Luggage room to begin another puzzle.

    • Just like the previous lock puzzles, you must rotate the lock segments to align the pattern.

    • Use the mousewheel to select a lock section. Left click and drag to rotate the selected section or right click and drag to rotate all lock sections simultaneously.

    • Remember the easiest way to solve these puzzles is to focus on the short horizontal lines at the right end of the lock.

    • Solution.

  17. Once the puzzle is solved you can enter the Left Luggage room.

  18. Activate your investigative talent with the [T] key as soon as you enter the room.

    • Examine the scratches on the floor, then click the Traces to view the bags.

    • Lift the sack to find the hidden Bottles underneath.

  19. Next, inspect the Instruments and tools leaning against the wall.

  20. Exit the Left Luggage room and go back to the station master's office.

    • Talk to the Chesterfield and ask him about the "Dirty instruments" and the "Workers?"

  21. Open your Map and click the unnamed Station between Chesterfield and Evesham to travel to Doncaster.

Part 4 - Doncaster Station

  1. When you arrive at the station go through the door directly in front of you to enter the Waiting Hall.

  2. Approach the bench the stranger (who left when you entered the room) was leaning on. Look on the floor where you'll find his leftover Cigar Stub and click it to start another puzzle.

    • Just like the tobacco puzzle from the first case, the goal of this puzzle is to arrange the glowing blue lines to complete the picture.

    • Click and drag the main image to rotate it 180 degrees. You should now see most of a sombrero with a few missing pieces.

    • Drag the Cigar Smoke downward to fill the gap at the left side of the hat.

    • Drag the Mint Leaves to the right to complete the right side of the hat.

    • Solution.

  3. Press [T] to activate Holmes' investigative talent.

    • Look inside the ashtray to locate the Piece of Burnt Paper.

    • Also examine the Cigar Stub and the pile of ashes in the Ashtray.

  4. Go to the side room to enter the station master's office.

  5. Click the Office Table to take a closer look.

    • Examine the Horse Racing Magazines and then pick up Horse Racing Tickets.

      • Rotate the tickets to view the back side, then click the Betting Ticket.

  6. Exit the office and go outside to the train platform. Holmes and Watson will immediately note the flooded area opposite the railroad.

  7. Speak with the Doncaster Station Master who sitting on some luggage at the far end of the platform.

    • Click the Character Portrait at the bottom of the screen to study his appearance.

      • Click his face to note his Melancholy appearance.

      • Press the [D] key to move the camera down to his torso. Click the Missing Button at the middle of his vest, then click his empty breastpocket to find there is No Watch.

      • Move the camera forward until it reaches his left hand. Click the Ring Mark on his ring finger.

    • Ask the station master about all the following subjects: "Flooded area", "The passengers", and "Mexican".

    • Question him about being a "Gambling Man" to begin another quick-time event. Press [Q] before the time runs out.

      • Select the line Horse Racing Tickets.

  8. Turn around and go to the Left Luggage room through the second door on your left.

  9. Examine the Station Master's Bag which is hanging from the hooks on the wall.

    • Take the Letter to Wife and Letter to Lawyer poking out of the front of the bag.

  10. Press B to open the Deductions page and combine your new clues.

    • Select the clues "Doncaster telegram" and "Doncaster master received money".

    • Choose between the two new theories these clues created: "Passed Doncaster" or "Missed Doncaster"

    • The correct deduction is Missed Doncaster.

  11. Exit the Left Luggage room. Step on to the railroad track, then turn left and follow the track up to the fork.

  12. Click the Rail Switch to note that, while rusted, the switch is still operable.

  13. Examine the right track which turns towards the Quarry.

    • Near the start of this side track, click to inspect the Rails.

    • Move forward to where the track ends then click the End of the Rails where the track meets the dirt.

  14. Press [B] to reopen your Deductions page.

    • Combine the two clues "Old Railway to the Quarry" and "Flooded Quarry".

    • Now you *could* choose between the two possible theories, but let's put that off for now until we find some additional necessary evidence.

    • ,/ul>

  15. Open the Map and travel to the Beach.

Part 5 - Beach

  1. As soon as you arrive, turn to the dirt path on your right. Click the Heavy Vehicle Traces on the ground to take a closer look.

    • Examine the Stone pressed down into the middle of the lower heavy trace.

    • Click the upper Heavy Vehicle Trace to examine it, then click it again to take a measurement.

      • Left-click and drag the measuring tape from the top line to the bottom line to take a measurement.

  2. Walk to the end of the dirt path until you reach the water. Press [T] to use Holmes' investigative talent.

    • Focus on the Coastline marker at the edge of the shore, then pick up the Metal Label beside the refuse pile.

    • Click the front of the plate to note the "Las Zarpas" Inscription.

  3. Return to the carriage, then click Holmes' portable archives at the back of the carriage to search for information on Las Zarpas.

    • Click the top right arrow to change the archive category to Encyclopedias.

    • Now click the right arrow beside the sub-category to change it to Technology.

    • Select the article "Las Zarpas - Barge Transportation".

  4. Press [B] to open the Deductions page.

    • Select the clues "Special Transport" and "Mexican Caracal have Barges" to create the deduction Barges.

  5. Open the Map and travel to the Railway Switch.

Part 6 - Railway Switch

  1. Examine the Rail Switch beside the main railroad tracks to find that this switch, like the one at Doncaster, is still functional.

  2. Click the "Mines" sign beside the curved rail path.

  3. Press [F] to use Sherlock's Imagination skill; he will imagine the train possibly taking the path towards the mines.

  4. The Mines map marker will be automatically added to your Casebook. Open the Map and travel there now.

Part 7 - Mines

  1. When you arrive at the Mines, look to the ground and click the Vehicle Traces to take a closer look.

    • Click either of the Vehicle traces to use the measuring tape.

      • Drag the tape between the two traces to measure the distance between them.

    • After you've made your measurements, click one of the Vehicle Traces again to examine it.

    • Next, click the Wooden Beam on the right side of the wheel tracks.

  2. Continue forward to the track leading to the caved in mine entrance. Press [T] to activate Sherlock's investigative talent.

    • Focus on the the Empty Place on the ground where the railroad track ends to take a closer look at the missing rails.

    • Click one of the glowing Screws lying in the dirt.

  3. Approach the pile of rubble in front of the collapsed tunnel. Use [T] again to reactivate the talent.

    • This time, focus on the Pile of Stones at the front of the rubble.

    • Pick up the Strange Box wedged between the stones to take a closer look.

      • Remove the Box Paper by dragging away the Paper Cover on the corner.

      • Click the Sawdust inside the package.

  4. When you're done inspecting the box, Watson will take out his pistol to shoot the package.

    • Right-click to aim down the sights of your pistol.

    • Carefully point the muzzle of the gun towards the bottom of the package, then left-click to fire.

  5. Press [B] to open the Deductions page.

    • Combine the clues "Mines are collapsed" and "Mines were blasted" to create another two theories: Concealment and Sabotage.

    • We still don't have enough evidence yet to confirm which theory is correct, so we'll come back to that decision later.

  6. Continue up the hill to the two sheds. Open the door on the left and enter the Mine Guards shed.

  7. Examine the Metal Box on the floor at the rear left corner of the room.

    • Click the Lock at the front of the box to start another puzzle.

      • This puzzle should be familiar by now: rotate the lock sections to connect the lines.

      • Use the Mousewheel to select a lock section. Left-click and drag to rotate the selected section. Right-click and drag to rotate all of the lock sections simultaneously.

      • Just like before, the easiest way to solve the puzzle is to focus on the horizontal lines at the right end of the lock.

      • Solution.

    • After the puzzle is solved, take the Documents from the opened box.

  8. Open the Map and travel back to Evesham.

Part 8 - Return to Evesham Station

  1. Go to the Ticket Office, then enter the station master's private office through the side door.

  2. Use the Telegraph on the table to contact Mycroft. Mycroft will respond with a document on the WEA Coal Company.

  3. Press the [B] key to open the Deductions page.

    • Combine the two clues "Mexicans vs Chileans" and "WEA Coal and Chileans" to form the theory: "No Grudge".

    • This theory automatically ties together with the others to form the deduction "Theft" however, there is still more evidence needed to reach the correct conclusion.

    • /ul>

  4. Exit the building and walk to the train platform. Go down to the railroad track, follow it a few feet to the right, then open the gate across the tracks.

  5. Examine the Remains of a Building at the end of the right forked path.

  6. Beside the rubble is a cart full of crates. Walk near the cart, then activate Holmes' investigative talent when the icon appears.

    • Focus on the Multiple Traces on the ground leading to the metal gate.

    • Click the Heavy Vehicle Traces in the dirt to take a closer look.

      • Examine either the upper or lower Heavy Traces, then left-click it to use your Measuring Tape.

      • Left-click and drag the tape from the top trace in the ground to the bottom trace in order to measure the distance between them.

  7. Return to the train platform and talk to the Evesham Station Master who is still beside the bicycle.

    • Ask the station master about the "Disassembled warehouse".

  8. With this new information, you're ready to make some new deductions! Press [B] to open the Deductions page.

    • Combine the two clues "Stolen rail track" and "Rails to mines are missing" to create the theory: "Road into the mines"

    • Now combine the clues "Stolen rail track" and "Old railway to the quarry" to form another theory: "Railway to quarry".

    • Select the correct theory to make your deduction; remember the evidence from the heavy tracks in the roads at all three locations!

      • The answer is Railway to Quarry.

    • Now that we know where the train ended up, we can finalize other theories that we passed on before.

    • First, choose between the theories we made at Chesterfield: "Passed Chesterfield" or "Missed Chesterfield".

      • The answer is Passed Chesterfield. The train would have had to pass Chesterfield in order to reach the quarry.

    • Next, choose between the two theories made at the Beach: "Could be sunk" or "Cannot be sunk".

      • The answer is Could be sunk. The train could reach the quarry if it had gone over the stolen rails, which were later re-removed.

      • Now four of your theories (Passed Chesterfield, Railway to quarry, Barges, and Could be sunk) will combine to form a single deduction: Was Sunk.

    • Thirdly, choose between the theories made at the Mines: "Concealment" or "Sabotage".

      • The answer is Sabotage. Now that we've deduced the train went to the quarry, it couldn't have possibly been concealed within the collapsed mine.

      • Because we still have the incomplete theory "Theft" from Mycroft's telegram, it will conflict with our current theory "Sabotage". Don't worry, though, we'll be able to clear that problem shortly with more evidence!

  9. Open the map and travel once again to Doncaster station.

Part 9 - Return to Doncaster Station

  1. Enter the Waiting Hall to confront the mysterious foreign stranger.

    • Click the Character Portrait icon at the bottom of the screen.

      • Click the Wrinkles at the corner of his eyes.

      • Move the camera a little forward to view his neck, then click his bowtie to note his Smart Clothes.

      • Next, click his chest to note his Strong Build.

      • Continue moving the camera down to his hand. Click the Expensive Cigar between his fingers and the back of his hand to find he's skilled in Martial Arts.

    • Ask the witness "I thought you were Mexican" to prompt a quick-time event. Press the [Q] key before the timer ends.

      • Select the line: Mexican Cigars.

    • Next ask "What is your business here?"

  2. After you're finished speaking with the man, press [B] to open your Deductions page.

    • Combine the clues "Suspicious Mexican at Doncaster" and "WEA Coal and Chileans" to create a new theory: "Mexicans are angry."

    • Choose one of the two theories to form a deduction: "Mexicans are angry" or "No grudge" (the theory we found after receiving Mycroft's telegram).

    • The correct choice is Mexicans are angry.

    • This theory will connect with the earlier theory "Chileans were left" (the theory we made after questioning Mr. Robinson at Bridlington station) to form the deduction Mexican Trap.

    • At this point, all of your deductions should combine to create the final conclusion: Mexicans drowned Chileans.

    • Click the conclusion, then make your morale choice to decide how you should conclude the case, Blind Justice or Political Game. Select whichever one you prefer.

Part 10 - Conclusion

  1. At the conclusion, Watson and Holmes will prepare a trap for two of the criminals. As soon as the cinematic is over, get ready for another quick time event!

  2. You have three choices to make before running out of time:

    • Shoot the murderer in the head, killing him instantly.

      • Left-click the red circle over the man's head to shoot.

    • Wait until the murderer shoots and kills the Doncaster station master, then shoot the murderer in the head before he kills Holmes.

  3. Shoot the murderer in the hand before he has a chance to fire in order to disarm him and avoid any more bloodshed.

    • Immediately left-click the red circle over the killer's hand to shoot it.

    • This action also awards the "Sharpshooter" trophy.

Sherlock Holmes: Crimes and Punishments Walkthrough
(Part 2 - Case 3: Blood Bath and Case 4: The Abbey Grange Affair)

Case 3 - Blood Bath

Part 1 - Introduction at Baker Street

  1. When Watson is performing his medical examination of Holmes, click the following areas:

    • The Pupil at the center of Holmes' eye.

    • The Forehead to check his temperature.

    • Lastly, the Wrist to begin a minigame.

      • Count Holmes' heartrate by Left-clicking every time a blip appears on the monitor. Click 8 blips to conclude the puzzle.

  2. After speaking to Lestrade, open the Map and travel to the Strand Lane Bath.

Part 2 - Strand Lane Bath

  1. When you arrive at the Lobby, ask Inspector Lestrade about the "Suspects", "The crime weapon", and "Witnesses".

  2. Once Lestrade's finished briefing you on the details, approach the employee he points out at the reception desk, Mr. Phillips.

    • Click the Character Portrait icon at the bottom of the screen to study the witness's appearance.

    • Click his shirt's Starched Collar to note that he is Fastidious.

    • Click the Light Wrinkles under his eyes.

    • Click the side of his head to find that he cuts his own hair and Lives Alone.

    • Click the top Shiny Button on his coat.

    • Click the Manchester City patch sewn on the chest of his coat.

    • Click the Telegram Sent Today sticking out of his coat pocket.

  3. Ask Mr. Phillips "Tell us what happened" and "Were there any other visitors?"

  4. Turn right and take the door into the Apodyterium, the dressing room.

  5. Examine the Champagne Bottle in the bucket of ice at the right side of the room.

    • Click the Wine Label and the Cork on the bottle.

    • Rotate the bucket with the right mouse button to look inside, then click the Melted Ice.

  6. Continue through the next door to the Sudatorium, the sweat room.

  7. Examine the body of Sir Rodney lying against the bench.

    • First click the Blood over his chest.

    • Next, click his face to take a closer look, then click the Wound over his right eye.

    • Now click his extended right hand to zoom in.

      • Examine his Wrist, the mark on his Ring Finger, and the Dirt under his thumbnail.

  8. After the body is removed by the constable, click the pool of Blood left on the floor.

    • Click the Blood again to take a sample.

    • Press [T] to activate Holmes' investigative talent which will reveal a Key in the blood.

  9. Examine the Brazier at the end of the room.

    • Note the lump of Melted Metal in the middle of the coals. It's too hot to grab just yet.

    • Inspect the Glasses on the left side of the brazier's rim.

      • Click the Thick Glass on the left lens and the Crack on the right lens.

  10. Click the Steam Switch on the left wall near the brazier to take a closer look.

    • Pull the switch to fill the room with steam, showing what visibility would have been like at the time of the murder.

    • Activate Sherlock's investigative talent with the [T] key, then pull the switch again to turn off the steam.

  11. Talk to Mr. Blinkhorn, Mr. Pitkin, and Mr. Garrow, then click the Blood on Mr. Garrow's towel.

  12. Walk to the constable by the doorway, then examine the Grid on the wall next to him. The grid is irremovable, so the weapon can't have been hidden there.

  13. Exit the room and return to the Lobby. Continue through the door across the room into the hallway that leads to the Frigidarium.

  14. Walk to the end of the hall until the wall collapses. Click the pile of Fallen Rocks in the rubble to examine them.

  15. Turn back around towards the entrance to the Frigidarium, then take the door on the left into Sir Rodney's office.

  16. First, take a look at the table on the right.

    • Pick up the Document: Sir Rodney's Draft, the Newspaper: Daily Mirror, and the Newspaper: Baths Reopening.

  17. Turn left and inspect the contents on the middle table.

    • Take another Document: Bentcliffe's Research.

    • Pick up the Perforated Plate for a close-up view.

      • Rotate the plate to its back side, then click the cut-out shape.

    • Click the Archaeological findings on the right side of the table.

  18. Turn left once more and examine the top of the left table.

    • Grab the Tongs on the corner of the table.

    • Click the Archaeological tools piled at the center.

  19. Next, take a look at the items on the Shelves beside the door.

    • Open the Box on the middle-left shelf.

      • Examine the label at the front of the box.

      • Click the Glass Plate Negative (second from the right), then click to note the space for a Missing Plate.

  20. Go back to the Lobby and speak with Mr. Phillips at the front desk.

    • First ask "Who brought champagne?" Then ask him about "The steam room keys?" to prompt a quick-time event. Press [Q] before the timer disappears.

    • Select the dialogue option Morning Telegram.

  21. Return to the Sudatorium and examine the Brazier a second time.

    • Navigate the tongs with your cursor. Left-click and hold when the pincers are above the center of the metal lump to pick it up.

    • Drag the metal over the bottom edge of the brazier to remove it, adding the Melted Metal to your Evidence.

  22. Go back to the Lobby one last time to speak with Lestrade. Tell him you have "No objections" to taking the suspects to Scotland Yard.

  23. Open the Map and travel to Baker Street.

Part 3 - Experiments at Baker Street

  1. Go to the Analysis Table to begin your experiments, starting with the Dirt Sample.

    • Click the glass side to view the sample of dirt under the magnifier.

    • Scroll the Mousewheel down twice to focus the magnification on the dirt.

    • Click the Selenite in the center, the White Clay Particles at the top, and the Pyrite at the lower left area of the sample.

    • Holmes will circle the soil sample on the index at the bottom of the map. White London Clay is purple and indicated by the number 8. Click the 8 on the London map to locate the source of the clay.

  2. Use the Analysis Table a second time to analyze the Blood Sample.

    • Click the glass slide to view the blood under the magnifier.

    • Again, scroll the Mousewheel down twice to focus the magnifier on the blood.

    • Pick up the Pipette from the holder on the table, use it on the bottle of Peroxide.

    • Click the Blood Sample three times (one on the left, one in the middle, and one on the right) to drip the peroxide on the sample.

  3. Use the Analysis Table a third time to analyze the Melted Metal.

    • First, click the Metal Sample to examine it.

    • Pick up the Pipette and dip it in the bottle of Acid.

    • Use the acid-filled dropper on the Silver Coin and the Metal Piece to test their reactions.

  4. Now that you've finished the experiments, take a look at the Newspapers in the bookcase near the door to Sherlock's room to search the archives.

    • Click the right arrow beside the date of the papers to view articles from the year 1893.

    • Select the article "Bentcliffe's Mummy". Read the article, then press [E] to continue.

  5. Open the Map and travel to Scotland Yard.

Part 4 - Scotland Yard

  1. Go to the hallway and enter the Evidence Room through the first door on the right.

  2. Click the left tray on the table to inspect Pitkin's belongings.

    • Examine the Handerkchief and the Fountain Pen.

    • Click the Visiting Card to pick it up. Use the Right mouse button to rotate the card to the front, then click the details on the card.

  3. Next, take a look at Garrow's Belongings in the second drawer.

    • Pick up the Drug Phail and click the bottle to identify the substance.

    • Examine the Bloody Towel.

  4. Now inspect the third drawer containing Blinkhorn's belongings.

    • Examine the Pencil.

    • Take the envelope containing the Letter from Pitkin.

  5. Lastly, inspect the far right drawer on the table containing Bentcliffe's Belongings.

    • Pick up the Roman Coin. Use the Right mouse button to view the 'tails' side of the coin, then click to examine it.

    • Now pick up the Ring Rotate the ring to its side and click the carved Old Symbol. Turn the ring slightly downwards and click the silver join labelled Ring.

    • Take the hand drawn Map.

    • Pick up the Notebook and click the cover to open it.

    • Click the Torn Pages to begin a minigame.

    • Left click and drag the pencil across the paper to reveal the message pressed into the page.

    • Press and drag the handerchief against the pencil shading to make the writing more legible.

    • Solution.

  6. Exit the Evidence Room and return to the corridor. Take the second door on the right to enter the Morgue.

  7. Head down the stairs and through the double doors, then click the Body on the table.

    • Examine the Wound on the victim's eye.

    • Examine the Chest Scar and Stomach Scar.

    • Click the shoulder to flip the body over, then click the markings on the victim's Bruised Back and Bruised Shoulder.

  8. Exit the morgue and walk to the jail cell at the end of the hall. Talk to Mr. Garrow to question him first in the Interrogation Room.

    • Click the Character Portrait icon at the bottom of the screen to inspect Mr. Garrow's appearance.

      • Click his facial hair to note his face is Badly Shaven.

      • Click the Eye Bags under his eyes.

      • Click his forehead to find the Perspiration on it.

      • Move the camera down to his waist, then click the talisman sticking out from under his coat to note that he is Superstitious.

      • Turn the camera to the sleeve of his right hand, then click the stains by the wrist of his Dirty Clothes.

    • Ask Mr. Garrow about the following subjects: "Your profession", "Sir Rodney", "The murder", the "Ring", "Melted Silver", "Recent unusual event?", "Old coin", and his "Drug".

  9. When you are finished questioning Mr. Garrow, click Mr. Blinkhorn to speak with him next in the Interrogation Room.

    • Click the Character Portrait icon at the bottom of the screen to inspect Mr. Blinkhorn's appearance.

      • Click his eyes to note his Attentive expression.

      • Move the camera down to his chest, then click the rusty bracers on his suspenders to find he is Not Wealthy.

      • Continue moving the camera down to his hands. Click the dirt stains proving Recent Earthwork on his sleeve and the Callus on his left hand.

    • Now ask Mr. Blinkhorn about his "Profession", "Sir Rodney", "What did you see?", "Anything unusual?", "Melted Silver", the "Ring", and the "Drug".

    • Question Mr. Blinkhorn about "Your Work" to prompt a quick-time event. Press [Q] before the timer ends.

      • Select the speech option Pitkin's Letter.

  10. Once you've asked Blinkhorn all the available questions, click on Mr. Pitkin in the jail cell to question the final suspect in the Interrogation Room.

    • Click the Character Portrait icon at the bottom of the screen to inspect Mr. Pitkin's appearance.

      • Turn the camera to the front of Pitkin's face, then click his eye to note his Arrogant Look.

      • Click his mouth to note the Disdain in his expression.

      • Move the camera down to his hand. Click the Signet Ring on his finger, evidence of his Aristocratic Roots.

      • Continue moving the camera forward to his torso. Click the middle of his vest to find he is a Man of Wealth.

