Sherlock holmes the testament: The Testament of Sherlock Holmes on Steam

The Testament of Sherlock Holmes (Video Game 2012)

  • Cast & crew
  • User reviews

IMDbPro

  • Video Game
  • 20122012
  • MM

IMDb RATING

7.3/10

190

YOUR RATING

Play trailer1

:

34

4 Videos

4 Photos

Mystery

Sherlock Holmes is framed for murderSherlock Holmes is framed for murderSherlock Holmes is framed for murder

IMDb RATING

7.3/10

190

YOUR RATING

    • Arthur Conan Doyle(characters)
    • Colin Mace(voice)
    • David Riley(voice)
    • Kerry Shale(voice)
    • Arthur Conan Doyle(characters)
    • Colin Mace(voice)
    • David Riley(voice)
    • Kerry Shale(voice)
  • See production, box office & company info
    • 1User review
    • 3Critic reviews
  • See more at IMDbPro
  • Videos4

    Trailer 1:34

    Watch The Testament of Sherlock Holmes (VG)

    Trailer 1:10

    Watch The Testament of Sherlock Holmes (VG)

    Trailer 1:25

    Watch The Testament of Sherlock Holmes (VG)

    Trailer 1:25

    Watch The Testament of Sherlock Holmes

    Photos

    Top cast

    Colin Mace

    • Inspector Baynes
    • (voice)

    David Riley

    • Dr. Watson
    • (voice)

    Kerry Shale

    • Sherlock Holmes
    • (voice)
      • Arthur Conan Doyle(characters)
    • All cast & crew
    • Production, box office & more at IMDbPro

    More like this

    Sherlock Holmes: Crimes and Punishments

    Sherlock Holmes: The Devil’s Daughter

    Sherlock Holmes Vs. Jack the Ripper

    Batman: Arkham Origins

    Sherlock Holmes: Nemesis

    Sherlock Holmes: The Awakened

    Sherlock Holmes: Chapter One

    Sherlock Holmes: Mystery of the Mummy

    Sherlock Holmes: Secret of the Silver Earring

    Tomb Raider: Underworld

    Storyline

    Did you know

    • Connections

      Featured in Outside Xbox: 7 Unintentionally Creepy Kids Who Will Haunt Us Till We Die (2019)

    User reviews1

    Review

    Featured review

    6/

    10

    Not so elementary.

    The Testament of Sherlock Holmes is the sixth game by Frogwares that has the beloved sleuth as the main star. Sadly, some issues make the final product a bit rough around the edges.

    As usual, you play as Sherlock Holmes, and, on occasion, as fatty Watson. Since the story is what lives at the core of adventure games, revealing too much of it would be a disservice. The plot basically opens with Holmes being slandered by the press as the mind behind a number of crimes. Simultaneously, Holmes also gets involved in a handful of gruesome cases. Everything seems to have a common denominator and (surprise!) it’s your job to unravel the mystery. Keep in mind that it’s an original story this time around (as opposite to being based on one of the books), even if there are some winks to previous tales. A few chunks of the narrative are a bit too grandiose, but, for the most part, it’s fairly intriguing and entertaining.

    Graphics are nothing to get excited about. Things look okay and it’s understandable that, for an indie company that’s making an adventure game, eye-candy is not on top of the list. Quality aside, animations are pretty clunky and sometimes it even feels like a step backwards from past experiences with the franchise. It’s definitely hard to get immersed in what’s supposed to be a cinematic experience if every other scene you’re giggling (or cursing) at how stiff everyone looks. All of this would’ve been forgivable if it wasn’t for the fact that, even on a powerful rig, the game stutters or slows down quite a lot given how it looks.

    One of the major factors in the adventure genre tends to be voice acting. In this case, it’s a toss-up. The pretty consistent voicing behind the main characters is frequently spoiled by some of the secondary counterparts and their appalling delivery. Maybe it’s a problem with the writing more than the acting but, whatever the case, many folks in virtual London just sound weird. On top of that, a considerable amount of dialogue lines get re-hashed in certain stages of the game and some ‘persuasion’ sequences are absolutely insane. Paraphrasing an example:

    Watson: Hey, lady. Let me in. This is a life or death situation! — Lady: You’re rude and I most definitely will not allow you to pass. — Watson: Hello! I’m a biographer working for one of your tenants. Let me in, puh-leese. — Lady: No. Get out of my property, fatso. — Watson: Hi! I’m a painter doing a portrait for one of your tenants. Let me in? — Lady: Okay. — Watson: Cheerio!

    Keep in mind that this isn’t a «try again» one-shot scene. This is one continuous dialogue. It’s a shame because it was easily fixed by adding a few extra lines.

    The biggest flaws in The Testament of Sherlock Holmes, however, reside in how the game actually plays. Lately, there seems to be a fad for putting out really bad console ports in terms of movement and cameras and this is just another notch under the belt.

    First off, you have three ways of moving about: your standard first-person, WASD layout; your typical click-to-move, multiple fixed cameras style; lastly, a sort of over-the-shoulder third-person view. Three different ‘perspectives’ feel like overkill, but you’ll be switching all the time because all three are pretty terrible. The point-and-click option forces you to constantly hover over every pixel and see if your cursor changes to something you can interact with; the first person view just makes you miss clues that are too low on the floor or too high up in the air; also, the third person view gives you access to clues faster, but it’s just awkward to control. It’s truly a crime that a game with no combat, no intricate mechanics, no twitch reactions and no micro-managing, doesn’t manage to have smooth controls.

