The Lost Files of
Sherlock Holmes
by Electronic Arts
Solution by V&D
Hi ! I recently played a game from Electronic Arts and
fairly liked it. Graphics are especially good, Holmes uses hi-res
mode of VGA and the result is very realistic. Music isn't bad and in
some parts of game you'll get even speech. I thought that maybe
someone out there is getting stuck somewhere in the game and needs
few hints - so I decided to write a solution. Of course, there are
other ways to bust those criminals. I show to You only one possible
solution. In any case, I recommend You to play The Lost Files of
Sherlock Holmes, You won't regret it.
Musical devices :
Adlib
Sound Blaster (or compatible)
Roland MT32/LAPC1
Devices for digitised effects and speech :
Sound Blaster (or compatible)
Tandy SL,TL,RL
Tandy TX,EX,HX,SX
Internal speaker isn't supported at all.
So, here we go with a solution:
The game starts with quite a nice introduction. Watch it and warm
up for playing. First You find Yourself and Your companion DR. Watson
at Baker Street house. You can freely look around and get acquainted
with Your residents. After some poking around in the room OPEN DOOR.
You can ignore those guys and walk straight of the screen. This is a
map of London. Some places are specially marked. To go there, just
click on the right place. Go to the alley. There You'll find
inspector Lestrade, who's been waiting for you. First rule : LOOK at
everybody and everything, this way You can gain valuable information.
OK, let's proceed.
PICK UP CIGARETTE BUTTS, PICK UP IRON BAR, PICK UP WHITE POWDERY
RESIDUE and PICK UP BATTERED PIECE OF PAPER. Now go and discuss
aspects of the crime with Lestrade. OPEN BACKSTAGE ENTRANCE TO THE
THEATRE. Talk to Sheila Parker and with doctor Watson and get a
calming pill from Watson. Interrogate her. PICK UP PERFUME BOTTLE and
PICK UP SPRING. GIVE SPRING to HENRY. PICK UP FLOWERS, PICK UP a
HANDWRITTEN CARD. OPEN DOOR. Ride to the Sarah Carroway's flat. There
is an umbrella hanging on the wall. Pick it up! Get a key and check
out a teapot. In the basket is also one interesting item. PICK UP
SWEATER. Remember always to look at everything. OPEN DOOR. Go to the
Belle's parfumerie. Ask about Belle's customers and describe suspect.
Your prime reason to be there is to chat with a cleaning girl, but as
you soon notice, she isn't allowed to speak to the clients. You have
to get rid of the owner. You'll notice that all display cases are
loaded except a case that should hold La Cote D'Azur. So ask for
missing perfume! Belle leaves and the cleaning girl will be more
talkative. Chat about suspect and You'll get information about his
habits.
Go to the Southwark Morgue. Speak to coroner about personal items.
You can look at 'em but coroner won't allow You to take any of them
with You. Talk to inspector Gregson about releasing evidence. Stride
to the Scotland Yard. Stupid constable stops You. Run back to the
morgue, and complain to inspector Gregson. When You get to the
Scotland Yard, speak to the officer on duty. What a day, he refuses
to call Lestrade! Walk out of the building and chat with (blind)
apple vendor. After some threatening he gives some useful
information. Let's speak (again) with the officer on duty. Speak with
Lestrade and with duty officer. Now You have an authorization. Back
to the morgue You go and talk to the coroner. Grab a large key,
You'll need it. Drive to the alley and enter theatre using a large
key. Use a brass key on chest of drawers. There You discover a pair
of opera tickets. Don't listen to dr. Watson, get tickets.
You have some items to analyse at home lab, remember? Drive to the
Baker Street. USE white powder on LAB TABLE. USE RESIDUE in TEST TUBE
and USE MATCHES. USE TEST TUBE and wait for an arsenic mirror. Let's
analyse some more, shall we? USE FLOWER on LAB TABLE. First, to get a
clear view, use a microscope. Now USE MATCHES and USE FLASK. Are You
trough already? Nothing more to analyze, I'm afraid. Step outside and
speak with Wiggins. GIVE him a dyed flower. Now let's go to the
Chancery Opera House. TALK to the MANAGER. He refuses to show you
actress's dressing room. GIVE TICKETS to USHER ... and to the other
usher. Go upstairs and give tickets to the elderly woman. Ask
permission to enter dressing room. GIVE NOTE to Epstein. When You
arrive to the dressing room, try to move something. Epstein will
boldly stop you. Leave room and chat with dr. Watson. Re-enter room
and every time You want to examine something privately ask Watson to
check something incredibly silly. Manager will sail off after dr.
