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Ms. Holmes 3: The Adventure of the McKirk Ritual - Full Walkthrough with Tips and Puzzles

Miss Holmes 3: Adventure Ritual for McKirk. Detective Charlotte Holmes takes on a new investigation. This time she has to go to an old mansion, where a mysterious ghost of a lady in white began to appear. What does a ghost need? And what are its goals? Gather useful inventory, complete mini-games and solve puzzles to get closer to unraveling the sinister secrets of the estate and its inhabitants. This article describes a complete and detailed walkthrough of the game with pictures. An overview of all the secrets, tips, tactics and features of game mechanics from start to finish is given.

Contents

  1. General Tips
  2. Chapter 1 Mrs. McKirk
  3. Chapter 2 Investigation
  4. Chapter 3 Mr. Clark
  5. Chapter 4 Edgar Dupin
  6. Chapter 5 Boarding House
  7. Bonus Chapter
  8. Collectibles

Miss Holmes 3: General Tips

Detective Charlotte Holmes is approached by Mrs. Mallory McKirk, and her case is highly unusual. A real ghost appeared in the family estate of a woman, who steals jewelry, scares people and clearly wants revenge for something. The police were never able to get on the trail of the criminal, and then a murder took place in the house ... Is the ghost really that dangerous? Miss Holmes immediately takes up the investigation of these incidents, until the irreparable happens again.

Explore the entire mansion, interview witnesses and find useful inventory that will help you gather clues that the police missed. Sometimes you will need to complete puzzles and play mini-games to get the right item. In case of difficulty, you can always turn to the hint and find out what to do next. Also, do not forget to look at the map of the area. With it, you can always navigate in your location.

This walkthrough will not mention the need to zoom in each time. Screenshots will show an already enlarged image. Hidden object scenes will use the acronym "SEARCH" throughout the playthrough. Items marked with a different color are hidden or require additional steps to find them. The walkthrough does not show solutions to the search scenes. Only their location and the resulting item are shown.

Here will be described step-by-step solutions for those mini-games that have a single solution and are not randomly generated. For other mini-games, read the explanations and rules carefully. Sometimes in this game, before interacting with a scene, you will need to click on a new scene to trigger a dialogue, cutscene, or quest. Use the map to quickly move to the desired location.

Ms. Holmes 3: Chapter 1 Mrs. McKirk

Activate the SEARCH; take the FOLDER. Take GLASS CUTTER and DECORATIVE HANDLE (A). Use the DECORATIVE HANDLE on the drawer (B); take the LETTER KNIFE and CODE. Combine the FOLDER and LETTER KNIFE in Inventory and take the MATCHES; read the note.

Use the MATCHES on the candle on the filing cabinet (C); place the CODE on the box on the filing cabinet, select the buttons in A-B-C order and take the MONOGRAM S and KEY CARD.

Use the KEY CARD on the secretary compartment (D); take MONOGRAM H. Place MONOGRAM S and MONOGRAM H on the box on the table (E); take HOLMES’ ID and MAGNET. Use the MAGNET on the broken filing cabinet key (F).

Unravel the rope (G) and select the note with the address.

Use the GLASS CUTTER on the car glass (H); take POSTHORN and GLOVES. Take STAR 1/4 (I); use the GLOVES on the thorny branches and take the SICKLE and DAMAGED DOOR BELL.

Take the NAILS (J); use the SICKLE on the plant shoots and take the GARDEN GNOME 1/3 and the ROUND AMULET. Place the ROUND AMULET on the suitcase in the car (K).

Solution (L): LQBCSRQBAILKRQBLINOKL-BAILKPMILMPLlABFE; take the CARRIER DOVE and BELL.

Take the GARDEN GNOME 2/3 (M); put the MAILING HORN and CARRIER DOVE on the mailbox and take the STAR 2/4 and the SHED CODE. Use the SHED CODE on the barn lock (N); select the lock three times and take the ELECTRIC TAPE and PLANKS. Combine the DAMAGED DOOR LOCK, ELECTIVE TAPE and BELL; take ELECTRIC DOOR BELL. Place the ELECTRIC DOOR BELL on the panel to the right of the house door (O).

Use the HOLMES ID on the butler (P); you receive a STAR 3/4. Take the GARDEN GNOME 3/3 (Q). Walk back.

Place the GARDEN GNOME 3/3 on the supports (R). Play the HOP (S) to receive the CURTAIN HARNESS. Return to the Living Room.