    • Ask Mr. Pitkin about the following subjects: "Your profession", "Sir Rodney", "The murder", "Recent unusual event?", "Drug", and "Melted Silver".

    • Question Pitkin about "Your work" to prompt a quick-time event. Press [Q] before the timer ends.

      • Select the dialogue option Pitkin's Letter.

  11. Now that you're finished questioning the suspects, press [B] to open the Deductions board.

    • Combine the clues "Broken glasses" and "Inside brazier" to create the theory Possible Silver Weapon.

    • Press [spacebar] to return to the clues, then combine "Stolen notes" and "Sir Rodney's lie" to create the theory A Mortal Secret.

      • Click the resulting deduction which forms a new Task: The Last Expedition.

    • Next, select the clues "Strange wound" and "Very liquid blood" to create another two possible theories: "Steam Moisture" and "Unexplained Clue".

      • The correct choice is Unexplained Clue

    • Combine the clues "Pitkin's fight" and "Effective arrival" to create two theories: "Blinkhorn's humiliation" and "Blinkhorn's interest".

      • Although Blinkhorn claimed to admire Sir Rodney, the evidence and testimonies prove that the correct deduction is Blinkhorn's Humiliation.

  12. Open the Map to travel back to Baker Street.

Part 5 - Return to Baker Street

  1. Use the Map on the wall beside the exit door to start another puzzle.

    • Just like the previous map minigame (the Evesham map puzzle you completed at Chesterfield Station in Case 2), you must locate the matching area on the big map that is shown on the little map.

    • Compare the landmarks between the two maps to help you find the correct location.

    • Left-click and drag the small square map around the screen to move it to the lower right corner.

    • Align the two maps at the following position:

    • Solution.

  2. After the puzzle is solved, open the Map in your Casebook and travel to Saint Albans.

Part 6 - Saint Albans

  1. Open the Wicket gate, then follow the path to the cabin with the sign "Domum Hadriano".

  2. Go through the door and examine the Desk in front of you.

    • Take the Document: Hidden temple of Mithras, then examine the Map of the dig site pinned to the wall.

  3. Now turn and inspect the Shelf on the wall.

    • Take the Document: Curses and Beliefs from the stack of shelves.

  4. Turn right again and examine the second Desk to the left of the doorway.

    • Pick up the Metal Cubes, Document: Mithraic Mysteries, and Document: Tauroctony Knife.

  5. Exit the cabin and follow the left wooden platform to Area 1 - Triclinium. Head down the ramp to the fresco in the area below.

    • Click the upper left side of the Fresco to examine the picture, then click the faces of Vulcan and the Cyclops.

  6. Go up the small set of stairs and turn left to reach Area 2 - Pits.

    • Note the Ropes on the crate beside the area sign. You can't take them now, but they'll be marked as an object of interest for later.

  7. Examine the Pit on the right to pull up the basket of tools with the rope.

    • Take the Trowel from the set of Archaeological Tools.

  8. Turn around and follow the wooden path through Area 3 - Arch of Hadrian. From there, walk forward to the sign for Area 4 - Tablinium, then head down the ramp.

  9. When you reach the lower area of the Tablinium, press [T] to activate Sherlock's investigative talent.

    • Click the mud-covered Wall to use the trowel.

    • Left-click and drag the trowel from side to side across the wall in order to scrape off the mud and reveal the hidden picture.

    • Click the sign to the Frigidarium at the upper right side of the mosaic.

    • Solution.

  10. Turn back around and head up the ramp. Continue forward to the statues in front of Area 5 - Temple.

  11. Inspect the statue of Neptune on the left, the statue of Minerva on the right, and the Bull statue at the front.

    • In the middle of the floor of the temple behind the statues you'll find a crate filled with Hooks. Like the rope on the crate, you can't take the hooks just yet, but it will be marked as an object of interest for later.

  12. Turn right and follow the dirt path to the platform overlooking the river. Click the Board on the left side of the platform to zoom in.

    • Examine the Map and the Schematic of the gastraphetes.

  13. Step off the platform, turn right, and enter the second cabin with the sign "Arturus Domum".

  14. Take a look at the pair of shelves on the wall.

    • Pick up the Document: Bentcliffe's Power on the top shelf and the Document: Gastraphetes from the bottom shelf.

  15. Examine the Schematic on the wall and the Dismounted Device on the table below it. We cant assemble the device just yet, but you should note its location for later.

  16. Press the [B] key to open the Deductions page.

    • Connect the clues "Pitkin's complaint" and "Effective arrival" to create two possible theories: "Pitkin's Hopes" and "Pitkin's Worries".

    • The correct solution is Pitkin's Hopes.

  17. Open the Map and travel to the Strand Lane Bath.

Part 7 - Explore the Frigidarium at Strand Lane Bath

  1. Go through the door on the left, then walk through the double doors at the end of the hall to enter the Frigidarium.

    • In this room is a set of statues and a row of columns with buttons. Look for the statues we found earlier at the dig site in Saint Albans.

  2. When you enter the room, look to the statue on your left. Examine the Helmet button at the bottom of the column behind the statue of Minerva.

    • Click the button, then click the Symbol that appears at the bottom of the pushed in button.

  3. Walk right to the statue of Neptune. Inspect the Trident at the bottom of the column behind the statue.

    • Push in the button then click the second revealed Symbol.

  4. Go behind the headless statue holding a spear. Examine the One-Eyed Face (the Cyclops) button at the bottom of the column.

    • Push in the button, then click the third and final Symbol.

  5. Press the [F] key to use Sherlock's Imagination skill and begin a puzzle.

    • Rotate the statues so that the white lines projecting from them are connected over the pool.

    • Left-click a Figure to select it, then move your cursor to rotate the statue.

    • Solution.

  6. Press [T] to activate Holmes' investigative talent.

    • Examine and then rotate the female Bust near the statue of Neptune that was indicated by the puzzle you just completed.

  7. Turn right and walk around the room to the archway in the corner near the collapsed bust. Enter the revealed side room and climb down the rope.

  8. Inspect the Ground near the bucket in the corner of the room.

    • Take the Lamp, the Ice Box and Broken Glass Plate.

  9. Examine the bag of Salt leaning against the wall.

  10. Enter the hallway and examine the Fresco of Mithras on the right wall and the Fresco of Seven Grades of Mithras at the end of the hall.

  11. Continue forward into the crypt. Note the Pillars of bones around the room.

    • Examine the side of each pillar and light the Brushwood in the middle of the pillar with your lantern.

      • The lit fire in the pillar will cast a shadow through the engraved plate and onto the floor.

  12. After you've lit the first three pillars, examine the fourth Collapsed Pillar in the back left corner of the room.

  13. Press [F] to use Holmes' imagination talent.

    • Examine the side of the imagined pillar, then click the space in the pillar to install the Perforated Plate (found in Sir Rodney's office) from your inventory.

  14. Now you can inspect all four Shadows cast on the floor.

  15. Open the Map and travel back to Baker Street.

Part 8 - More Experiments at Baker Street

  1. Go to the Analysis Table to assemble the Metal Cube (from the Domum Hadriano cabin at Saint Albans).

    • Arrange all of the cubes in the correct position to connect them together.

    • The red cube Mould Part and the grey cube beneath it are already in the correct spots, so you only need to solve the remaining 10 cubes.

    • Right-click and drag to rotate the entire puzzle horizontally. Hold the [Q] key while dragging to rotate the puzzle vertically.

    • Left-click a Mould Part to select it. You can left-click a different cube to swap their positions or right-click and drag to rotate the cube individually.

    • Pay attention to the indentations and flat sides of the cube.

      • The flat side of the cube faces outward and does not connect with any other cubes. The flat sides also give a hint to where the cube belongs in the puzzle.

        • For example, if the top of the cube is flat, you know that this cube belongs at the top of the puzzle. Conversely, if the bottom of the cube is flat, then the cube should be in the bottom row.

        • Additionally, all of the cubes in the top row have a large section cut out of one corner. You must turn the cubes so that the cut-out corners face the center of the puzzle.

      • An indented side can only connect with the protruding side of an adjacent cube.

    • Solution.

  2. After the puzzle is solved, you'll have a completed mould ready. Mix the ingredients on the analysis table to create a plaster.

    • Pour the Water into the Melting Pot.

    • Click the Spoon to mix the powder and water.

    • Click the Melting Pot to pour the Plaster Solution into the mould.

    • Open the mould and take the Cast inside.

  3. Click the Analysis Table again to take a look at the Broken Glass Plate (from the cave at the Frigidarium).

    • Arrange the shards on the table to repair the glass plate.

    • Click a shard to select it. Move the shard around with your cursor or left-click to put the shard down on the table.

    • Start with the pieces that have flat sides first. After you've completed the border, fill in the broken shards in the middle.

    • Solution.

  4. Once you've fixed the plate, Holmes will take a look at the resulting photograph.

    • Drag the cloth across the paper to reveal the picture.

    • Click the following objects in the photograph:

      • Archaeologist (1) sitting at the left side of the table.

      • Pyramids (2) in the background of the picture.

      • Ice (3) in the bucket atop the table.

      • The Salt (4) beside the ice bucket.

      • Ice Cream (5) in Sir Rodney's and the archaeologist's hands.

      • Rodney Bentcliffe (6) himself.

      • Inscription (7) at the top right corner of the photo.

    • Solution.

  5. Now that you're finished with all your experiments, press [B] to open the Deductions page.

    • Combine the clues "Glass plate negative" and "Salt and ice" to create the theory "Ice trial".

    • Select "The mould form" with "Strange wound" to create another theory "Moulded weapon".

      • The theories "Possible silver weapon" and "Moulded weapon" automatically tie together to make the Task: Create a silver knife.

      • Additionally, the theories "Moulded weapon" and "Ice trial" tie together to make the Task: Create an ice knife.

  6. Click the Analysis Table to begin the Ice Experiment.

    • Start by pouring the Water at the right side of the table into the Mould.

    • Solve the puzzle by repeating the following steps four times:

      • Use the Ice Pick to crush the Ice Brick in the bucket, which will be poured into the Ice-cream Maker automatically.

        • Watch the temperature drop on the thermometer, indicated by a blue arrow. A red arrow means the temperature is rising. An equals sign means the temperature is not changing yet.

      • When the equals sign (=) appears on the thermometer, quickly pour the salt into the Ice-cream Maker.

        • The temperature will drop again. Wait for the equals sign to reappear, then pour in the next batch of ice.

      • Repeat the process of ice = salt until the temperature drops all the way to -20 degrees Celsius.

  7. When the puzzle is solved, open the Mould and examine the Cast of the frozen Ice Knife.

  8. Click the Analysis Table again to begin the Silver Experiment.

    • Pick up the Silver Piece on the table and put it into the Saucepan.

    • Click the Gas Burner to turn on the fire.

    • Pour the melted silver in the Saucepan into the Mould.

    • Open the Mould and take the Silver Knife inside.

  9. Press [B] to reopen the Deductions page.

    • Combine the clues "Silver Knife" and "Inside Brazier" to create the theory "Silver Weapon".

    • Next, combine "Champagne" and "Ice Weapon" to create the theory "Ice Weapon".

    • The two theories "Ice weapon" and "Unexplained Clue" will tie together automatically to form the deduction Method: The Ice Knife.

  10. Open the Map and travel to Scotland Yard.

Part 9 - Return to Scotland Yard

  1. Go to the jail cell at the end of the hallway.

  2. Question all three of the suspects about "Mithras" and the "Champagne".

    • When you are interrogating Mr. Blinkhorn, ask him about the "Golden Knife".

  3. Press [B] to open the Deductions page.

    • Combine the clues "Garrow's drug" and "Garrow's behavior".

    • Choose between the two resulting theories: "Garrow's Weakness" and "Garrow's Illness".

    • The correct selection is Garrow's Weakness.

  4. Open the Map and travel back to Saint Albans.

Part 10 - Return to Saint Albans

  1. First, walk to Area 2 of the dig site, the Pits.

    • Pick up the Ropes on top of the crates beside the sign.

  2. Next, go to Area 5, the Temple.

    • Take the Hooks from the box at the right side of the temple floor.

  3. Continue forward to the wooden platform overlooking the river.

    • Click the Bridge across the water to take a closer look.

      • Examine the Iron Ring at the sides of the bridge and the Hidden Place in the center.

  4. Turn left and enter cabin, Arturius Domum, at the back of the dig site.

    • Click the Dismounted Device on top of the table to assemble the gastraphete.

    • First attach the Shutter to the Shutter Groove.

    • Next, put the Mechanism in the Mechanism Housing.

    • Third, place the Handle into the Handle Joint.

      • Rotate the device with the right mouse button to view the front of the crossbow.

    • Lastly, connect the Bow with the Bow Rabbet.

  5. Return to the platform beside the river.

    • Click the Bridge to use the gastraphete.

      • Move the cursor to aim the crossbow. Left-click to hold your breath and focus your target. Left-click again to shoot.

      • Shoot all three of the rings on the bridge to attach a rope.

    • Click the Bridge again once the ropes are ready to walk across them.

    • Balance on the ropes with the [A] (to move left) and [D] (to move right) keys. When you are steady, left-click to step forward.

    • When a red arrow appears on the left or right side it means you are leaning too far towards the opposite side. You must move in the arrow's direction to keep from falling off the ropes.

    • Use quick, short taps to adjust your balance slightly. If you over-correct too far in one direction, you'll fall into the water.

    • Click quickly when the blue arrow appears in order to move forward.

  6. When you make it across the bridge, you'll enter the Mithraeum.

Part 11 - The Mithraeum

  1. Walk down the stairs to the first crossroads. Here you'll see a series of doors with symbols on the wall and floor by each door.

  2. Open the Documents tab in your Casebook and take a look at the "Seven grades of Mithras initiation" page.

    • One of the symbols at the bottom grade is beside one of the doors in this room.

    • Go through the middle doorway with the symbol of the Scepter.

  3. When you reach the second room, repeat the process of matching the symbols on the door with the symbols on the document (remember to read from the bottom of the list to the top).

    • Go through the right doorway with the symbol of the crown.

  4. At this point you should arrive in a room with a Table With Stones. Click the table to zoom in on the next puzzle.

    • Place the stones on the columns to weigh them all down simultaneously.

    • Click a stone to select it, then click a weight to put it down. There are multiple possible solutions to this puzzle.

    • Solution.

  5. Continue navigating the maze with the Mithras initiation document as your guide. Go through the doors in the following order:

    • Take the middle door with the symbol of Minerva's helmet (the one without decorations).

    • Take the left door with the twisted symbol.

    • Take the right door with the crescent moon symbol.

    • Take the right door with the symbol of the spiked yoke.

    • Take the left door with the decorated helmet symbol.

  6. Walk up the stairs to enter the Temple of Mithras.

  7. Approach the closed center gate, then examine the Broken Lamp on the floor and the Golden Dagger held by the statue of Mithras.

  8. Turn around and walk through the open gate on the left. Click the Lever to open the gate at the opposite side of the room.

  9. Press [Q] to switch control to Watson.

  10. Go through the opened gate and pull the second Lever.

  11. Switch back to Holmes. Release the switch he's currently holding and walk through the next gate immediately on your left.

    • As Holmes, you should now see three levers on the wall. Pull the Lever on the right.

  12. Switch to Watson again. Release the lever and walk through the opened gate on your right.

    • As Watson, there should be two switches on the wall. Pull the Lever on the left.

  13. Switch back to Holmes again. Release the lever he's holding and walk back to the center of the temple room.

  14. Switch to Watson one more time. Release the left Lever, then pull the right Lever to open the large gate in front of the statue.

  15. Make one more switch back to Holmes. Walk through the opened main gate and take the The Golden Knife from the Mithras statue.

  16. Press [B] to open the Deductions page.

    • Combine the clues "Stolen notes" and "Golden knife" to create a new theory, "Valuable secret".

      • The theories "Valuable secret" and "Blinkhorn's humiliation" automatically tie together to form the deduction: Motive: Vengeance.

    • Click the final Conclusion: Blinkhorn (Ice-knife).

  17. You must now make the decision to either Condemn or Absolve the murderer.

Case 4 - The Abbey Grange Affair

Part 1 - Introduction

  1. Go to the writing table on the right side of the room and examine the Letter.

    • Inspect the Address and the Wax Seal.

    • Use the right mouse button to rotate the letter, then inspect the Brackenstall insignia on the back.

  2. Open the Map and travel to Abbey Grange.

Part 2 - Abbey Grange

  1. Open the left door to enter the Morning Room.

  2. Holmes will begin questioning Lady Brackenstall as soon as he enters the room.

    • Click the Character Portrait icon at the bottom of the screen to study Lady Brackenstall's appearance.

      • Click the Fresh Bruises over her eye and forehead.

      • Move the camera to the other side of her face and click her unbruised Pale Cheeks.

      • Continue moving the camera forward to her upper torso. Click the gold brooch of Australian Origin on her collar.

      • Click the buttons at the middle of her blouse to note her Elegant Dress.

      • Turn the camera down to her hands. Click the Wedding Ring on her finger and the Old Bruises on the back of her hands.

    • Question the lady about "What happened last night" and "Is something missing".

    • Ask her if it was "Not a happy marriage" to prompt a quick-time event. Press the [Q] key before the timer runs out.

      • Select the line Old Bruises.

  3. Next, speak with Theresa who is standing by the table.

    • Click the Character Portrait icon to inspect Theresa.

      • Click the Wrinkles around her eyes.

      • Move the camera down to her hands, then click the handkerchief in her hands which shows her Caring nature.

      • Click the rough skin on the back of her Working Hands.

      • Turn the camera down to her apron and click the Coffee Stain.

    • Ask the maid about "Last night".

  4. Examine the small table beside the door that leads back to the entrance.

    • Take the Newspaper - Randall Gang's Burglary.

  5. Next, examine the other small table against the back wall.

    • Pick up the framed Photograph, then click the Two Women in the picture.

    • Rotate the object to the back of the frame. Click the four Fasteners and the Backing Board to reveal the back of the photo, then click the Writing.

  6. Press [T] to use Sherlock's investigative talent.

    • Move to the picture hanging beside the table. Click the Scratches on the wall.

    • Move the Picture off the wall to reveal the Safe.

  7. Go back to Lady Brackenstall and ask her if she can open "The safe".

  8. She doesn't know the safe combination, so you'll have to break it open. Click the wall Safe to begin the puzzle.

    • Rotate the dial with the [A] (for left) and [D] (for right) keys, and pay close attention to the three tumblers in the center. When the tumbler shakes, it means you've passed over the correct number.

    • Left-click to confirm the number currently selected on the dial. If you're correct, the red line on the tumbler will move up to the 12 o'clock position.

    • Repeat the process two more times to open the safe.

    • The correct combination is 15-5-17.

  9. Look inside the opened safe once the puzzle is solved.

    • Examine the Money and Coins, then take the Medical Report.

  10. Go back to Theresa and speak with her again.

    • Ask her about a "History of violence".

  11. Press the [B] key to open the Deductions board.

    • Combine the clues "Randalls are well-known" and "Criminals identified".

      • This will create two possible theories: "Randalls Blamed" and "Randall Gang", but we don't yet have enough evidence to deduce which theory is correct.

    • Next, combine "From Australia" and "No personal life" to create another two theories: "No acquaintance" and "Acquainted with a sailor".

      • Again, you'll need more evidence to decide which of the two theories is correct.

  12. Go back to the foyer and talk to Inspector Lestrade.

    • Ask Lestrade about "Sir Eustace's reputation".

  13. Press [B] again to reopen the Deductions page.

    • Select the clues "Inspector's Tale" and "Violent behavior" to create the theory: Domestic Violence.

  14. Go through the door on the right to enter the Dining Room.

  15. Click the Body lying on the ground beside the fireplace to take a closer look.

    • Examine his bare Feet and the Stick on the floor beside them.

    • Click the victim's Head to zoom in, then click the Head Wound and the bloody Poker beside him.

    • Lastly, examine the blood on the Fireplace Grate.

  16. Press the [T] key to activate Holmes' investigative talent.

    • Approach the Mantlepiece over the fire.

    • Click to inspect the Piece of Rope at the bottom of the bell cord hanging from the wall.

  17. Click the Glasses on the table to zoom in.

    • Examine the following objects on the table: the Decanter, the Wine Bottle, and all three of the Glasses.

  18. Turn left and inspect the Chair that has been pulled from the dining table to the middle of the floor.

    • Examine the Chair, then take the piece of Rope tied around the chair's arm.

  19. Go to the cupboard surrounded by shards of broken plates, then click the Sideboard for a close-up look.

    • Examine any one of the wine Bottles in the rack. Click the Empty Cell missing a bottle in the lower rack.

    • Inspect the Candlestick and the empty Silverware Box to finish investigating the area.

  20. Press [B] to reopen the Deductions page.

    • Combine the clues "Two Glasses" and "Glass with beeswing" to form two possible theories: "Two People" or "Three People".

    • Next, select the clues "Dead Body" and "Fireplace Grate" to create the theory "Deadly Accident".

    • Select "Dead Body" again with "Bent Poker" to form another theory: "Poker Blow".

      • Choose between the two theories to determine the cause of death "Deadly Accident" and "Poker Blow".

      • The solution is Poker Blow.

  21. Return to the Morning Room and speak again with Lady Brackenstall.

    • Ask her about the "The three glasses on the table".

  22. Open the Map and travel back to Baker Street.

Part 3 - Experiments at Baker Street

  1. Click the Analysis Table to begin the rope experiment.

    • Examine the rope to view the fibers from the section of rope cut by the murderer.

    • Use the tools on the table to cut the loop of rope and compare the resulting fibers.

    • The object that leaves fibres identical to the murderer's cut rope is the Knife.

  2. Press [B] to reopen the Deductions page.

    • Combine the clues "Knotted rope" and "Sharp knife" to create the theory: Sailor's Background.

  3. Click Toby, the dog who is sitting by the window, to bring him along as a companion.

  4. Open the Map and travel back to Abbey Grange.

Part 4 - Sniffing Out Clues with Toby at Abbey Grange

  1. When you arrive at Abbey Grange, you'll see the room through Toby's eyes (and nose).

  2. Follow the traces of the glowing scent trails to the French Window, then click the window to go outside. Use Toby's scent skills to locate the three clues in the garden:

    • Follow the green scent trail along the garden path, around the fountain, and to the Shed. Click the Shed door to locate Scent Clue #1.

    • Turn left and follow the scent trail further to the Well. Click the base of the Well to note Scent Clue #2.

    • Take the right path to the stone Wall. Click the bottom of the Wall to find Scent Clue #3.

  3. Check all of the areas that Toby located, starting with the garden Shed. Open the Shed door to look inside.

    • Examine the Suitcase on the upper shelf, Toolbox on the lower shelf, and the Bags on the floor.

