____ _ _ _ / ___|| |__ ___ _ __| | ___ ___| | __ \___ \| '_ \ / _ \ '__| |/ _ \ / __| |/ / ___) | | | | __/ | | | (_) | (__| < |____/|_| |_|\___|_| |_|\___/ \___|_|\_\ [FAQ v1.4] SHERLOCK: THE RIDDLE OF THE CROWN JEWELS FAQ/Guide v1.4 8/1/2005 Copyright 2002, 2005 Aaron Marriner (amfaq@amarriner.com) Sherlock: The Riddle of the Crown Jewels is a trademark of Infocom, Inc. Copyright 1987 Infocom, Inc. _____________________________________________________________________________ ------------------- Table of Contents ------------------- i. Revision History I. Introduction II. Maps a. London b. Westminster Abbey c. Tower of London III. Walkthrough a. The Beginning (13 points) b. Westminster Abbey (12 points) c. The Sapphire ( 6 points) d. The Emerald (10 points) e. The Ruby ( 7 points) f. The Carnation ( 6 points) g. The Opal ( 6 points) h. The Topaz (12 points) i. The Garnet (12 points) j. The End (16 points) IV. Item Guide V. General Hints VI. Credits --------------------- i. Revision History --------------------- + v1.0 (08/06/2002): Basic structure set up. Walkthrough, Map, and Item sections completed. Began the General Hints section. + v1.1 (10/23/2002): Added the Introduction section, and general clean up of the document. Added to the General Hints section. + v1.2 (10/28/2002): Cosmetic changes. Added the Legal Disclaimer and the Credits section. + v1.3 (10/28/2002): Revamped the Map section to make them all less than 80 characters wide. + v1.4 (8/1/2005): Fixed some spelling errors and made some cosmetic changes. ----------------- I. Introduction ----------------- This game harkens back to the glory days of text-adventures or Interactive Fiction (IF) as it's sometimes referred to. Your setting was described to you in a short piece of text, you typed your commands in and then were told the result. The first piece of IF was called Adventure (and then renamed The Colossal Cave). Infocom produced quite a bit of IF throughout the 1980's. The vast majority of which were very good games. Probably the most notable was the game Zork which was actually a trilogy, and spawned several more recent PC games. Sherlock takes place in London, England. You play as Holmes's sidekick Doctor Watson. Please keep in mind that this guide contains many spoilers and you may wish to use it only when you become stuck as it may ruin some of the puzzles for you. If you like this game, look for some of the other Infocom games as most are quite good. IF is still alive and well today, too. The IF Archive (http://www.ifarchive.org) has many free IF games available for play and are as good (or better than) Infocom's games. Highly recommended. ----------------- II. Maps ----------------- Below are three maps for the major areas of the game. The first, and the largest is the map of London. Following that are maps for Westminster Abbey, and the Tower of London. To keep the maps small, the locations are numbered and the titles appear underneath the maps. ------------------------- IIa. London ------------------------- N 001 010 W * E | | S 003-002----------006 009 | | / 005-004 | / 038 | | / | 007--------------008-031-----032-037 | | | | \ | | 030 034-033 039 | | | \ | | 029-----035 040 | | / | | | 054-019 036---041---042-045-046-047-048 | / | | v | | 012 011 018 | | v 044 053 \ | / 027-028 | 055-043 | 013 017 | 049---050--------051--------052 \ / \ | 026 014 016 020--021 ^ \ / / \ ^ 015-022-023-024 025 [001] Madame Tussaud's Wax Museum [002] Maryleborne Road [003] York Place [004] 221-B Baker Street [005] Holmes's House [006] Tottenham Court Road [007] Orchard Street [008] St Giles Circus [009] Great Russell Street [010] British Museum [011] Audley Street [012] Kensington Gardens [013] Hyde Park Corner [014] Grosvenor Place [015] Victoria Square [016] Buckingham Palace Road [017] Queens Gardens [018] The Mall [019] Trafalgar Square [020] Birdcage Walk [021] Parliament Square [022] Victoria Street [023] Broad Sanctuary [024] Westminster Abbey [025] Houses Of Parliament [026] Clock Tower [027] Whitehall [028] Scotland Yard [029] The Strand [030] Covent Garden [031] New Oxford Street [032] Cheapside [033] Pinchin Lane [034] Sherman's Pet Shop [035] Fleet Street [036] The Embankment [037] Threadneedle Street [038] Bank of England [039] King William Street [040] The Monument [041] Upper Thames Street [042] Lower Thames Street [043] Swan Lane [044] London Bridge [045] Tower Of London Entrance [046] Drawbridge [047] Byward Tower [048] Tower