Use the CURTAIN LINK on the curtain on the right (T); take SHIP MODEL and BROKEN LADDER. Place the SHIP MODEL on the pedestal in the niche to the right of the door (U); take HAMMER and KNIGHT FIGURINE. Combine the BROKEN LADDER, PLANKS, NAILS, and HAMMER; take WOODEN LADDER. Use the WOODEN LADDER on the wall straight ahead (V).

Take the SHIELD CREST (W). Use the KNIGHT FIGURINE and SHIELD CREST on the mantelpiece (X); take MITTLE and CUTTERS. Use the CUTTERS on the chain (Y); take TURTLE and SEWING SCISSORS.

Use the SEWING SCISSORS on the painting (Z); take STAR 4/4 and DIAMOND RING. Place the STARS 4/4 on the door panel (A).

Solution (B): A-Bx3-CDEF-Bx3-GHIJ-Bx2-KLBMN-Bx2-O-PBQR-Bx2-STBUVWX-Bx3-Y.

Solution (C): A-Bx2-CDEFBGH-Bx2-IJ-Bx3-KLMN-Bx3-O-P-Bx2-QRBSTBUVWX-Bx3-Y. Walk forward.

Take the NAMEPLATE (D). Take the GRAY ELEPHANT (E); place the NAMEPLATE on the armory grate panel and take the POKER and CLOTH. Walk back.

Use the POKER on the coals of the fireplace (F); match the items by their silhouettes to get the BIRD DECORATION. Return to the Corridor.

Place the BIRD DECORATION on the cabinet (G); take PIANOLA PIECE and SHIELD. Place the SHIELD and GLOVE (H); take CHAIN ??and SCREWDRIVER. Use the SCREWDRIVER on the glass cube screws (I); take BOOK and SWORD. Place the CHAIN ??and SWORD on the weapon shelf (J).

Play the HOP (K) to receive the OIL CAN. Use the OIL CAN and the CLOTH on the armor (L) to get the GROUND DESIGN and CREST KEY. Use the CREST KEY on the lock on the left door (M). Walk left.

Give the DIAMOND RING to Mallory (N) to receive HEAVENLY BODY 1/3. Examine the contents of the envelope (O) to receive a PIANOLA PART. Place the two PIANOLA PARTS on the pianola (P); take DOLL DRESS and WHITE ELEPHANT.

Take the CRYSTAL (Q); place the BOOK on the cabinet shelf and take the MUSICAL CYLINDER. Combine the TURTLE, GRAY ELEPHANT, WHITE ELEPHANT and EARTH DESIGN in your Inventory; take FLAT EARTH MODEL. Take HEAVENLY BODY 2/3 (R); place the FLAT EARTH MODEL on the chest.

See screenshot for final solution (S); take PIANOLA HAMMER and DECORATIVE MIRROR.

Place the MUSICAL CYLINDER and PIANO HALMERS on the pianola (T); take DOLL and HEAVENLY BODY 3/3. Place the HEAVENLY BODIES 3/3 on the cabinet compartment (U); take the VIAL WITH ACID and CARVED MIRROR. Place the CARVED MIRROR and DECORATIVE MIRROR on the table with mirrors (V).

Find pairs of matching items (W) to receive a LETTER. Give the LETTER to the butler (X).

Read note (Y); take WINDING KEY. Combine the DOLL, DOLL DRESS and WINDING KEY in Inventory; take WIND-UP DOLL. Use the WIND-UP DOLL on the doll house (Z).

See screenshot for solution (A).

See screenshot for solution (B); take ATOM TOKEN 1/4 and CHISEL.

Take ATOM TOKEN 2/4 (C); use the CHISEL on the wall and take the HOUSE PIECE and CRYSTAL. Place the two CRYSTALS on the headboard (D); take PAPER CLIP and GLUE. Use the GLUE and HOUSE PIECE on the dollhouse (E); take COIN and PIPETTE.

Use the VIAL OF ACID and the PIPETTE on the lock (F); go right. Zoom into the door on the left (G).

Miss Holmes 3: Chapter 2 Investigation

Take the BIRD AMULET (H). Read note (I); place the BIRD AMULET on the lock of the cage and take the HAMMER and LIGHT BULB. Take the BUTTON (J); use the HAMMER on the rock and take the HACKSAW BLADE and SPRING.

Place the SPRING and BUTTON on the drawer (K); take FAULTY HACKSAW. Combine the FAULTY HACKSAW, HACKSAW BLADE and PAPER CLIP in Inventory; take the HACKSAW. Use the HACKSAW on the tree roots (L); take ATOM TOKEN 3/4, WING AMULET and SPOTLIGHT BODY. Use the WING AMULET and COIN on the cage lock (M).