    • Take the Hook on the bench at the lower left corner of the screen.

  4. Go to the Well and open the lid to examine the inside.

    • Click the Glittering Object in the water at the bottom of the well.

    • Remove the Bucket, then click the hanging Chain to attach the Hook you picked up from the shed.

    • Click the Windlass to lower the hook into the well and pull out the object.

    • Open the bag, then pick up the Fork inside to take a closer look.

      • Rotate the fork to its back side. Click the Coat of Arms at the top of the handle.

  5. Lastly, examine the bottom of the Wall to the left of where Toby is waiting.

  6. Return inside the house through the main entrance. Click Inspector Lestrade to talk to him once again.

    • Inform Lestrade that "I have the stolen silverware".

  7. Enter the morning room and speak with Lady Brackenstall.

    • Tell her "Your silverware has been found."

  8. Talk to Theresa next and tell her about the "Silverware" as well.

  9. Press [B] to reopen the Deductions page.

    • Combine the clues "Silverware Found" and "Criminals Identified".

      • Choose between the two resulting theories: "Robbery is the Motive" and "Imitated Robbery".

      • The stolen silverware hidden in the well proves that this is a case of Imitated Robbery.

    • With this new information, you can solve all your remaining theories.

      • Now that we know the robbery is faked, it means that the Randalls were framed. The correct choice is Randalls Blamed.

      • Additionally, since the Randalls have been ruled out as suspects, we can infer that the crime was committed not by those three criminals, but by Two People instead.

      • This theory will tie together automatically with your other completed theories to form the deduction Murderous Visitor.

      • Lastly, since we've deduced that the home was visited by a mysterious person, yet Lady Brackenstall has no known friends, she must be Acquainted with a Sailor from the ship she travelled to England in.

        • These completed theories will create a new Task: Look for Sailor.

  10. Open the Map and travel back to Baker Street.

Part 5 - Conclusion

  1. Go to the bookcase full of Newspapers to search Holmes' archives.

    • Click the right arrow beside the date to look up articles from the year 1893, as indicated on the photograph.

    • Select the article "Rock of Gibraltar's Arrival" then press [E] to continue.

  2. Click the window to call Wiggins to the apartment.

  3. Examine the Register that Wiggins leaves on the table to view the crew lists.

    • Compare the list of crew members from the Rock of Gibraltar from 1893 on the left paper with the officers in the crew lists on the right paper.

    • Click to cross out these names of matching sailors who could not have been the suspect and to mark the names of the one person who was in London at the time of the crime:

    • Cross out these names found on the Gaia list:

      • Mr. Henry Southward

      • Mr. Ernest J. Woods

    • Rock of Gibraltar list:

      • Mr. Charles W. Chill

      • Mr. William Partledge

    • Saint Thomas list:

      • Thomas Walker

      • Herbert Whittington

    • Bass Rock list:

      • Mark the name of the last possible suspect Jack Crocker

  4. Talk to Wiggins again to call for the suspect. When he arrives, click the Character Portrait at the bottom of the screen to examine his appearance

    • Click his eyes to note his Honest appearance.

    • Move the camera down to his chest. Click the area around his jacket lapel to note his Strong Build.

    • Click the Sea Knife tucked into the sheath beside his belt.

    • Turn the camera down to his hands. Click the Newspaper Ink on his fingers.

    • Continue moving the camera all the way down, then click his Clean Boots.

  5. Ask the sailor about "Lady Brackenstall". Tell him "You tied her up" to prompt a quick-time event. Press [Q] before the timer runs out.

    • Select the answer Sailor's Knots.

  6. Press the [B] key to open your Deductions page and make your final deductions.

    • Combine the clues "Captain Crocker" and "Crocker's Statment" to create two theories: "Crocker's Involvement" and "Crocker's Alibi".

    • The correct choice is Crocker's Involvement.

    • Your deductions will combine to form the final conclusion: The Captain is the Killer.

  7. You must now choose whether to Condemn or Absolve the murderer. After you make your choice, they will be called into the apartment.

    • Captain Crocker will attempt to shoot himself with his own pistol. To prevent his suicide, you must succeed in three quick-time events.

    • First, click the red circle over his hand before he fires.

    • Next, rapidly click the left mouse button until the red circle shrinks within the white circle.

    • Lastly, press the [W] key before the timer runs out.

14 Comments

marshalljpeters October 4, 2014 6:18 PM

If it didn't cos $40 I might consider trying it.

Reply

Sherlock Holmes: Crimes and Punishments Walkthrough
(Part 1 - Case 1: Black Peter and Case 2: Riddle on the Rails)

Case 1 - Black Peter

Part 1 - Beginning at 221B Baker Street

  1. Move the cursor over the right side of the sofa.

    • Click the icon that appears over the sofa to take cover behind it.

    • Next, move the cursor above the bear skin rug and to the right of the table and click the icon to take cover again.

    • Lastly, click on Sherlock's leg to approach him.

  2. After the cinematic, press the [Tab] key to open your Casebook.

    • Select the "Tasks" tab of the Casebook to have a look at your current goals.

    • We'll get to investigating Peter Carey and Woodman's Lee soon, but first let's focus on the third task on the list: pick out a suit to wear.

  3. Walk forward and open the door on the right to enter Holmes' room.

    • Open the wardrobe to view the available outfits and costumes.

    • Click the right or left arrows at the lower right corner of the screen to cycle through the outfits, then select any one of suits and press [Esc] to put the suit on.

      • Additionally, you can use the Make-up Table to change your hairstyle, facial hair, and glasses, but it isn't necessary at this time to do so.

  4. Once you're ready, open the Casebook and select the green Map tab to view a map of London and its surrounding areas. Click the Woodman's Lee icon to travel to that location.

Part 2 - Join Lestrade at Woodman's Lee

  1. As soon as you arrive, Inspector Lestrade will call to you from the upper level of the garden. Follow the stone path and walk up the stairs to join him.

    • On your way, there are two pieces of evidence you should examine.

      • First, you can click the patch of plants on either side of the path to inspect the Garden, which is added to your list of Evidence in the Casebook.

      • Second, on the left side of the path near the constable with the magnifying glass you will find a set of footprints. Press the [T] key to use Sherlock's investigative talent View, turning the screen black and white.

      • Hold the cursor over the Footprints for a few seconds until they flash and glow yellow, then click the prints to add the Unidentified Footprints to your Evidence.

      • Note that a question mark icon remains beside the prints, indicating that we'll need to use another piece of evidence here. We don't have the required item just yet.

  2. Approach Lestrade and, after a brief cinematic, Holmes will begin to question the first witness, Mrs. Carey.

    • Before asking her any questions, however, you should first click the Character Portrait icon at the bottom of the screen, which will allow you to take a close look at the witness and the surrounding area.

      • While in Character Portrait mode, press and hold the [D] key until the camera moves down to Mrs. Carey's shirt. Click the Cameo locket hanging from her neck.

      • Move the camera forward to Mrs. Carey's hand. Now click the Catholic Rosary around her wrist.

      • Next, move the camera until it reaches the right side of the table. Click the Crested Tit on the bound journal and the Gardening Gloves beside it.

      • Press the [D] key one last time to turn the camera to the left side of the table. Click the top of the Birdhouse. Now your Character Portrait of Mrs. Carey should be complete and you can resume your dialogue with her.

    • Select the dialogue option "Everything will become easier."

      • When the quick-time event appears, press the [Q] key before the timer runs out.

      • Choose the line "Pilgrimage". This will also add a note to the Evidence tab in your Casebook

    • Exhaust all the remaining dialogue options until you're finished questioning Mrs. Carey, for now.

  3. Meet Inspector Lestrade outside of the cabin, then click the cabin door.

    • Switch to Sherlock's talent View again and move the cursor target over the scratched lock under the door handle.

    • Zoom in on the door handle and click the Scratches. Once Holmes confirms that someone tried to break in, you can click the door to enter the Cabin.

Part 3 - The Crime Scene at Woodman's Lee Cabin

  1. When you enter the cabin, turn left and examine the wall shelf to take a closer look.

    • Turn on Sherlock's talent View (by pressing [T]) and move your cursor over the blank space on the right side of the shelf.

    • Click the Outline in the Dust to inspect it.

    • At this point, Holmes will deduce that a small box has disappeared from this place on the shelf. He will "imagine" the box instead. You can toggle Imagination on or off by pressing the [F] key.

  2. Turn towards the center wall and click the chest on the floor.

    • Open the chest and take Peter Carey's Boots inside.

  3. Take a look at the bookshelves on the wall above the opened chest.

    • Examine the middle of the lower shelf to note the Ships Logs. They'll be added to your Evidence, but you'll see there's an Object of Interest still missing. We'll have to come back again later.

  4. Move to the corpse against the wall and click Dead Peter Carey to examine the body.

    • While viewing the body you can examine the following areas: Peter Carey's Face, Peter Carey's Clothes, the Harpoon, and his Pierced Chest.

    • Next, click the Pool of Blood to view the ground underneath Carey.

    • Take the Sea Knife on the floor by Carey's feet.

      • Examine the blood on the edge of the Blade and the end of the Wooden Handle.

    • Now click the Notebook to pick it up and view it more closely

      • Examine the Inscription at the middle of the notebook and the Blood on the lower right corner.

      • Open the Notebook and click the Abbreviations written on the first page.

  5. Turn to the window on the right and click the Table beside the body to examine it.

    • Take the Tobacco Pouch to get a closer look.

      • Examine the initials burned on to the front of the pouch.

      • Drag the right mouse button to rotate the pouch and view the back side. Left click the Flap to open the pouch. Turn the pouch again to look inside, then click the Tobacco.

  6. A minigame will start after you collect the evidence from the Tobacco Pouch

    • Arrange the blue lines to complete the image of a ship.

    • Rotate the blue lines using the right mouse button. Drag the Tobacco Leaf and the Smoking Pipe with the left mouse button to move the lines on those two objects up or down.

    • The puzzle will complete automatically once the image is correctly aligned. If you're having difficulty solving the puzzle, you can press the [Spacebar] key to skip it.

    • Solution.

  7. After you've completed the puzzle, press [Esc] to step away from the table, then press [B] to view your Deductions page.

    • At the Deductions page, you can attempt to combine clues to make a deduction. Sometimes, combining clues may give you multiple theories and you must select between the possible options to form a deduction.

    • Click a clue note to select it, then click another note to try to combine the two. If your clues are correctly combined, they will form a deduction on the page. Press space to toggle between all available clues and all completed deductions

      • At this time, you have enough clues to make one deduction.

      • First select "Notebook" then click "Break-in Attempts".

      • Click the completed deduction to see you've now found a new Task: Make an Ambush.

    • Exit the Cabin to return to the Garden.

    • Walk towards the constable with the magnifying glass near the garden path.

    • Click the Footprints you found earlier to take a closer look.

      • Select the Footprint again to hold Peter Carey's Boot (that you found in the chest at the Cabin) above it.

      • Drag the boot down to the Footprint using the left mouse button to compare the size of the shoe to the print.

    • Return to Inspector Lestrade in front of the Cabin. Speak with him to organize an ambush for the suspect.

    • Move behind the cabin, then click the window labelled Hiding Place to hide there until nightfall.

    • After the cinematic, return to the inside of the Cabin. Once the second cutscene is over, you'll be automatically taken to Scotland Yard

Part 4 - Interrogate the First Suspect at Scotland Yard

  1. Walk through the open doorway on the left to reach the hallway. Open the first door on the right and enter the Evidence Room (you should see the label for the room beside the door).

  2. Click the shelf on the table to view Neligan's Belongings.

    • You can view the Notebook you found earlier at the Cabin, as well as a Pocket Knife, and an embroidered Handkerchief.

    • Take the Ring among the belongings to view it more closely.

    • Rotate the object with the right mouse button, then click on all three parts of the message engraved on the inside of the ring: "From R. Dawson... to my friend... and partner, 1883."

    • Holmes will note the name Dawson and suggest you look it up in his Archives later.

  3. Leave the Evidence Room, then open the gate door at the end of the hall. Take the door on the left to the Interrogation Room.

  4. Click John Neligan to speak with him.

    • Before questioning him you should click the Character Portrait at the bottom of the dialogue choices to examine the suspect.

      • From the starting view, you can click the Shabby Cap on Neligan's head.

      • Turn the camera backward by holding the [A] key until you are looking at the side of his face. Click his Thin Neck.

      • Pan the camera forward with the [D] key, then stop when it reaches his shoulder where you'll see the Patch on his suit.

      • Continue moving the camera forward to Neligan's arm. Click the sleeve of his suit to note the Expensive Fabric.

      • Move the camera further down to the lower half of the torso and then click the Elaborate Buttons beside the pocket.

      • Lastly, rotate the camera to Neligan's hands. Here you can click the Short Sleeves on Neligan's bare wrists, the Callus on his right hand, and the Scars on his left hand.

    • After you've completed the Character Portrait, select the dialogue option "Gold Ring"

      • When the quick-time event appears, press the [Q] key before the timer runs out.

      • Choose the line "Ring's Engraving".

    • Now you can ask about the "Ring's Owner" which prompts another quick-time event. Again, press [Q] before time runs out.

    • This time, choose the line "Father's Jacket".

  5. Finally, ask about the Notebook and Sea Knife to complete your interrogation.

  6. Press [B] to open up your Deductions page.

    • Now you can combine two more clues to form a new deduction.

    • Select "Neligan's Notebook" and "Break-In Attempts".

    • Click the combined clues to view your new deduction on your Deduction page: Retrieving the Notebook.

    • Press [Spacebar] to return to the Clues, then combine "Swift Actions" and "Pinned to the Wall".

    • This will add the following Task: Experiment Required.

  7. Open your Casebook and select the Map tab. Click Baker Street to travel there now.

Part 5 - Enlisting Watson's Help at Baker Street

  1. Speak with Watson to ask for his help with your harpoon experiments. We'll go there momentarily, but there's still more to do here.

  2. Approach the overflowing shelves of Newspapers on the right side of the fireplace to examine the documents.

    • Compare the information from the Ring's Engraving, then select the proper document from the list on the right to research the ring.

    • Select the Newspaper article: "Dawson and Neligan are bankrupt."

    • Read both pages of the article, then press the [E] key to close the page.

  3. Before you can join Watson you'll need a harpoon. We'll get one soon, but for now let's question Neligan again with the information you found in the archives at Baker Street. Use the Map to travel to Scotland Yard.

Part 6 - More Questions for Neligan at Scotland Yard

  1. Return to the Interrogation Room through the left door at the end of the hallway.

  2. Click John Neligan to question him again.

    • Select the dialogue option "Dawson and Neligan."

  3. We've learned all we can for now. Open the Map and take a quick detour trip to Woodman's Lee.

Part 7 - Return to Woodman's Lee

  1. Follow the dirt path to the upper level of the Garden, then click Mrs. Carey to ask her a couple new questions.

    • Select the dialogue options "Peter's private papers" and "Was Peter a smoker?"

  2. Go down the stairs and enter the Cabin.

    • You'll find a rack on the center wall (above the open chest) inside the Cabin where you can take a Harpoon.

    • Inspect the bookshelf beside the harpoon rack and take a look at the Ship Logs.

      • Select the August tab above the right page. Take the torn Bond Certificate from the page.

  3. Open the Map again and travel to the Whitechapel Butcher.

Part 8 - Whitechapel Butcher & A Brief Stop at Baker Street

  1. Click on Watson to speak with him and begin the experiment.

  2. The goal for this minigame is to impale the pig with the harpoon.

    • First aim the cross-hairs over the red "X" on the pig carcass.

    • Left click to Hold Breath, which will focus Holmes' aim.

      • A bar will appear at the bottom of the screen with a slider moving left and right and a white space in the middle.

      • Left click at the precise moment when the slider reaches the center space to throw the harpoon.

    • If you time your throw and aim correctly, the harpoon will strike the X. If not, simply Hold Breath and try again.

    • After each attempt, the center space will get slightly larger and easier to hit.

    • Solution.

  3. Once you've finished your experiment, press [B] to open the Deductions page.

    • Combine two of the clues to create a new deduction.

    • Select and combine the two clues "Strength requirement" and "Pinned to the wall".

    • You must choose between one of two theories: "Feat of strength" or "Lucky throw"

    • The correct choice is the "Feat of strength".

  4. Open your Map and travel back to Baker Street with Watson.

  5. After your conversation with Watson, approach the Window that overlooks the street. Click the Window to summon Wiggins to the apartment.

  6. A constable will arrive after Wiggins leaves to call for Holmes on Lestrade's behalf. Use the Map to travel back to Scotland Yard.

Part 9 - Interrogate the Second Suspect at Scotland Yard

  1. Once you arrive at Scotland Yard, take a few steps forward to speak to Inspector Lestrade.

  2. Go to the hallway and take the first door on the right to enter the Evidence Room.

  3. Inspect the left box on the table to take a look at Hurtley's Belongings.

    • Take the Boots and Stained Letter inside the drawer. You can also examine the Pen at the lower right corner of the drawer.

  4. Now inspect the right box on the table to re-examine Neligan's Belongings.

    • Click the Abbreviations inside the notebook to compare them with the Bond Certificate from your inventory.

    • Underline the correct abbreviation associated with the bond scrap.

    • Select the letters C.P.R. which stands for the title at the top of the bond, the Canadian Pacific Railway.

  5. Press [B] to open your Deductions page. Combine your new clues to form a new deduction.

    • Select the clues "Missing papers" and "Missing tin box" to make a deduction: "Stolen valuable papers."

    • Two of your completed deductions, "Stolen valuable papers" and "Retrieving the notebook" will automatically tie together to form a third deduction: "Neligan's motive."

    • Now combine the clues "Missing papers" with "Break-in attempts". Choose between the two possible theories: "Retrieving the notebook" or "Looking for papers."

    • The correct choice is "Looking for papers". After you select this theory, another two deductions "Stolen valuable papers" and "Looking for papers" will tie together to form yet another choice of theories.

    • Pick again between two choices; this time it's "Neligan's motive" or "Neligan's innocence."

    • The correct choice is "Neligan's innocence". Now that we've ruled out one of the suspects, it's time to continue our investigation!

  6. Leave the Evidence Room and continue to the end of the hallway. Click Liam Hurtley who is hanging on to the prison door to speak with him in the Interrogation Room.

    • Click the Character Portrait to examine the suspect.

    • Move the camera forward with the [D] key, then click the large Old Scar at the side of Hurtley's neck.

    • Continue turning the camera down to his hip, where you'll find a Handkerchief with Crested Tit sticking out of his coat pocket.

    • Turn the camera further down towards Hurtley's legs. Click his pants to note Plant Remains.

    • Lastly, pan the camera forward up to his hands, then click them to find that they're Gardener's Hands.

  7. Leave the Interrogation Room and return to the jail cell at the end of the hallway. This time, click John Neligan to question him one last time.

    • Ask Neligan about the "Break-in" to trigger another quick-time event. Quickly press [Q] before time runs out.

    • Select the line Bond Certificate.

  8. After you finish interrogating Neligan, open the Map and travel to Baker Street.

Part 10 - Experiments at Baker Street

  1. Approach the Analysis Table to the left of the window to begin your experiments on Hurtley's Letter.

    • In this minigame, you must pour the chemical test tubes into the beaker in the correct order.

    • The note on the table gives you three requirements to solving this puzzle:

      • You must pour all seven of the test tubes into the beaker.

      • The Blue reagent is poured first, two mystery reagents are poured afterwards, and the fourth reagent must be Orange.

      • The Colorless reagent must be poured after the Orange reagent.

    • Following these three conditions, pour the reagents in the following order (additional instructions provided for the colorblind):

    • Blue reagent (Bottle 1).

    • Green reagent (Bottle 2).

    • Blue reagent (Bottle 3).

    • Yellow reagent (Bottle 4).

    • Colorless reagent (Bottle 5).

    • Yellow reagent (Bottle 6).

    • Colorless reagent (Bottle 7).

      • Another acceptable solution is starting with Blue-Blue-Green rather than Blue-Green-Blue.

    • Solution.

  2. After you've completed your chemical concoction you can use the solution on Hartley's letter.

    • Click and hold down the left mouse button and drag it over the ink stains on the letter to reveal the hidden message.

  3. The letter is a helpful clue, but we still have more evidence to gather. Open the Map and travel back to Woodman's Lee.

Part 11 - Collect More Evidence at Woodman's Lee Garden

  1. Take the stone path towards the shed and look at the Footprints on the ground to the left of the path.

    • Click the center Footprint to take out Hurtley's boots, then drag them downward with the left mouse button to compare the size of the boot with the print.

  2. Press [B] to open up your deductions page.

    • Combine your new clues to form another deduction.

    • Select "Hurtley's footprints" and "No gardener" to make the deduction: "Unexplained presence."

  3. Go up the steps and speak again with Mrs. Carey to ask her about Liam Hurtley.

  4. Now we need a talk with Hurtley himself. Use the Map to travel to Scotland Yard.

Part 12 - More Questions for Hurtley at Scotland Yard

  1. Go to the end of the hall and click on Liam Hurtley inside the jail cell to speak with him in the Interrogation Room.

  2. First ask Hurtley "What did you hide?" which prompts another quick-time event. Press [Q] before the timer runs out to continue the conversation.

    • Select the dialogue option "Hurtley's Letter".

  3. Next, question him about "Woodman's Lee" to start yet another quick-time event. Again, press [Q] quickly.

    • This time, select the line "Hurtley's Boots Match".

  4. Now choose the conversation option "Presence at Woodman's Lee" for a third and final quick-time event. Again, press [Q] quickly.

    • Choose the line "Gardener".

  5. You're done questioning the suspects, but there's still one last lead to follow at Woodman's Lee. Use the Map to travel there now.

Part 13 - Access the Shed at Woodman's Lee

  1. Approach Mrs. Carey to question her again.

    • Ask for "Access to garden tools" to receive a Small Key for the shed behind her.

  2. Go to the shed door and click the lock to open it with her key.

  3. Enter the shed then press [T] to activate Sherlock's investigative talent.

    • Look at the Shed's Floor, then focus on the area with the loose plank for a few seconds to find the ill-fitting plank.

    • Click the Wooden Floor to zoom in, then lift the Ill-Fitting Plank. Take the Small Wooden Box hidden underneath.

    • Try to open the box to begin another puzzle.

    • To solve the puzzle you must rotate the sections of the lock and correctly arrange the line pattern.

    • Use the mouse scroll button to select one of the three lock sections.

    • Left click and drag the mouse to rotate the selected section or right click to rotate all sections of the lock.

    • There are multiple sections you could focus on when aligning the lock segments, but the following screenshot shows one of the easier solutions:

    • Solution.