of London [049] On The Thames [050] On The Thames [051] On The Thames [052] On The Thames [053] Outside Traitors Gate [054] Diogenes Club [055] Bar of Gold ------------------------- IIb. Westminster Abbey ------------------------- N W17-W18 W * E / | S / W14----W15----W16 / | \ | / / | \ | / / | \ | / / | \ | / W01-W02--------W10 W13-W12 |\ | / | | \ | / | | \ | / | | \ | / | | \ W09----W11 | \ | W03-----W06-W08 | \ W05-W04 W07 [W01] Broad Sanctuary [W02] Nave [W03] South Aisle [W04] Jericho Parlour [W05] Jerusalem Chamber [W06] South Transept [W07] North Cloister [W08] Poet's Corner [W09] South Ambulatory [W10] Sanctuary [W11] South Chapel Aisle [W12] Henry VII Chapel [W13] Confessor Chapel [W14] North Ambulatory [W15] North Chapel Aisle [W16] Innocents Corner [W17] North Transept [W18] Evangelist Chapel ------------------------- IIc. Tower of London ------------------------- N T11 W * E / v S / T12 / T06---------T09 | \ v T05 \ T08 T10 | \ ^ T01-T02 T07 | T03 | T04 [T01] Byward Tower [T02] Outer Ward [T03] Inside Traitors Gate [T04] Outside Traitors Gate [T05] Bloody Tower [T06] Tower Green [T07] Wakefield Tower [T08] Jewel Room [T09] White Tower [T10] Dungeon [T11] Bowyer Tower [T12] Torture Room ------------------ III. Walkthrough ------------------ ================================================================= * THIS WALKTHROUGH CONTAINS MANY, MANY SPOILERS!!! IF YOU DON'T * * WANT TO HAVE PUZZLES RUINED, DON'T READ THIS WHOLE SECTION!!! * * READ ONLY THE SECTION YOU'RE STUCK ON!!! * ================================================================= This will get you through Sherlock with the full 100 points. It's recommended you only use this as a last resort when you're stuck. The game is much more enjoyable if you try to solve the puzzles yourself. Text following a '>' that is in all caps is a command that can be entered into the game. A long string of directions will be placed on a single line and delimited by a '.'. They can be typed as such in the game as well. Throughout the walkthrough you'll make use of the hansom cab. The first time you use it you'll get five points so it's definitely recommended that you use it at least once. However, sometimes it's just as easy to walk somewhere then to bother with calling the cab. Since some may not use the entire walkthrough, though, the cab is used for clarity. The order in which you get the first four gems doesn't matter. You'll need the sapphire, the emerald, the ruby, and the opal to get the topaz, though. And you'll have to get the topaz before you're able to find the garnet. ----------------------------------- IIIa. The Beginning (13 points) ----------------------------------- This short section will get you equipped with some items you'll need, and get you and Holmes ready to go. > KNOCK ON DOOR > U.N > TAKE PIPE [Your score just went up by 1 point. The total is now 1 out of 100.] > TAKE SLIPPER > EXAMINE SLIPPER > TAKE TOBACCO [Your score just went up by 1 points. The total is now 2 out of 100.] > DROP SLIPPER > TAKE PAPER [Your score just went up by 1 point. The total is now 3 out of 100.] Now you need to get Holmes out of his depression. > READ PAPER TO HOLMES [Your score just went up by 5 points. The total is now 8 out of 100.] > WAIT At this point Mrs. Hudson will show up with a worried-looking gentleman. He will talk about the stolen jewels and give Holmes a clue that was left. Holmes will then pass the clue paper along to you. Say NO when it asks if you want to continue waiting. > READ CLUE PAPER > ASK HOLMES ABOUT PAPER This gives you your first hint on the way to solving this puzzle. The gentleman will leave, as will Holmes once he dons his hat and cape. > W > TAKE LAMP [Your score just went up by 3 points. The total is now 11 out of 100.] > TAKE GLASS [Your score just went up by 1 point. The total is now 12 out of 100.] > TAKE AMPOULE > OPEN BAG > PUT AMPOULE IN BAG > CLOSE BAG You have to keep the ampoule hidden or else Holmes will bug you about it constantly. > E.S.D.N > TAKE MATCHBOOK [Your score just went up by 1 point. The total is now 13 out of 100.] > S > OPEN DOOR > E Holmes tells you a little more about the thief's intentions and turns the case over to you. -------------------------------------- IIIb. Westminster Abbey (12 points) -------------------------------------- The next section of the game takes place at Westminster Abbey. You're going to be creating crayon rubbings of some of the tomb engravings. The