Watson and You can investigate room in peace. What You do need is a
ring of keys from the middle drawer. Leave room.
Drive to the South Kensington Field. Be the pain in the coach's
butt until You can give him description of a suspect. Mention Senior
Service cigarettes. When Sanders shows up, GIVE HIM Eau de Seine.
Drive to the Eaton Dormitory and talk to Sanders until he will ask a
death certificate. Let's leave this line of investigation for a
while.
Return to the Baker Street. Talk to the Wiggins to gain
information about that dyed flower thingy. Drive to the Covent
Gardens and speak to the girl. GIVE a HAND-WRITTEN CARD to the FLOWER
GIRL. Get WIRE BASKET WITH FLOWERS and use WIRE BASKET on BARREL. You
have found a cuff link! Have You noticed, that You are standing near
"Moongate Pub"?
Let's check out, what's inside. OPEN DOOR. PICK UP FEATHER. Talk to
some interesting characters there. The bouncer has a very little
brain, so don't waste Your time on him. Challenge barman to play
darts with You. In order to beat a barman You must first play darts
with all three client (and You must win them, of course) if You lose,
don't worry, You can always try again.
You're back from the dartboard, and You're winner, eh? So we can
carry on. Ask from PUBLICAN about young man. If You haven't asked
about a cuff or a feather yet, this would be a good time to do so.
It's time You leave the pub. Go to the Hattington Street Chemist and
speak to the old chemist. First buy something and then ask his
permission to chat whit the boy. You may leave after asking Your
questions and becoming convinced about boy's innocence. Now it's
about time to go to Bradley's Tobacco Shop. We need to dig out an
address of taxidermist, responsible for that moose head job. Speak to
boy and assure him, that You need to look around a bit. See those big
crates in the foreground? MOVE CRATE until You'll be able to climb
them. LOOK MOOSE HEAD. You don't see an address anywhere? No
problems, MOVE MOOSE HEAD. Leave for the Oxford Taxidermy. PICK UP
SMOCK and KNIFE. Talk to a man behind table and squeeze Mr.
Blackwood's location out of him. Consult Your faithful friend dr.
Watson and go to the Old Sherman's. TALK TO SHERMAN and use leash on
Toby (doggie).
Now You're at the dock's, aren't You? OPEN SHED DOOR and get that
vicious looking HAMMER. You can MOVE BARREL to get closer to the
pail. PICK UP bucket with rope and swing it to the THAMES. Have You
tried to peek at window yet? Right, it's dirty. MOVE BARREL, get RAG
and USE RAG ON bucket of water. Now? USE RAG on the WINDOW, of
course! Inform Watson and move in - USE HAMMER ON DOOR (get ready for
animation).
So .. so. Now might be a good time as any to return to our
abandoned line of investigation (that Sanders lad, remember?). Stride
out of the door and speak to the Jonas. Demand yesterday's early
edition. If You can't demand it, go to the Sanders, speak with him
some more and come back here. Jonas can't help You, but talk to the
Wiggins. Go to the Dormitory and GIVE NEWSPAPER TO Sanders. Lad's
heart will be broken and You must get some addresses out of him.
First we go to the St. Bernard's Publick house. Just talk to the
spectator and pay him for information. Now go and speak to Nobby and
keep on it until he pays You some attention. Pay to him to and he
sends You to Jack. If Jack doesn't want to talk to You, go talk to
somebody else, especially the barman. When You'll get thru to Jack,
choose right approach and You'll get Caruso's address. Let's visit
Antonio Caruso's flat. Speak to Antonio Caruso to get an Anna's
address. Head for the Baker Street. Buy Wiggins's gyroscope and speed
to the Picnic Site. USE GYROSCOPE ON SOLITARY BOY. He comes nearer.
Speak with the boy and finally GIVE GYROSCOPE TO BOY. He leaves his
hat behind. PICK UP PAUL'S CAP. LOOK at cap and discover it's origin.