  4. Take the Bunch of Letters from the box after you've unlocked it.

  5. Exit the shed and talk to Mrs. Carey again.

    • Ask her about "You and Liam Hurtley" then press [Q] when the quick-time event icon appears.

    • Select the line "Romantic Correspondence".

  6. Press [B] to open the Deductions page.

    • Combine your new clues to make another deduction.

      • Add the clues "Judith Carey's Confession" and "Judith Carey's Letter" to form the theory "Desperate Jealousy".

      • "Desperate Jealousy" will automatically tie together with "Unexplained Presence" to create "Hurtley's Motive".

    • Press [Spacebar] to view the page of clues again to combine another two.

      • This time, select the clues "Liam Hurtley's Letter" and "Judith Carey's Confession." which combine into: "Harmless flirting".

      • You must now choose between the two theories "Desperate Jealousy" and "Harmless Flirting".

      • The correct selection is "Harmless Flirting". Choosing this option will also form the deduction: "Hurtley's Innocence"

      • Again you must make another choice. Select either the theory "Hurtley's Motive" or "Hurtley's Innocence.

      • The correct final decision is "Hurtley's Innocence".

    • Holmes will mention he should meet with Wiggins after the deductions are finished. Open the Map and travel to Baker Street.

Part 14 - Prepare a Disguise at Baker Street

  1. When you arrive home, Wiggins will present you with a list of sailors. Click the name on the list of the person you should investigate.

    • Underline the name of the living harpooner, Patrick Cairns.

  2. Press [B] to reopen the Deductions page.

    • Combine the two clues "Patrick Cairns" and "Peter Carey a non-smoker" to receive a new Task: "Check Peter Cairns".

  3. Before we can meet with Cairns, you'll need to put on a disguise to fit in at the sailor's pub. Go to Holmes' room through the right door.

    • Open the wardrobe and select the Sailor Outfit. You can also use the Make-up Table to put on more accessories for your disguise, but it isn't necessary.

  4. Now use the Map and travel to the Sea Witch Pub.

Part 15 - Meet The Sailor at the Sea Witch Pub

  1. You'll find Patrick Cairns sitting at the table in front of the fireplace. Click him to start another minigame.

    • To beat Cairns, you'll need to pay attention to his facial expression and to your Stamina meter.

      • Cairns makes three different faces: He grimaces when he's about to push, cringes when he's trying to restrain, and has a blank face when he's idle.

    • Time your pushes, restrains, and waiting to match his actions:

      • When Cairns pushes, hold down the Right mouse button to Restrain against his push.

      • When Cairns idles, click the Left mouse button repeatedly to push his hand towards the table.

      • When Cairns restrains, use that time to let your Stamina meter regenerate.

    • Continue following this pattern until you successfully pin his hand to the table.

  2. After you beat Cairns once, click the Character Portrait to study him.

    • First click the Gold Earring in his left ear.

    • Move the camera forward with the [D] key until you can see his torso. Click his left arm to note the Cheap Clothes.

    • Continue forward to Cairns' forearm. Click the bare part of his arm to note his Strong Hands.

    • Lastly, move the camera to his right arm. Click Cairns' right hand to find Yellow Nails, then click the Sailor's Tattoo anchor on his left forearm.

  3. Challenge Patrick Cairns to arm wrestling again and beat him a second time using the same tactics as before. Now you can begin to question him.

    • Ask all of the available dialogue lines. After you've talked to him about everything, choose to "[Plant Pouch]".

  4. Click the pocket of Cairns' Jacket hanging on the chair to zoom in.

    • Left click and drag the Tobacco Pouch down into the pocket.

  5. Talk to Patrick Cairns again. Ask him for "Tobacco" and to "Keep in touch."

  6. You're finished with Cairns for now. Press [B] to open the Deductions page.

    • Combine the clues "Patrick Cairns" and "Patrick Cairns' Pouch".

    • Choose between the two resulting theories: "Pouch proves guilt" or "Pouch proves visit".

    • Select "Pouch proves guilt" to form the final conclusion: Cairns is guilty.

    • Click the conclusion, then select a choice of action. You can either Condemn Cairns for the murder of Peter Carey or Absolve Cairns for murder in self-defense.

    • This is a moral choice decision that has no true correct answer. However, your decision here will influence the final outcome of the case and may have future implications on the game.

Part 16 - Conclusion

  1. If you chose to Condemn the murderer:

    • Patrick Cairns will meet you and Lestrade at Baker Street and begin a fist fight.

    • To win the encounter, quickly click on Cairns' face every time he tries to take a swing at Holmes.

    • When you are prompted by the quick-time event, push the [W] key before time runs out to finish Cairns.

  2. If you Absolve the murderer, you only need to watch the cinematic to conclude the case.

Case 2 - Riddle on the Rails

Part 1 - Evesham Station

  1. Click the far left door to leave Baker Street and head to the train station at Evesham.

  2. When you reach the station walk up the left set of stairs then continue left to the train tracks.

    • Walk to the Evesham sign near the end of the tracks (any further and the map will open) and press the [F] key when the prompt appears to imagine the missing train.

  3. Now press the [T] key to use Holmes' investigation talent. Examine the following glowing areas:

    • The Rails on either side of the train tracks.

    • The Railway Sleepers at the center of the tracks.

    • The Ground Near the Rails just under the Evesham sign.

    • The Empty Bottle just below the patch of Ground Near the Rails.

  4. Go back to the station platform and speak with the Evesham Station Master beside the bicycle.

    • Click the Character Portrait under the speech lines to examine the station master.

      • Press the [D] key to turn urn the camera towards the side of the station master's face, then click his Fully Grey Hair.

      • Move the camera back with the [A] key until it focuses on his left hand. Click the Spots of Earth on his dirty sleeve and the Wedding Ring on his finger.

      • Continue turning the camera back to view the station master's torso. Click the Honorary Badge pinned to his chest.

    • Ask the Station Master for "Information about train" which he tells Holmes can be found in his office.

    • Next, ask for a "Railway Map". He'll instruct you take the one pinned on the wall inside the Waiting Hall.

  5. When you're finished questioning the witness turn left and take the second door to the Waiting Hall (there's a sign just beside the door to help you find it).

    • Inside the Waiting Hall you can take the Railway Map hanging on the wall above the middle bench. The Map is added to your Casebook.

  6. Leave the Waiting Hall, walk around the building, and go through the door to the Ticket Office.

    • Open the door to the side room to enter the Station Master's office.

    • Click the Office Table to take a closer look.

      • Read the Telegram and the Train Composition.

  7. Go back outside to the station platform and speak with the Evesham Station Master again.

    • Ask him about the "Special wagon," "Passengers of the train," and "Bridlington Station" to receive a new marker on your Map.

  8. Open the Map and travel to Bridlington.

Part 2 - Bridlington Station

  1. Go through the first door on the right to enter the Waiting Hall.

  2. Talk to the Angry Passenger who is standing by the doorway.

    • Click the Character Portrait icon at the bottom of the screen to examine the man.

      • Move the camera forward to his chest, then click his shirt to note the Workclothes.

      • Continue down to the bottom of his jacket. Click the Cheap Ticket sticking out of his pocket.

      • Turn the camera further down to his left hand and click the wedding ring, proving he's Married.

      • Lastly, move the camera to his right hand, then click it to note his Rough Skin.

    • After you've completed the Character Portrait ask the passenger all the available questions: "What happened?", "Passenger of the vanished train?", and "Portrait of the rich."

  3. Open the door under the "Private" sign and enter the ticket master's office.

    • When you enter the room, activate Holmes' investigate talent with the [T] key.

      • Look at the gap between the wall and the floor beside the telegraph table to find the Sheet of Paper. Click it to zoom in and take the Document, which adds the Prototype Insurance Policy to your Evidence.

  4. Now speak with the Bridlington Station Master in the office.

    • Click the Character Portrait icon to study the station master's appearance.

      • Click his face to note his Young Age.

      • Move the camera down to his tie and click it to note the Clean Clothes.

      • Continue turning the camera down to the bottom of his coat. Click the Instructions pamphlet sticking out of his pocket.

      • Turn the camera a little bit lower to view his hand, then click the Ink Smudges on his thumb.

    • Once your Character Portrait is complete ask him about the "Problem with passengers" and then if there was "Anything unusual" to prompt a quick-time event.

      • Quickly press [Q] before the timer runs out.

      • Select the line Rookie station master.

    • Next, ask about a "Strange message" to receive a Telegram from Chesterfield Station, adding the Chesterfield Report to your Evidence.

  5. Exit the office to return to the Waiting Room.

  6. Approach Mr. Robinson, the man with the hat who is sitting on the nearest bench.

    • Click the Character Portrait icon at the bottom of the screen to examine Mr. Robinson.

      • First, click the Australian hat on his head.

      • Move the camera back with the [A] key until it's pointing at his torso. Click his vest to note his Expensive Clothes.

      • Continue turning the camera down to his shoes. Click the Fancy Shoes to find they're made of Crocodile Skin.

      • Lastly, move the camera back to his left hand, then click the Heavy Gold Ring on his pinky finger.

    • After your Character Portrait is done, select the speech line "Mr. Robinson" to ask him about himself, then ask about the "Special Wagon."

    • Select the dialogue "Insurance for prototype" to give him the Insurance Policy you found beside the telegram in the office.

    • Discuss all of the following subjects with Mr. Robinson: "Company direction", "Prototype value", "Were you on the train", and "Important grip-sack".

      • The question about his grip-sack will move his luggage into the storage room.

    • When you're done questioning Mr. Robinson, press [B] to open your Deductions page.

      • Select "Chileans stayed on the train" and "Train vanished with people".

      • Now you must decide between the two theories: "Accident" or "Chileans were left".

      • The correct answer is: Chileans were left.

    • Exit the Waiting Hall through the left door. Once you're outside, turn left and open the nearest door to enter the Left Luggage room.

    • Walk to the shelves at the back of the room. You'll find Mr. Robinson's Luggage on top of a crate between the shelves and the counter.

      • Examine Robinson's name tag attached to the handle to begin a minigame.

        • This puzzle is nearly identical to the lock puzzle from the first case. The major difference is that there are now four movable sections instead of three.

        • Use the mousewheel to select a section of the lock, then left click and drag to turn the currently selected piece.

        • Right click and drag to rotate all of the lock sections simultaneously.

        • The easiest way to solve this puzzle is to focus on the area where the short line segments meet at the right end of the lock.

        • Solution.

      • Click the Business Papers inside the opened briefcase to take a closer look. Underline the parts of the documents that appear suspicious.

        • Click to underline the phrases "exclusive sales contract" and "Mr. Robinson on each of the papers.

        • Example.

    • Press [B] to open the Deductions page and combine your new clues.

      • Select the clues "Prototype has insurance" and "Special Wagon" to form the theory "Robinson's Motive".

      • Now combine "Prototype has many customers" and "Special Wagon" to form a second theory, "Robinson's Innocence".

      • The correct choice is "Robinson's Innocence".

    • Open the Map and travel to Chesterfield.

Part 3 - Chesterfield Station

  1. Go through the double doors into the Chesterfield station Ticket Office.

  2. Open the door to the station master's private office.

  3. Examine the Morse Code Alphabet and Telegraph on the table.

  4. Next, speak with the Chesterfield Station Master who is "resting" at his desk.

    • Click the Character Portrait icon at the bottom of the screen to examine the station master.

      • At the starting view, click the man's Red Nose.

      • Move the camera forward slightly with the [D] key to the station master's shoulder. Click the strap on his shoulder to note the Clean Clothes.

      • Continue moving the camera down to his hand. Click the wedding ring on his ring finger which indicates that he is Married.

      • Just below his hand you can also see an Alcohol Flask poking out of his coat pocket.

      • Finally, turn the camera down to the bottom of his coat to find a Fishing Line coming out of his outer coat pocket.

    • First, ask the station manager about the "Train passengers".

    • Now ask about "Strange message" to start a quick time event. Press [Q] before the timer runs out.

      • Select the line "Binge Drinking".

  5. When you're finished questioning the witness, press [B] to open the Deductions page.

    • Combine the clues "Chesterfield Master is untrustworthy" and "Chesterfield telegram".

    • We have two possible resulting theories: "Passed Chesterfield" or "Missed Chesterfield". However, we can't yet say for sure which one is the truth.

  6. Exit the Ticket Office and go to the train platform outside. Take the last door on the left to enter the Warehouse.

  7. Examine the Handcar Wheelbase in the middle of the room.

  8. After the brief cinematic, press [B] to open your Deductions page.

    • Select the clues "Spare parts of a handcar" and "No traces of train" which creates a new Task: Fake Train Experiment.

  9. Click the Handcar Wheelbase again to begin your experiment.

    • Select one of the handcar parts lying around the warehouse to pick it up, then click a space on the handcar to set the part in place.

    • If you're having trouble locating a part or a missing piece on the cart, remember that important areas and items are labelled, so just move your cursor over the objects in the room to reveal them.

    • Use the following pieces while facing the cart at the starting view:

      • Place Wheel (1/2) on the Wheel Axle at the right side of the handcar.

      • Attach the Small Gear to the Small Gear Housing in the center mechanism.

      • Put the Wooden Board into the large gap at the wooden base of the car.

      • Attach the Hand Rail to the top of the center mechanism.

    • Now click and drag the right mouse button to rotate the cart to the opposite side, then attach the remaining pieces:

      • Put the Wheel (2/2) on the Wheel Axle at the left side of the cart.

      • Attach the Breaks to the Break Joint between the two wheels.

  10. Now that you have the completed handcar, you only need to find the right tools to make it look like a train. You can press [F] to use Holmes' imagination skill to give you an image of a proper steam train.

  11. Take the following items from the Warehouse:

    • The Fire Extinguisher on top of the table.

    • The Long Pole leaning against the fallen grandfather clock.

  12. Click the Train Spare Parts in the pile of junk at the left side of the room where you'll find another two items:

    • The Train Steam Whistle is on top of the broken barrel.

    • The Headlight with Dynamo Machine is on the stacked crates.

  13. Go back outside and examine the handcar on the train tracks.

    • Click the handcar four times to attach all of the parts you collected in the Warehouse.

    • Once everything is assembled, click the Fire Extinguisher to ready the steam, click the Train Steam Whistle to blow the steam, then click the Handcar Lever to operate the lights.

  14. Press [B] to reopen your Deductions page.

    • Select the clues "Fake train" and "Spare parts of a handcar" to combine them into a new deduction: "Vanished" Earlier.

  15. Walk to the waiting carriage behind the train station. Click the luggage at the back of the carriage to search the Portable Archives.

    • Position the local map from Evesham Station (the upper layer map) over the matching area on Holmes' more detailed map (the lower layer map).

    • Left-click and drag either map to move it. Look for landmarks like lakes and roads to help you find the correct orientation.

    • Solution.

  16. Go back to the train platform. Click the door to the Left Luggage room to begin another puzzle.

    • Just like the previous lock puzzles, you must rotate the lock segments to align the pattern.

    • Use the mousewheel to select a lock section. Left click and drag to rotate the selected section or right click and drag to rotate all lock sections simultaneously.

    • Remember the easiest way to solve these puzzles is to focus on the short horizontal lines at the right end of the lock.

    • Solution.

  17. Once the puzzle is solved you can enter the Left Luggage room.

  18. Activate your investigative talent with the [T] key as soon as you enter the room.

    • Examine the scratches on the floor, then click the Traces to view the bags.

    • Lift the sack to find the hidden Bottles underneath.

  19. Next, inspect the Instruments and tools leaning against the wall.

  20. Exit the Left Luggage room and go back to the station master's office.

    • Talk to the Chesterfield and ask him about the "Dirty instruments" and the "Workers?"

  21. Open your Map and click the unnamed Station between Chesterfield and Evesham to travel to Doncaster.

Part 4 - Doncaster Station

  1. When you arrive at the station go through the door directly in front of you to enter the Waiting Hall.

  2. Approach the bench the stranger (who left when you entered the room) was leaning on. Look on the floor where you'll find his leftover Cigar Stub and click it to start another puzzle.

    • Just like the tobacco puzzle from the first case, the goal of this puzzle is to arrange the glowing blue lines to complete the picture.

    • Click and drag the main image to rotate it 180 degrees. You should now see most of a sombrero with a few missing pieces.

    • Drag the Cigar Smoke downward to fill the gap at the left side of the hat.

    • Drag the Mint Leaves to the right to complete the right side of the hat.

    • Solution.

  3. Press [T] to activate Holmes' investigative talent.

    • Look inside the ashtray to locate the Piece of Burnt Paper.

    • Also examine the Cigar Stub and the pile of ashes in the Ashtray.

  4. Go to the side room to enter the station master's office.

  5. Click the Office Table to take a closer look.

    • Examine the Horse Racing Magazines and then pick up Horse Racing Tickets.

      • Rotate the tickets to view the back side, then click the Betting Ticket.

  6. Exit the office and go outside to the train platform. Holmes and Watson will immediately note the flooded area opposite the railroad.

  7. Speak with the Doncaster Station Master who sitting on some luggage at the far end of the platform.

    • Click the Character Portrait at the bottom of the screen to study his appearance.

      • Click his face to note his Melancholy appearance.

      • Press the [D] key to move the camera down to his torso. Click the Missing Button at the middle of his vest, then click his empty breastpocket to find there is No Watch.

      • Move the camera forward until it reaches his left hand. Click the Ring Mark on his ring finger.

    • Ask the station master about all the following subjects: "Flooded area", "The passengers", and "Mexican".

    • Question him about being a "Gambling Man" to begin another quick-time event. Press [Q] before the time runs out.

      • Select the line Horse Racing Tickets.

  8. Turn around and go to the Left Luggage room through the second door on your left.

  9. Examine the Station Master's Bag which is hanging from the hooks on the wall.

    • Take the Letter to Wife and Letter to Lawyer poking out of the front of the bag.

  10. Press B to open the Deductions page and combine your new clues.

    • Select the clues "Doncaster telegram" and "Doncaster master received money".

    • Choose between the two new theories these clues created: "Passed Doncaster" or "Missed Doncaster"

    • The correct deduction is Missed Doncaster.

  11. Exit the Left Luggage room. Step on to the railroad track, then turn left and follow the track up to the fork.

  12. Click the Rail Switch to note that, while rusted, the switch is still operable.

  13. Examine the right track which turns towards the Quarry.

    • Near the start of this side track, click to inspect the Rails.

    • Move forward to where the track ends then click the End of the Rails where the track meets the dirt.

  14. Press [B] to reopen your Deductions page.

    • Combine the two clues "Old Railway to the Quarry" and "Flooded Quarry".

    • Now you *could* choose between the two possible theories, but let's put that off for now until we find some additional necessary evidence.

    • ,/ul>

  15. Open the Map and travel to the Beach.

Part 5 - Beach

  1. As soon as you arrive, turn to the dirt path on your right. Click the Heavy Vehicle Traces on the ground to take a closer look.

    • Examine the Stone pressed down into the middle of the lower heavy trace.

    • Click the upper Heavy Vehicle Trace to examine it, then click it again to take a measurement.

      • Left-click and drag the measuring tape from the top line to the bottom line to take a measurement.

  2. Walk to the end of the dirt path until you reach the water. Press [T] to use Holmes' investigative talent.

    • Focus on the Coastline marker at the edge of the shore, then pick up the Metal Label beside the refuse pile.

    • Click the front of the plate to note the "Las Zarpas" Inscription.

  3. Return to the carriage, then click Holmes' portable archives at the back of the carriage to search for information on Las Zarpas.

    • Click the top right arrow to change the archive category to Encyclopedias.

    • Now click the right arrow beside the sub-category to change it to Technology.

    • Select the article "Las Zarpas - Barge Transportation".

  4. Press [B] to open the Deductions page.

    • Select the clues "Special Transport" and "Mexican Caracal have Barges" to create the deduction Barges.

  5. Open the Map and travel to the Railway Switch.

Part 6 - Railway Switch

  1. Examine the Rail Switch beside the main railroad tracks to find that this switch, like the one at Doncaster, is still functional.

  2. Click the "Mines" sign beside the curved rail path.

  3. Press [F] to use Sherlock's Imagination skill; he will imagine the train possibly taking the path towards the mines.

  4. The Mines map marker will be automatically added to your Casebook. Open the Map and travel there now.

Part 7 - Mines

  1. When you arrive at the Mines, look to the ground and click the Vehicle Traces to take a closer look.

    • Click either of the Vehicle traces to use the measuring tape.

      • Drag the tape between the two traces to measure the distance between them.

    • After you've made your measurements, click one of the Vehicle Traces again to examine it.

    • Next, click the Wooden Beam on the right side of the wheel tracks.

  2. Continue forward to the track leading to the caved in mine entrance. Press [T] to activate Sherlock's investigative talent.

    • Focus on the the Empty Place on the ground where the railroad track ends to take a closer look at the missing rails.

    • Click one of the glowing Screws lying in the dirt.

  3. Approach the pile of rubble in front of the collapsed tunnel. Use [T] again to reactivate the talent.

    • This time, focus on the Pile of Stones at the front of the rubble.

    • Pick up the Strange Box wedged between the stones to take a closer look.

      • Remove the Box Paper by dragging away the Paper Cover on the corner.

      • Click the Sawdust inside the package.

  4. When you're done inspecting the box, Watson will take out his pistol to shoot the package.

    • Right-click to aim down the sights of your pistol.

    • Carefully point the muzzle of the gun towards the bottom of the package, then left-click to fire.

  5. Press [B] to open the Deductions page.

    • Combine the clues "Mines are collapsed" and "Mines were blasted" to create another two theories: Concealment and Sabotage.

    • We still don't have enough evidence yet to confirm which theory is correct, so we'll come back to that decision later.

  6. Continue up the hill to the two sheds. Open the door on the left and enter the Mine Guards shed.

  7. Examine the Metal Box on the floor at the rear left corner of the room.

    • Click the Lock at the front of the box to start another puzzle.

      • This puzzle should be familiar by now: rotate the lock sections to connect the lines.

      • Use the Mousewheel to select a lock section. Left-click and drag to rotate the selected section. Right-click and drag to rotate all of the lock sections simultaneously.

      • Just like before, the easiest way to solve the puzzle is to focus on the horizontal lines at the right end of the lock.

      • Solution.

    • After the puzzle is solved, take the Documents from the opened box.

  8. Open the Map and travel back to Evesham.

Part 8 - Return to Evesham Station

  1. Go to the Ticket Office, then enter the station master's private office through the side door.

  2. Use the Telegraph on the table to contact Mycroft. Mycroft will respond with a document on the WEA Coal Company.

  3. Press the [B] key to open the Deductions page.

    • Combine the two clues "Mexicans vs Chileans" and "WEA Coal and Chileans" to form the theory: "No Grudge".

    • This theory automatically ties together with the others to form the deduction "Theft" however, there is still more evidence needed to reach the correct conclusion.