Play the HOP (N) to receive the OPENER. Use the OPENER on the tin (O); take CARVED HANDLE and QUICKLIME. Place the CARVED HANDLE on the barn door (P). Walk forward.

Take the SWITCH (Q). Combine the SPOTLIGHT BODY, LIGHT BULB, and SWITCH; take WORKING SPOTLIGHT. Take the SCOOP (R); install the WORK LIGHT on the bracket. Walk back.

Use the SCOOP on the ground near the tree (S); take FLOWER KEYS and WIRE HANGER. Return to the Storeroom. Take CLOCK NUMBER 1/4 (T); use the FLOWER KEYS on the drawer panel.

See screenshot for solution (U); take SPRAYER and ATOM TOKEN 4/4. Place the ATOM TOKENS 4/4 on the tripod support (V) to receive the LIGHT EMBLEM and CLOCK NUMBER 2/4.

Place the LIGHT EMBLEM (W); take CORKSCREW. Use the CORKSCREW on the bottle cap (X); take WHITE VINEGAR. Use the SPRAYER, QUICKLIME, and WHITE VINEGAR on the table (Y).

Solution (Z): ABCD; take HERBICIDE.

Use the HERBICIDE on the carnivorous plants (A); take CLOCK NUMBER 3/4 and PLIERS. Combine the WIRE HANGER and PLIERS in your Inventory; take WIRE. Use the WIRE on the sink (B); take GLOWING FLASK and SNOWFLAKE. Walk back. Give the GLOWING FLASK to Kathleen (C). Walk left.

Take the SNOWFLAKER (D). Take METAL PIN 1/4 (E); place the two SNOWFLAKES on the freezer panel and take the CLOCK NUMBER 4/4 and the JAR OF FAT.

Take the BROKEN CANDY (F) and place the CLOCK NUMBERS 4/4 on the clock face; position the arrows on the indicated numbers and take the CROWBAR and EPOXY.

Take the SIEVE BASE (G); use the CROWBAR on the padlock and take the KEY RING. Use the KEYRING on the zipper slider (H).

Play the HOP (I) to receive the BUTLER’S KEY. Take METAL PIN 2/4 (J); use the BUTLER’S KEY on the door lock. Walk forward.

Take the SPOON (K). Use the FAT JAR and SPOON on the vise (L); take METAL PIN 3/4 and HARDENER. Walk back.

Combine the BROKEN CANDY, EPOXY, and HARDENER in Inventory; take CERAMIC CANDY. Place the CERAMIC CANDY (M); find pairs of matching items to get FROZEN OBJECTS.

Place the FROZEN OBJECTS in the oven (N); take LOCK PLATE and NYLON SOCK. Return to Walter’s Room. Combine the SIEVE BASE and NYLON SOCK in Inventory; take HOMEMADE NET. Use the HOMEMADE NET on the aquarium (O) to get the HAMMER EMBLEM. Place the LOCK PLATE and HAMMER EMBLEM on the drawer lock (P).

See screenshot for solution (Q).

See screenshot for solution (R).

Take COLORED SHARD 1/3 and EXTENDER (S). Use the EXPANDER on the cabinet drawer (T); take COLORED SHARD 2/3 and DOUBLE-DECKER BUS. Place the DOUBLE-DECKER BUS on the secretary (U); take FISH SKELETAL and COPPER HANDLE.

Place the FISH SKELETAL on the aquarium stand (V); take RED FLOWER and METAL PIN 4/4. Use the COPPER HANDLE and METAL PINS 4/4 on the cabinet drawer panel (W). Solution (X):

Miss Holmes 3: Chapter 3 Mr. Clark

Take COLORED SHARD 3/3 (Y). Place the COLORED SHARDS 3/3 on the box (Z); take BLUE FOIL and METAL WEDGE. Use the METAL WEDGE on the barrel (A); take BICYCLE TOKEN and PENKNIFE.

Take HAND FLASHLIGHT (B); use the PENKNIFE on the sack rope and take the RED CELLOPHANE and BOX OF WAX. Combine the HAND FLASHLIGHT, BLUE FOIL and RED CELLOPHANE in Inventory; take the UV FLASHLIGHT. Use the UV FLASHLIGHT on the flower bed (C).

Play the HOP (D) to receive the LIGHTER. Combine the BOX WITH WAX and the LIGHTER; take AMMONIA and SET DISC. Place the DIAL on the telephone (E).

