Contents - Sherlocked

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November 5, 2015
Confidential
Welcome to the walkthrough and guide for case “Prey Tell”.
Contents
Contents .............................................................................................................................................................1
Part 1 – Hurst’s hovel and Old Tabard Pub .......................................................................................................1
Part 2 – Whitechapel chase ...............................................................................................................................2
Part 3 – Lord Marsh’s house/Toby search ........................................................................................................3
Part 4 – Forest ....................................................................................................................................................4
Spoiler Alert!
Please follow instructions bellow to successfully complete case:
To begin new game click “Start case” -> "Prey tell” or click “New game”.
Part 1 – Hurst’s hovel and Old Tabard Pub
1. A dialog between Sherlock, Watson and Alice will start (D06). Then perform/skip Tom’s character
observation (CO).
Correct answers are: click on eyes (Recent weeping), click on chin (Malnutrition), click on neck (Tom
is 8 years old), click on patch (Caring parents), click on right pocket (Can read and use a map), click
on left arm (Malformation).
Correct QTE answers are: Tom is 8 years old (for I can look after myself!); Caring parents (for Police
say he has just abandoned me).
2. Go to the Whitechapel, by using the map in the Casebook or going outside and taking a cab
*You can explore the open world outside
3. Find Tom’s house: go through the arch and turn right, then left and find house #12. Go upstairs and
enter the flat.
4. Explore Hurst’s apartment. Click on:
- Ladder (to the attic) and make sure that is too dark there by clicking on any action zone (AZ)
- Table near Tom (candle and matches, book)
- Return to Ladder (remove box, click on the bag and rotate it to take a letter, click on trash)
- Turn around and press T to activate detective mode (DM), click on a flyer and rotate it
- Round table (photo, 3 bills)
- Food
- Bookshelf near Tom
- Not obligatory: clothes, basin, soup, tool box.
5. Exit the house (where you have entered) and turn left. After you meet Wiggins (dialogue D03),
enter the pub near him.
6. In the pub click on:
- chair (near two visitors) and overhear one of them (or skip it)
- pillar (near two tables full of visitors) and overhear one person from each table (or skip it).
- Bar chair in front of pillar and make/skip CO of a visitor (not obligatory)
Sherlock Holmes: the Devil’s daughter
case “Prey Tell”
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November 5, 2015
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bar chair near the exit and make/skip CO of the visitor near window. Click on his face
(Whiskers), click on the glass (Water).
- Click on AZ Keep watch to wait when the man leaves the pub. Hold Q to speed up time.
7. After the cutscene close the Casebook and exit the pub in order to follow the man.
8. The miscellaneous dialogue between Sherlock and Wiggins will be played.
Part 2 – Whitechapel chase
1. You will play Wiggins, and will have to follow the man from the pub.
*If you want to skip chasing press 1.
2. Go through the arch where the man has gone
3. Use objects as covers (they are marked with labels)
4. When the police blocks your way go to the narrow lane to the left (if you face the policemen)
5. At the end of the lane wait till the man turns right, avoid confrontation with boys and enter the
building.
6. Click on the fireplace
7. Play or skip puzzle to clean the chimney.
8. You will appear on the roof. Go a bit forward and click on the plank – it will serve you as a bridge.
9. Go across the roof and play/skip balancing puzzle.
10. Go straight and turn left and then right to cross the roof. Then cross another roof.
11. Click on the hook to get down, wait till the suspect goes into the arch.
12. Go through the arch, and turn left into the hole in the fence.
13. On your way – click AZ above the box near the fence, click on two holes in the fence.
14. After the cutscene approach the boy, click on him.
15. Play/skip or lose shoe shining puzzle: click 1 – click shoe; click 2, 3 – click on shoe; click 4 – click on
shoe; click 5 – click on shoe
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Continue the chase.
As you cannot pass the dog, turn to the lane to your left.
After the cutscene run to the cab and click on it.
Now you are near the house, where followed man has entered, climb the wall (where it’s cracked).
Examine the room from the window: click on men and bags.
Examine office from window (it’s located in the back side of house): click on coat of arms and table
Climb back the wall.
You are in the Baker street.
Examine coat of arms on the dining table.
Use archive to find coat of arms.
Correct answer is Research –> Mark and Symbols –> English coat of arms
26. The dialogue between Sherlock, Watson, Kate and Mrs. Hudson (D501) will be played.
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case “Prey Tell”
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Part 3 – Lord Marsh’s house/Toby search
1. Go to the Marsh’s House, by using the map in the Casebook.
2. After the dialogue between Sherlock and Watson (D502) enter the house and play the dialog with
lord and his assistant Ruben Fischer (D04). Perform/skip CO. Correct answers are: click on Lord’s
eyes (Feels unwell), on the blanket (He is ill), on aspirin (Strong painkiller), on records (Lord Marsh’s
personal assistant), on Lord’s golden ring (Man of wealth), on stethoscope (Physician), on
embroidered patch (Member of a hunting club).