    • /ul>

  4. Exit the building and walk to the train platform. Go down to the railroad track, follow it a few feet to the right, then open the gate across the tracks.

  5. Examine the Remains of a Building at the end of the right forked path.

  6. Beside the rubble is a cart full of crates. Walk near the cart, then activate Holmes' investigative talent when the icon appears.

    • Focus on the Multiple Traces on the ground leading to the metal gate.

    • Click the Heavy Vehicle Traces in the dirt to take a closer look.

      • Examine either the upper or lower Heavy Traces, then left-click it to use your Measuring Tape.

      • Left-click and drag the tape from the top trace in the ground to the bottom trace in order to measure the distance between them.

  7. Return to the train platform and talk to the Evesham Station Master who is still beside the bicycle.

    • Ask the station master about the "Disassembled warehouse".

  8. With this new information, you're ready to make some new deductions! Press [B] to open the Deductions page.

    • Combine the two clues "Stolen rail track" and "Rails to mines are missing" to create the theory: "Road into the mines"

    • Now combine the clues "Stolen rail track" and "Old railway to the quarry" to form another theory: "Railway to quarry".

    • Select the correct theory to make your deduction; remember the evidence from the heavy tracks in the roads at all three locations!

      • The answer is Railway to Quarry.

    • Now that we know where the train ended up, we can finalize other theories that we passed on before.

    • First, choose between the theories we made at Chesterfield: "Passed Chesterfield" or "Missed Chesterfield".

      • The answer is Passed Chesterfield. The train would have had to pass Chesterfield in order to reach the quarry.

    • Next, choose between the two theories made at the Beach: "Could be sunk" or "Cannot be sunk".

      • The answer is Could be sunk. The train could reach the quarry if it had gone over the stolen rails, which were later re-removed.

      • Now four of your theories (Passed Chesterfield, Railway to quarry, Barges, and Could be sunk) will combine to form a single deduction: Was Sunk.

    • Thirdly, choose between the theories made at the Mines: "Concealment" or "Sabotage".

      • The answer is Sabotage. Now that we've deduced the train went to the quarry, it couldn't have possibly been concealed within the collapsed mine.

      • Because we still have the incomplete theory "Theft" from Mycroft's telegram, it will conflict with our current theory "Sabotage". Don't worry, though, we'll be able to clear that problem shortly with more evidence!

  9. Open the map and travel once again to Doncaster station.

Part 9 - Return to Doncaster Station

  1. Enter the Waiting Hall to confront the mysterious foreign stranger.

    • Click the Character Portrait icon at the bottom of the screen.

      • Click the Wrinkles at the corner of his eyes.

      • Move the camera a little forward to view his neck, then click his bowtie to note his Smart Clothes.

      • Next, click his chest to note his Strong Build.

      • Continue moving the camera down to his hand. Click the Expensive Cigar between his fingers and the back of his hand to find he's skilled in Martial Arts.

    • Ask the witness "I thought you were Mexican" to prompt a quick-time event. Press the [Q] key before the timer ends.

      • Select the line: Mexican Cigars.

    • Next ask "What is your business here?"

  2. After you're finished speaking with the man, press [B] to open your Deductions page.

    • Combine the clues "Suspicious Mexican at Doncaster" and "WEA Coal and Chileans" to create a new theory: "Mexicans are angry."

    • Choose one of the two theories to form a deduction: "Mexicans are angry" or "No grudge" (the theory we found after receiving Mycroft's telegram).

    • The correct choice is Mexicans are angry.

    • This theory will connect with the earlier theory "Chileans were left" (the theory we made after questioning Mr. Robinson at Bridlington station) to form the deduction Mexican Trap.

    • At this point, all of your deductions should combine to create the final conclusion: Mexicans drowned Chileans.

    • Click the conclusion, then make your morale choice to decide how you should conclude the case, Blind Justice or Political Game. Select whichever one you prefer.

Part 10 - Conclusion

  1. At the conclusion, Watson and Holmes will prepare a trap for two of the criminals. As soon as the cinematic is over, get ready for another quick time event!

  2. You have three choices to make before running out of time:

    • Shoot the murderer in the head, killing him instantly.

      • Left-click the red circle over the man's head to shoot.

    • Wait until the murderer shoots and kills the Doncaster station master, then shoot the murderer in the head before he kills Holmes.

  3. Shoot the murderer in the hand before he has a chance to fire in order to disarm him and avoid any more bloodshed.

    • Immediately left-click the red circle over the killer's hand to shoot it.

    • This action also awards the "Sharpshooter" trophy.

Reply

Sherlock Holmes: Crimes and Punishments Walkthrough
(Part 2 - Case 3: Blood Bath and Case 4: The Abbey Grange Affair)

Case 3 - Blood Bath

Part 1 - Introduction at Baker Street

  1. When Watson is performing his medical examination of Holmes, click the following areas:

    • The Pupil at the center of Holmes' eye.

    • The Forehead to check his temperature.

    • Lastly, the Wrist to begin a minigame.

      • Count Holmes' heartrate by Left-clicking every time a blip appears on the monitor. Click 8 blips to conclude the puzzle.

  2. After speaking to Lestrade, open the Map and travel to the Strand Lane Bath.

Part 2 - Strand Lane Bath

  1. When you arrive at the Lobby, ask Inspector Lestrade about the "Suspects", "The crime weapon", and "Witnesses".

  2. Once Lestrade's finished briefing you on the details, approach the employee he points out at the reception desk, Mr. Phillips.

    • Click the Character Portrait icon at the bottom of the screen to study the witness's appearance.

    • Click his shirt's Starched Collar to note that he is Fastidious.

    • Click the Light Wrinkles under his eyes.

    • Click the side of his head to find that he cuts his own hair and Lives Alone.

    • Click the top Shiny Button on his coat.

    • Click the Manchester City patch sewn on the chest of his coat.

    • Click the Telegram Sent Today sticking out of his coat pocket.

  3. Ask Mr. Phillips "Tell us what happened" and "Were there any other visitors?"

  4. Turn right and take the door into the Apodyterium, the dressing room.

  5. Examine the Champagne Bottle in the bucket of ice at the right side of the room.

    • Click the Wine Label and the Cork on the bottle.

    • Rotate the bucket with the right mouse button to look inside, then click the Melted Ice.

  6. Continue through the next door to the Sudatorium, the sweat room.

  7. Examine the body of Sir Rodney lying against the bench.

    • First click the Blood over his chest.

    • Next, click his face to take a closer look, then click the Wound over his right eye.

    • Now click his extended right hand to zoom in.

      • Examine his Wrist, the mark on his Ring Finger, and the Dirt under his thumbnail.

  8. After the body is removed by the constable, click the pool of Blood left on the floor.

    • Click the Blood again to take a sample.

    • Press [T] to activate Holmes' investigative talent which will reveal a Key in the blood.

  9. Examine the Brazier at the end of the room.

    • Note the lump of Melted Metal in the middle of the coals. It's too hot to grab just yet.

    • Inspect the Glasses on the left side of the brazier's rim.

      • Click the Thick Glass on the left lens and the Crack on the right lens.

  10. Click the Steam Switch on the left wall near the brazier to take a closer look.

    • Pull the switch to fill the room with steam, showing what visibility would have been like at the time of the murder.

    • Activate Sherlock's investigative talent with the [T] key, then pull the switch again to turn off the steam.

  11. Talk to Mr. Blinkhorn, Mr. Pitkin, and Mr. Garrow, then click the Blood on Mr. Garrow's towel.

  12. Walk to the constable by the doorway, then examine the Grid on the wall next to him. The grid is irremovable, so the weapon can't have been hidden there.

  13. Exit the room and return to the Lobby. Continue through the door across the room into the hallway that leads to the Frigidarium.

  14. Walk to the end of the hall until the wall collapses. Click the pile of Fallen Rocks in the rubble to examine them.

  15. Turn back around towards the entrance to the Frigidarium, then take the door on the left into Sir Rodney's office.

  16. First, take a look at the table on the right.

    • Pick up the Document: Sir Rodney's Draft, the Newspaper: Daily Mirror, and the Newspaper: Baths Reopening.

  17. Turn left and inspect the contents on the middle table.

    • Take another Document: Bentcliffe's Research.

    • Pick up the Perforated Plate for a close-up view.

      • Rotate the plate to its back side, then click the cut-out shape.

    • Click the Archaeological findings on the right side of the table.

  18. Turn left once more and examine the top of the left table.

    • Grab the Tongs on the corner of the table.

    • Click the Archaeological tools piled at the center.

  19. Next, take a look at the items on the Shelves beside the door.

    • Open the Box on the middle-left shelf.

      • Examine the label at the front of the box.

      • Click the Glass Plate Negative (second from the right), then click to note the space for a Missing Plate.

  20. Go back to the Lobby and speak with Mr. Phillips at the front desk.

    • First ask "Who brought champagne?" Then ask him about "The steam room keys?" to prompt a quick-time event. Press [Q] before the timer disappears.

    • Select the dialogue option Morning Telegram.

  21. Return to the Sudatorium and examine the Brazier a second time.

    • Navigate the tongs with your cursor. Left-click and hold when the pincers are above the center of the metal lump to pick it up.

    • Drag the metal over the bottom edge of the brazier to remove it, adding the Melted Metal to your Evidence.

  22. Go back to the Lobby one last time to speak with Lestrade. Tell him you have "No objections" to taking the suspects to Scotland Yard.

  23. Open the Map and travel to Baker Street.

Part 3 - Experiments at Baker Street

  1. Go to the Analysis Table to begin your experiments, starting with the Dirt Sample.

    • Click the glass side to view the sample of dirt under the magnifier.

    • Scroll the Mousewheel down twice to focus the magnification on the dirt.

    • Click the Selenite in the center, the White Clay Particles at the top, and the Pyrite at the lower left area of the sample.

    • Holmes will circle the soil sample on the index at the bottom of the map. White London Clay is purple and indicated by the number 8. Click the 8 on the London map to locate the source of the clay.

  2. Use the Analysis Table a second time to analyze the Blood Sample.

    • Click the glass slide to view the blood under the magnifier.

    • Again, scroll the Mousewheel down twice to focus the magnifier on the blood.

    • Pick up the Pipette from the holder on the table, use it on the bottle of Peroxide.

    • Click the Blood Sample three times (one on the left, one in the middle, and one on the right) to drip the peroxide on the sample.

  3. Use the Analysis Table a third time to analyze the Melted Metal.

    • First, click the Metal Sample to examine it.

    • Pick up the Pipette and dip it in the bottle of Acid.

    • Use the acid-filled dropper on the Silver Coin and the Metal Piece to test their reactions.

  4. Now that you've finished the experiments, take a look at the Newspapers in the bookcase near the door to Sherlock's room to search the archives.

    • Click the right arrow beside the date of the papers to view articles from the year 1893.

    • Select the article "Bentcliffe's Mummy". Read the article, then press [E] to continue.

  5. Open the Map and travel to Scotland Yard.

Part 4 - Scotland Yard

  1. Go to the hallway and enter the Evidence Room through the first door on the right.

  2. Click the left tray on the table to inspect Pitkin's belongings.

    • Examine the Handerkchief and the Fountain Pen.

    • Click the Visiting Card to pick it up. Use the Right mouse button to rotate the card to the front, then click the details on the card.

  3. Next, take a look at Garrow's Belongings in the second drawer.

    • Pick up the Drug Phail and click the bottle to identify the substance.

    • Examine the Bloody Towel.

  4. Now inspect the third drawer containing Blinkhorn's belongings.

    • Examine the Pencil.

    • Take the envelope containing the Letter from Pitkin.

  5. Lastly, inspect the far right drawer on the table containing Bentcliffe's Belongings.

    • Pick up the Roman Coin. Use the Right mouse button to view the 'tails' side of the coin, then click to examine it.

    • Now pick up the Ring Rotate the ring to its side and click the carved Old Symbol. Turn the ring slightly downwards and click the silver join labelled Ring.

    • Take the hand drawn Map.

    • Pick up the Notebook and click the cover to open it.

    • Click the Torn Pages to begin a minigame.

    • Left click and drag the pencil across the paper to reveal the message pressed into the page.

    • Press and drag the handerchief against the pencil shading to make the writing more legible.

    • Solution.

  6. Exit the Evidence Room and return to the corridor. Take the second door on the right to enter the Morgue.

  7. Head down the stairs and through the double doors, then click the Body on the table.

    • Examine the Wound on the victim's eye.

    • Examine the Chest Scar and Stomach Scar.

    • Click the shoulder to flip the body over, then click the markings on the victim's Bruised Back and Bruised Shoulder.

  8. Exit the morgue and walk to the jail cell at the end of the hall. Talk to Mr. Garrow to question him first in the Interrogation Room.

    • Click the Character Portrait icon at the bottom of the screen to inspect Mr. Garrow's appearance.

      • Click his facial hair to note his face is Badly Shaven.

      • Click the Eye Bags under his eyes.

      • Click his forehead to find the Perspiration on it.

      • Move the camera down to his waist, then click the talisman sticking out from under his coat to note that he is Superstitious.

      • Turn the camera to the sleeve of his right hand, then click the stains by the wrist of his Dirty Clothes.

    • Ask Mr. Garrow about the following subjects: "Your profession", "Sir Rodney", "The murder", the "Ring", "Melted Silver", "Recent unusual event?", "Old coin", and his "Drug".

  9. When you are finished questioning Mr. Garrow, click Mr. Blinkhorn to speak with him next in the Interrogation Room.

    • Click the Character Portrait icon at the bottom of the screen to inspect Mr. Blinkhorn's appearance.

      • Click his eyes to note his Attentive expression.

      • Move the camera down to his chest, then click the rusty bracers on his suspenders to find he is Not Wealthy.

      • Continue moving the camera down to his hands. Click the dirt stains proving Recent Earthwork on his sleeve and the Callus on his left hand.

    • Now ask Mr. Blinkhorn about his "Profession", "Sir Rodney", "What did you see?", "Anything unusual?", "Melted Silver", the "Ring", and the "Drug".

    • Question Mr. Blinkhorn about "Your Work" to prompt a quick-time event. Press [Q] before the timer ends.

      • Select the speech option Pitkin's Letter.

  10. Once you've asked Blinkhorn all the available questions, click on Mr. Pitkin in the jail cell to question the final suspect in the Interrogation Room.

    • Click the Character Portrait icon at the bottom of the screen to inspect Mr. Pitkin's appearance.

      • Turn the camera to the front of Pitkin's face, then click his eye to note his Arrogant Look.

      • Click his mouth to note the Disdain in his expression.

      • Move the camera down to his hand. Click the Signet Ring on his finger, evidence of his Aristocratic Roots.

      • Continue moving the camera forward to his torso. Click the middle of his vest to find he is a Man of Wealth.

    • Ask Mr. Pitkin about the following subjects: "Your profession", "Sir Rodney", "The murder", "Recent unusual event?", "Drug", and "Melted Silver".

    • Question Pitkin about "Your work" to prompt a quick-time event. Press [Q] before the timer ends.

      • Select the dialogue option Pitkin's Letter.

  11. Now that you're finished questioning the suspects, press [B] to open the Deductions board.

    • Combine the clues "Broken glasses" and "Inside brazier" to create the theory Possible Silver Weapon.

    • Press [spacebar] to return to the clues, then combine "Stolen notes" and "Sir Rodney's lie" to create the theory A Mortal Secret.

      • Click the resulting deduction which forms a new Task: The Last Expedition.

    • Next, select the clues "Strange wound" and "Very liquid blood" to create another two possible theories: "Steam Moisture" and "Unexplained Clue".

      • The correct choice is Unexplained Clue

    • Combine the clues "Pitkin's fight" and "Effective arrival" to create two theories: "Blinkhorn's humiliation" and "Blinkhorn's interest".

      • Although Blinkhorn claimed to admire Sir Rodney, the evidence and testimonies prove that the correct deduction is Blinkhorn's Humiliation.

  12. Open the Map to travel back to Baker Street.

Part 5 - Return to Baker Street

  1. Use the Map on the wall beside the exit door to start another puzzle.

    • Just like the previous map minigame (the Evesham map puzzle you completed at Chesterfield Station in Case 2), you must locate the matching area on the big map that is shown on the little map.

    • Compare the landmarks between the two maps to help you find the correct location.

    • Left-click and drag the small square map around the screen to move it to the lower right corner.

    • Align the two maps at the following position:

    • Solution.

  2. After the puzzle is solved, open the Map in your Casebook and travel to Saint Albans.

Part 6 - Saint Albans

  1. Open the Wicket gate, then follow the path to the cabin with the sign "Domum Hadriano".

  2. Go through the door and examine the Desk in front of you.

    • Take the Document: Hidden temple of Mithras, then examine the Map of the dig site pinned to the wall.

  3. Now turn and inspect the Shelf on the wall.

    • Take the Document: Curses and Beliefs from the stack of shelves.

  4. Turn right again and examine the second Desk to the left of the doorway.

    • Pick up the Metal Cubes, Document: Mithraic Mysteries, and Document: Tauroctony Knife.

  5. Exit the cabin and follow the left wooden platform to Area 1 - Triclinium. Head down the ramp to the fresco in the area below.

    • Click the upper left side of the Fresco to examine the picture, then click the faces of Vulcan and the Cyclops.

  6. Go up the small set of stairs and turn left to reach Area 2 - Pits.

    • Note the Ropes on the crate beside the area sign. You can't take them now, but they'll be marked as an object of interest for later.

  7. Examine the Pit on the right to pull up the basket of tools with the rope.

    • Take the Trowel from the set of Archaeological Tools.

  8. Turn around and follow the wooden path through Area 3 - Arch of Hadrian. From there, walk forward to the sign for Area 4 - Tablinium, then head down the ramp.

  9. When you reach the lower area of the Tablinium, press [T] to activate Sherlock's investigative talent.

    • Click the mud-covered Wall to use the trowel.

    • Left-click and drag the trowel from side to side across the wall in order to scrape off the mud and reveal the hidden picture.

    • Click the sign to the Frigidarium at the upper right side of the mosaic.

    • Solution.

  10. Turn back around and head up the ramp. Continue forward to the statues in front of Area 5 - Temple.

  11. Inspect the statue of Neptune on the left, the statue of Minerva on the right, and the Bull statue at the front.

    • In the middle of the floor of the temple behind the statues you'll find a crate filled with Hooks. Like the rope on the crate, you can't take the hooks just yet, but it will be marked as an object of interest for later.

  12. Turn right and follow the dirt path to the platform overlooking the river. Click the Board on the left side of the platform to zoom in.

    • Examine the Map and the Schematic of the gastraphetes.

  13. Step off the platform, turn right, and enter the second cabin with the sign "Arturus Domum".

  14. Take a look at the pair of shelves on the wall.

    • Pick up the Document: Bentcliffe's Power on the top shelf and the Document: Gastraphetes from the bottom shelf.

  15. Examine the Schematic on the wall and the Dismounted Device on the table below it. We cant assemble the device just yet, but you should note its location for later.

  16. Press the [B] key to open the Deductions page.

    • Connect the clues "Pitkin's complaint" and "Effective arrival" to create two possible theories: "Pitkin's Hopes" and "Pitkin's Worries".

    • The correct solution is Pitkin's Hopes.

  17. Open the Map and travel to the Strand Lane Bath.

Part 7 - Explore the Frigidarium at Strand Lane Bath

  1. Go through the door on the left, then walk through the double doors at the end of the hall to enter the Frigidarium.

    • In this room is a set of statues and a row of columns with buttons. Look for the statues we found earlier at the dig site in Saint Albans.

  2. When you enter the room, look to the statue on your left. Examine the Helmet button at the bottom of the column behind the statue of Minerva.

    • Click the button, then click the Symbol that appears at the bottom of the pushed in button.

  3. Walk right to the statue of Neptune. Inspect the Trident at the bottom of the column behind the statue.

    • Push in the button then click the second revealed Symbol.

  4. Go behind the headless statue holding a spear. Examine the One-Eyed Face (the Cyclops) button at the bottom of the column.

    • Push in the button, then click the third and final Symbol.

  5. Press the [F] key to use Sherlock's Imagination skill and begin a puzzle.

    • Rotate the statues so that the white lines projecting from them are connected over the pool.

    • Left-click a Figure to select it, then move your cursor to rotate the statue.

    • Solution.

  6. Press [T] to activate Holmes' investigative talent.

    • Examine and then rotate the female Bust near the statue of Neptune that was indicated by the puzzle you just completed.

  7. Turn right and walk around the room to the archway in the corner near the collapsed bust. Enter the revealed side room and climb down the rope.

  8. Inspect the Ground near the bucket in the corner of the room.

    • Take the Lamp, the Ice Box and Broken Glass Plate.

  9. Examine the bag of Salt leaning against the wall.

  10. Enter the hallway and examine the Fresco of Mithras on the right wall and the Fresco of Seven Grades of Mithras at the end of the hall.

  11. Continue forward into the crypt. Note the Pillars of bones around the room.

    • Examine the side of each pillar and light the Brushwood in the middle of the pillar with your lantern.

      • The lit fire in the pillar will cast a shadow through the engraved plate and onto the floor.

  12. After you've lit the first three pillars, examine the fourth Collapsed Pillar in the back left corner of the room.

  13. Press [F] to use Holmes' imagination talent.

    • Examine the side of the imagined pillar, then click the space in the pillar to install the Perforated Plate (found in Sir Rodney's office) from your inventory.

  14. Now you can inspect all four Shadows cast on the floor.

  15. Open the Map and travel back to Baker Street.

Part 8 - More Experiments at Baker Street

  1. Go to the Analysis Table to assemble the Metal Cube (from the Domum Hadriano cabin at Saint Albans).

    • Arrange all of the cubes in the correct position to connect them together.

    • The red cube Mould Part and the grey cube beneath it are already in the correct spots, so you only need to solve the remaining 10 cubes.

    • Right-click and drag to rotate the entire puzzle horizontally. Hold the [Q] key while dragging to rotate the puzzle vertically.

    • Left-click a Mould Part to select it. You can left-click a different cube to swap their positions or right-click and drag to rotate the cube individually.

    • Pay attention to the indentations and flat sides of the cube.

      • The flat side of the cube faces outward and does not connect with any other cubes. The flat sides also give a hint to where the cube belongs in the puzzle.

        • For example, if the top of the cube is flat, you know that this cube belongs at the top of the puzzle. Conversely, if the bottom of the cube is flat, then the cube should be in the bottom row.

        • Additionally, all of the cubes in the top row have a large section cut out of one corner. You must turn the cubes so that the cut-out corners face the center of the puzzle.

      • An indented side can only connect with the protruding side of an adjacent cube.

    • Solution.

  2. After the puzzle is solved, you'll have a completed mould ready. Mix the ingredients on the analysis table to create a plaster.