Take the NAMEPLATE (F). Use the NAMEPLATE on the tree resin (G); take SNAKE TOKEN and YELLOW FLOWER. Place the RED FLOWER and YELLOW FLOWER on the lock (H). Walk right.

Use the AMMONIA on Walter (I) to get the RIDER TOKEN. Place the BICYCLE TOKEN and RIDER TOKEN on the bike bag (J); take BOWL TOKEN and INKPOINT. Take LOCK STAR (K); place the BOWL TOKEN and SNAKE TOKEN on the box.

See screenshot for solution (L).

See screenshot for solution (M).

See screenshot for solution (N); take the MEDICINE.

Place the INK POT and LOCK STAR on the box (O); take BRUSH and BANDAGE. Use the MEDICINE and the BANDAGE on Walter (P) to get the SMALL SCISSORS. Use the SMALL SCISSORS on the seam of the bag in the basket (Q); take LOCK PICK and HOSE CLAMP.

Use the LOCK PICK (R); find pairs of matching items.

Miss Holmes 3: Chapter 4 Edgar Dupin

Take the PLASTIC ROD (S); use the BRUSH on the glass shards and take the HOOD HANDLE and VALVE. Take the ANCHOR EMBLEM (T); put the HOOD HANDLE on the dashboard of the truck and take the WRENCH and FISHERS PHOTO 1/3.

Take the FISHERS PHOTO 2/3 (U) and place the HOSE CLAMP on the hose; install the VALVE on the air filter.

Find the items by their silhouettes (V) to receive the SANDPAPER.

Combine the PLASTIC ROD and SANDPAPER in Inventory; take the SHARPENED ROD. Use the SHARPENED BAR on the stand screws (W) to get the CART WHEEL; take the RING WRENCH. Use the WRENCH and RING WRENCH on the nuts under the hood (X); take CHROME PLATE and CHEST HANDLE. Place the CHEST HANDLE on the chest in the truck cab (Y).

Play the HOP (Z) to receive the FISHERS PHOTO 3/3. Place the FISHERS PHOTO 3/3 on the frame of the stand (A); take the SAUCER and DOCKS KEY. Use the DOCK KEY on the door lock (B). Walk forward.

Take the BRUSH (C). Place the ANCHOR EMBLEM (D); take REPRESENTATIVE FIGURINE 1/3 and LOCK NUT. Use the BRUSH on the cat (E); take FASTENING PIECE.

Take the SPONGE (F); use the LOCK NUT, CART WHEEL and FASTENER on the cart.

See screenshot for solution (G); take REPRESENTATIVE FIGURINE 2/3 and HELMET.

Use the HELMET on the glass of the fire shield (H); take NOZZLE and CONCRETE BLOCK. Use the CONCRETE BLOCK on the water channel (I); take KNITTING HOOKS and POLISH. Combine the CHROME PLATE, SPONGE and POLISH in Inventory; take HOMEMADE MIRROR. Use the KNITTING HOOKS and MADE MIRROR on the grate lock (J).

Solution (K): (AJ)-(BM)-(CP)-(DN)-(FI)-(HK)-(EP)-(FN)-(GM)-(EI)-(FJ)-( G-O)-(HJ)-(GL)-(GI); take the SMITH FIGURINE.

Put the BLACKFISH FIGURINE on the blacksmith’s box (L) and take the CREAM and MOLD; check out the diary. Use the SAUCER and CREAM on the crate with the cat (M); take the DEFECTIVE JIG SAW and FIRE HOSE. Use the FIRE HOSE on the hydrant (N); install the NOZZLE on the hose. Walk right.

Take REPRESENTATIVE FIGURINE 3/3 (O). Take FISH FIGURINE 1/4 (P); place the PEOPLE FIGURES 3/3 on the globe base and take the FIRE AMULET and JIG SAW.

Place the FIRE AMULET on the panel near the hatch (Q); find the items on the list to get the JIG SAW HANDLE.

Combine the DEFECTIVE JIG SAW, JIG SAW, and JIG SAW HANDLE in Inventory; take the PORTABLE JAW. Use the PORTABLE JIG SAW on the crate on the transporter (R); take FISH FIGURINE 2/4 and FURNACE LEVER. Place the FURNACE LEVER on the oven compartment (S); take FISH FIGURINE 3/4 and DUPIN’S RING. Use DUPIN’S RING on the bag (T).