    To add insult to injury, some of the levels that you’ll have to navigate are absolutely frustrating and not in a «oooh this level is so frustrating but I feel so challenged at the same time!» kind of way. It’s reasonable that a big part of clue-hunting comes from objects being somewhat hidden or discovering awkward paths that lead to a backroom, but since the camera and the controls are already terrible as is, solely trying to explore some of the scenes for the first time will make you pull your hair out after a few hours.

    Unsurprisingly, the pillar on which this title rests is the puzzle-solving. Again, this feels like 50-50. Some of the puzzles are a staple of the series by now, such as the deduction board, where you draw conclusions from what you know about your current case, or dealing with complex lock mechanisms to open a safebox. Those are mostly okay, but the pain takes over when you stumble upon these ridiculously absurd riddles where all you can do is click everything until something works, which kind of defeats the whole purpose of a puzzle. Now, this is such an obvious issue, that instead of redesigning some of the ideas or coming up with a hint system, the developers decided to make a «skip» button appear after a few seconds, which, again, makes you wonder what the point is.

    Summarizing, The Testament of Sherlock Holmes feels like a half-baked attempt at continuing a long-running franchise that has worked well in the past. Regrettably, the controls and poor execution make playing this one more of a chore than a pleasurable experience. You would imagine that after six games, it would turn out to be smooth sailing and a streamline-extravaganza, but alas, it wasn’t the case. If you are a fan of the British detective, you’ll enjoy it, but then again, you would probably enjoy anything that has to do with Holmes in that case.

    Too bad. Sherlock vs Jack was g-o-o-d.

    helpful•3

    4

    • doesitactuallymatter
    • Oct 14, 2012
    • What year does this game take place?

    • Please explain the chronicle order of the Frogware Sherlock Holmes games.

    Details

    • Release date
      • September 25, 2012 (United States)
      • United Kingdom
      • Official site
      • Official site
      • English
    • Also known as
      • El testamento de Sherlock Holmes
    • Production company
      • Frogwares Game Development Studio
    • See more company credits at IMDbPro

    Technical specs

    Related news

    Contribute to this page

    Suggest an edit or add missing content

    More to explore

    Recently viewed

    You have no recently viewed pages

    Whitechapel — The Testament of Sherlock Holmes Wiki Guide

    By Samuel Claiborn, sng-ign, eppur si muove, +788 more

    updated

    Once in Whitechapel, head straight to the cemetery (at the other end of the main street).

    • Inside the cemetery, go to the wooden cabana. On the right, grab the coupon for free soup.
    • Leave the cemetery. In front of the cemetery there is a soup chariot. Talk to the owner.
    • Once you have talked to the owner, look at the street game to the right of the chariot.
    • Talk again to the owner and ask about the game.
    • Play and win a game against him.
    • Ask about all the other subjects.
    • Enter the dispensary located in front of the cemetery.

    advertisement

    Dispensary

    • Talk to the doctor.
    • Walk to the end of the dispensary and open the double doors.
    • Look at the board in the corridor and take the list of recent deaths.
    • Enter the morgue.
    • Take the scissors at the right of the operating table.
    • Look at Kurtz’s vest.
    • Use the scissors to cut the pocket, the right sleeve, and then the tag.
    • Take all the found items.
    • Go back to the cemetery.

    Back to the cemetery

    • Open the cabanas door (1). Use the two keys then push the knob with the metal bar.
    • In the cabana, look at all the interactive points on the box in the middle.
    • Take the axe on your left.
    • Read the note on the wall.
    • Use the axe on the box.
    • Use the knife on the bottom of the box.
    • Read the note.
    • Go to the end of the cemetery after the second gate.
    • Look at the tree at the right of the gate when entering (2).
    • Look at the names: » Sally and John.»
    • Go to the tomb at the middle of the furthest wall of the cemetery (3).
    • Look at the tomb then go back to the cabana (1) and get the shovel.
    • Go back to the tomb then use the shovel on it.

    TheTestamentofSherlockHolmes_5cemetary.png

    • To open the box, move the numbers in order to obtain the code: “78235464”

    TheTestamentofSherlockHolmes_5cemetarynumbers.png

    • Once you have taken all objects in the box, go to the other cabana at the far left corner of the cemetery.
    • Once you are done with the kids, go to Kurtz’s house. Go left when exiting the cemetery, then take the first street on the right. Kurtz’s house is the last door on the right. Use the key you found in the box to open it.

    Kurtz apartment

    • Look at Kurtz’s body.
    • Use the knife on his finger.
    • Look at one dog’s body.
    • Look at the trail with opium on the right of the dresser.
    • Look at the bowl at the right of the entry door.
    • On the ground, look at the crumpled paper in front of the sofa.
    • Solve the deduction board.
    • You will be taken directly to the morgue.

    The morgue

    • Walk to the autopsy room.
    • Look at Kurtz’s body.
    • Use the cotton on the body.
    • Use the scalpel on both marks.
    • Install the rib spreader on the left notch.
    • Use the scalpel on the left notch.
    • Use the tweezers on the left notch.
    • Replace the rib spreader on the right notch.
    • Use the scalpel on the right notch.
    • Use the pipette on the right notch.
    • Use the full pipette with the chemistry kit.

    TheTestamentofSherlockHolmes_5morguechemistrykit.png

    • Complete the deduction board

    advertisement

    • You will be taken directly to Whitechapel.
    • Go to the opium den.

