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Sherlock Holmes: The Devil’s Daughter

by Undina about 14 minutes to read

The unaltered guide: no contents list, no checkboxes, no page breaks. This is what the archive holds. Back to the reading view

Sherlock Holmes: The Devil’s Daughter is Frogwares’ 2016 follow-up to Crimes and Punishments: four cases and an epilogue, a new neighbour with an interest in the occult, and a ward named Kate. This walkthrough covers every case on normal difficulty in third person, with the deductions that led to the author’s conclusions and the alternatives the evidence allows.

How the game plays

  • Keyboard and mouse; F1 shows every binding. Holmes has Imagination (T), Fantasy (F) and Deduction (B). First or third person, switched with R. There is no cursor: examinable things carry a circle, green once examined. In some conversations press Q before the timer runs out and pick the right answer from the list.
  • No inventory; the casebook opens on Tab with Tasks, Map, Clues, Documents, Dialogues, Echoes and Portraits.
  • Autosave, plus two automatic earlier-episode saves per case. Saves live in Documents\My Games\Sherlock Holmes - The Devil's Daughter\SH&Game. Each case can be replayed without touching the others’ conclusions. Most puzzles and action inserts can be skipped with Space; the screen always says which key to press and when. Character switches are automatic.

Case 1: Prey Tell

221B Baker Street

Talk to Tom. Build his portrait: red eyes (recently cried); pale skin; a locket; a neatly sewn patch on the right shoulder; a London map in the right pocket; the left hand (a congenital deformity). Confirm with W. Ask everything; at “three long weeks” press Q and choose that Tom is eight; at “what did the police say”, Q, caring parents. Task: search Hurst’s flat. You may change in Holmes’s bedroom first.

Whitechapel

Through the arch, right into North Street, left into Dorset Street, to number 12 on the right, upstairs, door E. In the flat: the wax candle and journal on the table; kitchen leftovers and a stew on the stove; a woman’s photograph in a mourning frame and a stack of paid bills on the left table; a toolbox and basin under the coat hooks by the door; with T, a leaflet in the hanging jacket’s pocket, turned over to show glue marks. The attic is dark: take the candle from the table and go up; move the box, open the bag, take the letter from its pocket and read it; look at the boxes. Down, talk to Tom.

Outside, back to the crossroads to meet Wiggins; left to the Old Tabard pub. Eavesdrop: at the window table, the man never drinks alcohol; by the pillar, left and right, he wears sideburns. Sit at the stool right of the bar: sideburns, beer. At the far end by the window: sideburns, water. Follow him (Q speeds time), meet Wiggins outside and hand him the tail.

As Wiggins

Follow without being seen, watching the bar at the top: fully red means starting over. After the cab stops, continue. Climb the half-ruined wall, look in the window at two men and sacks of food, round the house left, look into the study: papers on the desk, a coat of arms on the wall. Leave over the wall.

Baker Street

Look at the arms sketch on the desk. In the archives under Research, Signs and Symbols, read “English Heraldry”. Task: visit Lord Marsh.

Lord Marsh’s house

Talk to Marsh and Dr Fisher. Portrait: the lord’s red eyes (ill); his ring; blanket over his legs (feeling poorly); strong painkiller on the table; the diary (the lord’s personal assistant); hunting club badge on the doctor’s waistcoat; stethoscope. At “it’s only a cold”, Q, the painkiller. Examine the desk, the documents on the right, the photograph, and with T the list on the desk; underline John Strowbridge. Look at the food boxes round the house and their cards. Deduction: special training programme with Hurst’s special job gives Connection. To Whitechapel.

Talk to Tom, examine his box: the Wolfjack badge, a key, a ramrod, gun oil. With T, the rag in the bucket, turned to show oil. At Baker Street, Research, Badges and Medals, “Wolfjack, I am ready”. Take Toby back to the flat.

As Toby, then Holmes

Follow the scent to the cellar entrance. Open the door, go down, look through keyholes to the far left room with Tom’s photograph. Pick the lock: pick 1 twice. Read the lists on the table and underline the names shared with Marsh’s list. Read the letter to Tom, two more letters by the far left wall, the cartridge box; with F, where the rifle hung; the Epping Forest map. Deductions: Hurst’s special job with the farewell letter gives Last Chance; the wound with the Lovat Scouts; the newspaper article with the paupers’ list gives Information; special job with training; paupers’ list with disappearance; paupers’ list with refusal. Task: break into Marsh’s house.

