At this point you will have access to all side cases, before then some will not be accessible as they require story progress. Hey, thanks for the guide. Just wanted to double check. If case mentioned here has no dedicated page, then there is no any trophy related to it? Is that correct? Pretty much every case is tied to at least one trophy. Reaching a platform with three telescopes can trigger this, near a fast travel point named observation point, northwest old city. What can I do? Thanks in regards.
Return to the past. Click on 2 matching butterflies to eliminate them from the board. Please look at the screenshot for the solution V. To solve the puzzle, click on the first and last keys. Go through the door. Go to the kitchen. Chapter 5: Edward Baskerville Return to the second floor. Use the arrows to move all the chess pieces to their matching silhouettes. You must complete 3 rounds of this puzzle. Exit this room. Solve the riddle and enter the code into the puzzle using the blue arrows.
The symbols are mirror images for numbers. Drag the dice to one of the green spots using the same number of steps as the numbers on each die. The screenshot has solutions for all 3 rounds.
Zoom into the wolf. Go to the second floor hallway. Click on the top part of the bookcase to trigger a search scene. Clean the painting and then find the 7 differences between the two images. Click and drag the sponge all over the painting until the sponge disappears.
Please look at the screenshot for all the differences G. Zoom into the shelf on the right to trigger a search; find the 15 paints. Zoom into the unfinished painting in the lower left. Use the 4 colors on the palette to fill in the empty spots on the painting so that no like colors are next to one another.
Dip the brush into the desired color and place it on the canvas in as many spots as you like without having to re-dip the brush. Click on a different color with the brush to load the brush with that color.
Please look at the screenshot for the solution M. Untangle the ropes. Brown ropes are untangled; red ropes are not. Please look at the screenshot for a solution A. Zoom into the lower left corner to activate a search scene.
Click on the drum to activate a search scene D. Go to the hallway. The best way to solve the puzzle is by starting at the top and working your way down. Hovering your cursor over the tiles will darken the ones that will be moved.
The first number in the solution A corresponds to the tile number and the second number corresponds to the amount of times you need to turn it. The woodcut of the valley landscape had a hidden deer in one of the trees, so the second animal is the deer. The third animal came from the hills. The woodcut of hills had the outline of a bear on it, so the bear is your third animal. There are a few more animals to be gotten into the ark.
The last animal, the poem says, was not afraid of the water but heard the wrath of the Lord roaring. In the fourth woodcut, there was a waterfall pouring out of the beak of an eagle, so the eagle is your last animal.
Click on every other remaining animal it doesn't matter which order until only the eagle is left, then click on the eagle. If you've put all the animals into the ark in the proper order, the safe on which the ark puzzle sits will open. Note the damage to the door of the safe -- someone attempted to force it open.
Take all of the papers you see, the read them in your notebook. There are quite a few documents, including letters from Sir Bromsby to Fowlett about his nephew, Wyatt Collins; information about the trial and sentence of Collins and some of his confederates; other letters about what happened to Collins while he was in Venezuela; a draft of Sir Bromsby's will; a letter from Sir Bromsby to Fowlett dated 12 November ; and a very peculiar- looking code.
Close the notebook and, if you've done everything you need to do inside the house, you will hear Watson calling to you from outside about the discovery of a key in the garden. Time to leave the house by the front door and see what's happening out there. Fowlett's House -- exterior Watson will tell you about the finding of this new key, which now appears in your inventory.
Remember the door in Fowlett's hallway, the one that was "Closed"? I said we'd come back to it, and now we will. Go back into the house remember to use the first key on the front door and back to the hallway, then use this new key on the locked door to go down to the basement. Fowlett's House -- basement It's very morbid, but at the same time, this is one of the funniest moments in the whole game.
Being crushed by a giant crate of potatoes is not exactly the most normal way to die, but it's Holmes who gets the comic line. He summons Watson to the scene, and Dr. Obvious -- I mean, Dr. Watson -- makes the startling pronouncement that the man is dead.
