I’ll spare you all of the random wandering as I found the solution right where I expected it to be. I had been imagining something overly-complicated like mounting a mirror on a stick, but the solution was actually just to move some packing crates across the room and stand on them. Obvious, right? It was not quite that easy because the store clerk initially refused to let us, but Holmes is very persistent and we talk him into it eventually. That doesn’t quite get me what I wanted since the plaque just says that the head was given to John Bradley, the store owner, in 1885. It was a let down, but not a permanent one as we can use the “move” command to look behind the head and find a label on the back of the mount: Oxford Taxidermy, 188 Oxford St. We have a new map location!
Lions and tiger and bears… all dead! |
Across the room is a second smock, this one much bloodier, that doesn’t seem to fit the man doing the taxidermy now. I finally start to interrogate him and am relieved that he is not the Blackwood that I am looking for, rather an apprentice named Lars Sorenson. His boss is out and he doesn’t know where he is. We ask him about the serrated knife and he tells us that it is for cutting through skin. Holmes fires off at him that it might be a murder weapon, but Lars has never heard of Sarah Carroway and doesn’t seem to be involved in the crime. We keep pushing and he admits that the bloody smock is Blackwood’s and only when he is threatened does he finally tell us that his boss is at an appointment at the Surrey Commercial Docks. He helpfully tells us that his boss has a medium build, gray hair, a top hat, and a monocle. Is it the guy from Monopoly?
Unfortunately, Watson tells us that the docks are too big of a place and without knowing more of where Blackwood is, we can never find him. He suggests that we get Toby, a crime-fighting dog, to help locate Blackwood’s scent. Is that why I needed the smock? It seems like a good idea so we head off on our way.
A private little menagerie. |
Good dog! |
Starting to piece it all together, I move a barrel first which lets Holmes climb up to grab the pail. Why I need it, I still do not know. When I pull it down, a rag falls onto the ground and I pick that up too. I try to have Holmes look through or open the window, but it is too dirty. Aha! Is Holmes supposed to clean the window with the rag? I try that and it doesn’t get me anywhere, just moving around the dirt, but I think I am heading in the right direction. If I then use the pail on the nearby river, I can scoop up some water and then put water on the rag. (How clean was London’s water at this time, I have no idea.) With that, I can clean the window and look in. Two men are having a business transaction, including Mr. Blackwood. He is handing over Sarah’s pendant! What to do? Eventually, I realize that now that I know what is going on behind the door, Watson will let Holmes smash it with the hammer and we run in together.
And I would have gotten away with it too, if it wasn’t for you detectives and that mangy dog. |
I will spare you the details, but we have another brief bit of Scotland Yard bureaucracy where we have to visit the jail, be told that we’re not permitted to see the prisoner, head to Scotland Yard to get a pass, and then back to the jail. It adds nothing but makes the game longer so let’s just skip to the chase.
See? Nothing to it. |
He also admits that he killed the wrong person: it was Anne Carroway that was carrying the letter, not her sister. The guy that hired him only gave him her last name which seems stupid, especially because he says that when he went back to the mysterious person that hired him, he knew that she had a sister and was very upset that the wrong one was killed. Holmes gets him to admit that the guy that hired him was named “Fitzroy”, but that may have been an alias. Finally, Blackwood will not reveal who he was selling the pendant to. He may have just info-dumped a bunch of stuff, but he’s not going to sell out his friends in the underworld too.
As exciting as this sequence is, I am stuck again. Lestrade and Scotland Yard have nothing new to say, even if the suspect admitted to us that he killed Ms. Carroway, we cannot return to the docks to look for clues, and time still hasn’t passed at the Opera to let me get more information about Anne. I’m carrying around the murder weapon and absolutely no one seems to care. I even check at the rugby pitch to see if Sarah’s boyfriend was named “James Fitzroy”, but that doesn’t work either. I am stuck.
Never underestimate the power of the underclasses. |
And of course, it’s obvious when you think about it. I had noted that the game would now let me buy different fragrances and I even picked up one or two, only to restore my game in the event I was spending money that I didn’t have. If you look closely at the counter, you can see that one of the fragrances (“La Cote de Azur”) is all sold out. I then ask for that fragrance and the sales woman has to duck into the backroom to retrieve a bottle. I use that time to interrogate the cleaning lady and she remembers that the person that bought that perfume smoked “Senior Service” cigarettes! It doesn’t seem like much, but I take that information straight to the rugby coach.