    TheTestamentofSherlockHolmes_5opiumden.png

    Opium Den

    • Talk to the guard and try to open the door.
    • Grab the ashes, dirty water, and the tea and then merge them.
    • Give the booze to a man (where we was taking the ashes).
    • Take the good key at the entrance.
    • Open the door next to the guard.
    • Grab the stick and the garden knife.
    • Listen to the conversation at the ventilation window.
    • Grab the spoon, the syringe and the Barbituric acid.
    • Heat the spoon and then merge it with the Barbituric acid and the syringe.
    • Open the ventilation window with the garden knife, then the stick.
    • Leave this room.
    • Put the guard to sleep with the syringe.
    • Move the cursor on the guard and do an action when the cursor turns green.
    • Go upstairs.
    • You will be taken directly to Baker Street.
    • Use the map to go to Kensington Gardens.

    Up Next: Kensington Garden

    Previous

    Watson & Sherlock’s Apartment Revisited

    Next

    Kensington Garden

    Was this guide helpful?

    In This Wiki Guide

    The Testament of Sherlock Holmes

    Frogwares

    Rating

    ESRB: Mature

    Platforms

    Xbox 360PCPlayStation 3

    Cocaine Bear — Official Trailer

    On a rampage for blow and blood. Meet Cocaine Bear. Check out the oddly comical yet extremely terrifying trailer for Cocaine Bear, an upcoming movie starring Keri Russell, Margo Martindale, Ray Liotta, Alden Ehrenreich, O’Shea Jackson Jr., Jesse Tyler Ferguson, Kristofer Hivju, Kahyun Kim, Christian Convery, Brooklynn Prince, and Scott Seiss. Inspired by the 1985 true story of a drug runner’s plane crash, missing cocaine, and the black bear that ate it, this wild thriller finds an oddball group of cops, criminals, tourists and teens converging in a Georgia forest where a 500- pound apex predator has ingested a staggering amount of cocaine and gone on a coke-fueled rampage for more blow … and blood. Directed by Elizabeth Banks (Charlie’s Angels, Pitch Perfect 2) from a screenplay by Jimmy Warden (The Babysitter: Killer Queen), Cocaine Bear is produced by Phil Lord and Chris Miller (Spider-Man: Into The Spider-Verse, The Mitchells vs. The Machines) and Aditya Sood (The Martian) for Lord Miller, by Elizabeth Banks and Max Handelman (Pitch Perfect franchise) for Brownstone Productions, and by Brian Duffield (Spontaneous). Robin Fisichella (Ma) will executive produce.Cocaine Bear will open in theaters on February 24, 2023.

    Winnie the Pooh: Blood and Honey — Official Trailer

    Check out the unsettling trailer for this violent new take on a beloved childhood classic. Winnie the Pooh: Blood and Honey sees Piglet and Pooh embark on a twisted rampage after being abandoned by their friend, Christopher Robin. Journey into 100 Acre Wood as you’ve never seen it before.Directed by Rhys Frake-Waterfield and starring Maria Taylor, Amber Doig-Thorne, and Danielle Scott, Winnie the Pooh: Blood and Honey is coming soon.

    Loading

    Build a Data Loop in Minecraft (Ft. WildEngineering)

    The Xbox Direct Delivered the Optimism Xbox Fans Have Waited For

    Walkthrough The Last Will of Sherlock Holmes

    5.3. Whitechapel Street. Finding killers

    Controlling Sherlock Holmes
    Go straight to the hospital, on the way talk to the man in line at the labor exchange, the man who boards up the shop window, and the seller of shoes at the crossroads.

    We get the achievement «Net»

    Entering the hospital, talk to a doctor named Grant, he is an old acquaintance of Dr. Watson. And show him the scalpel we found at the bishop’s. Dr. Grant confirms that this scalpel once belonged to the hospital where he works. Say goodbye to the doctor and leave. nine0008

    Opposite the hospital, across the road, there is a chapel, and next to it is a cemetery, that’s where we need to go. We go into the territory of the chapel, turn right, there is a gate, we go into them. Here we are at the cemetery. We turn right and go to the far end of the cemetery, there is a barn. A rope hangs on the windowsill of the shed. We compare this rope with a piece of the one that was found near the corpse in the diocese. To do this, in the approximate mode, use a magnifying glass and click first on one sample, and then in another way. Holmes will come to the conclusion that these are the same ropes, frayed on one side. with their help, the coffins were lowered into the graves. We also examine the shovel leaning against the wall of the barn. There is a cart next to the barn, on it is a coupon, for receiving, 19September, free soup, in addition, on the coupon there is a postscript addressed to a certain Kurtz from Grape Joe. Considering that coupons are issued every day, and today, in the game The Last Will of Sherlock Holmes, September 17, we can conclude that the author of the message is a kitchen worker for the poor. Now go to the second part of the cemetery, to do this, go through the broken iron gate, at the end of this part of the cemetery on the right there is a gravedigger’s shack, examine the monument leaning against it. We switch to the approximate mode and similarly with the rope, we check our sample of granite and compare it with the granite from which the monument is made. To do this, work with a magnifying glass on the light part of the monument, and then compare the paint on our sample and the paint covering the tombstone. It’s the same granite and the same paint. Now, at the left end of this part of the cemetery, we find an open pit under the grave and perform all the same actions with samples of the earth from the pit and those found by us at the crime scene. All comparative tests came back positive, which means one of the bishop’s killers is a cemetery worker. There is nothing else for us to do here now, we go out into the street. nine0008

    Immediately turn right and notice a huge mobile oven, from which black smoke pours and a guy standing on a box next to it. This is the mobile kitchen for the poor we were looking for. Next to the box on which the man is standing, there is another box with a field for playing for money, look at it. Speak to the food vendor in The Last Will of Sherlock Holmes. We invite him to play dice. The point of the game is to score 36 points before the opponent. We wake up to throw a D6 die, but instead of a six, there is a skull on it, when the skull falls out, all the points scored per turn are burned out and the move goes to the enemy. During your turn, you can roll the die as many times as you like until you win, the skull comes up, or you save your result. When you save the result, you pass the move to the opponent and, in turn, start with the amount already collected, but in the event of a skull falling out, you will start the next move not from zero points, but from the previously saved number. We win the man in the dice. nine0008

    Get the Lucky achievement.