Holmes replies, with unusual sarcasm, that he had thought the man simply decided to take a nap under a pile of potatoes, then sends Watson to summon the official forces. Once you finish chuckling over this and Watson has left, pull out your trusty tape measure and get the dead man's shoe size. He wears a size 6. On the ground you will notice a small slip of white paper; pick this up and read it in your notebook. It is the calling card of an antiques dealer, and Holmes notes that the handwriting is the same as on the calling card found back at Sherringford Hall.
That's all there is for this room, so let's get out of here; click on the door ahead of you to climb the outside stairs to Fowlett's yard. Fowlett's House -- exterior Move around the left side of the house to where you will find a footprint on a barrel. Measure the footprint and find that it is a size 10; how many pairs of feet are involved in this mystery? Go back to the fence, where Constable Fletcher is still standing, and speak to him.
Watson will join you there, bringing you two pieces of information that make no sense when taken together. He tells you that the Flatham stationmaster definitely saw Fowlett leaving the night before, but that the police have positively identified the dead body in the basement as being Horace Fowlett. You've done all the good you can do here, so it's time to return to Baker Street and review your findings by means of the second quiz. Quiz 1. Did Horace Fowlett receive a caller the evening he was supposed to leave?
Justification: In the Testimonies section, your conversation with Graham, Fowlett's neighbor. Were all the guests in the ballroom at the time of the shooting? Justification: In the Documents section, Lestrade's report on the development of the crime. Did Sir Bromsby and his daughter have a good relationship? Was there anything missing from Horace Fowlett's house?
Justification: In the Reports section, your observations about Fowlett's bedroom -- the bed was not made and the pillow was missing.
Did somebody enter through the window at Fowlett's house? Justifications: Both found in the Reports section. Fowlett's bedroom: the window has no bars and is held closed with a screwdriver. Garden: footprints with traces of soil, size 10, on the barrel under the window. Close the notebook when you have finished the quiz. Congratulations, you've completed another day of the case!
Baker Street The third day of the investigation begins with Holmes doing a bit more work with his chemistry set. Have a seat at the table; it's time to have a closer look at the gloves, wooden toy, and weird greasy substance you acquired yesterday. Open your inventory. You'll actually only use your scientific equipment on the greasy substance, so let's do that first. Take it out and place it on the tray of your microscope. We learn It's "very interesting.
They are made from a very fine white cotton. Repeat the process to look at the wooden toy, the style of which Holmes recognizes. Yes, that really is all we find out about any of these objects.
Click on the silver decoration in the corner to conclude this part of the game. Holmes was the one doing all the legwork yesterday, from our perspective, but now we'll do a flashback to Flatham Station and find out what Watson had to contribute to the investigation.
Flatham Station flashback First order of business is to converse with the stationmaster, who is standing near you. He tells you how he recognized Horace Fowlett, who was muffled up and coughing every time he tried to speak.
There was another man who arrived, a man with a bandaged hand, and he and Fowlett boarded the same carriage on the train. Conveniently, that train is the one right there, so you can check out the very carriage in which they sat. Before you do that, have a look at the bench there at the station.
You find a white feather. Having acuired that, enter the train by clicking on the bottom of the screen to move down the platform, then clicking on the carriage door when your angle changes. Walk through the entire carriage, examining everything thoroughly. You'll find another feather on one of the seats. Watson wonders if someone is traveling with a chicken, but what he doesn't know and we do is that Fowlett's pillow was missing from his bed; could it, perhaps, have been a feather pillow?
Under another bench is a cap with red hairs clinging to it. Moving to the end of the carriage, look into the ashtray and acquire the butt of a Chirripaqui cigarette. Well done, Watson; head back outside.