    • Pour the Water into the Melting Pot.

    • Click the Spoon to mix the powder and water.

    • Click the Melting Pot to pour the Plaster Solution into the mould.

    • Open the mould and take the Cast inside.

  3. Click the Analysis Table again to take a look at the Broken Glass Plate (from the cave at the Frigidarium).

    • Arrange the shards on the table to repair the glass plate.

    • Click a shard to select it. Move the shard around with your cursor or left-click to put the shard down on the table.

    • Start with the pieces that have flat sides first. After you've completed the border, fill in the broken shards in the middle.

    • Solution.

  4. Once you've fixed the plate, Holmes will take a look at the resulting photograph.

    • Drag the cloth across the paper to reveal the picture.

    • Click the following objects in the photograph:

      • Archaeologist (1) sitting at the left side of the table.

      • Pyramids (2) in the background of the picture.

      • Ice (3) in the bucket atop the table.

      • The Salt (4) beside the ice bucket.

      • Ice Cream (5) in Sir Rodney's and the archaeologist's hands.

      • Rodney Bentcliffe (6) himself.

      • Inscription (7) at the top right corner of the photo.

    • Solution.

  5. Now that you're finished with all your experiments, press [B] to open the Deductions page.

    • Combine the clues "Glass plate negative" and "Salt and ice" to create the theory "Ice trial".

    • Select "The mould form" with "Strange wound" to create another theory "Moulded weapon".

      • The theories "Possible silver weapon" and "Moulded weapon" automatically tie together to make the Task: Create a silver knife.

      • Additionally, the theories "Moulded weapon" and "Ice trial" tie together to make the Task: Create an ice knife.

  6. Click the Analysis Table to begin the Ice Experiment.

    • Start by pouring the Water at the right side of the table into the Mould.

    • Solve the puzzle by repeating the following steps four times:

      • Use the Ice Pick to crush the Ice Brick in the bucket, which will be poured into the Ice-cream Maker automatically.

        • Watch the temperature drop on the thermometer, indicated by a blue arrow. A red arrow means the temperature is rising. An equals sign means the temperature is not changing yet.

      • When the equals sign (=) appears on the thermometer, quickly pour the salt into the Ice-cream Maker.

        • The temperature will drop again. Wait for the equals sign to reappear, then pour in the next batch of ice.

      • Repeat the process of ice = salt until the temperature drops all the way to -20 degrees Celsius.

  7. When the puzzle is solved, open the Mould and examine the Cast of the frozen Ice Knife.

  8. Click the Analysis Table again to begin the Silver Experiment.

    • Pick up the Silver Piece on the table and put it into the Saucepan.

    • Click the Gas Burner to turn on the fire.

    • Pour the melted silver in the Saucepan into the Mould.

    • Open the Mould and take the Silver Knife inside.

  9. Press [B] to reopen the Deductions page.

    • Combine the clues "Silver Knife" and "Inside Brazier" to create the theory "Silver Weapon".

    • Next, combine "Champagne" and "Ice Weapon" to create the theory "Ice Weapon".

    • The two theories "Ice weapon" and "Unexplained Clue" will tie together automatically to form the deduction Method: The Ice Knife.

  10. Open the Map and travel to Scotland Yard.

Part 9 - Return to Scotland Yard

  1. Go to the jail cell at the end of the hallway.

  2. Question all three of the suspects about "Mithras" and the "Champagne".

    • When you are interrogating Mr. Blinkhorn, ask him about the "Golden Knife".

  3. Press [B] to open the Deductions page.

    • Combine the clues "Garrow's drug" and "Garrow's behavior".

    • Choose between the two resulting theories: "Garrow's Weakness" and "Garrow's Illness".

    • The correct selection is Garrow's Weakness.

  4. Open the Map and travel back to Saint Albans.

Part 10 - Return to Saint Albans

  1. First, walk to Area 2 of the dig site, the Pits.

    • Pick up the Ropes on top of the crates beside the sign.

  2. Next, go to Area 5, the Temple.

    • Take the Hooks from the box at the right side of the temple floor.

  3. Continue forward to the wooden platform overlooking the river.

    • Click the Bridge across the water to take a closer look.

      • Examine the Iron Ring at the sides of the bridge and the Hidden Place in the center.

  4. Turn left and enter cabin, Arturius Domum, at the back of the dig site.

    • Click the Dismounted Device on top of the table to assemble the gastraphete.

    • First attach the Shutter to the Shutter Groove.

    • Next, put the Mechanism in the Mechanism Housing.

    • Third, place the Handle into the Handle Joint.

      • Rotate the device with the right mouse button to view the front of the crossbow.

    • Lastly, connect the Bow with the Bow Rabbet.

  5. Return to the platform beside the river.

    • Click the Bridge to use the gastraphete.

      • Move the cursor to aim the crossbow. Left-click to hold your breath and focus your target. Left-click again to shoot.

      • Shoot all three of the rings on the bridge to attach a rope.

    • Click the Bridge again once the ropes are ready to walk across them.

    • Balance on the ropes with the [A] (to move left) and [D] (to move right) keys. When you are steady, left-click to step forward.

    • When a red arrow appears on the left or right side it means you are leaning too far towards the opposite side. You must move in the arrow's direction to keep from falling off the ropes.

    • Use quick, short taps to adjust your balance slightly. If you over-correct too far in one direction, you'll fall into the water.

    • Click quickly when the blue arrow appears in order to move forward.

  6. When you make it across the bridge, you'll enter the Mithraeum.

Part 11 - The Mithraeum

  1. Walk down the stairs to the first crossroads. Here you'll see a series of doors with symbols on the wall and floor by each door.

  2. Open the Documents tab in your Casebook and take a look at the "Seven grades of Mithras initiation" page.

    • One of the symbols at the bottom grade is beside one of the doors in this room.

    • Go through the middle doorway with the symbol of the Scepter.

  3. When you reach the second room, repeat the process of matching the symbols on the door with the symbols on the document (remember to read from the bottom of the list to the top).

    • Go through the right doorway with the symbol of the crown.

  4. At this point you should arrive in a room with a Table With Stones. Click the table to zoom in on the next puzzle.

    • Place the stones on the columns to weigh them all down simultaneously.

    • Click a stone to select it, then click a weight to put it down. There are multiple possible solutions to this puzzle.

    • Solution.

  5. Continue navigating the maze with the Mithras initiation document as your guide. Go through the doors in the following order:

    • Take the middle door with the symbol of Minerva's helmet (the one without decorations).

    • Take the left door with the twisted symbol.

    • Take the right door with the crescent moon symbol.

    • Take the right door with the symbol of the spiked yoke.

    • Take the left door with the decorated helmet symbol.

  6. Walk up the stairs to enter the Temple of Mithras.

  7. Approach the closed center gate, then examine the Broken Lamp on the floor and the Golden Dagger held by the statue of Mithras.

  8. Turn around and walk through the open gate on the left. Click the Lever to open the gate at the opposite side of the room.

  9. Press [Q] to switch control to Watson.

  10. Go through the opened gate and pull the second Lever.

  11. Switch back to Holmes. Release the switch he's currently holding and walk through the next gate immediately on your left.

    • As Holmes, you should now see three levers on the wall. Pull the Lever on the right.

  12. Switch to Watson again. Release the lever and walk through the opened gate on your right.

    • As Watson, there should be two switches on the wall. Pull the Lever on the left.

  13. Switch back to Holmes again. Release the lever he's holding and walk back to the center of the temple room.

  14. Switch to Watson one more time. Release the left Lever, then pull the right Lever to open the large gate in front of the statue.

  15. Make one more switch back to Holmes. Walk through the opened main gate and take the The Golden Knife from the Mithras statue.

  16. Press [B] to open the Deductions page.

    • Combine the clues "Stolen notes" and "Golden knife" to create a new theory, "Valuable secret".

      • The theories "Valuable secret" and "Blinkhorn's humiliation" automatically tie together to form the deduction: Motive: Vengeance.

    • Click the final Conclusion: Blinkhorn (Ice-knife).

  17. You must now make the decision to either Condemn or Absolve the murderer.

Case 4 - The Abbey Grange Affair

Part 1 - Introduction

  1. Go to the writing table on the right side of the room and examine the Letter.

    • Inspect the Address and the Wax Seal.

    • Use the right mouse button to rotate the letter, then inspect the Brackenstall insignia on the back.

  2. Open the Map and travel to Abbey Grange.

Part 2 - Abbey Grange

  1. Open the left door to enter the Morning Room.

  2. Holmes will begin questioning Lady Brackenstall as soon as he enters the room.

    • Click the Character Portrait icon at the bottom of the screen to study Lady Brackenstall's appearance.

      • Click the Fresh Bruises over her eye and forehead.

      • Move the camera to the other side of her face and click her unbruised Pale Cheeks.

      • Continue moving the camera forward to her upper torso. Click the gold brooch of Australian Origin on her collar.

      • Click the buttons at the middle of her blouse to note her Elegant Dress.

      • Turn the camera down to her hands. Click the Wedding Ring on her finger and the Old Bruises on the back of her hands.

    • Question the lady about "What happened last night" and "Is something missing".

    • Ask her if it was "Not a happy marriage" to prompt a quick-time event. Press the [Q] key before the timer runs out.

      • Select the line Old Bruises.

  3. Next, speak with Theresa who is standing by the table.

    • Click the Character Portrait icon to inspect Theresa.

      • Click the Wrinkles around her eyes.

      • Move the camera down to her hands, then click the handkerchief in her hands which shows her Caring nature.

      • Click the rough skin on the back of her Working Hands.

      • Turn the camera down to her apron and click the Coffee Stain.

    • Ask the maid about "Last night".

  4. Examine the small table beside the door that leads back to the entrance.

    • Take the Newspaper - Randall Gang's Burglary.

  5. Next, examine the other small table against the back wall.

    • Pick up the framed Photograph, then click the Two Women in the picture.

    • Rotate the object to the back of the frame. Click the four Fasteners and the Backing Board to reveal the back of the photo, then click the Writing.

  6. Press [T] to use Sherlock's investigative talent.

    • Move to the picture hanging beside the table. Click the Scratches on the wall.

    • Move the Picture off the wall to reveal the Safe.

  7. Go back to Lady Brackenstall and ask her if she can open "The safe".

  8. She doesn't know the safe combination, so you'll have to break it open. Click the wall Safe to begin the puzzle.

    • Rotate the dial with the [A] (for left) and [D] (for right) keys, and pay close attention to the three tumblers in the center. When the tumbler shakes, it means you've passed over the correct number.

    • Left-click to confirm the number currently selected on the dial. If you're correct, the red line on the tumbler will move up to the 12 o'clock position.

    • Repeat the process two more times to open the safe.

    • The correct combination is 15-5-17.

  9. Look inside the opened safe once the puzzle is solved.

    • Examine the Money and Coins, then take the Medical Report.

  10. Go back to Theresa and speak with her again.

    • Ask her about a "History of violence".

  11. Press the [B] key to open the Deductions board.

    • Combine the clues "Randalls are well-known" and "Criminals identified".

      • This will create two possible theories: "Randalls Blamed" and "Randall Gang", but we don't yet have enough evidence to deduce which theory is correct.

    • Next, combine "From Australia" and "No personal life" to create another two theories: "No acquaintance" and "Acquainted with a sailor".

      • Again, you'll need more evidence to decide which of the two theories is correct.

  12. Go back to the foyer and talk to Inspector Lestrade.

    • Ask Lestrade about "Sir Eustace's reputation".

  13. Press [B] again to reopen the Deductions page.

    • Select the clues "Inspector's Tale" and "Violent behavior" to create the theory: Domestic Violence.

  14. Go through the door on the right to enter the Dining Room.

  15. Click the Body lying on the ground beside the fireplace to take a closer look.

    • Examine his bare Feet and the Stick on the floor beside them.

    • Click the victim's Head to zoom in, then click the Head Wound and the bloody Poker beside him.

    • Lastly, examine the blood on the Fireplace Grate.

  16. Press the [T] key to activate Holmes' investigative talent.

    • Approach the Mantlepiece over the fire.

    • Click to inspect the Piece of Rope at the bottom of the bell cord hanging from the wall.

  17. Click the Glasses on the table to zoom in.

    • Examine the following objects on the table: the Decanter, the Wine Bottle, and all three of the Glasses.

  18. Turn left and inspect the Chair that has been pulled from the dining table to the middle of the floor.

    • Examine the Chair, then take the piece of Rope tied around the chair's arm.

  19. Go to the cupboard surrounded by shards of broken plates, then click the Sideboard for a close-up look.

    • Examine any one of the wine Bottles in the rack. Click the Empty Cell missing a bottle in the lower rack.

    • Inspect the Candlestick and the empty Silverware Box to finish investigating the area.

  20. Press [B] to reopen the Deductions page.

    • Combine the clues "Two Glasses" and "Glass with beeswing" to form two possible theories: "Two People" or "Three People".

    • Next, select the clues "Dead Body" and "Fireplace Grate" to create the theory "Deadly Accident".

    • Select "Dead Body" again with "Bent Poker" to form another theory: "Poker Blow".

      • Choose between the two theories to determine the cause of death "Deadly Accident" and "Poker Blow".

      • The solution is Poker Blow.

  21. Return to the Morning Room and speak again with Lady Brackenstall.

    • Ask her about the "The three glasses on the table".

  22. Open the Map and travel back to Baker Street.

Part 3 - Experiments at Baker Street

  1. Click the Analysis Table to begin the rope experiment.

    • Examine the rope to view the fibers from the section of rope cut by the murderer.

    • Use the tools on the table to cut the loop of rope and compare the resulting fibers.

    • The object that leaves fibres identical to the murderer's cut rope is the Knife.

  2. Press [B] to reopen the Deductions page.

    • Combine the clues "Knotted rope" and "Sharp knife" to create the theory: Sailor's Background.

  3. Click Toby, the dog who is sitting by the window, to bring him along as a companion.

  4. Open the Map and travel back to Abbey Grange.

Part 4 - Sniffing Out Clues with Toby at Abbey Grange

  1. When you arrive at Abbey Grange, you'll see the room through Toby's eyes (and nose).

  2. Follow the traces of the glowing scent trails to the French Window, then click the window to go outside. Use Toby's scent skills to locate the three clues in the garden:

    • Follow the green scent trail along the garden path, around the fountain, and to the Shed. Click the Shed door to locate Scent Clue #1.

    • Turn left and follow the scent trail further to the Well. Click the base of the Well to note Scent Clue #2.

    • Take the right path to the stone Wall. Click the bottom of the Wall to find Scent Clue #3.

  3. Check all of the areas that Toby located, starting with the garden Shed. Open the Shed door to look inside.

    • Examine the Suitcase on the upper shelf, Toolbox on the lower shelf, and the Bags on the floor.

    • Take the Hook on the bench at the lower left corner of the screen.

  4. Go to the Well and open the lid to examine the inside.

    • Click the Glittering Object in the water at the bottom of the well.

    • Remove the Bucket, then click the hanging Chain to attach the Hook you picked up from the shed.

    • Click the Windlass to lower the hook into the well and pull out the object.

    • Open the bag, then pick up the Fork inside to take a closer look.

      • Rotate the fork to its back side. Click the Coat of Arms at the top of the handle.

  5. Lastly, examine the bottom of the Wall to the left of where Toby is waiting.

  6. Return inside the house through the main entrance. Click Inspector Lestrade to talk to him once again.

    • Inform Lestrade that "I have the stolen silverware".

  7. Enter the morning room and speak with Lady Brackenstall.

    • Tell her "Your silverware has been found."

  8. Talk to Theresa next and tell her about the "Silverware" as well.

  9. Press [B] to reopen the Deductions page.

    • Combine the clues "Silverware Found" and "Criminals Identified".

      • Choose between the two resulting theories: "Robbery is the Motive" and "Imitated Robbery".

      • The stolen silverware hidden in the well proves that this is a case of Imitated Robbery.

    • With this new information, you can solve all your remaining theories.

      • Now that we know the robbery is faked, it means that the Randalls were framed. The correct choice is Randalls Blamed.

      • Additionally, since the Randalls have been ruled out as suspects, we can infer that the crime was committed not by those three criminals, but by Two People instead.

      • This theory will tie together automatically with your other completed theories to form the deduction Murderous Visitor.

      • Lastly, since we've deduced that the home was visited by a mysterious person, yet Lady Brackenstall has no known friends, she must be Acquainted with a Sailor from the ship she travelled to England in.

        • These completed theories will create a new Task: Look for Sailor.

  10. Open the Map and travel back to Baker Street.

Part 5 - Conclusion

  1. Go to the bookcase full of Newspapers to search Holmes' archives.

    • Click the right arrow beside the date to look up articles from the year 1893, as indicated on the photograph.

    • Select the article "Rock of Gibraltar's Arrival" then press [E] to continue.

  2. Click the window to call Wiggins to the apartment.

  3. Examine the Register that Wiggins leaves on the table to view the crew lists.

    • Compare the list of crew members from the Rock of Gibraltar from 1893 on the left paper with the officers in the crew lists on the right paper.

    • Click to cross out these names of matching sailors who could not have been the suspect and to mark the names of the one person who was in London at the time of the crime:

    • Cross out these names found on the Gaia list:

      • Mr. Henry Southward

      • Mr. Ernest J. Woods

    • Rock of Gibraltar list:

      • Mr. Charles W. Chill

      • Mr. William Partledge

    • Saint Thomas list:

      • Thomas Walker

      • Herbert Whittington

    • Bass Rock list:

      • Mark the name of the last possible suspect Jack Crocker

  4. Talk to Wiggins again to call for the suspect. When he arrives, click the Character Portrait at the bottom of the screen to examine his appearance

    • Click his eyes to note his Honest appearance.

    • Move the camera down to his chest. Click the area around his jacket lapel to note his Strong Build.

    • Click the Sea Knife tucked into the sheath beside his belt.

    • Turn the camera down to his hands. Click the Newspaper Ink on his fingers.

    • Continue moving the camera all the way down, then click his Clean Boots.

  5. Ask the sailor about "Lady Brackenstall". Tell him "You tied her up" to prompt a quick-time event. Press [Q] before the timer runs out.

    • Select the answer Sailor's Knots.

  6. Press the [B] key to open your Deductions page and make your final deductions.

    • Combine the clues "Captain Crocker" and "Crocker's Statment" to create two theories: "Crocker's Involvement" and "Crocker's Alibi".

    • The correct choice is Crocker's Involvement.

    • Your deductions will combine to form the final conclusion: The Captain is the Killer.

  7. You must now choose whether to Condemn or Absolve the murderer. After you make your choice, they will be called into the apartment.

    • Captain Crocker will attempt to shoot himself with his own pistol. To prevent his suicide, you must succeed in three quick-time events.

    • First, click the red circle over his hand before he fires.

    • Next, rapidly click the left mouse button until the red circle shrinks within the white circle.

    • Lastly, press the [W] key before the timer runs out.

Reply
cagrie123 October 9, 2014 1:03 PM

the chilean guy is not showing up in the doncaster waiting hall second time. i guess i have to end the case with a wrong conclusion.

Reply

Sherlock Holmes: Crimes and Punishments Walkthrough
(Part 3 - Case 5: The Kew Gardens Drama and Case 6: A Half Moon Walk)

Case 5: The Kew Gardens Drama

Part 1 - Kew Gardens

  1. Approach the two men standing in front of the entrance to the gardens. After the cinematic, you will be transported to the inside of the Waterlily Greenhouse.

  2. Walk around the fountain to the open door.

  3. Inspect the Blood stain on the base of the fountain and the Broken Sign beside it.

  4. Activate Sherlock's investigative talent with the [T] key, then examine the following glowing objects.

    • The FOOTPRINTS on the ground near the broken sign.

      • Take a closer look at the prints, then click the Thin Black Tracks and Large Black Tracks.

    • The broken pot FRAGMENTS on the floor beside the footprints.

      • Make sure to examine the Dirt on both the floor and on the side of the lower potted plant shelf, as well as the Broken Pot fragments.

    • The BROKEN POT at the on the top shelf of potted plants.

    • The open DOOR leading to the side room.

      • Inspect the Damaged Panel and the Handle.

    • The BROKEN ESCONSON on the frame of the open door.

  5. Press the [F] key to use Holmes' imagination skill.

    • Holmes will recreate the scene of Mr. Dunne's death, and you must click the animations in the correct chronological order:

      • The first action is Breaking the door.

      • The second action is Knocking over the pot.

      • The third action is Falling on the fence.

    • Press the [Q] key to watch the completed sequence in order and complete the minigame.

  6. Go through the open door to the side room, aka the Colonial Collection room.

  7. Examine the Plants at the right side of the room.

  8. Go to the left side of the room, then press [T] to reactivate Holmes' investigative talent.

    • Inspect the large DETERGENT stain on the floor.

    • Next, take a look at the STONE CHIP beside the wall just past the floor stain.

      • Click the Breaking Point on the top side.

      • Turn the fragment over to the backside and click the rough side of the Stone Chip.

    • Click the WINDOW PANES on your right.

  9. Press the [B] key to open your Deductions page.

    • Combine the clues "Emptied Colonial Collection" and "Dunne was trapped" to receive a new task: Perform Autopsy.

  10. Open the Map and travel to Scotland Yard.

Part 2 - Scotland Yard

  1. Go to the hallway and take the second door on the right to enter the Morgue.

  2. Walk down the stairs to the lower room, then click the Body lying on the examiner's table.

  3. Holmes will begin with an external examination.

    • First, inspect his CHEST.

    • Click the RIGHT ARM to zoom in.

      • Examine the Skin on the palm of his hand.

    • Now click the LEFT ARM to do the same.

    • Click the FACE for a closer look.

      • Examine the Nose and mouth, the Eyes, and the Forehead.

  4. After a brief cutscene, Watson will prepare the body for an internal examination.

    • Start by examining the STOMACH.

      • Click the Stomach Tissue at the front.

      • Rotate the stomach over to the back side and examine the Stomach Consistency at the bottom.

    • Next, click the LIVER to pick it up.

      • On the front side, click the Liver Consistency.

      • Rotate it to the back and click the Liver Tissue.

    • Pick up the HEART to inspect it next.

      • Click the Heart Vessels on the front side of the heart.

      • Turn it over and click the Heart Tissue on the back side.

    • Lastly, take a look at the victim's LUNGS.

      • Examine the Lung Consistency at the front of the lungs.

      • Turn the lungs over to the back side. Click the large, green Damaged Area at the bottom of the right lung.

  5. Press [B] to open the Deductions board.

    1. Select the clues "Dunne was trapped" and "Poisoning" to create a new deduction: Dunne was poisoned.

  6. Open the Map and return to Kew Gardens.

Part 3 - Investigating the Staff at Kew Gardens

  1. Speak with Martyn Hamish who is watering the flowers near the entrance.

    • Click the Character portrait icon at the bottom of the screen to inspect Mr. Hamish's appearance.