    Now the soup dispenser is ready for a more serious conversation. We interrogate the loser, he tells us that Grape Joe can be found with his friends who work in the morgue at the hospital. We say goodbye to the man and return to the hospital.

    Entering the hospital, again we talk with Dr. Grant and ask him about the morgue, he will report that he is at the far end. We say goodbye and go to the far door, which earlier, it is worth noting, was locked. We go into the waiting room of the morgue. Dr. Watson immediately draws attention to the list of the dead, on the left wall. Let’s look at the list again. We go to the morgue. Near the operating table, on the table with instruments, there are scissors, we pick them up. We approach the chair near the desk, a bathrobe hangs on the chair, examine it. We click on the patch, it says «Kurtz», which means that this is his bathrobe and he really works in the morgue in the passage of the game The Last Will of Sherlock Holmes. We take the scissors from the desk and use them to tear off the stripe from the robe. Under the stripe we find a diagram of the cemetery and a barn marked on it with a red cross, the very one near which we found the ticket. With the help of all the same scissors, we rip open the sewn pocket of the robe, we find two keys there. And in the cuff of the left sleeve, having cut it with the same scissors, we find a metal rod. It’s time to visit the cemetery again, we leave the hospital and head there. nine0008

    Finding ourselves in the cemetery, we immediately head to the shed. We try to open the door, but it is locked. Again, the approximate mode and we see the castle in front of us, view from below. Insert two keys into the lock and turn them. The crossbar moved forward, but not completely, we push it to the right with a steel rod. The castle has opened, we can enter and continue the passage of the Last Will. On the left side of the barrel is an ax, pick it up. There is a note hanging on a pole near the barrel, we read it. There is a locked box in the middle of the shed, break it open with an axe. With a magnifying glass, look at the nails with which it is nailed to the floor. We click on the bags with nails, under them we find a crack, we work on it with a penknife from the inventory. Open the bag found in the resulting hole. There are valuable things in the bag and a note that says that one of the criminals wanted to hide something here, but everything did not fit, and he buried it with the new Romeo and Juliet. Remembering the play of the same name about poisoned lovers, the list of the dead from the morgue, the note about the need to cut down the tree and this note, we can conclude that now we know exactly where to look for the rest. We leave the barn and head to a large tree that stands not far from it, just behind the fence. There is a carved inscription on the tree, inspect it. Click on the inscription Sally and John, it was completed last, you need to find their graves. We find a grave with the same pattern as next to their names on the tree. She will be in the last row, the only one who does not yet have a fence. nine0008

    We found the right grave, now we need a shovel to dig it out. We recall that we saw a shovel near the barn and return for it. We use a shovel on the grave. Under a layer of earth, we find a metal box. On closer examination, we realize that this is a box from a bank with a rather complicated lock. To open it, we have to line up the numbers in the desired sequence. The correct order of the numbers is written under the padlock in the lower right corner: 78235464. In order to arrange the numbers in this order, we need to move them along additional tracks above and below the code line, thereby changing places. Until we build the desired code. The difficulty is that the numbers can only be moved in pairs, i.e. highlighting two adjacent digits. It is possible to come to the solution of this problem in the passage of the Last Will of Sherlock Holmes in several ways, we will give one of them:0008

    58 lift up
    63 lift up and slide to 58
    47 lower down, move to the left and return to the main code line. Second and third in a row
    35 lower to the bottom track and move all the way to the left
    74 lift to top track
    46 lower to the lower track and move all the way to the right
    24 lift to top track
    47 lift to the top track and pull it all the way to the right to the number 8
    46 lift up to the top track to 478, they should go one after the other
    64 put on the main code line at the very end, going through the bottom for this
    35 place on the top track between numbers 2 and 4
    23 put on the code bar and put
    in its place
    54 move two steps to the right and lower to the code bar
    78 move all the way to the left and lower it onto the code bar. The puzzle is solved and the box is opened.

    We get the achievement «Connoisseur of Numbers» in the passage.

    The box contains candlesticks, a blood-stained hammer and a key. We take the key. We see how the door in the gravedigger’s shack opens a little, and then very quickly closes. There is clearly someone there, you need to check. Let’s go there. Holmes’s fears turn out to be in vain, children are hiding in the hut. One of them has a wounded hand, but Holmes does not allow his friend the doctor to immediately start examining the wounded man, at first he demands that the boys answer his questions. When talking with the boys, choose the «fear» line of behavior, this will help you get the achievement in the future. The boys are very afraid that the butcher will find them and is ready to answer any questions. They give us Kurtz’s address, or whatever they call him, the Colonel. He lives on Betty Street, next to the liquor store, house 8. We go outside. nine0008

    Watching a video about Prince Woodville’s visit to Whitechapel and his conversation with a local woman. We need to find Kurtz’s house, for this turn left and go forward to the first crossroads, turn right at the crossroads and go forward until it stops. Having reached a dead end, we examine the sign above the shop and approach the last door on the right. Open the door with the key from inventory. We were at the scene of another crime. This time we saw the corpses of a man and two dogs. The whole apartment is covered in blood. Near the cabinet on the floor on the left lies a tray, examine it. On the tray, examine the charred balls, a small burner and a pipe with a magnifying glass, Sherlock immediately recognizes opium smoking items in this set, and Watson concludes that opium was made somewhere else, since a real laboratory is needed to make it. We raise the letter near the overturned table and read it, it seems that in the end Kurtz was resigned from the militias too. On the fireplace we examine the badge of the 58th Infantry Regiment and the order to expel Kurtz from his ranks in 1881. Above the fireplace is a newspaper clipping with an article about the war in South Africa. On the floor near the sofa lies a piece of yesterday’s newspaper, in which a piece of fresh meat was wrapped before, on the same piece there is a branch from grapes. In order to find out in the approximate mode of the scrap, click on the vine branch with a magnifying glass, then on the blood stain and on the piece of text on the left side of the scrap. Above the sofa hangs an old battle photograph of Kurtz, dated 1983 year, where he is with the militias, which means that after leaving the regiment he fought on the side of the Boers. To the left of the sofa, look at the empty dog ​​bowl, shortly before death, the dogs were fed and they rushed at their master, this is strange. It’s time to take care of the corpses.

