Watson's Nightmare Puts Holmes on the Case

Written by:  • Edited by: J. F. Amprimoz
Updated Jul 28, 2011

Watson has been having a recurring dream in his room at 221B Baker Street. Unknown to Watson, this nightmare will cause Holmes to come up against something darker and far more sinister than he has ever faced

London, September 1894

295EDE9EE47F5ECDE3EC50868AAA8DCAC0C88129 small Watson’s nightmare will wake Holmes up. The only thing the famous detective needs from his apartment right now is a book of matches and a knife. As keeping up on current events is vital for anyone, Holmes needs to talk to the newspaper boy passing by Baker Street at the time. The tale he relates about the Scandinavian princess visiting London can be ignored for the most part, but the newspaper article should be read.

The greatest detective and one of the world’s foremost intellectuals will most likely find the news about a new bookstore opening near his domicile intriguing. The smart player will go to the Barnes bookstore and pick up two books. The subjects deal with Desperate Pirates and Undersea Fauna. Walk out of the bookstore.

The astute player will notice that they have not been confronted with a mystery to solve yet. Naturally, as the world’s greatest detective, Holmes will soon be confronted with something for him to solve. When heading back to Baker Street, he meets his friend and adventuring companion, the well-known Dr. Watson.

The Mystery Unfolds

Watson will stop Holmes on the way back to the lodgings that they share. The street name does not matter much, but more important is the matter of Watson’s patient, one Captain Stenwick. One of his servents, an islander from Maori has disappeared recently and he needs Holmes’s help to find him.

Talk to Watson, the police inspector and Captain Stenwick to get valuable clues regarding the Maori servant's disappearance. Go around to the shed where the servant lived. Pick up a piece of cloth hanging from the nail, note strange pictures on the wall, take a ball from the hut and most importantly follow the footprints to see what happened to Stenwick’s wayward employee. Use the magnifying glass to find a fish scale and pick it up.

Follow the footprints on the ground. They lead to a gate that Holmes chooses not to enter at this time. Near the gate, however, is a ladder which will come in handy for finding the last and final clue. Ascend the ladder and pick up the piece of fiber.

Analyze the Data

Holmes and Watson have found all the clues needed at Captain Stenwick’s House. Using his analytical powers, the great detective determines that the servant has been kidnapped by a large man and one man of Indian descent. Holmes will return to Baker street and use his lab.
Pickp up the solvent and other items from the table Place the opium bal under the microscope.Cut it and find that it contains mustard seeds. Place the cloth under the microscope and not what Holmes says. He says that the cloth was not dyed in England. Place the rope under the microscope. Use the tweezers to get fiber from it. Use a match to light the lamp Find out that the rope was on a coal burning vessel that runs in fresh water Click on the lamp to finish the analysis

Dr. Watson Takes Control

After Holmes completes his analysis, the player will take control of Dr. Watson, who has been sent on an errand by his longtime friend. Leave Baker Street and talk to the newspaper boy. Note the information that he provides and then go to Barne’s Book store again. Watson will be directed to a nearby table where a book on the Maori can be found. The user has completed his shopping trip and must return to 221B Baker Street, where he will be quizzed by Holmes. When prompted to anser the question, the user must type in “Thames”, “docks” or “wharf.”

Investigating the Docks

42B3DC74346DD32B4AB16107D9997110B25D622D small Watson and Holmes are now on the trail of the kidnappers. When you reach the docks, the London night will be chilly and foggy. Go outside on the street and click on the cab with the horse. Use the map to go to the docks.

It is not a warm night in London when they arrive, and Watson does not think exposure to the cold air is what he or the great detective need. As luck would have it, there is a pub not far from their drop off point. Enter this pub. The Cursed Mermaid contains a drunken inhabitant and a bartender. The drunk will tell a story about a missing hook. Holmes engages the bartender in a dialog, but gains little useful information from it. He will learn of a sailor with an anchor on the front of his house, not far from the pub.

The player will find the house in the dock area farily easy if he just follows the road out of the pub. The door will be locked, however. Get the rope from the top of the sacks beside it. Note the young boy will be seen staring out the window. Enter this house and find out that a Nepalese family lives here. Sherlock is familiar with this dialect, and a conversation proceeds in Nepalese. The woman’s son has been kidnapped by a man with a silver eye. You will be allowed to take anything from the shrine that might help you locate her missing son. Walk over to the dresser where the shrine has been set up and take an odd looking medallion from it.

Go out of the shrine. A postman will stagger in from the street. As strange as it may seem, he did not go on his drinking binge voluntarily. A gang of young toughs mugged him down and forced him to try a new brew. The postman then gives you the bottle, which is placed into your inventory.

Not far from the ill postman is a warehouse with a green door. This door is locked, but on the way to it, there will be a smuggler hide out. Take the bottle out of your inventory and knock on the door. The smugglers will give you some information and attempt to sell you moonshine before closing the door. You will be given a package when the conversation ends.

Select the pelican pendant in your inventory and knock on the door again and the smugglers will give you information that will lead you to the missing child. Once this is done go back to the warehouse and find the locked door. Above the door is a broken window. Note this for now and go back to the cursed mermaid. Talk to the bartender and find out about Dusty Sammon, the man with the silver eye who fits the earlier description. The bartender will tell you to about a table he used and visited. Go examine the table and look at the carvings on the top.

Now, remember the man with the hook hand? That hook won’t be there for long, and it will be needed to get into the warehouse. Open the inventory screen and combine the package with the knife. The package will open and reveal a prosthetic hand. Talk to the drunk again. He will place his hook on the counter. Pick up the hook and open the inventory screen again. Combine the hook and the rope. You can open the map to travel to the warehouse or walk there if you desire. Use the hook on the broken window above the doors. Control will pass to Dr. Watson. Watson must go around the building to the right and find a dirty window in a dark alleyway.

A mini-game will start when the window has been cleared off. The object is to hook the lock on the floor and use it to unbar the door. The controls are difficult but you should be able to figure them out with a little experimentation. Once the door has been locked, enter the warehouse.

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Comments

Showing all 5 comments
 
Jenny Dec 24, 2010 5:41 AM
temple corpse
Can anyone help me please. I'm stuck in the temple with the body. The magnifying glass worked on the finger print but it won't go to magnifying size anywhere else. When I click on the left hand he says 'blood. I must have missed something.' But I can't see anything as the glass is too small. Any ideas please?
Joe Aug 11, 2009 12:32 AM
RE: Why Switzerland?
Its a combination of two clue that helps you out. The first being the mountains on the label, and the hand drawn picture in the dust. The picture is the Flag for Switzerland. Imagine the background in red with a white cross upon it. You only get the chance to really see the similarity while down in the holding area.
J. F. Amprimoz Aug 11, 2009 12:09 AM
RE: Watson's Nightmare Puts Holmes on the Case
I haven't played the game in years, but I think it has to do with the opium you find and some information (possibly customs records or a marking on a crate) mentions the Black Edleweiss Institute.
John83 Aug 9, 2009 8:39 PM
Why Switzerland?
First, I'd like to thank you for posting this. I have to ask though, why Switzerland? At what point in the game does it give you the hint that Switzerland is the right place to go?
John Aug 9, 2009 8:34 PM
Why Switzerland?
I just got to the point where Sherlock asks where we should go next. I know we're supposed to go to Switzerland, but why? Where is the clue that says we're supposed to go there? Why of all the places on the planet would I think Switzerland? Can you please answer this?
 
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