      • Click the glasses to note he is Myopic: (and wears) inexpensive glasses.

      • Next, click the stains on his Dirty Collar.

      • Move the camera down to his hands. Click the ring finger on his left hand to note he is Unmarried, then click his right hand to note they show the wear of Gardener's Hands.

    • Ask Mr. Hamish about the following subjects: "Emptied colonial room", "Dunne's death", "Relationship with Dunne", "Dunne's lifestyle", and "Lethal plants".

  2. Walk to building on the right where you'll find Albert Dunne in the Reserve room (which is attached to the front of the Palm House). Click Dunne to speak with him.

    • Click the Character Portrait icon to observe Mr. Dunne.

      • Click his red eyes to note that he is Consumed by grief.

      • Click the Shaving cut bandage on the bottom of his chin.

      • Move the camera down to his left hand, then click to find he has Clean hands.

    • Question Mr. Dunne about: "Miss White", "Do you work here?", "Colonial collection emptied", "Relationship with your father", and "Martyn Hamish".

  3. Go back outside. Take a look at the Map of Kew Gardens to the left of the Director's Office.

    • Our next destination is the Seed House. On the map, you can see it's near the end of the center path and beside the Ventilation System.

  4. Follow the path and go through the two doors along the way. After the second door, you'll see Miss White walking to the left. Follow her into the Seed House.

  5. Click Margaret White to speak with her.

    • Select the Character Portrait at the bottom of the screen to examine Miss White's appearance.

      • Click her shirt collar to note her Expensive perfume.

      • Move the camera down to her hands. Click the splotches on the back of her hand to find evidence she came from a Poor family.

      • Click the bare ring finger on her left hand, showing that she is Unmarried.

    • Ask Miss White about the "Theft of plants" and "The incident". Next, ask about "Emptied colonial collection", "Do you work here" "Relationship with the director", and "How did you get in".

  6. Turn to the right and walk to the corner of the room. Click the handle to open the Window. Holmes will note that it does not have a direct line of sight to the Colonial Collection room.

  7. Examine the Work Desk beside the window.

    • Take a look at the Gloves, Study Book, and Navigation Book to note that the desk is Albert's work area.

  8. Exit through the back door to reach the Ventilation System area. When Holmes steps outside, he'll notice the smell of burning and a smoking pile in the distance.

  9. Walk to the burned refuse pile, then press the [T] key to activate Sherlock's investigative talent once again.

    • Click the Fireplace to zoom in and pick up the glowing BROKEN POT.

      • Turn the pot to view the base. Click the Symbol stamped on the bottom.

    • After Holmes' talent view turns off, inspect the following objects in the pile: the Burned Broom, Door Handle, A Piece of Plant, and Picture Frame.

    • Pick up the Gas Mask to take a closer look.

      • First click the front of the Gas Mask. Tilt the mask back slightly, then click the Singed Mask area at the bottom.

  10. Turn around and go through the nearest doors to enter the Dry Tropics room.

  11. Examine the Pots on top of the cart for a close-up view.

    • Rotate the pot to view the bottom, then click the Symbol stamped on the base.

  12. Continue through the next pair of doors to return to the Waterlily Greenhouse.

  13. Approach the bare display area.

    • Examine the Exhibition Booth at the center of display, either of the Warning Signs the left and right tiers, and the Plants List on the sign to the left of the display.

  14. Turn right and follow the path all the way out to the entrance area of Kew Gardens.

  15. First, try to open the door to the Director's Office to find that it's locked. Next, click Mr. Hamish to speak with him again.

    • Question him about "Albert Dunne", "Margaret White", and finally, the "Keys" to the locked rooms.

  16. Return to the Reserve area next to the Palm House to speak with Albert again.

    • Ask Mr. Dunne for the "Door keys" to receive them.

  17. Go back to the Director's Office and use the keys to open the door.

  18. Click the Director's Desk to take a closer look.

    • Take the Letter: The Break-up and the Newspaper: Kew Gardens' Success.

  19. Turn right, then inspect the Champagne Bottle on the small side table.

    • Click to examine both bottles of Wine and Champagne.

  20. Now turn left and examine the Photograph on the bottom right shelf of the bookcase.

  21. Lastly, click the safe beside the bookcase to begin another puzzle.

    • Turn the dial at the center of the safe left and right in the correct order to open the safe. Left-click rotates the dial left while Right-click turns it to the right.

    • The tumblers on the lock will lift up if you turn past them at the right time, but they will slip back down and reset if you turn the dial to the wrong tumbler.

    • Use process of elimination to find the solution is:

    • Raise 2 tumblers on the left.

    • Raise 2 tumblers on the right.

    • Raise 3 tumblers on the left.

    • Raise 3 tumblers on the right.

    • Raise 5 tumblers on the left.

    • Turn the dial all the way right to raise the last 5 tumblers and complete the puzzle.

  22. After the puzzle is complete, click the opened safe to look inside.

    • Take the Letter: Lawyer's Help in the box on the top shelf, the Letter of complaint on the middle shelf, and the Letter: Personal Loan on the bottom shelf.

  23. Press [B] to open the Deductions page.

    • Combine the clues "White's expulsion" with "White and Dunne" to create the theory "Disagreement".

  24. Exit the office, then turn left and unlock the green door to the Laboratory.

  25. When you enter the room, press [T] to activate Sherlock's investigative talent view.

    • Click the Laboratory table to take a closer look.

    • Examine the WET BOTTLE TRACE on the surface of the desk, then the DROPS on both the table and the floor.

    • Next, examine the GOLD DUST between the open book and microscope on the table.

  26. Turn left and take a look at the Phonograph on the desk.

    • Pick up the 245s Cylinder, put it inside the Phonograph mechanism, then click the Handle to play the recording.

    • Repeat the process to listen to the 821s Cylinder as well.

    • Note that the phonograph shows it still has Evidence Required. We'll have to come back later with more evidence to use it again.

  27. Examine the Table for Experiments beside the phonograph desk.

  28. Open the Chemistry Cupboard and click the Chemistry Bottles inside.

  29. Turn to the fireplace and pick up the University Book on the corner of the mantelpiece.

    • Click the Title on the front cover of the book.

    • Rotate the book to the back side, then click the Name on the label at the bottom of the book cover.

  30. Go to the open wardrobe, then look at the Protective Equipment inside.

    • Examine the Empty Space in the center, then the Mask and Protective Cloth on the right suit.

  31. Click the door beside the wardrobe to begin another puzzle.

    • This lock puzzle is very similar to the ones you've solved in previous cases, but there's a twist. The lock pieces marked with white arrows indicate that it can be moved to the left or right, not just up and down.

    • Note that these "slidable pieces" can also connect and lock into an adjacent piece if you position it correct. Now when you rotate either piece, the attached second lock piece will also turn with it.

    • Start by aligning the short line segments at the left and right ends of the puzzle, then fill in the connecting lines in the middle, saving the slidable pieces for last.

    • Solution.

  32. After the puzzle is solved, go through the opened door into the Cloakroom.

  33. First look inside Margaret White's locker beside the window.

    • Take White's Request and the Diploma on the left shelf.

    • Next, take Albert's letter to Miss White on the right shelf.

    • Pick up the Vanity Purse for a close-up view.

      • Turn the purse towards you to look inside, then take the Family's Reply letter.

    • Now click the Jewel Box to zoom in.

      • Open the Cover of the box and click the Jewels inside.

  34. Look inside Martyn Hamish's locker next.

    • Take the Letter: Martyn Hamish's ambition on the left shelf.

    • Also examine the Botanical Magazine and Chemistry Books on the left shelf.

    • Pick up the Picture on the right shelf for a closer look.

      • Rotate the photo to the back side. Click the Inscription at the upper left corner.

  35. Lastly, look inside Albert Dunne's locker.

    • Take the Refusal Letter on the right shelf.

    • Examine the Naval Architecture book beside the model ship.

    • Press the [T] key to activate Holmes' investigative talent view once again.

      • Examine the PHOTOGRAPH tucked between the books on the left shelf.

  36. Press the [B] key to open the Deductions page again.

    • Connect "Miss White's family" with "White and Dunne" to form the deduction White's Situation.

  37. You're all done here. Exit the building and follow the left path to the Nursery. Unlock the door and head inside.

  38. Examine the Plant Nursery in the center of the room.

  39. Turn right and click the Work Desk to zoom in.

    • Examine Martyn Hamish's Book and the Glasses Case on the table.

  40. Use the handle to open the Window above the desk. Note that this window has a direct view of the Colonial Collection room.

  41. Look right and examine the Poster and Certificate on the side of the cupboard.

  42. Now look left to face the bookcase in the corner of the room, then examine the Diplomas hanging the side.

  43. Go through the back door to enter the side room.

  44. Look inside the metal bin at the rear corner of the room, then pick up the Bust in the pile of leaves.

    • Click the Name Plate on the base of the statue.

    • Turn the statue to the right side. Click the Broken Part at the top of the bust's head.

      • Align the marble fragment with the chipped area of the statue, then left-click to connect the two pieces.

  45. Open the door behind you to enter the seed room of the Nursery.

  46. Examine the New Seeds on the tables in the middle of the room.

  47. Unlock and open the rear door to go back outside. Walk all the way back to the entrance of Kew Gardens.

  48. Click Mr. Hamish to speak with him again.

    • First, ask about Kew Gardens to prompt a quick-time event. Press [Q] before the timer runs out.

      • Select the line Photograph with father.

    • Next, ask Hamish about The Bust. Press [Q] again when the quick-time prompt reappears.

      • Choose the dialogue option Fragment from a statue.

  49. Return to the Reserve area in front of the Palm House.

  50. Speak once again with Albert Dunne

    • Question Dunne about his "Dream of entering the Navy" which prompts another quick-time event. Again, quickly press the [Q] key.

      • Select the line Albert's hopes.

  51. Press [B] to reopen the Deductions page.

    • Combine the clues "Albert's humiliation" and "Albert's ambition" to form the theory Albert's motive.

    • Next, select the clues "Hamish's anger" and "The new director" to create another theory, Hamish's motive.

  52. Use the Map to travel to Baker Street.

Part 4 - Research at Baker Street

  1. Examine the Encyclopedias bookcase beside the door to Holmes' rooms to search the Archives.

    • The document we need to look up first is the Stolen Plants list.

      • Click the right arrow to change the sub-topic to Botany.

      • Select the article Exotics Plants, Vol. 4, Poisonous, then press [E] to continue.

  2. Next, go to the Research bookcase to the left of the fireplace. Alternately, you can click the upper right arrow to change the archive subject from Encyclopedias to Research.

    • The first research object is the Symbol on a Broken Pot.

      • Change the subtopic to the final category, Marks and Symbols.

      • Select the article The Divine Syndicate and press [E] to continue.

    • The next research object is the Branded Flower Pot.

      • Return to the Marks and Symbols subcategory.

      • This time, choose the article London Garden Supplies, then press [E].

  3. Lastly, search the Newspapers archives in the bookshelf to the right of the fireplace.

    • Look for information on The Divine Syndicate.

      • Change the subtopic date to the year 1889.

      • Click the article Scandal at the Divine Syndicate. Press [E] to confirm your selection.

  4. Press the [B] key to open the Deductions page.

    • Connect the clues "Deadly plants stolen" and "Poisoning" to create the theory Theft and murder.

  5. Go to the window and click Toby to enlist your canine companion.

  6. Open the Map and travel back to Kew Gardens.

Part 5 - Sniff Out Clues with Toby at Kew Gardens

  1. After a brief cutscene, you'll be transported to the Laboratory and looking through the perspective of Toby the dog.

    • Follow along the green scent trail out the door. The traces lead along the stone path and past the large glass building.

    • Take a right on to the grass once you reach the tree with the trimmed branches at the end of the road.

    • Continue to follow the scent trail until you reach the end point between the wall and the hedges. Click to sniff the Hidden Area.

  2. Once the perspective automatically switches back to Holmes, click the Hidden Bottle inside the hole that Toby revealed.

    • Click the traces of Chemical Solution at the bottom of the bottle.

  3. Go to Martyn Hamish who is still by the flowers.

    • Ask Hamish about "The Divine Syndicate".

  4. Enter the Reserve area and speak with Albert Dunne.

    • Question him about "The Divine Syndicate" as well.

  5. Walk to the Seed House to speak again with Margaret White.

    • Ask her the same question about "The Divine Syndicate".

  6. Use the Map to travel back to Baker Street.

Part 6 - Chemistry Experiments at Baker Street

  1. Click the Analysis Table to begin your experiment on the Unknown Liquid.

    • Pick up a Pipette and use it on the chemical bottle to pour the liquid into the two test tubes.

    • Take the right Test Tube, then click the Unknown Liquid inside to Examine, Inhale, and then Taste it.

    • Turn on the Gas Burner to heat the test tube, then take the tube once the solution has evaporated and crystalized at the bottom.

    • Use the Pipette again to collect liquid from the Reagent and pour it into the full Test Tube on the rack.

    • Pick up the red Test Tube and examine it to complete your experiment.

  2. Press [B] to open the Deductions Page.

    • Combine the clues "Suspicious ingredients" and "Poisoning" to create a new task: Set up the experiment.

  3. To begin the next experiment, we'll need more materials. Open the Map and travel to the Divine Syndicate location.

Part 7 - The Divine Syndicate

  1. Follow the path to the right to reach the man on the hill practicing Tai Chi. Click the Guru to speak with him.

    • Click the Character Portrait icon to inspect his appearance.

      • Click the Tattoo on the side of his neck.

      • Move the camera down to his left hand, then click the Fingertip calluses.

      • Turn the camera over to the right hand. Click the acid burns on his palm to note his Chemical practice.

    • Question the Guru about "Your pots", then ask to "Look around".

    • Tell him you are "Ready" to prompt a quick-time event. Press [Q] before the timer runs out.

      • Select the line Trewan, the god-king.

  2. Approach the front door to the temple, then turn and walk to the left side of the patio.

  3. Press the [T] key to activate Holmes' investigative talent view.

    • Click the broken POT PIECE on the ground near the base of the patio steps.

    • Walk closer to the park bench and click the BROKEN PIECES beside it.

    • Examine the COVER behind the large rock to take a closer look.

      • Lift the cover and pick up the Flower Pot.

      • Rotate the pot to view the bottom. Click the Brand stamped on the base.

  4. Walk back to the Guru and talk to him again.

    • Ask "Do you know the Kew Gardens" to prompt a quick-time event. Press the [Q] key before the timer runs out.

      • Choose the line Kew Gardens Symbol.

  5. Press [B] to open the Deductions page.

    • Connect the clues "Divine Syndicate thieves" and "Deadly plants stolen".

    • Choose between the two resulting theories: "Sect stole everything" or "Partial theft".

    • The correct theory is Partial Theft.

    • The Kew Gardens marks on the stolen pots in the Divine Syndicate's garden match the Guru's testimony and prove that they were not able to reclaim their own plants back (which we know were kept in the broken pot marked with the Syndicate's own brand) so they stole the Kew Garden's other plants in retribution.

  6. Return to the front of the temple and unlock the door with the key you received from the Guru.

  7. Click the right door to begin another lockpicking puzzle.

    • Rotate the pieces to connect all of the line markings on the lock.

    • Remember that lock pieces with white arrows are slidable and can be moved left or right to lock in with other pieces.

    • Solve the short lines on the right side of the puzzle first.

    • Next, align the slidable right piece with the lines on the right.

    • Adjust the center piece so that it aligns with the right slidable piece when the two are connected.

    • Connect the lines on the left slidable piece conclude the puzzle.

    • Solution.

  8. Once the puzzle is solved, go through the unlocked door and into the laboratory.

  9. Examine the Plate for Opium Smoking atop the table on the left side of the screen dividing the room.

  10. Move to the right side of the divider, then click the Opium Balls in the basket beside the fireplace.

  11. Click the Chemistry Cupboard to zoom in.

    • Examine the Chemistry Bottles on the bottom shelf.

    • Take the Fertiliser with Alkaloid chemistry bottle on the middle shelf.

  12. Lastly, examine the Table for Experiments.

  13. Go back to the temple room and then through the door on the left to enter the greenhouse.

  14. Open the Cage directly across from the door to look inside.

    • Collect the Caterpillars inside the glass cage.

  15. Open the large Flower Cage at the back of the room.

    • Take the Deadly PlantsDionaea Carnivorus, Carlina Inebriare, and Florem Diabolica on the shelves.

  16. Use the Map to travel to Baker Street.

Part 8 - Botany Experiments at Baker Street

  1. Click the Analysis Table to begin the Deadly Plant experiment.

    • Pick up the Dionaea Carnivorus and then click the Carlina Inebriare to swap their places on the shelf.

    • Pour the Liquid with Alkaloid onto the Florem Diabolica to open the plant, then place the bottle back on the table.

    • Place one of the Caterpillars on the Carlina Inebriare.

      • This should set off a chain reaction where the Dionaea Carnivorus (left plant) snatches the caterpillar, aggravating the Carlina Inebriare (middle plant) to shoot spikes at the Florem Diabloca (right plant), causing this plant to release a large gas cloud of toxic spores.

  2. Press [B] to open the Deductions page once again.

    • Combine the clues "Deadly precision" and "Missing deadly plants".

      • Choose between the two resulting theories: "Sect's schemes" or "Sect is not involved".

      • The correct choice is Sect is not involved.

      • Just like we confirmed before at The Divine Syndicate, the Guru's testimony matches all the evidence that, while they were involved in the theft, the Sect did not murder Mr. Dunne.

      • While we did find proof they were experimenting chemically, the unlocked room at the Syndicate's temple indicate that their mixtures were harmless fertilizers and not-so-harmless opium.

      • The hidden bottle containing the alkaloid and the evidence of caterpillar experiments took place at Kew Gardens, limiting our suspects to the three botonists.

    • Press [spacebar] to return to the clues. This time, combine "Deadly precision" and "Albert's Ambition".

      • Choose between the two resulting theories: "Albert's lack of experience" and "Albert's studies".

      • The correct theory is Albert's lack of experience.

      • All evidence points to Albert being inept and uninterested in botony. He lacks the experience to perform such a dangerous and precise experiment.

    • Lastly, combine "Deadly precision" and "White's studies".

      • Choose again between the two possible theories that appear: "White's lack of experience" and "White's knowledge".

      • The correct theory is White's lack of experience.

      • While a skilled student, she may not have had the biological expertise to know how to handle the deadly plants.

  3. Open the Map and travel to Kew Gardens.

Part 9 - Ventilation Experiments at Kew Gardens

  1. Upon arriving, walk forward and click Martyn Hamish to speak with him one last time.

    • Ask him about "Before Dunne's death" and "Your activity that morning".

  2. Enter the Reserve room through the front door of the right building. Talk to Albert Dunne inside.

    • Ask Albert about the "Day of Dunne's Death" and "Other people's activity".

  3. Go to the Seed House to speak with Margaret White again.

    • Question her about "The day of the death" abd "Time of death".

    • Ask about "Your records" to learn of a third phonograph recording in the Laboratory.

  4. When you've finished speaking with all the suspects, you will automatically travel the Waterlily Greenhouse.

  5. Press [F] to activate Holmes' imagination, then enter the Colonial Collection room.

    • Just like before, you must recreate the murder by selecting the correct scenes in chronological order.

    • The first event is Inhaling the spores.

    • The second event is Escaping the room.

    • Press [Q] to watch the completed sequence.

  6. Click the ceiling vent in the corner of the Colonial Collection room to place the Caterpillars inside.

  7. Exit the building and walk to the Ventilation System area found behind the Seed House.

  8. Click the Ventilation System Engine for a closer look.

    • To start the machine, set the Transmission to OFF, turn the Power ON, click the Starter button, then set the Transmission back to ON.

  9. Press [T] to activate Holmes' investigative talent.

    • Look up and to the left. Follow the glowing ventilation shaft into the Seed House.

      • Walk to the ventilation fan at the rear left corner of the room. Activate the Control Lever on the wall to start the fan.

    • Continue to follow the glowing vents until you reach the Nursery.

      • Approach the next ventilation fan above the two desks. Activate the second Control Lever above the blackboard to power the next fan.

  10. After a brief cutscene, you will be returned to the Colonial Collection room.

  11. Press [B] to open the Deductions page.

    • Combine the clues "Deadly precision" and "Ventilation used" to create the theory "Hamish's Opportunity.

      • Four theories (Dunne was poisoned, Sect was not involved, Hamish's Opportunity, and Hamish's motive) will combine to form the deduction Hamish is Guilty.

      • This will also create the new Task: Arrest Martyn Hamish.

  12. Open the Map and travel to Scotland Yard.

    • When you arrive at the Yard, walk to the hallway. Take the second door on the left to enter Inspector Lestrade's office.

    • After a short cinematic, you will be returned to the entrance of Kew Gardens once again.

Part 10 - Final Investigations at Kew Gardens

  1. Enter the building on the right, then go through the door to the Palm House to find the remains of Mr. Hamish.

  2. Go to the Reserve room and examine Hamish's body after it is moved to the floor.

    • First inspect the marking on his Neck.

    • Take the letter Martyn Hamish's Regret sticking out of his coat pocket.

    • Click his boots to zoom in, then examine the heel of his Left Foot.

  3. Press [B] to open the Deductions page.

    • Combine the clues "Club foot" and "Hamish's confession" to create the theory Hamish acted alone?.

    • This will also start a new task: Talk to Lestrade.

  4. Speak with Inspector Lestrade who is standing beside the body to begin another puzzle.

    • Use the clues indicating the victim's and the suspects' whereabouts to place their icons on the timeline in the correct order.

    • Click an icon to select it, then click a space on the timeline to place it.

    • Each character's row is a different color, which must match the color of any icons placed on that row.

    • Match the following instructions to complete the timeline and solve the puzzle:

    • "Albert meets Montague Dunne and Martyn Hamish at the seed house" occurred at 9:30.

    • "Montague Dunne and Hamish go out into the back yard" occurred at 9:40.

    • "Montague Dunne is in the Dry Tropics room" AND "Martyn Hamish returns to the Seed House" both occurred at 9:50.

    • "Miss White is talking with Martyn Hamish in the Laboratory" occurred at 10:00.

    • "Miss White joins Hamish and Albert at the Waterlily Greenhouse" occurred at 10:40.

    • "Montague Dunne is poisoned" occurred at 10:30.

    • "Martyn Hamish returns after talking with Miss White" AND "Albert saw Hamish returning from visiting Miss White" occurred at 10:10.

      • Press the [W] key to play the events and confirm your solution.

    • Solution.

  5. Press [B] to reopen the Deductions page.

    • Combine the clues "Hamish's timeline" with "Albert's timeline".