thief has left invisible ink on the tombs hinted at in the clue paper. Namely Henry V, Queen Elizabeth, and Sir Isaac Newton. You can actually go to the British Museum first to get a clue about what you'll be doing in the Abbey, but I've left that out of the Walkthrough since it doesn't score any points. > TURN ON LAMP (if it's still dark) > BLOW WHISTLE > BLOW WHISTLE [Your score just went up by 5 points. The total is now 18 out of 100.] > GET IN CAB "Where to, guv'nor?" > ABBEY > GET OUT OF CAB Westminster doesn't open until 7:00 am, so if it's before then you'll have to wait: > WAIT UNTIL 7:00 AM > S.SE > TAKE PACQUET OF PAPER [Your score just went up by 1 point. The total is now 19 out of 100.] > TAKE CRAYON [Your score just went up by 1 point. The total is now 20 out of 100.] > NW.E.E.N.E.N.W > OPEN PACQUET The color of paper you use to make the rubbings doesn't matter. > TAKE BLUE PAPER "My father, it was said, would die, Beneath the Holy City's sky. Jerusalem his body claimed, And it is after him I'm named." > PUT BLUE PAPER ON HENRY'S TOMB > RUB BLUE PAPER WITH CRAYON > TAKE BLUE PAPER > E.N > TAKE GREEN PAPER "For two-score years I reigned alone, A virgin queen on England's throne. My navy caused Armada's shame, And with me died the Tudor name." > PUT GREEN PAPER ON ELIZABETH'S TOMB > RUB GREEN PAPER WITH CRAYON > TAKE GREEN PAPER > W.N.W.SW > TAKE YELLOW PAPER "The apple sorely tempted Eve, And Tell another aimed to cleave. But when one fell, it showed to me, The mighty pull of gravity." > PUT YELLOW PAPER ON NEWTON'S TOMB > RUB YELLOW PAPER WITH CRAYON > TAKE YELLOW PAPER > NE.E > WARM BLUE PAPER WITH CANDLES > TURN BLUE PAPER OVER [Your score just went up by 5 points. The total is now 25 out of 100.] > WARM GREEN PAPER WITH CANDLES > TURN GREEN PAPER OVER > WARM YELLOW PAPER WITH CANDLES > TURN YELLOW PAPER OVER Holmes now tells you that Moriarty is the one behind the caper. > W.SW.W -------------------------------------- IIIc. The Sapphire (6 points) -------------------------------------- "Hickory Dickory Dock. Your enemy is the clock. When it strikes nine, The victory's mine. Hickory Dickory Dock." This section deals with getting the sapphire. The answer to the riddle is Big Ben. The sapphire is on one of Big Ben's clappers. > BLOW WHISTLE > BLOW WHISTLE > GET IN CAB "Where to, guv'nor?" > PARLIAMENT > GET OUT OF CAB > SE > OPEN BAG > OPEN BLUE BOTTLE > TAKE COTTON BALLS > PUT COTTON BALLS IN EARS > U You'll now see the sapphire, but wont be able to reach it yet. You'll have to wait until the beginning of an hour. You'll also need to use the take command twice to get the sapphire off the clapper. > WAIT UNTIL 9:00 AM > TAKE SAPPHIRE > WAIT When the clapper is in reach again say NO when it asks you if you want to continue waiting. > TAKE SAPPHIRE [Your score just went up by 5 points. The total is now 30 out of 100.] > D > TAKE COTTON BALLS FROM EARS > PUT COTTON BALLS IN BAG > CLOSE BAG > NW > EXAMINE SAPPHIRE > EXAMINE SAPPHIRE THROUGH MAGNIFYING GLASS [Your score just went up by 1 point. The total is now 31 out of 100.] You get a clue etched in the gem (2:00 a.m.). Holmes talks about the sapphire a bit, and gives you his signet ring in case something happens to him ... -------------------------------------- IIId. The Emerald (10 points) -------------------------------------- "Here comes a candle to light you to bed. Here comes a chopper to chop off your head." Next up is the emerald. The riddle refers to a scene in Madame Tussaud's Wax Museum. The emerald is inside one of the wax figures. > BLOW WHISTLE > BLOW WHISTLE > GET IN CAB "Where to, guv'nor?" > TUSSAUD'S > GET OUT OF CAB The guard wont let you in with any open flames, or any potential open flames. That includes the lamp and the matches. The steps after lighting the match must be done fairly quickly and without making a typing error, or the flame will die before you get the torch lit. Saving before you do so is highly recommended. > TURN OFF LAMP > DROP LAMP > PUT TOBACCO IN PIPE > OPEN MATCHBOOK > TAKE MATCH > LIGHT MATCH > LIGHT PIPE WITH MATCH > DROP MATCH > N [Your score just went up by 1 point. The total is now 32 out of 100.] > W > LIGHT NEWSPAPER WITH PIPE > TAKE TORCH > LIGHT TORCH WITH NEWSPAPER [Your score just went up by 4 points. The total is now 36 out of 100.] > TAKE WAX HEAD > MELT WAX HEAD WITH TORCH > TAKE GEM [Your score just went up by 5 points. The total is now 41 out of 100.] > E.S > TAKE LAMP > EXAMINE EMERALD THROUGH MAGNIFYING GLASS Yet another clue (20/6/87). -------------------------------------- IIIe. The Ruby (7 points) -------------------------------------- "Twinkle, twinkle, son of Mars, Fought at sea, midst masts and spars. Now above the world so high, Looking down with watchful eye. Twinkle, twinkle, son of Mars, England's hero, prince of tars." This riddle refers to Admiral Nelson whose statue is prominently displayed in Trafalgar Square. The other part of the riddle hints at 'looking at the stars'. > BLOW WHISTLE > BLOW WHISTLE > GET IN CAB "Where to, guv'nor?" > TRAFALGAR SQUARE > GET OUT OF CAB > EXAMINE STATUE > S.S.W It's important that you haggle with the merchant for the telescope since you'll need the change later on in the game. > ASK VENDOR ABOUT TELESCOPE > HAGGLE WITH VENDOR > HAGGLE WITH VENDOR > BUY TELESCOPE [Your score just went up by 1 point. The total is now 42 out of 100.] > E.N.N > EXAMINE STATUE THROUGH TELESCOPE You wont be able to reach that by yourself. > BLOW WHISTLE > BLOW WHISTLE > GET IN CAB "Where to, guv'nor?" > PINCHIN LANE > GET OUT OF CAB > W > ASK SHERMAN ABOUT PIGEON > ASK SHERMAN FOR PIGEON [Your score just went up by 1 point. The total is now 43 out of 100.] > E > BLOW WHISTLE > BLOW WHISTLE > GET IN CAB "Where to, guv'nor?" > TRAFALGAR SQUARE > GET OUT OF CAB > SHOW RUBY TO PIGEON > TELL PIGEON TO GET RUBY > RELEASE PIGEON > BLOW WHISTLE > BLOW WHISTLE > GET IN CAB "Where to, guv'nor?" > PINCHIN LANE > GET OUT OF CAB > W > ASK SHERMAN ABOUT PIGEON [Your score just went up by 5 points. The total is now 48 out of 100.] > E > EXAMINE RUBY THROUGH MAGNIFYING GLASS Another clue (Wear a carnation). -------------------------------------- IIIf. The Carnation (6 points) -------------------------------------- This small section deals with getting the carnation you need. > BLOW WHISTLE > BLOW WHISTLE > GET IN CAB "Where to, guv'nor?" > COVENT GARDEN > GET OUT OF CAB > DROP PACQUET > DROP CRAYON > DROP MATCHBOOK > DROP PIPE > REMOVE HAT > TAKE STETHOSCOPE [Your score just went up by 1 point. The total is now 49 out of 100.] > WEAR HAT > WEAR STETHOSCOPE > LISTEN TO GIRL THROUGH STETHOSCOPE If the girl's heart is slow you need to give her the yellow pill from the brown bottle. If it's fast you'll need to give her the orange pill from the blue bottle. > OPEN BAG > OPEN BROWN BOTTLE > TAKE YELLOW PILL > GIVE YELLOW PILL TO GIRL [Your score just went up by 5 points. The total is now 54 out of 100.] > TAKE STETHOSCOPE FROM EARS -------------------------------------- IIIg. The Opal (6 points) -------------------------------------- "London Bridge is falling down. All that's under it will drown. With it falls Victoria's reign. Britannia ne'er to rule again. " Obviously this riddle is about the London Bridge. We can get on top of the bridge easily enough, but the clue hints at what is under the bridge. > BLOW WHISTLE > BLOW WHISTLE > GET IN CAB "Where to, guv'nor?" > SCOTLAND YARD > GET OUT OF CAB > TURN ON LAMP > E.D > TAKE OAR [Your score just went up by 1 point. The total is now 55 out of 100.] > U.W > TURN OFF LAMP > BLOW WHISTLE > BLOW WHISTLE > GET IN CAB "Where to, guv'nor?" > EMBANKMENT > GET OUT OF CAB > GET IN BOAT > PUT OAR IN OARLOCK > RAISE ANCHOR > LAUNCH BOAT > ROW E > ROW E > DROP ANCHOR > EXAMINE BRIDGE You should be under London Bridge now. You'll see a clump of moss you can't quite reach yet. You'll need to wait until high tide. The time is different depending on which day it is. They appear in the London paper that came with the game. On Saturday high tide is at 8:40 am and 8:46 pm, and on Sunday high tide is at 8:52 am, and 8:58 pm. Just wait until the nearest high tide. > WAIT UNTIL 8:46 PM > TURN ON LAMP (if necessary) > TAKE MOSS [Your score just went up by 5 points. The total is now 60 out of 100.] > RAISE ANCHOR > ROW W > ROW W > N > GET OUT OF BOAT Well that guy was angry, but no harm no foul, right? > EXAMINE OPAL THROUGH MAGNIFYING GLASS Another clue (Password: Swordfish) -------------------------------------- IIIh. The Topaz (12 points) -------------------------------------- "When a number you require, And you're banking all thereon. Subtract the conquest from the fire, Half a league, half a league. Half a league on." This hint points to the Bank of England, and a safety deposit box. The number is 600 which is the answer to the riddle. > BLOW WHISTLE > BLOW WHISTLE > GET IN CAB "Where to, guv'nor?" > BANK OF ENGLAND > GET OUT OF