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Astonishing graphics Incredible atmosphere Find the murderer! Get the Strategy Guide! See More Games. Reviews at a Glance. Customer Reviews. Rated 5 out of 5 by cigall from Incredibly engaging mystery solving game Just finished this game and absolutely loved it. This is a movie-like mystery solving game where you spend five days searching for clues and talking to people to discover the killer s. The mix of exploring new places, looking for clues, and talking to people, and thinking about how they all fit together is a lot of fun and very engaging.

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The ending scene where Holmes reveals what really happened and who is guilty was perfectly done and had me on the edge of my seat. I am already downloading my next Sherlock Holmes game. Note: There is one part where it is recommended to save your game before attempting it, as Holmes can get "caught": the part where he has to hide from the guard and his dog at night.

Also, I recommend using UHS hints if you get stuck, as they reveal gradual hints without giving it all away like normal walkthroughs do. Date published: It was lengthy nice to play a good adventure game that isn't too short and challenging. The characters were interesting, and the mystery was intriguing. There is great voice acting and a fascinating story.

Not an HOG thank goodness. I may end up playing it again to watch all the intrigue unfold now that I know who murdered who! Rated 5 out of 5 by MagnusG from Really lovely scenes This game had it all! Voiceovers, puzzles, moving around, fun and great quality! Rated 5 out of 5 by rage06 from Challenging your mind for sure! Negatives First! The sense of direction of you were you walk or "run", should have been worked on as well. It was difficult and a bit sloppy trying to find where to walk on the "hot spots".

Positives: The overall game was good. I have to give it 5 stars for it was a challenge and entertaining to find items and match them with questions you end up answering in quizzes. The ending, they show you the results and explanations of when, where, what and the whys, making it conclusive to your findings; satisfiable to patting yourself on the back when Holmes gives a educational, witty result.

Rated 5 out of 5 by LillieLovey from Love the movie at the start. Game starts with a story in movie format. I like that. It's not a short movie, several minutes long. It gets you into the story. From what I can see, there are no "hints", you have to figure it out on your own. When he says he needs a hint, he means to pick something from the inventory and show it to whoever he's talking to or use it for something.

He'll also say other things to send you in the right direction if you are lost. To me,an middle aged woman who doesn't play a lot of games, it's a challenging game but that makes it worth the money IMO. You get to use the magnifying glass, the test tube, travel around to different locations.

Act as Sherlock and Watson at different times. I think it requires patience cuz you really are investigating and asking questions of the characters. It's not a real fast paced game. Rated 5 out of 5 by mightymom01 from Amazing grapic play and story This game is the one of the best Sherlock games I played sense the awakening. Sherlock Holmes - the awakening Now this game is done redone by the help of Ubisoft if i spelled correctly.

Overall it is a nice neat game from the Sherlock Holmes games branch Date published: I played this game a while ago and didn't complete it as it was just too challenging for me. There is no hand holding in this game so no hints etc, you're on your own doing the detective work as both Holmes and Watson.

I also struggled a bit due to the graphics not fitting properly with my screen as it may be a much older game. I will probably try this game again at some stage and I definitely can't knock it just because its too challenging for me. Its slow paced and you've got to put in the ground work like a real detective. Rated 4 out of 5 by bubbies from A Good Game!


Very Challenging, but fun overall! Controls are a little jerky, and could use some work, but i doesn't impede the gameplay. Make sure to save constantly! Rated 3 out of 5 by Italia47 from Much too slow for me! 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.

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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.

Sherlock Holmes - The Secret of the Silver Earring

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.

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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.

Navigation menu

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. The article about Captain Lowrie's death. Can we say that Wyatt Collins, the nephew, is an honest person? Justifications: Blue box -- In the Testimonies section, your conversation with Mary dated 16 October. Green box -- In the Documents section, the audience text.

Can Hermann Grimble be Bromsby's heir despite missing an official will? Was the man found at the old Fairfax Theater from abroad? Justifiation: In the Documents section, Johannsen's passport. Click on the notebook to close it once you finish the quiz. Congratulations, another day of successful sleuthing is complete! Baker Street Poor Inspector Lestrade. It's not his fault that this case is becoming more and more chaotic as time goes on. You now know how much more time you have to solve the mystery -- two days -- and you also know that Watson should never be asked to pour tea when Holmes is saying something interesting.