    Let’s start with the corpses of dogs. Choose one of them and look around. Each dog has three active zones, you need to examine them. The zones are on the legs and back. Having finished with the dogs, we move on to examining the corpse of Kurtz himself. We remove the bandage from his hand with the help of scissors from the inventory, it will pick up a finger, the very one that we found near the corpse of the Bishop of Nadesbridge. Examine the wound on the abdomen, the dog bite on the arm, near the thumb, and the wound on the crook of the elbow, apparently inflicted by the same dog, and then gnawed. Now examine the wounds on the neck. Here we have nothing more to examine, we leave the approximate mode of the body and proceed to the examination of the legs. We look at the shoes and determine that the victim has 9th shoe size. We examine the wound on the leg. We exit the approximate mode. The crime scene has been examined and you can proceed to the deductive table: «Deduction — Kurtz.» After filling in, your table will look like this:

    After filling out the table, Watson will say that something is clearly missing in it and Holmes will ask him to negotiate with a friend from the hospital about allowing them to use their morgue to autopsy Kurtz in the passage of the game Sherlock’s Last Will Holmes.

    Controlled by Dr. Watson
    Once in the hospital, we go to the doors leading to the morgue. Dr. Grant comes to meet us, so we need him. We ask a friend for a favor, but he refuses us and at the same time shows extreme aggression. Watson does not remain in debt and, refusing his usual calm line of behavior, simply «destroys» Grant with his arguments. The doctor has no choice but to give in and let us use the hospital’s morgue. Holmes arrives and we proceed to the autopsy.

    We control Sherlock Holmes
    We press on the fabric covering the body, thereby we recline it, now we press on the corpse itself and go to the approximate mode. Before us is the body of Kurtz, and below are the tools for conducting an autopsy. Cotton wool with alcohol, dilator, tweezers, scalpel and pipette. We wipe the stomach and the area of ​​​​the left lung with cotton wool. Mark two areas for incisions. Using a scalpel, we make notches in the indicated areas. We insert a rib expander into the incision on the lung and use a scalpel to make a deeper incision, now using a pipette, we take a sample of fluid from the lung for analysis. We take out the expander from the lung and insert it into the incision on the abdomen. With a scalpel we enlarge the incision, with the help of tweezers we take out a folded piece of paper from the stomach of the corpse, recently swallowed by him. The paper is a red piece of paper with a picture of a Chinese dragon and the address «13 Berner Street». The opening is over. nine0008

    Get the «Hidden Message» achievement for completing The Last Will of Sherlock Holmes.

    There is a table with chemicals on the left, go to it. Having selected the filled pipette in the inventory, click on the rack with test tubes. After that, a new approximate mode for analysis will open in front of you. We will record the results of the analysis in the table on the left side of the screen, if the entered data is correct, then the figure will turn green. To carry out the analysis itself, we need the contents of the pipette into the test tube with the sign «?», in order to do this, simply bring the pipette to the test tube and click on it, the bath is filled with the substance. Now rotate the stand and open the tap under the reagent vial. After the reagent has entered the substance, it begins to react and multi-colored puddles appear on its surface. Fill in the table based on the results. To find out all the properties of the test substance, carry out the procedure with all the reagents from the test tubes. As a result, you should get the following table:0007

    We received a complete chemical analysis of poisons in transit and can read it. Now we have enough data to complete the deductive table, let’s do it:

    We watch the video clip of Sherlock Holmes’ conversation with Dr. Watson and decide to go to 13 Berner Street, found on a piece of paper in the stomach of one of the bishop’s killers . To do this, we need to exit the hospital to the street, turn left and go to the crossroads, turn right at the crossroads and go to the end, turn right again and go to the end of the alley. At the very end you will see a building with a sign in Chinese, that’s what we need. This is an opium den, our dead man was obviously their client, let’s go. nine0008

    At the entrance we are met by a Chinese, the owner of the establishment. Behind him on the right we see a housekeeper with keys to all the doors of the building, it can come in handy. We pass further and to the right of the passage on the table there is a basin with dirty water, in which smoking accessories are washed. Go further, passing through the institution, inspect all the customers. Having reached the end, inspect the very last locked door at this stage of the passage of the Sherlock Holmes game, and then we try to approach the door with the guard, which is located next to the stairs, he will not let us through. Remember the hieroglyphs above the locked door, this will come in handy later. Now we return to the bowl for washing smoking accessories, we take a glass from there, in the same room at the very end, on a table near one of the sleeping clients, we take a glass of jasmine tea. Near the bed of the awake client, from the side of the legs, from the table we take the ashes from the ashtray. We go into our inventory and combine all the items found: dirty water, jasmine tea and ash. We select the resulting drink and influence it on the awake client. After a man drinks it, he will feel bad. Hearing the groans of a suffocating client, the owner of the establishment will come running. While the owner is busy, we go to the entrance and take the upper left key from the housekeeper and head to the closed door. We go into the room, we found ourselves in a laboratory for the manufacture of opium and the preparation of curule accessories for clients. Go straight and on the opposite wall from the door in the right corner there is a ventilation window, inspect it, it leads to the next room. nine0008