Marsh’s house

After Watson, to the back door; picks 1 and 2 once each. As Watson, knock the vase off the table quickly while talking to Fisher. In the study, T finds the safe behind the painting; hide behind the bookshelves by the door as Fisher approaches. Open the safe by ear: 7, 22, 14. Take two letters and a map fragment; read the letters on the desk, move the folder for the letter beneath, look at the photographs on the mantel, leave. As Watson, take Marsh’s handkerchief while he looks out of the window.

Baker Street

Talk to Watson at the lab bench, analyse the handkerchief. Encyclopaedias, Botany, “A Hundred Legendary Oaks of England”, the Grunston Oak. At the wall map, match the article with the safe fragment. Deductions: avid hunter with the Quartermain Club; map with invitation. Task: Epping Forest.

Epping Forest

Flee the hunter, hiding to recover; find and examine a pauper’s corpse, run on, a second. This section cannot be skipped. Examine the head wound, pick up the handkerchief, turn it: Harrington. Along the path into the hut: bandage from the table, the photograph; hide in the cupboard when voices come and overhear Hurst and Marsh. Deductions: the pauper’s body with Lord Harrington’s gives Lords’ Hunt; revenge with trespass gives Revenge. Conclusion: Marsh hunts people. Accuse him, or let his illness take him. The evidence also supports “Mr Hurst is a psychopath”. Confronted by Marsh and Hurst and the severed heads of the club’s victims, Holmes may shoot either; the author did nothing and let Hurst kill Marsh.

Case 2: A Study in Green

After Watson, change into sportswear and go to the bowling club. Talk to Sir Charles, look at the Tecun Uman statue and the Mayan calendar on the table, tell him you are ready and play lawn bowls: get your bowl closest to the white jack. Home: portrait of Alice de Bouvier: pendant (occult symbol); bracelet; no ring; old scars on the wrist (attempted suicide). Decline lessons for her daughter however you like. Back to the club.

Talk to Lestrade. The pedestal and the ground below, T for metal traces; along the paved path, T for scratches, then a broken tree; upstairs, push the locked club door. Down, talk to Sir Charles and build his portrait: cravat pin; invitation in the breast pocket (socially active); political symbol on the right of the jacket (politically active); patch on the left sleeve; ring. Examine Zachary Greystoke’s body: the spear, the wallet in his pocket, opened; the watch, scratched, turned, opened; scattered papers and dry leaves. Talk to Lestrade about everything and reconstruct the events with F. To Scotland Yard.

Morgue: the spear wound, autopsy stitches, inflamed eye; turn the body for the exit wound and old scars. Evidence room: everything in the box, take the papers with symbols, examine the calendar, turn it, decode the symbols. Deduction: Mayan calendar with the facts of the crime gives Running Statue. In Lestrade’s office, Sir Charles’s portrait: red eyes; collar stains (wine); aspirin bottle (hangover); pistol; letter; a woman’s handkerchief. Get the search warrant. At the club, take the key from Sir Charles, search the lounge upstairs. Deductions: Greystoke’s collection with the club’s debts gives Other Collections; Sir Charles alone with Greystoke’s visit. Outside, ask him why Greystoke was there: Q, the telegram; whether everything comes from members: Q, posthumous donation. Home: Encyclopaedias, History, the Mayan civilisation; at the bench clean the photograph with solvent from the pipette and the soft cloth, look at the man in it. Club: talk to Sir Charles, then Mr Marley at the pedestal, take his card. Deduction: Mayan calendar with expedition, then Interpretation and Did Not Know.

Marley’s foundry

Find it along the street, talk to the worker, look at the poster by the office door, knock, talk to Marley; at “nothing to do with the statue”, Q, creating the statue. Portrait: dirty collar; amulets; elbow patches; dirty hands; glasses in the pocket (fine work); bandaged finger on the left hand (difficult work). Examine the foundry: scratches on the floor, the box with Tecun Uman’s image, opened; the statue’s arm and the watch; two empty spaces by the boxes. Task: break into Marley’s office at night. Home: open the letter at the bench; talk to Alice on the balcony, then Watson; change into the doctor’s costume and go to the tropical diseases clinic. Talk to Dr Baird, look at the clipboard, walk the wards to the one-armed man in the chair on the left, Albeit. Portrait: medical bandage; marks on the neck (chains); scars on the wrist (chains); yellow fingers; dirty boots; missing left arm. At the expedition question, Q, the club photograph. After he goes, the referral with the illegible address and the box of Chinese tobacco on the table, and a circus ticket in the jacket pocket. Home, at the London map, slide right and click Brook Street.