Lestrade was at least able to add a few new documents to your notebook, so after he leaves, Holmes will go to get into his coat and hat, while you as Watson read what Lestrade has brought you. You'll learn about the swindling of money from Bromsby Enterprises, allegedly by Hermann Grimble. You'll also learn about Wung Jei, the leader of the group who attacked the pair of you last night outside the theater, and see why Scotland Yard is not entirely prepared to accept the evidence offered by Lt.

There is another note of interest -- Grimble and Fowlett bore a strong physical resemblance to one another. If you're quite finished, close up the notebook and speak to Holmes, then click on Hunter's house on the map when it appears. Hunter's House Another murder has occurred, which is part of what's driving poor Lestrade so crazy. You may remember that Hunter was the name of the bartender at the party when Bromsby was murdered -- and now he has been murdered himself. Enter his home at 29 Strokes Alley, and see if you can contribute anything to the investigation.

Click on the door to the immediate left of where Holmes and Watson are standing. Interior Talk to Constable Appleby, who was the first official on the scene when the shots were heard and who helped with the removal of the body. He is presently awaiting the arrival of Inspector Gregson, but has no problems at all with allowing the celebrated detective to examine the scene. While Watson waits outside, enter the little bungalow.

There is blood on the floor, so have a look at that. Next, click on the open cabinet and look at the paintings; note that the two canvases rolled up on the left side are brand new. Move back from the hutch and walk around the bed to the window, where a partial footprint is on the sill. Use your measuring tape and see that it is larger than a size 8, but smaller than a size 12; could it be the same size 10 that was discovered outside Fowlett's house?

Go back outside. Greenhouse You are looking down on the scene from above. Click anywhere in the greenhouse to make Holmes move into it; when the perspective changes, click on a table which holds some potted plants. Two of these can be taken, and when you have removed them both, you'll find some interesting-looking papers. Some are bills, but the really significant one is a pawnbroker's ticket for an "exotic golden jewel. Unlike most instances when Holmes wants to go to another location, you must manually open your notebook to the map section in order to travel this time.

Baker Street Holmes wants to examine the items found on the body in the old Fairfax Theater, so open your inventory and click on the bottle of liquor from Richmond's Abbey. He knows he has a book on it someplace; click on the bookcase. In your inventory, you'll now see an encyclopedia.

Transfer the encyclopedia and, while you're at it, the pawn ticket to your notebook. You can now read both of these items, along with a newspaper clipping about the murder of Simon Hunter. Holmes thinks it would be better to go to the abbey in disguise, which is really nothing unusual for Sherlock Holmes. Make him move through the apartment so that you can see the two doors on either side of the fireplace, and click on the left door.

A moment later he returns, very well disguised indeed! Open your notebook to the map and click on Richmond's Abbey, which lies somewhere north of London. Abbey Gate Not very hospitable weather, is it? Move forward to the gate of the abbey, and click on the little window in the right-hand door. When the monk appears, Holmes will concoct a story about being in search of his brother, James Little, and will get the monk to answer questions.

Ask every question in the dialogue list, so you can learn about recent burglaries at the abbey, the herbal liquor that the monks produce, and the ruins which lie hidden in the large national forest surrounding the abbey. Holmes assures the monk that his "brother" is probably the one behind their recent thefts, and even gives him money to pay for what the fictional James Little took.

Holmes is, underneath it all, a bit of a softy. Walking to the Ruins Move away from the abbey, and take the path that leads to the left into the woods. Keep moving forward until you reach the first crossroad, then take the right path it's actually sort of still going straight. You'll come to a little pond on your left; move one screen past that to the next crossroad, then turn left. If you're in the right spot, you'll hear Holmes wonder, "What can it be? At the next crossroad, turn right. The next crossroad you come to breaks off in three directions, straight or one of two lefts; take the "middle" path, the left-moving path closer to the top of your screen.

The next crossroad you come to will be a four-way intersection, and you'll want to take the little path moving up. As you move forward, you'll hear Holmes say, "I smell smoke. What happens now is this -- you'll move forward and find that you have reached the ruins, but they're on fire! There could be valuable evidence inside which will be destroyed, so you've got to put out the blaze fast. You'll have exactly one minute to get some water and put out the fire.