CAB > EXAMINE URCHINS > EXAMINE URCHIN This is why you needed to haggle for the telescope. You'll need to pay Wiggins to get a key for you before you enter the bank. > WIGGINS, STEAL THE KEY > GIVE SHILLING TO WIGGINS > WIGGINS, STEAL THE KEY [Your score just went up by 1 point. The total is now 61 out of 100.] > N He says he can't be bribed, but ... > GIVE SAPPHIRE TO GUARD > GIVE EMERALD TO GUARD > GIVE RUBY TO GUARD > GIVE OPAL TO GUARD [Your score just went up by 3 points. The total is now 64 out of 100.] > N > WEAR STETHOSCOPE > LISTEN TO VAULT THROUGH STETHOSCOPE > TURN DIAL RIGHT > TURN DIAL RIGHT > TURN DIAL LEFT > TURN DIAL RIGHT > TURN DIAL RIGHT [Your score just went up by 3 points. The total is now 67 out of 100.] > REMOVE STETHOSCOPE > ENTER VAULT > UNLOCK BOX 600 WITH KEY > TAKE TOPAZ [Your score just went up by 5 points. The total is now 72 out of 100.] > EXAMINE TOPAZ THROUGH MAGNIFYING GLASS The fifth clue (Bar of Gold) is etched in the topaz. > E.S As you leave the Bank you're knocked out, and when you come to you see that Holmes has been kidnapped. You wont see him again until the end of the game. Wiggins will accompany you through most of the rest of the game. -------------------------------------- IIIi. The Garnet (12 points) -------------------------------------- "Pussycat, pussycat, where have you been? I've been to the Tower to look at the Queen. Pussycat, pussycat, what did you there? I left something for you. Go back, if you dare." This section deals with getting the final hidden gem. It's in the Tower of London. However, before we go there we need to talk to Holmes' brother Mycroft. > BLOW WHISTLE > BLOW WHISTLE > GET IN CAB "Where to, guv'nor?" > TRAFALGAR SQUARE > GET OUT OF CAB > W > ASK BUTLER ABOUT MYCROFT > GIVE RING TO BUTLER [Your score just went up by 1 point. The total is now 73 out of 100.] Mycroft gives you the password to get into the Tower. The password changes from game to game, so you'll want to write it down. It was 'Boleyn' in this case. > E > BLOW WHISTLE > BLOW WHISTLE > GET IN CAB "Where to, guv'nor?" > TOWER OF LONDON > GET OUT OF CAB > E.E > SAY BOLEYN [Your score just went up by 3 points. The total is now 76 out of 100.] > N.N.SE.U > TAKE MACE [Your score just went up by 1 point. The total is now 77 out of 100.] > D.NW.E.D > WEAR ARMOR > U.W.NE > EXAMINE KEG > HIT BUNG WITH MACE > EXAMINE KEG > GET GARNET > WIGGINS, GET GARNET [Your score just went up by 5 points. The total is now 82 out of 100.] > EXAMINE GARNET THROUGH MAGNIFYING GLASS You now have the final clue (Give me to Akbar), but you can't leave the Tower the way you came in. > SE.S.S.S > TAKE PADDLE [Your score just went up by 1 point. The total is now 83 out of 100.] > PULL CHAIN [Your score just went up by 1 point. The total is now 84 out of 100.] If you weren't wearing the armor, you wouldn't be heavy enough to lift the gate. > S > REMOVE ARMOR > GET IN BOAT > RAISE ANCHOR > LAUNCH BOAT > PADDLE W > PADDLE W > PADDLE W > N > GET OUT OF BOAT > DROP PADDLE Boy, that guy was really ticked this time!!! -------------------------------------- IIIj. The End (16 points) -------------------------------------- Now you're ready for the final showdown with Moriarty. Putting all the gem clues together tells you that you need to be at the Bar of Gold at 2:00 am Monday morning. You'll need to tell the proprietor the password and then give Akbar the garnet. > BLOW THE WHISTLE > BLOW THE WHISTLE > GET IN THE CAB "Where to, guv'nor?" > LOWER THAMES STREET > GET OUT OF CAB > D > OPEN BAG > TAKE AMPOULE > REMOVE HAT > PUT AMPOULE IN HAT > WEAR HAT It's probably well before 2:00 am Monday morning, so you'll have to wait. If it's before 2:00 am Sunday, you'll need to wait twice. > WAIT UNTIL 2:00 AM > WAIT > WAIT UNTIL 2:00 AM > W > PROPRIETOR, SWORDFISH > GIVE GARNET TO ACKBAR [Your score just went up by 5 points. The total is now 89 out of 100.] You are then whisked away to Moriarty's lair. Once you hold your breath you only have a few turns to move before you run out of air. > REMOVE HAT > TAKE AMPOULE > HOLD BREATH > BREAK AMPOULE > UNTIE HOLMES > TIE MORIARTY AND AKBAR WITH ROPE > BREATHE > TAKE JEWELS [Your score just went up by 10 points. The total is now 99 out of 100.] > TAKE KEY > TAKE ALL > UNLOCK DOOR WITH KEY > OPEN DOOR > N You've escaped, and you're almost finished. Only one more task to complete. > BLOW WHISTLE > BLOW WHISTLE > GET IN CAB "Where to, guv'nor?" > BUCKINGHAM PALACE > GET