Investigating the Docks
Watson and Holmes are now on the trail of the kidnappers. When you reach the docks, the London night will be chilly and foggy. Go outside on the street and click on the cab with the horse. Use the map to go to the docks.
It is not a warm night in London when they arrive, and Watson does not think exposure to the cold air is what he or the great detective need. As luck would have it, there is a pub not far from their drop off point. Enter this pub. The Cursed Mermaid contains a drunken inhabitant and a bartender. The drunk will tell a story about a missing hook. Holmes engages the bartender in a dialog, but gains little useful information from it. He will learn of a sailor with an anchor on the front of his house, not far from the pub.
The player will find the house in the dock area farily easy if he just follows the road out of the pub. The door will be locked, however. Get the rope from the top of the sacks beside it. Note the young boy will be seen staring out the window. Enter this house and find out that a Nepalese family lives here. Sherlock is familiar with this dialect, and a conversation proceeds in Nepalese. The woman’s son has been kidnapped by a man with a silver eye. You will be allowed to take anything from the shrine that might help you locate her missing son. Walk over to the dresser where the shrine has been set up and take an odd looking medallion from it.
Go out of the shrine. A postman will stagger in from the street. As strange as it may seem, he did not go on his drinking binge voluntarily. A gang of young toughs mugged him down and forced him to try a new brew. The postman then gives you the bottle, which is placed into your inventory.
Not far from the ill postman is a warehouse with a green door. This door is locked, but on the way to it, there will be a smuggler hide out. Take the bottle out of your inventory and knock on the door. The smugglers will give you some information and attempt to sell you moonshine before closing the door. You will be given a package when the conversation ends.
Select the pelican pendant in your inventory and knock on the door again and the smugglers will give you information that will lead you to the missing child. Once this is done go back to the warehouse and find the locked door. Above the door is a broken window. Note this for now and go back to the cursed mermaid. Talk to the bartender and find out about Dusty Sammon, the man with the silver eye who fits the earlier description. The bartender will tell you to about a table he used and visited. Go examine the table and look at the carvings on the top.
Now, remember the man with the hook hand? That hook won’t be there for long, and it will be needed to get into the warehouse. Open the inventory screen and combine the package with the knife. The package will open and reveal a prosthetic hand. Talk to the drunk again. He will place his hook on the counter. Pick up the hook and open the inventory screen again. Combine the hook and the rope. You can open the map to travel to the warehouse or walk there if you desire. Use the hook on the broken window above the doors. Control will pass to Dr. Watson. Watson must go around the building to the right and find a dirty window in a dark alleyway.
A mini-game will start when the window has been cleared off. The object is to hook the lock on the floor and use it to unbar the door. The controls are difficult but you should be able to figure them out with a little experimentation. Once the door has been locked, enter the warehouse.