You're done here. Baker Street The game takes control back in Baker Street, where Holmes is looking over the hairs on the cap Watson found. A new item has been added to your inventory, a knife -- much like the matchbox from Fowlett's house, it will repeatedly be useful.
Looking outside, Holmes beckons to his faithful lieutenant, Wiggins, leader of the Baker St. He and the rest of the lads are given orders to locate a man, but Holmes whispers the directions, so exactly who they're trying to find is a mystery to you and Watson. Once the boys leave, it's time for a return visit to Miss Lavinia at Sherringford Hall.
As Holmes, you'll find her with the flirtier of the two maids, Sue, standing in the ballroom. Sue will give you some dirt about Lt. Herrington, saying that he is wealthy and that she hopes he and Miss Lavinia will marry and have children that she can help raise.
Once you finish chatting with the ladies, make your way through the two corridors to the stairwell. Unlike Miss Lambert, poor Mary is apparently unable to move from her designated spot in the house. Talk to her about Wyatt Collins, and learn a bit more about his disagreements with his uncle and why the servants disliked him. Seems he made some slanderous comments about Grimble. Once you're done talking to Mary, click on the stairs to join the party in Bromsby's office.
Sir Bromsby's Office Lestrade wants to find out what's in Sir Bromsby's safe, the one you revealed earlier by clicking on his portrait behind the door. Have a closer look at the safe, which is really peculiar. No keyhole, no combination; what you have instead are six long slots with numbers beside them.
If you click on the slots, you can move the markers up and down to sit next to the different numbers. This is definitely one of the strangest puzzles in the game, in my estimation. But you've already gotten the clue you need to solve it, from the safe at Horace Fowlett's house -- remember the weird looking code?
It looked like this: 1 11 21 That is, believe it or not, the safecracker code. It's actually one of those puzzles where you figure out what the next line in the sequence would be.
The trick is realizing that sometimes a number is an adjective, and sometimes it's a noun. I'll explain, line by line; when the number is an adjective I will spell out the word, and when it is a noun I will use the numeric character. In other words, a single number 1. Getting the idea? A single number 2 and a single number 1. Each line describes the row of numbers above it. So the description of that last line would be three 1s, two 2s, one 1.
In other words, Click on the slots on the safe to move the markers so that they are next to those numbers, and voila, you have cracked the safe! Simple, eh, Sherlock? In any case, you're in the safe now, so take everything you can grab, which consists of a key and some papers to be read in your notebook.
Don't bother with the locked compartment above the shelves, since Holmes will announce that he has no interest in it. In other words, that key is for something else. The papers turn out to be a letter from someone called Dwight Richards not the most charming correspondent, is he? Chat a bit with Inspector Lestrade about what to do next, then head for Bromsby Cementworks.
Bromsby Cementworks Sit back and watch for a few minutes while Holmes converses with Mr. Goblet, the guard at the gate of Bromsby Cementworks, who he apparently once helped out of a tight spot. Goblet is still grateful to Holmes for this previous service, and provides him with information about Marty, the night watchman, and his dogs. He also provides Holmes with a key to get into Grimble's office.
Once you're in the cementworks yard, head for the building to your right toward the top of the screen ; don't bother exploring the place, since you can't enter any of the other buildings and there are no additional clues to find.
Use the key Goblet gave you on the door to the office. Leaving Watson to stand guard on the first floor, you as Holmes should proceed up the stairs.
The room in which you find yourself has a large model of a bridge at the back wall, but turn your attention first to the table at the top of the stairs, to your immediate left. Pick up the key on the floor beneath it; you won't get much farther without this. Move forward, toward the bridge, and when the viewing angle changes, click on the pictures on the wall above that table.
You can view them more closely in your notebook. Move over to the bridge and click to look at it; there are small figurines of men on the bridge, but it is quite obvious that one is missing. Go back to where you came up the stairs, and move your pointer to make the footsteps icon a bit to the right to make Holmes walk to the second stairs.