OUT OF CAB > SHOW JEWELS TO GUARD [Your score just went up by 1 point. The total is now 100 out of 100.] [Your score is 100 out of 100, which earns you a ranking of Consulting Detective.] The game is no longer afoot. Congratulations, you won! ------------------- IV. Item Guide ------------------- ============================================================== * THIS SECTION CONTAINS MANY, MANY SPOILERS!!! IF YOU DON'T * * WANT TO HAVE PUZZLES RUINED, DON'T READ THIS SECTION!!! * ============================================================== Each item entry has the item's name as it appears in your inventory or sitting on the ground; where the item is at the beginning of the game; what the game outputs if you type EXAMINE the first time you encounter it; and some uses for the item. Only items you can pick up or wear will appear here. If the initial location is a room that doesn't appear on any of the maps, the building will be next to it in parenthesis Name : Ampoule of Etherium Initial Location: Holmes's Bedroom (Holmes's House) Description : The label on the ampoule reads, "Etherium. Extremely : volatile. Do not open in the presence of fire." Uses : Knocks out Moriarty and Akbar. Name : Black Bag Initial Location: Carried Description : It's the black medical bag your aunt gave you when you : graduated from medical school. Uses : Great for carrying extra items. Name : Blue Bottle Initial Location: Black Bag Description : The label on the bottle reads: "Digitalis leaf. For : tachycardia and other accelerated arrhythmias." Uses : Holds the Orange Pill and the Cotton Balls. Name : Blue Paper Initial Location: Pacquet of Paper Description : The paper appears to be blank. Uses : Used to make rubbings of tombs in Westminster. Name : Brown Bottle Initial Location: Black Bag Description : The label on the bottle reads: "Belladonna. For : bradycardia and other decelerated arrhythmias." Uses : Holds the Yellow Pill. Name : Brown Paper Initial Location: Pacquet of Paper Description : The paper appears to be blank. Uses : Used to make rubbings of tombs in Westminster. Name : Bung Initial Location: Bowyer Tower Description : You do not see anything special about the bung. Uses : None. Name : Captain Bligh's Oar Initial Location: The Black Museum (Scotland Yard) Description : You do not see anything extraordinary about : Captain Bligh's oar. Uses : Needed to row the boat. Name : Carnation Initial Location: Covent Garden Description : You do not see anything unusual about the carnation. Uses : Needed to enter Moriarty's Lair at the end. Name : Clue Paper Initial Location: Worried-Stranger Description : Mortality, behold and fear! : What a change of flesh is here! : Think how many royal bones : Sleep within this heap of stones: : Here they lie, had realms and lands, : Who now want strength to stir their hands. : : ********** : : For two-score years I reigned alone, : A virgin queen on England's throne. : My navy caused Armada's shame, : And with me died the Tudor name. : : ********** : : The apple sorely tempted Eve, : And Tell another aimed to cleave. : But when one fell, it showed to me, : The mighty pull of gravity. Uses : Puzzles leading to tombs in Westminster Abbey. Name : Coat Initial Location: Worn Description : It's a wool greatcoat. Uses : Not much. Name : Cotton Balls Initial Location: Blue Bottle Description : They're soft and fluffy. Uses : Muffles the sound of Big Ben's ringing. Name : Crayon Initial Location: North Cloister Description : It looks just like any other Victorian-era crayon. Uses : Used to make rubbings of tombs in Westminster. Name : Crown Jewels Initial Location: Lair Description : Despite its adventures, the Regalia doesn't look : any the worse for wear. Uses : When shown to the guard at Buckingham Palace the : game ends. Name : Emerald Initial Location: Wax Head Description : It looks as if there is a scratch on the emerald. Uses : Gives a clue for the end of the game (20/6/87). Name : Garnet Initial Location: Bowyer Tower Description : It looks as if there is a scratch on the garnet. Uses : Gives a clue for the end of the game (Give me to : Akbar) Name : Green Paper Initial Location: Pacquet of Paper Description : The paper appears to be blank. Uses : Used to make rubbings of tombs in Westminster. Name : Hat Initial Location: Worn Description : It's a rather large hat with plenty of room inside it for : your rather large head. Uses : Good for hiding things. Name : Key Initial