A clock will appear in the upper right hand corner of the screen to show you just how much time you have. Remember to double-click to make Holmes run; you need to get back to that little pond you passed on your way here, get some water, and get back here. Turn around and run back down the path to the four-way crossroad, then turn right. There is a pail on the ground to the left of the path, which you should grab. At the next crossroads, turn left, and at the one after that, turn right. Turn left again, get the pail out of your inventory, and click it on the pond. Now retrace your steps back to the abbey -- follow the same path you followed the first time.

Turn left, turn right, take the second left, go up and forward. Now you can enter the ruins. As with Marty and the dogs, you will very likely not manage this on your first try, so just keep at it. Interior of Ruins Much like at Fairfax Theater, it's very difficult to see anything, and small wonder -- the only light comes from the small window which was your entrance.

To the right is a candle sitting on a box; light it with your matchbox so you can see better. Click on the smoking pile of books and papers to the left.

Sherlock Holmes: The Secret of the Silver Earring - Ep11 - The End - w/Wardfire

These were what were burning in the fire you just stopped, and are charred beyond repair. On the ground by the candle is what looks horribly like blood, but pull out the magnifying glass and Holmes will discover that it is only ink, evidently of foreign manufacture and spilled a few days previously. Move forward into the ruins the footprints will appear in the lower right corner. There are footprints here. The tape measure will identify them as a size Move forward again, and Holmes will walk until he comes to what looks like a dead end.

There is an odd brick in the wall here, on the right side; click on it to examine it more closely. It looks like it could be moved, if you had a tool to work it loose -- oh, wait, you do! Pull out the knife and use it on the brick. A few letters are revealed, most of which are completely illegible, but you can take the one that can be read. Read it in your notebook; it seems to be the peculiar ramblings of a drunk. That handwriting looks a bit familiar.

Now, for the single most annoying waste of time in the whole game, go back to where you entered the ruins, then follow the path back to the abbey. Just reverse the path you followed to get to the ruins. Once you reach the abbey, move the pointer to the path leading away from the abbey until the footprints appear, then click; this will open the map and allow you to travel back to Baker Street.

You'll be there for roughly three seconds before Holmes says it's time to go to Sherringford Hall, and the map opens again. Sherringford Hall and Baker Street Another mini-movie starts once you've clicked on the map, as you watch Dr. Watson arrive in Sherringford Hall's driveway after his visit to the pawn shop.

He is confronted there by a very agitated Mr. Grimble, who asks him to give Lestrade a message -- he renounces all rights to the Bromsby succession. Gee, that's big of him, given that all the documentation indicates he's been skimming money off of Bromsby Enterprises for who knows how many years! He then takes off, and Watson enters to find Lestrade and give him the message. Lestrade still plans to hunt him down, since he feels Grimble is a very viable suspect in Bromsby's murder.

Holmes arrives with some new information. He has written to his brother, Mycroft, and asked for help with the investigation; Mycroft occupies a rather unique position in the British government, as fans of the stories know, and is well-placed to assist his brother with cases. A letter has just arrived from Mycroft, which Sherlock Holmes has copied for Lestrade.

He also wants to know where Lavinia is, and Lestrade directs him to the ladies' dressing room. Once play has been restored to you, open the notebook and read Mycroft's letter. Apparently the project concerning that bridge over Kalidassa Abyss had a lot of problems; Bromsby was the contractor, and the previously- mentioned Captain Lowrie was also involved. Many Indian workers hired to help construct the bridge were never seen again, and when Lowrie tried to break the silence surrounding the project, he got into a heap of trouble.

This whole situation just gets messier and messier. Go to the ladies' dressing room -- remember, leave the ballroom through the door to your left, then go north to the corridor with the paintings. Holmes hears laughter from the powder room. Enter the room and move past the table with the mirror. Miss Lavinia and Lt. Herrington are sharing a chuckle. Talk to them until Lt. Herrington excuses himself to the smoking room, then talk to just Lavinia.