Take a ride to the Eddingtan's Equestrian shop. Speak to the
counterman and try to get Paul's address. He doesn't tell? Chat whit
dr. Watson about it. Look at something (coat of arms) and the
customers take their leave. Now You hear about Paul's parentage. Go
to the Lord Brumwell's Mansion (nice steam boat, huh?). USE BELL
PULL. Servant jumps out and asks something that they always ask. Go
talk to lady Brumwell - something is better than nothing. It appears
that lady Brumwell isn't helping much so let us drive to the Bow
Street Police Court. Oh, those stupid policeman's. Stubborn guard
refuses to let You in. So to the Scotland Yard we go. Talk to the
duty officer and he'll fetch a suitable pass for You and dr. Watson.
Stride back to court and talk to George Blackwood.
My, my .. We haven't visited Anna Carroway's Flat yet. What are
You waiting for? Just go there and knock and ring some time. After
unfruitful waiting it seems better to unlock door with a ring of
keys. Get both calling cards from the silver plate and go upstairs.
Speak to the housekeeper. The bitch won't allow You to touch
anything! We need do create a little diversion. Go downstairs and
MOVE POTTED PLANT. Now return to the housekeeper and have some chat
whit her. When she leaves, MOVE STATUE and PICK UP BOOK.
There is also a card room in this house, have You noticed? But let
us finish with this hose and proceed to the Law Office Of Mr. Jacob
Farthington. Speak to him (nice bar, huh?). Go back to the Police
Court and question their prisoner some more. Ride to the Jaimeson's
Buying and Selling. Speak to Nigel and threat him or whatever to get
an information about stolen pendant. Move over to the Moorehead and
Gardner's Detective Agency. Chat with a secretary. You won't gain an
access to the office, but You do gain information about ZOO. GIVE
HOLMES CARD TO BUSY RECEPTIONIST. Ride to the London Zoological
Gardens. Little chat whit a constable and in we go. Why, an elephant!
Steer to the right and observe the scene. Talk to Gregson and make
him hate You. We are in the zoo, so let's move around a little. Walk
straight left from the elephant and observe a glittering object in
the lion's cage. After refreshing walk enter to the Zoo's
Administrative Office. Talk to the Hollingston and get an address of
Simon Kingsley. Now go to the Simon Kingsley's flat. Chat whit him
and win him over to Your side. Return to the Felix and PICK UP that
SHINY OBJECT. Now it's back to the detectives for You. Talk to
everybody and PICK UP TYPEWRITER.
Har - har. Now follows animated sequence with some speech. Relax and
enjoy it.
After animation You'll find Yourself at home. Get a cab to the
Police Court and chat with Mr. Hunt. Sorry, You'll get nothing out of
him. So forget Your disappointment and head to the Detectives. Tell
to the secretary Your terrifying news. Walk to the inner office and
MOVE COMFY CHAIR. PICK UP A PIECE OF PAPER. Don't drag that CHAIR
back yet, instead MOVE lower bookshelf. What do You know, a hidden
safe! USE paper from deceased Gardener's watch on SAFE. PICK UP
CONTENTS OF SAFE. Read a long letter and head for Lord Brumwell's
Mansion. After some chat with a lady it's becomes possible to enter
his Lordship's study. He confesses everything and leaves for the
Scotland Yard. But he also locked only door to the outside. Don't
panic, we will be out soon. MOVE PERSIAN SWORD (the left one) and
OPEN LARGE PAINTING. A safe again! This time, fortunately the owner
has forgotten it open. Get a SMALL BRASS KEY from a safe and bail out
via main entrance. Get ready for .... yeah.
You'll at home again. Go to Robert Hunt's flat. There is a book
resting on the bedside table. OPEN BOOK and PICK UP BOOKMARK. It's a
ticket, so let's visit our pawn shop again. GIVE TICKET to NIGEL.
Tarots cards, eh? Drive to the Covent Garden, there's a little
palmist office. She's out (what a lucky day). USE ORNATE KEY ON DESK
DRAWER and get yet another key. Where is lock for that key? It's easy
- just MOVE CANDLE .. and USE SILVER KEY ON STRONGBOX. Get an
interesting parchment. It seems, that our investigation is soon
coming to an end. Follow new lead to the Savoy Street Pier. Look
who's here! You have to save her. So look at window and devise a
clever plan. Strong door? You have equipment for that sort of thing.
No, not The Hammer - too obvious. Yes, that's it. USE BAR ON DOOR.
And that does it. Watch ending cartoons (some speech again).
Thank You for bearing through whit me. I just hope You liked the
game as much as I did. [ SORRY ABOUT MY TERRIBLE ENGLISH ]. See Ya.
Written on early august, ANNO DOMINI 1993
The Spoiler Centre