Albeit’s house

Knock: a short adventure. Examine the rope and the skylight; open the sarcophagus lid and talk to Albeit; at “probably fever”, Q, the curse. Downstairs in the room under the stairs: a small bed; open the wardrobe; T slides the panel for the pyramid model; the chest left of the wardrobe holds a box with letters and a medallion. Upstairs, question Albeit further. Deductions: attacker in Albeit’s house with physical ability; Albeit’s son with escape through the window gives Short Suspect; Albeit’s version with his visions gives Albeit’s Lie; visions with the model; his version with “did not enter”. Task: learn more about the temple. Foundry: pick 3, push forward, open the first half, pull back, the second. Into the office via the balcony. Down, let Watson in, examine the pyramid and the sarcophagus, the hole in the relief, the knife case on the desk; forge a knife at the anvil, insert it, enter, solve the automaton. The safe on the desk, the spear-pierced box, T for the key; open the safe for the notebook and the globe fragment behind it; the statuette from all sides. Deduction: superstition with the Mayan calendar gives Fear. At the club lounge, set the fragment in the globe and you are in the temple, a path of traps and puzzles. Deduction: Albeit left behind with his illness gives Bitterness, then the moral conclusion that Albeit is guilty. Talk to him, snatch the pygmy’s hat in time, confirm. The evidence also allows Bernard Marley or Charles Yellingham.

Case 3: Infamy

Any answer after the film. Portrait of Orson Wilde: neckerchief; lapel badge (proud of America); tobacco in the pocket; boots; mirror on the belt (vain). In his room, the suitcase and make-up box; grease, powder, brushes (turn a brush for the logo). Talk to Orson. Talk to Mary Sutherland; portrait: glasses mark on the nose; cameo at the collar (wealthy); ring (engaged); odd boots. Take the newspaper, read the article; Hosmer Angel’s letter under it, and the second she gives you. Deductions: stepfather’s letter with Hosmer’s gives One Typewriter; work trips with keeping her home; Mary’s income with keeping her home gives Profit; secretive nature with work trips gives Odd Behaviour and Liar; footprints with odd shoes. Conclusion: the stepfather was Hosmer Angel. Lie to Mary or tell the truth. Alternatives: Hosmer a swindler, or Hosmer abandoned Mary.

Night and the next day

Out to the window, defuse the bomb. Talk to Wiggins, examine the jacket, the knife in its pocket, the song in the wallet. Encyclopaedias, History, the Green Dragon tavern. Deduction: destroyed evidence with the lab bench gives Accident. Next day, talk to Katelyn, any option; from the bedroom balcony cross to Alice’s. Pick the lock. The bed, the armchair, Kate’s present on the table (turn it), valerian, an unlabelled bottle (smell and taste); the sewing table, the letter; take the wax sound cylinder. Open the box: second disc once, third twice; read the letters, take the key. Next room: Alice’s mother’s photograph, a book, a letter and a receipt; the piano and Kate asleep. Downstairs, key in the right door: the wheelchair, the photographs, on the left table Hamilton and Horace Vernet, the newspaper article in the right drawer; play both cylinders on the phonograph. Back over the balcony, change into the bandit costume, make up, to the Green Dragon.

The Green Dragon

Through the gate, upstairs into the bar, eavesdrop at the back on the left; a bandit shows the barman a pass and goes through the door behind the bar. Eavesdrop at the table right of the fire: a gambling den. At the bar, the barman and a customer; when the bandit returns, listen through the window outside. Follow him out, pick his wallet, open it with the right presses, take the pass, return the wallet. In, upstairs, follow the man with the hare lip. In the gaming room: the window, the door; note the knife and hat of the man by the window; at the next table T shows a mirror and a cheating device, F the rope joining them. With F, distract the guard: knock off the hat, take the knife, cut the rope, the fight starts, the guard leaves; Q, then out of the door and run to the guarded room to rescue Orson. At Baker Street after Alice, to Lambeth Street: straight and left with the photograph, find the door, upstairs, knock. Portrait of Jeremiah’s mother: glasses on a cord (poor sight); Bible on the chair; painting (icon); cross. Home, priest’s costume and make-up, talk to Wiggins, back to Lambeth Street: push the door, throw a stone through the window, talk to the mother, perform the exorcism and search Jeremiah’s room.

