The Lost Files of Sherlock Holmes by Electronic Arts Solution by V&D Hi ! I played recently a game from Electronic Arts and I 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