    You will hear a conversation between two criminals who killed the bishop. Sherlock wants to grab the villains, but before that we need to neutralize the guard at the entrance, and for this we need to put him to sleep. Next to us is a cabinet with reagents, we take a bottle of barbiturate and a spitz from there. From the bowl on the floor we take opium balls. From the bucket near the curtain we take the stick. Immediately under the ventilation grill we pick up the billhook. Near the grate there is a table for preparing smoking devices, we use it to prepare sleeping pills. With the help of matches from the inventory, we light the burner, click on the grate on it so that it falls into place, put a teaspoon with opium balls from the inventory on the grate so that the opium becomes liquid. Now we collect liquid opium and barbiturates from the bottle into the syringe. While we were preparing sleeping pills, the owner noticed that the door was not locked and corrected this oversight, thereby locking us inside. We’ll have to get out of here by other means. We approach the ventilation window, under which we took the billhook and remove the rag from it, then we use the billhook on the ventilation grill and support it with a stick, previously taken from the bucket. We get out into the corridor and continue our walkthrough «The Last Will of Sherlock Holmes». We approach the thug near the room with the criminals, it’s time to wish him «sweet dreams». And again, Watson plays the role of bait. While Watson lured the thug to him, Holmes imperceptibly injects him with a sedative, to do this, simply press the cursor in the form of a syringe on the big man when he catches up with Sherlock. The guard falls to the floor. Climb the stairs near the door, it will lead us to the balcony above the room of criminals. Holmes will take out a revolver and begin to aim at one of the criminals, fortunately at this moment the police will appear, and Inspector Baines will arrest the killers. We return to Baker Street. Let’s watch the video. nine0008

    It turns out that Ratslayer escaped not only from prison, but also from Sherlock, in addition Farley wrote another ridiculous article about Sherlock Holmes. In his article, Farley spoke about our visit to the prison at the time of the criminal’s escape, as well as our presence in the censer at the time of the arrest of the bishop’s killers and about the accusations from the owner of the opium censer against us regarding the knocked out guard. But how does he know all this, how is he so well aware of all our actions, it’s time to visit this scribbler and sort everything out. We read the article by Ostmud Farley and use the map to go to the editor. nine0008

    6. Ostmood Farley Office. What a journalist is hiding

    Controlling Sherlock Holmes
    There is a jacket hanging on a hanger in the hallway, search it. This jacket belongs to Farley. In the right pocket of the jacket is a cigarette case with the most ordinary cheap cigarettes, press the right lapel of the collar and turn it away, in the right inner pocket of the jacket you will find the identity of the journalist Ostmoud Farley. There is a mug of still warm coffee on the table to the left, and there is an electrical panel on the wall near the front door. After examining the hallway, try to enter the office, the door is locked. But, at that moment, Farley will leave the office and we will have an unpleasant conversation with him. The journalist leaves, but Farley’s secretary is now standing in our way, who obviously will not let us in his office. You need to get her out of there somehow. Once again, we click on the door of the journalist’s office and find out that if the operation of the electronic telegraph device is disrupted, then Ostmud’s secretary will have to go to the telegraph station in Kensington to send a telegram on his behalf. This will give us enough time to search his office and figure out what the hack is hiding. We take from the hanger the hangers on which the jacket previously hung and with their help we open the electrical panel. We need to cause a short circuit, for this we need to bring all the lines of electricity together and press the switch. In order to redirect the current lines, use the shield switches. As a result, you should get something like this:0007

    When the secretary leaves her post, we can freely enter the office during the passage of the Last Will of Sherlock Holmes.

    Getting the «Freedom of the Press» achievement

    Let’s start with the secretary’s office. We examine the door with a key sticking out of it. We approach her table and inspect it. A page was torn out of the notebook, there was a message on it that the secretary should send, it was written in shorthand, Holmes decides to rewrite it, it turns out that this letter is up to him, we read the message. Take the brush from the makeup box. We examine the notebook lying in the upper left corner of the table, there is an imprint of the text from the previous sheet, but we cannot make it out yet. There is no ribbon in the typewriter. We exit the approximate mode. In the trash can next to the table, inspect the typewriter ribbon that was just thrown away. Nearby is a table for telegraphy, Sherlock does not find anything interesting in the telegram that the secretary tried to send. We go to the office of Farley himself. A book about the adventures of Sherlock Holmes is lying on the floor to the left of the fireplace, it has clearly fallen off the shelf, we look up and examine the very place from which it fell. From the fireplace we get a piece of charred note. We examine the drawn curtains on the window, there is peace to the right of the window, inspect it, we still don’t know which of the boxes we need. Near the rest there is a small bedside table with a telephone and a bunch of keys, take them. Near the phone there is a piece of paper with the phone number written on it, the note is written in a very elegant handwriting, asking to be connected to the number, we will find out that this is Scotland Yard. To the right on the wall there is a board, inspect it. To the left of this board is a portrait of Prince Woodville, take it. We remove from the board a note for «Global Explorer» about a drowned man, and then a newspaper article about madness in the monastery of St. Anthony, they are in the upper right side of the board. We leave the approach of the board. There was a half-eaten sandwich on the table. One of the chairs is out of place. In the ashtray that stands on the journalist’s desk, we examine the rest of the cigar, obviously an expensive cigar, its tip is still warm. We pick up the ashes from cigarettes of the usual cheap brand, still warm. nine0008