It's time to reveal another hint; take the picture of the pretty woman out of your inventory and give it to Miss Lavinia. She explains where it came from and how she made the acquaintance of its subject, Miss Davenport. She also tells Holmes something she says she's never told anyone, about how Miss Davenport showed her a beautiful jeweled earring she wore, shaped like a cresting wave. Holmes cautions her to say nothing to anyone about their conversation, then he and Watson return to Baker Street. In Baker Street we have another little mini-movie, of Watson describing Lestrade's opinions on Grimble and then of him showing Holmes the item he received when he redeemed the pawn shop ticket.

It's a silver earring, encrusted what look like real diamonds and bearing the shape of a gold fish riding a cresting wave. It rather closely matches the description Lavinia gave of Miss Davenport's earring. Quiz Time once again to summarize the day's findings through the quiz. Was the leader of the thugs who attacked Holmes directly related to the case?

Can we say that the person who killed Simon Hunter is skilled with weapons? Justification: In the Testimonies section, your conversation with Appleby. Are the ruins near Richmond's Abbey a common haunt for wanderers? Justification: In the Testimonies section, your conversation with the monk. Can the handwriting on the message found in the ruins be the same as that on a previous document? Justifications: Both are found in the Documents section.

The threatening letter to Grimble signed "W. The threatening note to Bromsby signed "W. Is it easy for a retired English officer to find work as a prison warden abroad? All finished? Click on the notebook to close it. Congratulations, another day's work well done! Aston's Theatre Your fifth and final day of investigation begins with Lestrade arriving in Baker Street after a meeting with the Prime Minister.

There is a great deal of concern among the British government about Miss Lavinia's ability to manage one of the three biggest financial enterprises in the realm, and it's generally believed that Grimble, despite having renounced the succession, is the only one who can run Bromsby Enterprises effectively. Another piece of interesting news has come to light; Dwight Richards, whom you may recall sent a rather unpleasant note to Sir Bromsby regarding the Fairfax Theatre, is now the owner of Aston's Theatre, and his troupe has returned there following an international tour.

They are preparing to open a play that Richards himself wrote. Holmes and Watson go to do some investigating at the theatre, with the intention of meeting Lestrade there at noon. Before entering the theatre, click on the poster on the left side of the screen and read about the play which will soon be premiering. Once you've done that, head on inside. Audience Hall Again, the investigation is aided by someone who knows Holmes from bygone days! Philotomy Kirby, the elderly gentleman who is sweeping the floor of the hall, will tell you all about the tragedy which befell the troupe during their international tour.

Veronica Davenport, the actress whose picture you found in the powder room at Sherringford Hall, was the partner and mistress of Richards, but during the tour conducted an affair with Mr. Jeffries, the costumier. When the troupe reached Brazil, they gave an excellent performance -- and afterwards, Davenport and Jeffries disappeared. Richards was believed to have done away with them, but no bodies were ever found and the accusations didn't stick. Moving farther into the theatre, you'll find some members of the company near the stage, on which a young woman is rehearsing.

This is Miss Carolyn Small, and the young man to the farthest left is Bruce Aston, who is rather besotted with her. He is the son of Clyde Aston, who founded Aston's Theatre. He can tell you a bit more about the situation with Richards and Davenport, and mention how in the troupe's absence he tried to help maintain the theatre. The actor in blue never introduces himself, but in your Testimonies section, you can see that his name is Raleigh Wilcox. He dishes all sorts of dirt about the tragedy; Richards was in fact arrested for the murders of Davenport and Jeffries, but as it happens, the local police chief and prison warden in Guacayamo, Brazil was an English expatriate who helped get the charges dismissed since there were no bodies and very little evidence.

Interestingly, the chief had red hair The actress in the purple gown is Miss Sullivan. She doesn't have much to tell you except that she was not really an admirer of Veronica Davenport and that her red wig has disappeared. Finally, speak to Miss Carolyn. She will tell you a few things, but the most important is that there are in fact three silver earrings -- Veronica had them specially made, gave one to her and one to another actress named Doris, and kept the third and most beautiful earring for herself.