Correct QTE answer is Painkiller.
3. Examine the table (2 articles, photo; press T to activate DM and to find a list of people).
4. In the puzzle with a list of people, choose John Strowbridge.
5. Then the dialogue with Lord Marsh will continue.
6. You can study non-obligatory AZs on bags with food and medicine.
7. Go to the Hurst’s House, by using the map in the Casebook.
8. Click on the box or on Tom to start the dialogue (D05).
9. Click on the box (Sewing machine oil, Wolfjack badge, key, ramrod).
10. Press T to activate DM near the round table. Click on the bucket, then on the scrap.
11. Go to the Baker Street, by using the map in the Casebook.
12. Click on archive to search for wolfjack
Correct answer: Research  Badges and medals Wolfjack, Je suis prest.
13. Click on Toby to take him with you.
*Toby hint remains till Forest feature
14. Go to the Hurst’s House, by using the map in the Casebook.
15. You play here for Toby. Follow the green trace. Final point is the door to cellar.
16. As Sherlock go downstairs to the basement and to the end of the corridor (the door you need is the
last one on the left side).
17. Click on the door. In zoom click on a photo.
18. Break the lock. You can skip this puzzle as well.
19. In the room:
- Examine table: letter, newspaper, list
- Solve the puzzle - match 5 names in the list and in the letter
- Click on map.
- Click on chest: take 2 letters, click on small box.
- Click on the stand
- Use imagination mode (F) to imagine that it was a rifle on the stand.
20. Call the deduction space. The conclusion George is dead is available now:
21. To see the further gameplay game you need to make a pair of clues: Refused + Pauper list. You will
receive the task to sneak into Marsh’s house.
Sherlock Holmes: the Devil’s daughter
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22. Go to the Marsh’s House, by using the map in the Casebook.
23. After the miscellaneous dialogue between Sherlock and Watson go to the back yard and break the
lock of the back door (or skip this puzzle)
24. Click on the door. After this the cutscene will be played
25. As Watson perform/skip QTE with vase
26. As Sherlock press T to activate DM near the painting and click on it. As soon as you do this, the
dilaogue will be played (you’ll learn that Fisher is going to go to the office – D07). Hide behind a pile
of books in the corner.
27. Solve puzzle to crack the safe.
28. In the safe take 2 letters and a map.
29. Examine the table: find 3 letters
30. Click on hunter’s trophy.
31. Click on the office’s door to go away.
32. The second part of the dialogue between Watson and Lord Marsh will be played. Perform QTE to
steal Marsh’s handkerchief.
33. After returning to Baker click on Watson to start the puzzle. Use analysis table to examine
handkerchief (or skip of this puzzle).
34. After 2 dialogues (D08 and D503) use archive to find info about Grunston’s oak.
Correct answer: Encyclopedias Botany  One Hundred legendary English Oaks.
35. Click on the map to solve/skip the puzzle and to find the Epping Forest.
36. After the second part of the dialogue (D503) press B to call the deduction space and make pairs of
clues to receive a task: Go in the Epping Forest.
Part 4 – Forest
1. Go to the Epping Forest, by using the map in the Casebook.
2. After a cutscene the feature will start – a man hunt starts here and you are a prey; you have to
escape from the hunter, who tries to shoot you.
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- Use covers to hide and to restore energy
- If you got stuck in a trap click LMB to get out.
- In the first crossroad go to the right;
- In the second crossroad go to the right;
- In the third crossroad go to the left;
- Press T to activate DM in the marsh
- After examining the second dead body – this feature is finished.
Go further till you reach a hut. Enter inside
Click on the table (photo, bandage)
Click on the cupboard to hide
The dialogue between George Hurst and lord Marsh (D16)
You cannot exit from the cupboard before you accept your moral choice. So press B to call the
deduction board and combine the clues into 2 possible moral choices:
- Mr. Hurst is a psychopath
- Marsh hunts down people
8. After the dialogue choose one of 3 variants by clicking on the AZ:
- Leave (click on the floor)
- Kill Marsh (click on Marsh)
- Kill George (click on Hurst)
9. You can click Replay ending and recombine the clues for another moral choice.
*Because of technical troubles with saves after Replay ending the whole Forest feature has to be
played again.
Sherlock Holmes: the Devil’s daughter
case “Prey Tell”
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