    Moving away from the ashtray. Sherlock realized that there was more than one person in Farley’s office, and since no one left the office while we were there, then there must be another, secret door through which the journalist’s guest came out. In order to discover it, we need to restore the events preceding our visit here, because there are so many clues around. But we still do not have enough initial data, let’s finish collecting evidence first, and then return to the scheme. We return to the secretary’s table and once again try to read the print on the notepad page. To do this, sprinkle the page with ashes, and then sweep away the remaining ashes with a brush. We read the inscription, now we know in which section to look for the information we need. We go into Farley’s office to rest and use a bunch of keys to open the box on which stands the letter «D» (D). There are a lot of cards in the box, the edge of the card we need is visible on the left side and has a bluish-greenish tint that is distinctive from all. These are stains from an old typewriter tape, we read the contents of the card. The card contains information about Prince Woodville, obviously the journalist was very interested in his person. While we were engaged in filing, Watson noticed that standing near the rest, if the curtain is a little drawn back, the street is clearly visible. Now we have all the necessary data to restore the events before our appearance. We open the deductive table: «Deduction — a journalist.» It is filled in very similarly to the previous tables. To fill it, we need to click on the active zone and select the event that happened there, as well as determine the sequence of these events. When you’re done, it should look like this:

    Obtain the achievement «Master of Deduction» during the passage of Sherlock Holmes

    After the conversation between Sherlock Holmes and Dr. Watson, once again open the deduction table «Deduction — Journalist» and mark the place at number five, where the book fell. Click on the shelf from which the book fell. Having removed the books with our hand, we find a combination lock behind them. The clue to this cipher is written on the panel itself, with «+6» scrawled under the lock. If we take into account that the first 3 parts of the code are fixed, and we can only change the last three, and the first ones consist of a series: 4, D, 10, then it would be logical to assume that in order to get the correct answer, we just need to calculate in increments of 6, because 10-4=6. And if we take into account what is scrawled under the code, then the answer becomes obvious: D + 6 (we count in the English alphabet) \u003d J, 10 + 6 \u003d 16, J + 6 \u003d P. And that code: 4D10J16P. Enter it and pull the handle. In the wall, near the board with notes on the right side, a secret passage opened. We go there, right at the entrance we find a cylinder and select it for further study and determine its owner. We open the map and click on the magnifying glass with the image of Holmes’ face, on the left side near the map. nine0008

    • Game review

    Walkthroughs

    Walkthrough of the game-quest «The Last Will of Sherlock Holmes»

    Platforms:

    Categories:

    Reviews

    Source

    • Comments
    • nine0111 Forum

    A series about Sherlock Holmes will appeal to those who like to solve interesting problems and puzzles. Here users will be able to play for the famous detective and Watson. To investigate? you also need to watch the videos. Below is the game «The Last Will of Sherlock Holmes», a walkthrough and a brief description.

    Game «The Last Will of Sherlock Holmes» — general information

    The quest was developed by the Frogwares organization. This is the sixth part in a series of games dedicated to the famous detective. The previous one was about Jack the Ripper. The game was released in 2012. nine0008

    This time, Sherlock Holmes himself is under suspicion. Faithful John Watson helps him in the investigation. Also, the detectives will have to find the answer to the main question — who Holmes really is.

    In the wake of popularity, developers have released a whole series of games:

    • «The Mystery of the Silver Earring».
    • Crimes and Punishments.
    • The Devil’s Daughter.
    • «The Hound of Baskerville».

    To play, the computer must meet the following system requirements:

    • OS: Windows XP/Vista/7.
    • Processor: AMD/Intel Dual Core 2 GHz.
    • RAM: 2048 MB.
    • Video card: ATI Radeon HD 2600 XT/nVidia GeForce 8600 GT or better.
    • Hard drive: 14 GB.
    • DirectX version: 9.

    Most users complete the game in 10 hours. There are puzzles that are not so easy to solve. Others will not cause serious difficulties.

    Please note! nine0006 The Testament of Sherlock Holmes will appeal to those who like to solve riddles and solve logic problems. Disadvantage — the Russian language is not in the menu.

    The Testament of Sherlock Holmes Main Quest Guide

    The game consists of several locations, so you need to solve all the puzzles to move on to the next one. Solving riddles brings detectives closer to unraveling the mystery.

    Below is the storyline of The Testament of Sherlock Holmes, walkthrough and description of puzzles. nine0008

    Marquis of Coningham’s stolen necklace

    After the introductory cutscene, the player is transported to the Marquis’ mansion. The detective begins his search by examining the casket in which the necklace lay. Then you should inspect the window and window sill located on the left. There is a magnifying glass on the mantelpiece, which will be useful for further investigation.

    Next, the detective examines the music sheets on the piano with a magnifying glass. Sherlock discovers a handprint on a piece of paper in the lower right corner. Then you need to carefully examine the items standing on the mantelpiece. All things are upside down. Next, you should examine the floor by the fireplace on the right side. Then the lower part of the fireplace, the cord for calling the servants and the safe. nine0008

    The investigator then examines the aquarium and the nearby candle. Next, the hero goes to the screen and examines it. At this time, Inspector Baines arrives. Holmes says that the criminal is not a person, but an inhabitant of the aquarium. The case is solved and the achievement «Elementary» is obtained.

    Baker Street

    In his house, Sherlock reads a newspaper and discusses what he read with Watson. At this time, the familiar Inspector Baines enters. In the newspaper, one Mr. O. Farley makes accusations against Holmes, believing that he stole a famous necklace and replaced it with a fake one. The inspector leaves the necklace and Watson persuades the detective to inspect the jewelry. nine0008

    During inspection Sherlock discovers defects:

    • low quality pearls;
    • one pearl is too small and out of place;
    • one pearl of a different color.