Home: newspapers, 1880 “Death of William Hamilton”, 1892 “Police raid on a Westminster gang”, 1888 “Arrow in prison”. Deductions: tavern owner with visit; journalist with disguise gives Actor; tavern with surprise gives Help; components with homemade bomb; prisoner with money problems; attacker with visit gives Stolen Things. Scotland Yard: have Lestrade arrest Jack Cole, interrogate him; at the suitcase, Q, valuable loot. Portrait: facial scars; gold chain; arm tattoos; ring (vain); bruised knuckles (boxing). Arrest Percy Fleming; at Jeremiah, Q, Arrow threatened Jeremiah. Portrait: facial scar (gang fight); handkerchief (dandy); showy buttons; arm tattoo (Westgate prison); rings. Evidence room, both men’s things, take Fleming’s coded notebook. Deduction: accusation with wound. Home, decode with F at the archives, underline Jeremiah.

St Patrick’s Abbey

Sneak past the guards, cross the fallen tree, the gates. The cab: scratches on the seat, blood, broken glass. Sneak to the door Orson and Jeremiah went through, watch the fight. Deductions: Orson and Jeremiah with Jeremiah’s death gives Fright; with the testimony gives Truth; debts with threats gives Control. Conclusion: Fleming is guilty. Alternatives: Jack Cole or Orson Wilde.

Case 4: Chain Reaction

After the cab stops, save as many casualties as you can. Join the constables with the man with the injured leg: thirteen elements of the crime to find at the scene. Reconstruct. The technical cab: the dead man inside, neck tattoo, electrical burns on the left hand, liquorice stains, boots in stinking mud, right-arm tattoo; the box of solvent and rag, the pneumatic gun, mud on the floor. The corpse on the box seat: neck tattoo, burns, boots, weapon. T shows traces of writing on the cab’s side: solvent and rag from the box, wipe and read. On the pavement, the gushing hydrant and the wheels’ metal binding; T finds a wire to the manhole. Follow it: through the door, upstairs, second door; picks 1 then 2. The electrical device: activate it. Look out of the window, read the newspaper, note the bottle and glass. Outside, talk to the constable, find five suspects with T, have them taken to Scotland Yard.

Evidence room: the dead bandits’ things and the suspects’. Deductions: rebirth with hard life; bank debtor with anarchist. Interrogate Mr Fowler; portrait: neck tattoo; cross (believer); worker’s hands; injured leg; yellow nails (smoker). At the Rasco gang, Q, the neck tattoo. Mr Garrett; portrait: face (ill); anarchist badge; worn clothes; black phlegm; electrical burn on the hand (works with electricity). At his health, Q, black phlegm. Deductions: Fowler’s job with death by electrocution gives Not a Specialist; Garrett’s side job with electrocution gives Insufficient Knowledge. Ormond Hospital, last ward on the left, Mr Butcher by his daughter: the sign, the photograph in the mourning frame, the letter. Portrait: railway badge; expensive worn waistcoat (was wealthy); wedding ring; polished shoes; child’s bracelet (daughter’s gift). At work problems, Q, the letter from work; at treatment, Q, Meryl Butcher’s treatment. Deductions: work problems with sick daughter; electrician with electrocution gives Butcher’s Trap. Back at the scene, behind the cab, T finds mud and paint by a door; inside, the newspaper, mud to a locked door, pick it, the workshop, T finds the rug over the sewer entrance. Through the sewers to the breached bank vault: emptied boxes, a map on the barrel. Out, straight and right, the ambush spot: sweets box, cigarette ends, barrel, hoops, banknotes. Deductions: electrocution with bank robbery; robbery with bank debtor gives Simple Anarchist; Rasco tattoo with robbery gives Fowler’s New Life; robbery with electrician gives Despair. Conclusion: Mr Butcher. Alternatives: Garrett or Fowler.

Epilogue: Fever Dreams

Kate’s room: with F, the missing diary, bag and clothes. Out, straight and left to the crypt, kick the door in: Alice’s room. After talking, F on the spirit board, Hamilton’s portrait, phonograph, grimoire, candles, then Q. Portrait: angry face; mourning veil; ticket to Highgate; wax on the sleeve. Deductions: mourning dress with the Highgate ticket; father’s portrait with séance things. Into the crypt: read the floor inscriptions so they form a message; Kate’s suitcase and diary, the portrait, the spirit plate, the grimoire; the door in the corner, the mummy, the note, the chest with its name, storm lamp and notes, the bed. Out and left to the old cemetery: find the crypts of Henry Anthony Evans, killed in a duel; William Fitzclarence, trampled by an elephant; Archibald Irwin, road builder; William Shaw, the seven-foot archaeologist. F finds the crypt at their intersection; down: Kate’s ribbon and a note, on the table a metal star, the note about Kate’s constellation, the asteroid book. The door is locked; the constellation is on the left wall; take the strange object and solve the puzzle. Out, meet Watson, run to the river, along the planks, into the boat. Save Kate.