Location: Threadneedle Street Description : The key has the word "Master" written on it. Uses : Unlocks the safety deposit boxes in the Bank : of England. Name : Knife Initial Location: Holmes's Study (Holmes's House) Description : It's a nasty-looking jackknife. Uses : None. Name : Lamp Initial Location: Holmes's Bedroom (Holmes's House) Description : It is a battered old brass lamp that has accompanied you : on many adventures in the past. Uses : Allows you to see in the dark when turned on. Name : Magnifying Glass Initial Location: Holmes's Bedroom (Holmes's House) Description : It is of Swiss manufacture, with a precision-ground lens. Uses : Allows you to read the etching on each gem. Name : Mail Initial Location: Holmes's Study (Holmes's House) Description : You should not read other people's mail. Uses : None. Name : Mace Initial Location: Jewel Room Description : It's a huge, medieval mace that some medieval knight : probably used for knocking other knights off horses. Uses : To knock the bung out of the keg of malmsey. Name : Match Initial Location: Matchbook Description : You do not see anything special about the match. Uses : Lights the Tobacco. Name : Matchbook Initial Location: Parlour (Holmes's House) Description : Tired of your dull, boring job? Tired of the whole : Victorian era? Become a detective! Apply now to the : LESTRADE school of sleuthing. In just three short days, : Inspector G. Lestrade will teach you everything he knows of : the art of detection. Here are just some of the things : you'll learn. : : *** Fifteen new and exciting ways to say "'Ullo! Wot's : this?" : *** Modern obfuscatory locution eschewel techniques. : *** How to insult private detectives. : : Included in your tuition is an official Scotland Yard : notebook, and a brand new bobby pin. Just send twenty-five : pounds to the LESTRADE, that's L-E-S-T-R-A-D-E school of : sleuthing. Act now, and the Inspector will tell you how he : knows that people are guilty simply by looking at them. Uses : Holds the Match. Name : Moriarty's Key Initial Location: Lair Description : You do not see anything extraordinary about Moriarty's key. Uses : Unlocks the door in Moriarty's Lair. Name : Newspaper Initial Location: Holmes's Study (Holmes's House) Description : It's the newspaper that came in your game package. Uses : When read to Holmes, it gets him out of his depression. Name : Opal Initial Location: On the Thames (Under London Bridge) Description : It looks as if there is a scratch on the opal. Uses : Gives a clue for the end of the game (Password: Swordfish). Name : Old Book Initial Location: Manuscript Room (British Museum) Description : The title is, "Secret Writing and Invisible Inks." Uses : Gives a hint about the clues left in Westminster. Name : Orange Pill Initial Location: Blue Bottle Description : You do not see anything interesting about the orange pill. Uses : Revives the girl in Covent Garden if her heart rate : is too fast. Name : Orange Paper Initial Location: Pacquet of Paper Description : The paper appears to be blank. Uses : Used to make rubbings of tombs in Westminster. Name : Pacquet of Paper Initial Location: North Cloister Description : The pacquet of paper is closed. Uses : Holds several sheets of paper which are used to make rubbings of tombs in Westminster. Name : Paddle Initial Location: Inside Traitors Gate Description : You do not see anything unusual about the paddle. Uses : Used to paddle the boat. Name : Persian Slipper Initial Location: Holmes's Study (Holmes's House) Description : In the persian slipper you see some tobacco. Uses : None other than it holds the Tobacco. Name : Pound Note Initial Location: Pocket Description : Why, haven't you ever seen a pound note before? Uses : Enough to buy a telescope, but make sure you get change ... Name : Pigeon Initial Location: Sherman's Shop (Sherman's Pet Shop) Description : The pigeon doesn't seem interested in anything. Uses : Gets the Ruby for you. Name : Pipe Initial Location: Holmes's Study (Holmes's House) Description : It is an old and oily black clay pipe, the companion of : Holmes's deepest meditations. Uses : Used to smuggle fire into Madame Tussaud's. Name : Pistol Initial Location: Holmes's Study (Holmes's House) Description : The gun is a six-shot revolver. Uses : None. Name : Rope Initial Location: Lair Description : You do not see anything interesting about the rope. Uses : Useful for tying Moriarty and Akbar up. Name : Ruby Initial