These lead up into Grimble's office, which is locked, but the key you found under the table will let you inside. Next to you when you first enter the room is a large wardrobe with some sort of relic on top. Click on this to make Holmes observe it. I don't know why you need to look at it, because it has absolutely nothing to do with anything else, but you have to look at it nonetheless.
Having done that, move your pointer to the right side of your screen to bring up the footsteps, and make Holmes walk farther into the room. There are four objects here requiring your attention. The one on the left is a large statue of Ganesha or Ganeesh as they spell it in the game , one of the gods in the Hindu pantheon.
He looks like a big dancing elephant, and he certainly warrants closer inspection. Click on his trunk, which will move, and then click on his mouth. It seems that pulling on Ganeesh's trunk rewards you with a miniature figure of Sir Bromsby -- clearly, the missing figure from the bridge model.
Moving away from Ganeesh, there is a desk directly in front of you, but the drawer is locked; we'll have to come back to it. Hanging on the wall behind the desk is a painting which, when you click on it, moves to reveal a wall safe. Remember the key you found in Bromsby's safe?
This is what it unlocks, so open up the safe and take everything you can, always being sure to read documents in your notebook. On the right of the room is a statue of a reclining tiger on a table. Beneath the table you'll find a piece of paper, a letter threatening Grimble with exposure about what, I wonder and signed with the initials W. It must be from Wyatt Collins, Bromsby's nephew. Don't forget to click "Read" in your inventory to transfer it to the notebook, and then look at it there to get the details.
Head back out of the office. Go over to the bridge model again, and take the miniature Bromsby from your inventory and place him in the empty space on the bridge. You'll hear a sort of mechanical sound, and a key will fall out of the bridge and onto the floor. Grab it -- that's the key to Grimble's desk! Go back into his office and use the key on his desk drawer.
You can't take everything here, because as Holmes says, Grimble will notice if the key is missing. Click on everything you see, however, because you can take some papers. Once you transfer them to the notebook, have a look at them. One is another threatening note, and the other is a newspaper article about the death of someone named Captain Lowrie.
Note that he was involved with the building of the bridge over Kalidassa Abyss, and therefore had some connection to Sir Bromsby. If you've done everything right to this point, you will now hear Watson calling to you that someone is coming. Holmes will quickly put everything back the way it was you don't see him do this , and then the pair of you will return for a short spell to Baker Street. Baker Street You won't have to do too much for a time. Herrington will arrive to ask how the case is proceeding.
He professes his love for Lavinia Bromsby and asks for advice about whether he should remain with her, lest he be accused of giving less than objective testimony. Have Holmes ask Herrington every possible question in the dialogue box, as it's quite important.
Once the interview concludes, a rather miffed Watson who sympathizes with the young lovers will see the officer out, and while he's gone, Wiggins and Stappleton of the Baker St. Irregulars come in with a report. Stappleton spotted their target, the man Holmes had the Irregulars locating, going into the Bromsby Cementworks by the rear gate.
Holmes will reward and dismiss the boys, and when Watson returns, it's time for another visit to the cement factory. Grimble's Office Holmes and Watson arrive at the rear gate of the cementworks, where a ladder lies on the ground.
Once control of the game is restored to you, click on the ladder to prop it against the wall, then click the top of the ladder to make them climb. Once you are on the other side, the characters discuss what must be done.
You should have been saving your game all along, of course, but never before has it been more important than right now. What's about to happen is simply this -- you need to get from where you are presently standing to Grimble's office, which is of course on the other side of the compound, without being spotted by either Marty or his guard dogs.
It requires speed, careful positioning, and a bit of luck, because if you're caught, your investigation ends. That's why you need to save the game now, so you can reload and try again if you don't make it. Once Marty moves offscreen, move your pointer to the bottom of the screen to make the footprints icon, and click. You will now be viewing the game from high above, so you can see just who is where.