Smoking is bad for your complexion. |
We meet James at his room and he’s there, alone. We do a quick walk through and it’s clear that while he does really have a roommate, he is interested in chemistry and not rugby. Given that we found rugby clothes in Sarah’s flat, we know already that he is the real boyfriend. Thankfully, he is, although he does not want to talk to us much. He assumes that we are trying to ruin his career by getting him kicked off the team for socializing with the ladies. Unfortunately, he simply does not believe me that Sarah is dead. We have to give him proof, but I do not yet know how to do that. I can find a copy of her death certificate in the morgue, but I am not allowed to pick it up. I suspect I will have to steal it, but I do not see how yet. I’ll leave that as a problem for next time.
Here are my conclusions so far:
- I was right about the killer, but the “real” killer is whomever hired him. Someone wants an envelope that Anne Carroway is hiding and we need to track it down soon.
- Anne is in imminent danger. We need to find her soon. I am hoping that her calling in sick today was her knowing to hide.
- I am not sure if the pendant is a macguffin or a key item in this investigation. Holmes seems interested in tracking down Blackwood’s fence, but I don’t quite see why yet. We might want to recover the lost property, I suppose.
- James is dimwitted, but once I prove that Sarah is dead, he will help me locate Anne. He has to know where her new address is, right?
Time played: 3 hr 15 min
Total time: 12 hr 45 min
Inventory: message requesting help, business cards, iron bar, perfume bottle, pink carnation, card, sample of powder, cigarette butts, analysis results, a brass key, a large key, opera tickets, a note to enter Anna’s dressing room, cufflinks, wire hook, feather, Catarrh Preparation, serrated scalpel, bloody smock, leash, hammer, rope, wet rag, La Cote de Azur perfume
Great post, you are in the right track !
ReplyDeleteI am having a lot of fun, but it is a shame that I keep getting stuck on little things like this. I think I have a feel for the way the game thinks so that will help. I am mostly concerned that I am not as far along as I thought I was now that the killer is in jail but he's not the "killer". I have a vague fear I'll be writing about this game until spring!
DeleteYes, this game's plot is surprisingly vast, with numerous plot threads yet to uncover. I'd estimate that you're maybe 45% through. The sequel is even bigger, but isn't able to maintain the same level of pacing.
Delete"He helpfully tells us that his boss has a medium build, gray hair, a top hat, and a monocle. Is it the guy from Monopoly?"
ReplyDeleteThis made me laugh. :)
if you look at him in jail, he looks kind of monopoly guy, older, with some bad decisions on his shoulders
DeleteThis game's puzzles are an odd mix of good ones (understanding clues you've found to pick the correct dialogue choices, distracting the perfume shop owner) and a few mediocre ones (the needless Scotland Yard bureaucracy and other cases where it turns out you simply have to keep talking, and some pixel hunting). But even the occasional bad puzzles never are illogical, just blandly straightforward.
ReplyDeleteThis is why I love this series so much, instead of doing a Monkey Island or King's quest clone, they adapted the puzzles to fit a holmesian setting.
DeleteYou are not building crazy contraptions, or doing plot unrelated fetch quests. You are just investigating, making deductions, talking with people.
By the way, this article covers one of the only classical "puzzle heavy" oriented scenes on the entire game, which is the Surrey docks, all that stuff with cleaning the window is like 3 or 4 steps of typical puzzles in a kind of "escape the room" location (you cannot exit it, unless you solve it)
The Holmesian dialogue-heavy approach I love too (I disliked some cheesy inventory combination puzzles in the Holmes games by Frogwares), especially when there is actual thinking involved.
DeleteBy "simply have to keep talking", I mean instances such as the first Scotland Yard scene: Duncan doesn't want to call Lestrade. The solution? Talk to the "blind" vendor to unlock the dialogue option to convince Duncan. And if you hadn't done that yet, Watson helpfully points out that talking to the vendor might be useful. No real thinking involved on the player's part, just following basic adventure gaming thoroughness. It's padding, and Duncan should've been able to call Lestrade right away. There are other moments like this but it's among the most egregious ones.
To be fair, I am nitpicking, and these non-puzzles are relatively few and harmless.
Yeah I get it, there's tons of "just talk to Watson until he points something out", and more conversations unlock. And yes, the game is very long as it is, but still, a masterpiece for me
Delete