Location: Trafalgar Square Description : It looks as if there is a scratch on the ruby. Uses : Gives a clue for the end of the game (Wear a : carnation). Name : Sapphire Initial Location: Clock Tower Description : It looks as if there is a scratch on the sapphire. Uses : Gives a clue for the end of the game (2:00 a.m.). Name : Shilling Initial Location: Birdcage Walk Description : You do not see anything unusual about the shilling. Uses : Pay Wiggins to steal the key to the safety deposit : box in the Bank of England. Name : Signet Ring Initial Location: Holmes Description : You do not see anything interesting about the ring. Uses : Given to Mycroft Holmes as proof you know Sherlock. Name : Stethoscope Initial Location: Hat Description : It looks just like any other late-Victorian-era stethoscope. Uses : Diagnose the girl in Covent Garden, and listen to the : vault in the Bank of England. Name : Suit of Armour Initial Location: Dungeon Description : The suit of armour was made for Henry VIII. Uses : Allows you to open Traitors Gate. Name : Telescope Initial Location: Birdcage Walk Description : The telescope looks surprisingly good, considering : it's just a trinket. Uses : To see the ruby on Nelson's statue. Name : Tobacco Initial Location: Holmes's Study (Holmes's House) Description : It's Holmes's favorite brand of shag tobacco. Uses : Used in the pipe to get fire into Madame Tussaud's. Name : Topaz Initial Location: Bank Vault (Bank of England) Description : It looks as if there is a scratch on the topaz. Uses : Gives a clue for the end of the game (Bar of Gold). Name : Torch Initial Location: Chamber of Horrors (Madame Tussaud's) Description : You do not see anything extraordinary about the torch. Uses : Used to melt the wax head in the Chamber of Horrors. Name : Violin Initial Location: Holmes's Study (Holmes's House) Description : It is a Stradivarius violin of exceptional quality. Uses : None Name : Wax Head Initial Location: Chamber of Horrors (Madame Tussaud's) Description : You do not see anything special about the wax head. Uses : The Emerald is hidden inside. Name : Whistle Initial Location: Inventory Description : You do not see anything unusual about the whistle. Uses : Hails cabs. Name : White Paper Initial Location: Pacquet of Paper Description : The paper appears to be blank. Uses : Used to make rubbings of tombs in Westminster. Name : Yellow Paper Initial Location: Pacquet of Paper Description : The paper appears to be blank. Uses : Used to make rubbings of tombs in Westminster. Name : Yellow Pill Initial Location: Brown Bottle Description : You do not see anything extraordinary about the yellow pill. Uses : Revives the girl in Covent Garden if her heart rate : is too slow. ------------------- V. General Hints ------------------- This section gives some basic hints and quirks about the game. Just some things to keep in mind. + The cab drivers don't understand the word Westminster. You'll need to say Abbey or Broad Sanctuary (the road the Abbey is on) to get there. + Never use the growler cab. It never brings you to where you want to go. Blow the whistle twice to get the hansom cab. + Never pay full price for the telescope. Always haggle twice and pay nineteen shillings. You'll get a shilling in change which you'll need later in the game. + Save a lot. Save several different filenames, too. That way if you get permanently stuck (which is definitely possible), you should be able to get back without starting all over again. ------------- VI. CREDITS ------------- + ASCII Art Header: Created with Figlet http://www.figlet.org/ + Legal Disclaimer information: "How to Write a Video Game FAQ" Written by Dallas Scott and AstroBlue http://www.dallasmac.com/faqwarp/ _____________________________________________________________________________ LEGAL DISCLAIMER: ----------------- This document is Copyright 2002, 2005 Aaron Marriner (amfaq@amarriner.com). It may not be reproduced nor retransmitted in any form without prior consent from the author. It may not be altered, published, sold, given as an incentive to buy, etc. without advance permission from the authors. All outside sources which have contributed to the making of this guide in some form have been cited in the last section of the guide. Violation of the above terms can and will result in a lawsuit. Sites allowed to post this document: http://www.gamefaqs.com Send any questions/comments/errors to amarriner@amarriner.com. -EOF-