The guard dog is patrolling at the top of the screen, and Marty is walking up the left side of the workers' coatroom. Double click to make Holmes run around to the right side of the building, where you will see a little wheelbarrow. Stand behind from your vantage point, below this, and move your pointer to create the footprints at the door to Grimble's office, in the upper right corner. Now, watch the dog very carefully. As soon as the dog walks past the lamppost closest to Grimble's office, double click on your footprints icon to make Holmes run to the door.
Once there, get the gold key from your inventory and get inside the building. It's unlikely that you will accomplish this on your first try, so just keep working at it until you do. Once you're inside the building, you will repeat most of the steps you took during your visit in the afternoon.
Go up the stairs to Grimble's office; don't bother to look for the key, as the office is unlocked this time. Pull on Ganeesh's trunk to get the figure of Bromsby, then place Mini-B on the bridge model to get the desk key.
When opening the drawer, Holmes will note that Grimble has been there. Take everything you see, including the key, which unlocks the old Fairfax Theater that is now used as the cementworks warehouse. The new paper you find there is a letter from Cabinet Lloyd, Lloyd and Masterson; read the letter in your notebook.
Seems Grimble hired these folks to answer his questions about whether he can inherit Bromsby's company in the event that Bromsby died without a legal will. That sounds a trifle dodgy if you ask me, but it doesn't really matter at the moment, because you have more immediate concerns; namely, getting out of the office and over to the theater in one piece. Go back downstairs. Before exiting the office, open your inventory and move the warehouse key from its place at the end of the lineup to the beginning, next to the magnifying glass.
You will want to be able to grab it fast when the time comes. You'll leave the office just in time to see the dog walking away.
Move your pointer to the bottom of the screen and click on the footprints, which will again change the vantage point to that 'eye in the sky' view. The dog is patrolling back and forth across the top of the screen, and Marty is moving along the bottom.
Directly below Holmes on the screen, about halfway down, is an old covered wagon, which you may have noticed during the afternoon visit. This will serve to conceal you from Marty's eyes when he comes that way. Just above and to the right of this wagon is a kind of dark patch of ground, which you can use as an idea of where to hide. Holmes will want to be below this dark patch and to the right of the wagon, so double click to make him run to that spot. If all goes well, the dog will continue moving on its path without observing Holmes, and Marty will turn to start walking up the right side of the coatroom building.
You have to time it just right; as soon as Marty is about even with the wagon, make Holmes run down, along the bottom of your screen, and up the other side of the building. Move your pointer to the door of the theater and double click on the footprints icon. As with the first time, it's unlikely that you'll manage it on the first try, so just keep reloading the game and eventually, you'll get there.
While Holmes is running toward the door, right-click to open your inventory and, as soon as possible, use the warehouse key on the door of the theater. You will hear him say "Come, Watson," if you've succeeded in getting him safely inside. Fairfax Theatre Can't see a bloody thing in this place. While Watson stands guard, get that very handy matchbox out of your inventory and use it on the lamp directly in front of you. Move right, to the next screen, and observe the footprints on the ground.
Use your tape measure on them, but Holmes doesn't note the size this time. Follow the hall and turn right, then move around the wall to a locked set of double doors. Holmes notes that they could probably be forced; remember the knife which added itself to your inventory?
Use it on the door to force the lock open, then go inside. Once again it's dark as anything, but there's a lamp to your right which you can light with the matchbox. Right next to you, once you can see, is a rug lying on a basket; click on this and observe the blood and black hair. The black hair is now in your inventory. Move to your left and take the ring of keys hanging by the doors.
Click on the footprints at the bottom of the screen to head toward the back of the room. This next sequence of events involves a lot of backtracking, and I wish I could tell you to take everything you need with you now, but the items simply can't be moved until the proper time. In any case, you find a locked door at the back of the room, which you can open with that ring of keys you just found.