    The detective concludes that this is a tasteless fake. Sherlock then invites Watson to a meeting and asks for a map to be handed to him.

    Important! Do not immediately fulfill Holmes’ request to win additional awards.

    nine0177

    Playing as Watson, you must carefully inspect the table of the detective and all the items on it, the mantelpiece, books and harpoon. After that, a new achievement will be received — «All About Holmes».

    Further passage of Testament of Sherlock Holmes will be even more exciting.

    Knightsbridge Diocese

    Arriving at the church, the priest takes the detectives for policemen and tells about the murder of the bishop. During the conversation, the priest learns that the heroes are detectives. Then he refuses to help them and forbids the investigation. But Sherlock manages to persuade him. nine0008

    The deduction table opens, but there is only one version — wealth. It needs to be closed and proceed to the inspection of the crime scene. Sherlock carefully examines the body of the priest: from under the crippled arm, he pulls a piece of rope. Then he moves to his feet and notices burns on them.

    After that, Holmes proceeds to inspect the room. The detective’s attention is attracted by a broken bottle. Then he examines the footprints at the front door. Holmes comes to the conclusion that there were three criminals and one left in the bishop’s shoes. All received data must be entered into the deduction table. Next, the detective examines the portrait of the relative of the murdered and the locked safe. In the lower cabinet, he takes a pin to remove the marks next to the double doors. nine0008

    Holmes then enters the bishop’s room and uses a pin to open the door leading to the veranda. In the next room, the player is waiting for a puzzle that resembles a chessboard. Then he finds a secret correspondence between the priest and the girl. After that, the priest and Watson return to the room.

    Important! In order to receive an additional reward «Blackmailer» in a dialogue with a priest, you must select blackmail.

    Next, Holmes looks for rods to open the safe. After opening it, the priest runs away, and inside the detective finds things of religious value. The player receives the «Bugcat» award. nine0008

    Baker Street

    When you return, you need to analyze the contents of the broken vial. All data should be entered in a table. Sherlock asks Watson to find work on poisoners. The doctor reads the Shilman case and talks with Holmes.

    The detective analyzes other evidence. Watson needs to take a book with addresses of hospitals. He reads another article discrediting Holmes. Meanwhile, Sherlock has all the data to complete the deductive table. The player receives the «Entering the Path of Deduction» award. nine0008

    Holmes then selects the address of a hospital near Whitechapel Cemetery in the book. Received another award — «First-class chemist». There are now three hooks and the player can choose one of the locations: Westgate Prison, Kesington, and Whitechapel Street.

    Westgate Prison

    Sherlock inspects the secretary’s office, as a result he concludes that the secretary and the director are related to each other. Then you need to go down, the guard will have to issue a pass. After examining some things, the detective goes to the office of the chief warden. nine0008

    After talking with Mackenzie Holmes manages to meet Shilman. To record his testimony, you need to get his pen. During the investigation, the player receives an achievement. Shilman shares valuable information, and Sherlock learns about his possible escape. The secretary should be warned about this plan. Further, with the help of Watson, it is possible to turn off the prison alarm, and Sherlock helps Shilman escape.

    Please note! After receiving the reward, the player moves to the next location. nine0008

    Kensington

    Bishop’s nephew lives in Kensington. It is necessary to carefully examine the garden, and then talk with the hostess from whom Henry rents a room. After that, the heroes will be able to explore it and find the box. Entering the code, the detective finds a revolver. Next, he finds parts of the note that need to be put together. Holmes will then ask Watson to determine what Henry took with him.

    Whitechapel Street

    In this location, you need to talk to all passers-by and get a reward. nine0008

    Whitechapel

    Walk to the archway and then enter the hospital building. In one of the doctors, Watson recognizes his fellow student. After examining patients, you can leave the building.

    Cemetery

    Holmes inspects a freshly dug hole and compares the ground with previously found evidence. Next, the detective examines the huts located there and finds matches with evidence from the diocese. In this location, Sherlock needs to play dice.

    Hospital

    When you return, you should talk to Dr. Grant. Holmes looks through the lists of the dead. Then you need to inspect Kurtz’s jacket, which contains new evidence. nine0008

    Baker Street

    The detective reads the newspaper article to himself again and goes to Osmond Farley’s office.

    Osmond Farley’s office

    First, the detective examines Osmond Farley’s belongings and tries to open the door. To do this, you need to solve a puzzle. In the office, Sherlock analyzes the journalist’s papers. After examining the bookshelf, it is possible to find a combination lock that opens the entrance to a secret door.

    Baker Street

    An unknown visitor came to the detective and left his hat. Holmes finds a dossier on the judges and determines the owner of the headgear. nine0008

    Judge Beckett’s house

    After talking with the flower girls, the door to Beckett’s mansion is opened. There you will have to look around the rooms and solve puzzles.

    Baker Street

    Watson examines Holmes’ belongings and concludes that he has disguised himself for the investigation. Taking the money, the doctor goes to Whitechapel Street.

    Whitechapel Street

    Watson finds Sherlock’s hideout. After talking with the prostitute Danny, he gains access to the room.

    The Doctor must solve a musical puzzle to find the detective.

    Mill

    Watson and Sherlock inspect flour sacks and canisters. Then they return to Baker Street.

    Baker Street

    Returning doctor examines the Holmes pipe and reads the newspaper.

    Sewerage

    Watson alone inspects the footprints around the boat. He discovers a hatch. To open it, you need to solve the puzzle with the ball.

    Fair

    Sherlock in the warehouse notices Shulman directing the pouring of poisonous soup. The detective needs to find Moriarty as soon as possible.