      • Choose between the two resulting theories: "Albert is not involved" or "Albert had time".

      • The correct theory is Albert is not involved.

    • Next, combine "Hamish's Timeline" with "White's Timeline".

      • Select either "White had time" or "White is not involved".

      • The correct theory is White had time.

      • Margaret White had twice as much time (20 minutes) as Albert did (only 10 minutes) to assist Hamish with the murder.

      • Your existing theories will tie together to form the conclusion: White is an accomplice.

  6. Your investigation is complete! At this point you can choose to either Condemn or Absolve the accomplice.

Part 11 - Conclusion at The Divine Sindicate

  1. After a short cinematic, you will have to complete a series of quick-time events.

  2. First, press the [W] key as quickly as possible to step forward.

    • If you are too slow, the suspect will commit suicide.

    • The quick-time event repeats two more times.

  3. After the third step, the suspect will be within reach of Dr. Watson.

    • Click the suspect's hands as fast as you can to prevent them from drinking the poison.

Case 6: A Half Moon Walk

Part 1 - Half Moon Street

  1. Turn left and walk down the dark alley until you reach the crime scene.

  2. Speak with the constable. Ask him the about the following subjects:

    • "Victims", "Witnesses", and "Testimony".

    • "Shots", "Fireworks", "Details in Half-Moon", and finally "Mr. Turner's Window".

  3. Inspect the two bodies, starting with Brian Vercotti.

    • Take a look at his LEFT HAND touching the ground.

      • Click the Tattoo between this thumb and forefinger.

    • Next, examine the RIGHT HAND covering his stomach.

      • Click the bloody Wound on his abdomen and the Hand above it.

    • Lastly, click the victim's HEAD to complete your examination.

  4. Examine the second body, Kenneth Butler.

    • Take the Key from his coat's LEFT POCKET.

    • Click the HEAD to take a closer look.

      • Examine the Head Wound above his left eye.

    • Press [T] to activate Sherlock's investigative talent vision.

      • Focus on the stuck object between the cobblestones, then click the Piece of Wood.

      • Rotate the broken section of the wood towards the camera to examine the fragment.

  5. Go to the man standing in the doorway to question him next.

    • Click the Character Portrait icon at the bottom of the screen to study Ryan Turner's appearance.

      • Move the camera down to Mr. Turner's abdomen. Click the badge pinned to his vest proving that he is a proud War Veteran.

      • Click the lower missing vest button to note his Poor Life

      • Click the middle of his right arm which is leaning against the wall to find that he is Limping.

    • Ask Mr. Turner about his "Testimony", "Anyone else?", "Two distinctive shots", and "After the escape".

  6. Press [B] to open the Deductions page.

    • Combine the clues "Dark Window" and "Turner's View" to receive a new task: Conflicting Statements.

  7. Click Mr. Turner to ask him a follow-up question, "The contradiction of statements", to prompt a quick-time event. Press [Q] before the timer runs out.

    • Select the line Turner's Contradiction.

  8. After Turner allows you into his apartment, turn left and click the Fireplace to look inside.

    • First, examine the Fire.

    • Now activate Sherlock's investigative talent view with the [T] key.

      • Focus on the ashes to find a piece of Burnt Paper. Pick it up to zoom in.

      • Click the legible center of the Page on the front side, then rotate the paper over and click the Page on the back side.

  9. Take a look at the Book Shelves on the wall across from the entrance.

    • Click the dishevelled Books at the middle of the shelf.

    • Pick up the Walking Stick leaning against the wall to zoom in.

      • Click the Broken End of the stick to attach the fragment you picked up on the street.

  10. Walk to Mr. Turner and inspect the Kitchen Table where he is seated.

    • Click the Kitchen Knife at the corner of the table.

    • Press [T] again to reactivate Holmes' talent.

      • Focus on the table's corner, then click the Shredded Paper when it appears beside the knife.

  11. Go to the window behind Mr. Turner, then click to open it and look outside.

    • Look at the bodies of Mr. Butler and Mr. Vercotti on the street.

  12. Turn around and enter the bedroom. Click the Bed to examine it.

  13. Press the [F] key to activate Holmes' imagination.

    • This puzzle is very similar to the imagination puzzles from the last case at Kew Gardens. Your goal is to select the events in the correct order as they occurred chronologically.

    • Click an animation to select it. The first selected animation will be labelled 1, the second is labelled 2, and so on.

    • Select the events in the following order to complete the puzzle:

      • The first event is Got up from bed; Took the stick.

      • The second event is Opened the window; Looked down.

      • The third event is Approached the body; Took something; Broke the stick.

      • The fourth event is Placed the broken stick; Took something.

      • The fifth event is Cut papers with knife.

      • The sixth and final event is Threw something into fire.

      • Press [Q] to watch the constructed sequence of events.

  14. Once the puzzle is solved, the camera will turn automatically to the bookcase. Press [T] to use Holmes' talent to investigate the area more closely.

    • Click the glowing prints on the nearest standing Book to inspect it.

    • Open the book cover to find the hidden jewel.

      • Examine the Ram's Head at the top of the bracelet.

  15. Go back to Mr. Turner and speak with him one last time.

    • Ask him about "Walking to the window" to prompt a quick-time event. Press [Q] before the timer runs out.

      • Select the line Turner's Limp.

    • Next, ask him for "The whole truth" to start another quick-time event. Again, press the [Q] key.

      • This time, select Antique Bracelet.

  16. Exit the apartment and walk down the alley on your right.

  17. Click the lady standing at the flower stand, Polly Powell, to question her.

    • Ask her about "Your testimony", "The shots" and "Anyone else?".

  18. Open the Map and travel to Scotland Yard.

Part 2 - Scotland Yard

  1. After the cutscene, exit Lestrade's office and walk to the jail cell on your left. Click on Leighton Chapman to question him in the Interrogation Room.

    • First click the Character Portrait icon at the bottom of the screen to examine Mr. Chapman.

      • Click the long scar on his face, evidence that he Grew up on street.

      • Turn the camera to the other side of his face. Click the bruises from the police that show he is Hotheaded.

      • Move the camera down to his neck. Click the fancy scarf he's wearing which he can afford with his salary as an Office Clerk.

      • Continue to lower the camera until it reaches his hands. Click the Westgate prison tattoo on his hand, indicating that he once Committed a crime.

    • Question Chapman about "Your story", "Time to return", "Pray continue", and the "The third man".

    • Ask him "Why follow him" to prompt another quick-time event. As always, press [Q] before the timer runs out.

      • Select the line Westgate Prisoners.

    • Finally, ask about Brian Vercotti to conclude your interrogation.

  2. Exit the cell, then open the second door on your left to enter the Evidence Room.

  3. Take a look at Leighton's Belongings on the table.

    • Examine the Rolled Cigarettes and the Watch.

    • Click Leighton's Gun to pick it up.

      • Click the Cylinder at the center of the revolver.

      • Turn the gun to look down the barrel, then open the Barrel Catch. Click the empty Shells at the back of the lifted cylinder.

  4. Press [B] to open the Deductions page.

    • Combine the clues "Common statement" and "Leighton's statements" to create the theory Imaginary Man.

    • Next, add the clues "Old acquaintance" and "Lootless" to create another theory Personal Motive.

    • Thirdly, select the clues "Leighton's revolver" and "Two victims" to form the theory Double Murder.

    • Add "Leighton's revolver" again with "Common statement" to create the theory Compelling Evidence.

    • Lastly, combine "Leighton's revolver" one more time with "Different shots" to create two possible theories: Simultaneous shots or Firing position.

      • The correct choice is Simultaneous Shots.

      • It's unlikely that Mr. Turner would be able to tell the shots apart that were made at slightly different positions in a small alley, however two guns firing at the same time would make a much louder and more distinctive sound.

      • Additionally, only this theory can allow us to access an important piece of evidence later on in the case.

  5. Use the Map to travel to Baker Street.

Part 3 - Baker Street

  1. Go to the Encyclopedias bookcase to search the Archives for information on the bracelet.

    • Under the sub-tybe Art and Architecture, click the article Antique Art of British Museum then press [E] to continue.

  2. Turn to the stack of Newspapers beside the fireplace to research more information.

    • Click the arrow beside the date to change the year to 1885.

    • Select the article Hellenistic Treasures Stolen.

  3. Open the Map and travel to the Pawn Shop.

Part 4 - Pawn Shop

  1. Go around the corner and walk past the man sitting on the barrel. Look up and to the right to find the sign to the Pawn Shop.

  2. Click the Door to take a closer look. Use the key you found on Mr. Butler's person to open the lock and go inside.

  3. Examine the Shelves on the left wall.

    • Click the Climbing Equipment. Note that you can't take it now, but it is marked as an Object of Interest for later.

  4. Walk behind the counter and examine the next set of Shelves on the back wall.

    • Click the Flare Pistol. Like the climbing equipment, this item becomes marked as an Object of Interest.

  5. Inspect the drawers behind the Counter.

    • Open the Left Drawer. Pick up the Necklace for a close-up view.

      • Click the Ram's Head on the pendant.

    • You can also find Brian Vercotti's Letter inside the left drawer.

    • Next, open the Right Drawer and examine the Account Book contained within.

  6. Press [B] to open the Deductions page.

    • Combine the clues "Butler's jewels" and "Two victims" to create the theory "Burglary Motive".

    • Choose between the new theory "Burglary Motive" and the one of your earlier theories from Scotland Yard, "Personal Motive".

      • The correct theory is Burglary Motive.

      • Based on the evidence from the pawn shop and the research in the archives, this crime is undoubtedly related to the priceless museum artifacts, the Hellenistic treasures.

  7. Open the Map and travel back to Half Moon Street.

Part 4 - Return to Half Moon Street

  1. Go to the crime scene, then press [F] to use Holmes' imagination skill. (The imagination icon will only be visible here if you've already selected the theory Simultaneous Shots.)

    • Click the left gunman, Mr. Butler to imagine the trajectory of his two shots.

    • You can see that the second shot hit the victim Vercotti, but the first shot struck the brick wall behind him.

  2. Walk to the glowing area on the wall, and click to try to examine it. Holmes states that he needs an item to see higher.

  3. Turn around and go to the lamp on the barrel. Pick up the Pole leaning against the wall between the barrel and the sacks.

  4. Reactivate Holmes' imagination if necessary, then return to the glowing section of the wall behind Vercotti. Click the Wall to take a closer look with the lantern attached to the pole.

    • Move the light to the middle of the wall, just above the horizontal line of concrete. Click the Bullet Impact mark on the wall.

  5. Press the [B] key to open the Deductions page again.

    • Select the clues "Two victims" and "Third shot" to create a possible theory: "Crossfire".

    • Now choose between the two available theories, "Crossfire" or "Double Murder".

      • The correct theory is Crossfire.

      • The bullet hole in the wall proves that a third shot was fired as Vercotti and Butler shot at each other.

    • Next, combine "Third shot" and "Leighton's statements" to receive a new task: Disappearing Man.

  6. Return to Constable Marrow to enlist his help with a few hide-and-seek exercises.

    • Your perspective will switch to that of the Constable. The goal here is to search the alley of Half Moon street and find Holmes, who is hiding in the dark, three times.

      • The first time, simply walk straight ahead until you reach the wall. Holmes is in the alcove and leaning close against the wall. Talk to Holmes to "find" him.

      • In the next attempt, immediately turn left at the very start of the alley. You'll find Holmes crouched right around the corner.

      • Lastly, walk all the way to the Mr. Turner's apartment door. Turn left and take a few steps forward. Look to the left to find Holmes again.

    • Press [B] to reopen the Deductions page.

      • Combine the clues "Corners in sight" and "Leighton's statements" to receive a new task: Up the walls.

    • Use the Map to return to the Pawn Shop

Part 5 - Return to the Pawn Shop

  1. Go around the alley and enter the shop through the door on the right.

  2. Examine the Shelves on the left side of the room.

    • Take the Climbing Equipment from the bottom shelf.

  3. Walk behind the counter and examine the Shelves to the right against the back wall.

    • Pick up the Flare Pistol from the middle shelf.

  4. Open the Map and return to Half Moon Street.

Part 6 - More Experiments at Half Moon Street

  1. Speak with Constable Marrow to ask for his help again.

  2. Press [F] to activate Holmes' imagination.

    • Select which of the three possible routes the man took to escape up the wall.

      • The street lights illuminate the path at the end of the left wall, while the moon illuminates the right wall.

      • The only remaining path is the middle of the left wall. Click Climb the Wall at that location to begin the minigame.

    • To scale the wall, you must complete a series of quick-time events.

      • First press the [D] key before the timer runs out to raise Holmes' right hand.

      • Rapidly click the left-mouse button until the red circle shrinks within the white circle to climb upward.

      • Now press the [A] key to raise Holmes' left hand.

      • Again, left-click multiple times as quickly as possible to shrink the red circle.

      • Repeat this process of alternating between pressing either the [A] or [D] key and rapidly left-clicking until Watson gives up searching for you. If you are too slow, you will have to start over.

    • After the cinematic, open the Door in front of the constable to enter the attic.

    • Walk to the back of the room and examine the Glass Shards lying on the floor.

    • Take a look at the Broken Window above the pieces of glass.

      • First examine the Broken Window itself.

      • Look inside the Pocket of the jacket left on top of the window.

      • Press [T] to activate Holmes' investigative talent.

        • Click the glowing Black Threads on the shoulder of the jacket.

    • Use the map to travel back to Baker Street.

Part 7 - Return to Baker Street

  1. Use the Analysis table to begin your experiment on the Black Thread you found in the attic.

    • Click the thread on the tray to view it under the magnifier.

      • Scroll the middle mouse button down twice to focus the magnification, then click the thread to examine it.

    • Next, examine the three Hairs to compare them; click the Human Hair, the Horse Hair, and the Unknown Hair.

  2. Press [B] to open the Deductions page.

    • Combine the clues "Wall climber" and "Exotic animal hair" to create the theory "Circus Acrobat".

    • Choose between the two possible theories: "Circus Acrobat" or "Imaginary Man".

      • The correct theory is Circus Acrobat.

      • Holmes' experiments at Half Moon Street and the evidence recovered from the attic prove the presence of the third man.

    • Next, combine "Wall climber" and "Leighton's statements".

    • Choose which of the two theories is correct: "Leighton's Innocence" or "Compelling Evidence.

      • The correct theory is Leighton's Innocence.

    • All of your existing theories will tie together to form a new task: Vanishing Act.

  3. Use the Map to make a quick stop at Half Moon Street.

    • Talk to Wiggins at the corner of the alley to ask for his help locating the circus.

    • After the cinematic, Wiggins will meet you back at Baker Street.

  4. Click to examine the Duval Bros Circus logo and the Picture of Elephant on the poster Wiggins brings you.

  5. Use the Map once again to visit the Duval Bros Circus.

    • The guard at the entrance will refuse to let you in because of your posh appearance.

    • Travel back to Baker Street to prepare a more suitable outfit.

  6. Go to the Wardrobe in Holmes' bedroom to put on an appropriate disguise.

    • Pick an outfit that would fit in with criminals you're meeting at the Circus: poor clothing, a hat, and facial hair.

    • For example, the Bandit Outfit, Hair and Hat #11, and Facial Hair #14 would work.

  7. Once you have your outfit ready, exit the wardrobe, open the Map, and travel to the Duval Bros Circus.

    • Note that if Watson is not fooled by your disguise, you must go back and try again.

Part 8 - Duval Bros Circus

  1. Go up the stairs and into the Marquee building.

  2. Click the Printing Press on the right side of the room to take a closer look.

    • Examine the stacks of Blank Papers, the Printing Press machine. Click the Poster on the printing press to zoom in.

      • Click the Picture of a Man at the top and the Slogan at the bottom of the page.

  3. Next, inspect the Barrels at the left side of the room.

    • Examine the nearest barrel for a close-up view.

      • Click the Paint at the top of the barrel. Press [T] to activate Holmes' investigative talent view

        • Examine the glowing CREST on the barrel lid.

      • Hit the Crack at the base of the barrel, then click the spilled Powder.

    • After you've fully investigated the room, Chris Foley will come to speak with you.

      • Click the Character Portrait icon at the bottom of the screen to study Foley's appearance.

        • Move the camera down to the middle of his chest. Click the Complex Key hanging from his neck which belongs to a Protected Safe.

        • Click the bloody bandage on his right arm, evidence of Recent Trauma.

        • Continue moving the camera down until it reaches his waist, then click the Bulldog Revolver in his belt to note that he is a Cutthroat.

        • Turn the camera to the back of his right hand. Click the ram's head ring on his finger, which is one of the Stolen Antiques.

        • Lastly, move the camera view to Foley's left hand, then click the finger bandages to find he is an Acrobat.

    • Press [B] to open the Deductions page.

      • Combine the clues "Antique ring" and "Foley's Revolver" to form the theory Man in Jacket.

    • Go to the table and click the padlock to begin the puzzle.

      • By now you should be very familiar with the mechanics of this puzzle. Arrange the lock segments so that all of the markings are aligned.

      • Drag the Left Mouse button to rotate the selected piece up or down. Drag the Right Mouse button rotate all of the lock peices simultaneously.

      • Lock segments marked with white arrows are slidable pieces and can also be moved left and right.

      • Solution.

    • After the lock is open, talk to Foley again.

      • Tell him "The lock is opened" to prompt a quick-time event. Press [Q] as quickly as you can when the timer appears.

        • Select the line Jailed Thief.

    • Use the Map to travel to Notting Hill Manor.

Part 9 - Notting Hill Manor, Day

  1. Click the front door of the manor to begin a lockpicking puzzle.

    • Just like before, you must arrange the lock segments so that all of the markings are aligned.

    • Drag the Left Mouse button to rotate the selected piece up or down. Drag the Right Mouse button rotate all of the lock peices simultaneously.

    • Lock segments marked with white arrows are slidable pieces and can also be moved left and right.

    • Solution.

  2. Once you've got the front door open, enter the house and go through the open door on your right to enter the lounge.

  3. Click the Bookcase to the right of the fireplace to inspect it.

    • Examine the Bookcase itself and the Books that have fallen on the floor.

    • Click the Bookcase to move it aside.

  4. Click the revealed Safe on the wall, then click the Lock to start another lockpicking puzzle.

    • Arrange the lock segments so that all of the markings are aligned.

    • Drag the Left Mouse button to rotate the selected piece up or down. Drag the Right Mouse button rotate all of the lock peices simultaneously.

    • Lock segments marked with white arrows are slidable pieces and can also be moved left and right.

    • Solution.

  5. After the puzzle is solved, click the Lock to try to open it. Holmes will note that the safe needs Foley's key.

  6. Explore the house for escape routes, then set up a series of traps to prevent the thieves from using them.

    • Go upstairs and examine the Window that looks out to the backyard.

      • You can press [F] to imagine the thief trying to escape through the window.

    • Turn around and take a look at the small Table beside the stairway.

      • Take the Bead Necklace.

    • Click the Top Stair to zoom in.

      • Place the Bead Necklace on the floor at the top of the stairs to set a trap with the beads. Now the thief who tries to go for the upstairs window will be thwarted.

    • Go downstairs and walk to the Window at the end of the corridor.

      • Click the Window to imagine the thief's escape.

    • Click the Cupboard which is covered by a cloth to the left of the window, then click it again to move it in front of the window and hide the escape route.

    • Go through the open doorway on the right to enter the kitchen.

    • Look down at the floor and examine the Hatch between the table and cupboard.

      • Remove the lid from the hatch to reveal the tunnel to the cellar below.

    • Turn left and walk through the door to the lounge.

    • Take the Carpet leaning against the wall between the chair and the bookcase.

    • Go back to the kitchen.

    • Inspect the open Hatch again, then place the Carpet on top to cover the hole.

      • Now the thief who tries to run into the kitchen will fall into the pit.

    • Examine the closed side door in the kitchen to imagine a thief using this escape route.

    • Click the Corner under the boarded up window to zoom in.

      • Take the Chair beside the cupboard.

    • Click the Kitchen Door to take a closer look.

      • Use the Chair on the Door Handle to block the door between the kitchen and lounge.

    • Examine the Stove near the unblocked doorway, then take the Rope.

    • Step over the carpet trap to exit the kitchen, then go through the door on the left to re-enter the lounge.

    • Inspect the fallen Chandelier on the floor beside the sofa.

      • Attach the Rope to the Chandelier and the handle of the Hammer.

      • Hang up the Chandelier to set the final trap.

    • Press the [F] key to imagine all of the thieves being captured by Holmes' traps.

Part 10 - Conclusion

  1. Click the Safe to open it with Foley's key.

  2. Press [B] to open the Deductions page.

    • Combine the clues "Precious safe" and "Long-lost art" to create the theory Hidden Art.

    • All of your theories will tie together to form the conclusion Foley's Vengeance.

  3. Now you must make the choice to either Condemn or Absolve the criminal.

  4. Once you've decided on a moral choice, Holmes will travel back to the Duval Bros Circus to meet the Merry Men.

  5. After the cutscene, you must decide whether to throw the cigarette onto the gunpowder trail or into the bucket.

    • If you choose the gunpowder, Holmes will thwart the Merry Men's plot.

    • However, if you choose the bucket, Holmes will allow them to carry out their plan.

Reply

Hi cagrie123,

Uh oh! If he's not coming around yet, it may mean you skipped an important step. Because there's quite a lot of investigating in between the first and second time you see him, it would be difficult for me to pinpoint what exactly you might be missing. My guess would be that you have an uncompleted theory, or perhaps the wrong theory chosen?

If it's not too much trouble, I recommend double-checking the walkthrough. Hopefully you can find something that you may have overlooked before.

Let me know if you need more help!

Reply

How do I drag the boot down in case 1? Is it supposed to touch the ground? On the blue circle which says Check Boots, I click and hold down the left mouse button and move my mouse downwards but the boot does not move at all. Instead, the surrounding area moves in a random and violent motion until it suddenly stops after awhile. No matter how many times I try, this happens. So how do I drag the boot down?

Reply

To clarify, it is for the first time (i.e. Peter Carey's boots.)

Reply

Yes, I can do everything except to drag. In fact, I can't drag anything. Even earlier in the puzzle I can't drag the 2 things so I skipped it. I click and hold the left mouse button and move the mouse down but no matter what, the boot stays suspended in mid-air and does not move at all.

Reply

Can somebody help please?

Reply

My whole game is lagging because my computer does not meet the minimum system requirements. I wonder if this is causing me to not be able to drag. I was able to rotate and do other actions despite the lag.

Reply
lblake5 May 19, 2015 1:19 PM

your walkthrough did not disclose where to find the #320 cyclinder for the recorder? Your records" to learn of a third phonograph recording in the Laboratory. on the table there is not one.

Reply

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