Dressing Room Exit the audience hall through the door behind Bruce Aston, where you'll find a very inebriated Doris dozing in her dressing room chair. Most of what she says when you address her is rather incoherent, but she does mention that she loved Veronica "like my own daughter. Hallway Move forward by clicking on the bottom of the screen. When the perspective changes to show Holmes and Watson's backs, click on the door directly in front of them to knock. It's time to speak with Dwight Richards. Ask him everything in your dialogue box, then click "Goodbye" to make Holmes decide to show a hint.

Get the silver earring out of the inventory and use it on Richards to get him to tell you more about the situation. Among other things, he will tell you that there was another key to the Fairfax Theatre, though it is apparently lost now. Office and Costume Room After you've finished with Richards, turn yourself around and look down the hall. You came out of the closer of the two doors, which will lead back into Doris's dressing room; move down the hall and enter the second door.

Why the action changes to Watson here, I'm not sure. But on the table are two clickable things, a paper and a book. The book contains information about Guacayamo, and particularly how bodies are sometimes destroyed by feeding them to piranhas. The paper is a list of the costumes that should be in the closet in this room. Move forward into the room and click on the closet; Watson observes that the costumes are poorly made, and obviously replicas. Click on the costume list in the inventory, and Holmes will note that there should be thirty costumes present -- but Watson counts only twenty-nine!

The replica of an artillery officer's uniform is missing. Remember the button Holmes found in the kitchen at Sherringford Hall? It was clearly a fake. Hmm, connection? Backstage Go back to Doris's room by leaving the office and opening the other door in the hallway. You will be backstage. Talk to Adam Poole, who is trying to clean the stage area. He won't tell you much until you provide him with some "incentive. It seems that when Jeffries and Davenport vanished, they didn't bother to take their personal effects, which lends itself to the popular theory that they might indeed be dead.

He also tells you something which he was never supposed to tell anyone. After the troupe returned to England, Richards had Poole help him move all of Veronica's things to a locked room above the stage. But he says you can't get in there, because Richards has the only set of keys. Well, except that he doesn't.

Go back through Doris's room to the audience hall and talk to Bruce Aston again. He'll give you his ring of keys to every door in the theatre. Head back to the backstage again, and go past Poole to the end wall. You'll be looking down on Holmes, standing at the bottom of a flight of wooden stairs with a door at the top.

Use the keys on this door, and leave Watson standing guard. Locked Room This room is unusual because there are a number of things on which you can click, but some of them prompt Holmes to say that he has no interest in them. The two that are of use are the two objects on the floor, in front of a large box.

But they don't go into the inventory, because all you're doing is moving them -- it's that box which is the focus here. Use your magnifying glass to examine it. The lock has never been forced. The silverwork on the box is of a sort of beach scene, but there are a few pieces missing. Take the silver earring from your inventory and move it over the box; you'll find it fits on the left side.

Ahh, so the earring is a key! And the other earrings, the ones Veronica gave to Carolyn and Doris -- they must be the other keys! You have to get those earrings in order to open the box and get the final clues you need. Take back the earring you've already placed and go back downstairs.

Go back to Doris's room and click on her to see if she'll lend you her earring. She's still quite So instead, head back to the audience hall and approach Miss Small by showing her Veronica's earring. Not only will she very kindly lend you her own earring, but she will go and get Doris's earring for you as well.

Return to the locked room as before, and put the three silver earring-keys into their positions to open the box. There are some papers inside the box. The two which are of interest to you are a rather desperate note and a photo of Veronica Davenport, Dwight Richards, and another man standing in front of the old Fairfax Theatre. Take these and move back from the box. Baker Street and Quiz Once you've finished fiddling with the box, the game jumps to Holmes and Watson meeting Lestrade outside the theatre. Some interesting developments have come to light.

Despite his renouncing his place in the succession, Grimble has asked his solicitors to petition the courts that afternoon for appropriation of Bromsby Enterprises. Lestrade has also learned that Dwight Richards, when he was a younger man, spent a few years in prison for robbing a fair stall -- and that the plaintiff in the case was none other than Sir Melvyn Bromsby. Holmes will advise Lestrade to take Richards into custody as soon as possible, and invite him to join himself and Watson at Sherringford Hall the next morning.