Holmes notes that the room you enter has a rather sinister feel to it. There is a strange white spot on the wooden floor, which the magnifying glass will tell Holmes is quicklime. It's extremely dangerous. Move past the quicklime stain and go through the door to the next room, which has what looks like a tarp or an old curtain lying in the middle of the floor.
Head to the left, and you can see that the cloth is anchored to some pegs; move your pointer over these pegs, and you'll see the hand appear on the central peg. The knot is too firm to untie, Holmes says, so get your knife and cut the rope.
A suitably unpleasant discovery results -- a dead body, buried in a huge pile of that lethal quicklime stuff! Get out of that room and go back to the double doors, where you lit the lamp and found the keys.
To the immediate left of the doors is what kind of looks like a doctor's bag, and there's a roll of gauze hanging out of it. Take that; it will do to make a mask that will let Holmes be in the quicklime room without gagging. Open your inventory and use the knife on the gauze to make the mask, then click on the word "Use" above the mask.
Bit of a gaffe here -- Holmes is wearing the mask, but it seems to be transparent! With the mask in place, you can go back to the quicklime room and try to budge the body.
Holmes needs something to dig out the unfortunate individual, and there is a shovel next to the door in the quicklime room. You can't click on the shovel, however, until you hear him say he needs something.
Take the shovel and try to use it on the body, but it's not working; he has to find something else. Leave the room yet again and go back to the room where you got the keys and gauze. Turn around and look at the door that you just exited; there is a pole leaning against the wall next to it.
Take this pole and go back, one more time, to the quicklime room. When you use the pole on the body, two things will happen. One is that you get from the corpse a passport, belonging to a fellow named Johanssen, and a bottle of liquor from someplace called Richmond's Abbey. The other is that you lose control of the game for several minutes, so just let go of your mouse and sit back to enjoy the mini-movie that starts.
Watson is called; Watson needs to get his own mask so he doesn't die in there; they slip out of the theater. Once out on the street, they are confronted by a trio of Asian thugs. Fortunately, Watson always carries his trusty revolver -- too bad he forgot to load it today. Look at Holmes's face when this happens; his reaction is priceless. Quiz Once you've escaped from your pursuer and returned to Baker Street, it's time to take your third quiz.
Before you do, however, open your inventory and click "Read" above Johanssen's passport in order to move it to the notebook. You've had no opportunity to do it before this because of the mini-movie, and you need it to justify one of your quiz answers. Does Hermann Grimble own the only set of keys to the Fairfax Theater? Justification: In the Testimonies section, your conversation with Goblet. Does Captain Lowrie have anything to do with Bromsby Enterprises? Justifications: Both found in the Documents section.
The photograph of Bromsby in front of Kalidassa Abyss. Instead of the guns pointing up, they point down. The devil's daughter game walkthrough it's time for a new case, my dear watson! Go around and forward to holmes by the window. September 12, am: Now, try putting caterpillars on them all. Sherlock holmes chapter one gameplay walkthrough no commentary pc 60fps full game. Save the game, then click on the door and listen to holmes talk about reaching the theater unseen. Watson crouches behind the small table in front of fireplace.
The lost cases of sherlock holmes has 16 cases to solve with a good variety of mini games in between your search for hidden objects. Sherlock holmes pc games online; Showcasing all missions, the full story, upgrades, ending and more. Any experienced gamer of adventure games sub genre or an inexperienced, casual newcomer to the pc games genre altogether, might encounter some obstacles in sherlock holmes: Holmes walks over to it, bends over and discovers a button lying on the floor under the work table.
The tasks in the game are divided into several categories. Move your pointer to the bottom. From this, holmes concludes that this button is a copy. There's a pocket knife in inventory. In many ways, video game sherlock holmes: The devil's daughter contains walkthrough of all five cases, solutions to all investigations, deductions and hypotheses, puzzle explanations and evidence and documents listings.
Chapter one game or game of similar style. Click on the outfit hanging on the foot of the bed.
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