It's time to reveal the killer. Back in Baker Street, Holmes has a few questions to put to Watson concerning the resolution of the case. Wiggins arrives with a parcel for Holmes -- the final piece of the puzzle, courtesy of Mycroft. Before answering the quiz questions, read all the new documentation in your notebook -- a news clipping about the death of someone named Raymond Waters, the note from Veronica Davenport's box, and a list of the shoe sizes of all the suspects.

Time for quiz 5. Are there several sets of keys from the Aston Theatre? Justification: In the Testimonies section, your first conversation with Bruce Aston. Did one of the actresses lose a red-haired wig? Justification: In the Testimonies section, your conversation with Miss Sullivan. Could the discovery in the dressing room be connected to the case? Justifications: Both are found in the Reports section.

Sherringford Hall, the discovery of a fake artillery uniform button in the kitchen. Aston's Theatre dressing room, evidence shows that one of thirty costumes is missing. Could the writing on the message to Veronica Davenport be found elsewhere? The French visiting card. The Antiques dealer business card.

Close the notebook when you've finished. Congratulations, the investigation is at an end! Optional Quiz and Endgame There is one more quiz, but you don't have to answer it. You can just scroll down past all the questions and then click "Yes" to see the final movie.

But if you'd like to take it, here are the questions and answers. Who killed Sir Bromsby? Answer: Lt. Herrington 2. Who killed Horace Fowlett? Answer: Wyatt Collins 3. Who killed Johanssen? Answer: Jeffries 4. Who killed Veronica Davenport? Answer: Jeffries 5. Who killed Jeffries? Answer: Nobody 6. Who killed Simon Hunter?

Herrington Once you have answered or skipped the questions, sit back and watch the final movie, as the world's greatest detective ties up all the loose ends and reveals, once and for all, the guilt of Lt. Herrington and his accomplices, the reasons for the multiple murders, the innocence of Lavinia Bromsby, and how Hermann Grimble was really helping Sir Bromsby and the investigation.

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And if you liked this game, you should really read the books! A: Click on the little decorative silver curlicue at the far right of the inventory to scroll along the contents. A: Click on the decorative scrollwork at the bottom of the page. Q: I'm trying to exit [one of the buildings], but Holmes is saying that it's not time or that I haven't done everything I need to do.

What did I forget? A: I had the same experience in a few locations. If you're at a spot where you know you should be proceeding to the next stage of operation but Holmes is being stubborn, you've probably missed something relatively small. Also double check the relevant section of the walkthrough, to make sure you've spotted all the clues. If all else fails, move your mouse around in each part of the scene to see if it turns into the hand anywhere.

Q: I'm lost inside Sherringford Hall! A: During the first part of the game, there will be a map of the mansion's interior in the map section of your notebook. If you don't have a good memory for such things, it might be a smart idea to take a sketch of this map while it's available, since you can't look at it later. You could always start a new game just to get access to the map to make that sketch; if you'd rather not, your best bet is to just keep trying doors until you find the one you need.

There are, fortunately, only so many rooms you can enter, so sooner or later you're bound to get the right door. Q: I messed up and didn't grab the picture of Veronica Davenport back on day one. Is there anything I can do? A: Unfortunately, no. You have to start over, or revert to a very early saved game. Q: I've done the number puzzle at Fowlett's house, but nothing happened. A: You must have two or more chips in the wrong place.

All of the rows, columns, and diagonals on the board must add up to If you'd rather not check your math, then compare your board row by row with the diagram I've provided; it might be a simple matter of two chips having been mixed up. Also remember that the dark and light chips have to alternate, like the squares on a checkerboard.

If it's too frustrating, click the silver curlicue to leave the puzzle, then go back to it; the pieces will reset themselves and you can start over. Q: Who is Mr. Goblet, who guards Bromsby Cementworks? A: From the interaction between Goblet and Holmes, it would seem that Holmes assisted Goblet in one of his prior cases. Goblet does not appear in any of the Sherlock Holmes stories; however, Holmes solved a great many cases about which Watson never wrote, and we may presume that Goblet was a client in one of these unmentioned mysteries.

What do I do? A: These are the two puzzles that really can drive a person crazy. With the dogs at the cementworks, it's a case of precise timing; in the matter of the fire, it's all about tracing your route quickly.