Play the HOP (U) to receive the GRATE HOOK. Use the GRATE HOOK (V); take the LEAD and EDGAR’S DIARY. Use the MOLD, LEAD, and EDGAR’S DIARY on the stove (W) to get the BOARDING HOUSE ADDRESS; take the TRANSPORTER KEY. Use the TRANSPORTER KEY on the transporter control panel (X). Walk forward.

Take FISH FIGURINE 4/4 (Y). Place the FISH FIGURES 4/4 on the drawer panel (Z); take AX HANDLE and NET. Take the WEDGE (A); use the NET on the water.

Solution (B): ABCD; you receive a ROOD. Place the ROD in the hand of the fisherman statue (C). Take AX BLADE and BUCKET (D).

Combine the AX HANDLE, AX BLADE and WEDGE in Inventory; take AX. Use the AX on the crate (E); take REPAIR KIT and GOLDEN BIRD DECORATION. Use the BUCKET on the boat (F); take SILVER BIRD DECORATION. Place the GOLDEN BIRD DECORATION and SILVER BIRD DECORATION on the chest (G).

See screenshot for solution (H).

See screenshot for solution (I); take CAP AMULET and FUEL.

Place the CAP AMULET on the bag clip (J); take FISHING KNIFE and RECOIL STARTER. Use the REPAIR KIT, RECOIL STARTER, and FUEL on the boat (K); put the BOARDING HOUSE ADDRESS on the clipboard.

Miss Holmes 3: Chapter 5 Boarding House

Take CUP 1/3 (L); use the FISHING KNIFE on the ledger cord and take the NOTE DECORATION. Take the HARD ROLLER (M); put the NOTE DECORATION on the gramophone and take the HEX KEY and CUP 2/3. Use the HEX KEY (N); take the GRAMOPHONE HAND and INK.

Use the HARD ROLLER and INK INk on the ledger page (O). Play the HOP (P) to receive the COPIED CODE.

Place the COPIED CODE on the cabinet (Q) and select the symbols on the lock in A-B-C order; take CUP 3/3 and DEFECTIVE REVOLVER.

Place CUPS 3/3 on the box (R); take CARTRIDGES and PHONE RECORD. Place the GRAMOPHONE RECORD and GRAMOPHONE HAND on the gramophone (S); take LOCK EMBLEM and REVOLVER DRUM. Place the LOCK EMBLEM (T); take ROOM KEY and TRIGGER.

Combine the DEFECTIVE REVOLVER, REVOLVER DRUM, CARTRIDGES and TRIGGER in Inventory; take REVOLVER. Use the ROOM KEY on the lock (U). Use the REVOLVER on the door (V).

See screenshot for solution (W).

Miss Holmes 3: Bonus Chapter

Take the SAFETY PIN (A). Use the ENGLISH PIN on the slot in the door (B); take SOUTHERN MAP PIECE and LATCH HANDLE.

Take PEACOCK TAIL FEATHER 1/3 (C); place the LATCH HANDLE on the cabinet latch and take the WATER MATCHES and COMPASS.

Take the SCOOP (D); place the COMPASS in the box and take the LEFT HEAD and the WEST MAP PIECE. Use the WATERPROOF MATCHES on the candle (E); place the WEST MAP PIECE and SOUTHERN MAP PIECE on the map.

Play the HOP (F); take CARTOGRAPHER’S LOCK PICK. Use the CARTOGRAPHER’S LOCK PICK on the lock (G). Walk forward.

Take the JUG (H). Use the JUG on the aquarium (I) to get WATER. Take the TOY HARE (J); use the WATER and SCOOP on the coals of the fireplace and take the STETHOSCOPE and SILVER TOWER.

Use the STETHOSCOPE on the man (K); listen to the heart and check the pulse.

Listen to the heart and check the pulse (L); take PEACOCK TAIL FEATHER 2/3 and RIGHT HEAD. Walk back.

Place the LEFT HEAD and RIGHT HEAD on the three-headed dog (M); take MUSIC BOX and SMOKING PIPE. Place the SMOKING PIPE in the box (N); open jacket pockets and take PEACOCK TAIL PEPO 3/3 and BRASS TOWER. Return to the Guest House Hall.

Place the PEACOCK TAIL FEATHERS 3/3 on the peacock’s tail (O).

Solution (P): (AB)-(CD)-(KL)-(GH); take DRAWER KEY and BLADE.

Use the DRAWER KEY on the drawer lock (Q); take BRIDGE. Take the PENDULUM (R); place the BRASS TOWER, SILVER TOWER and BRIDGE on the Tower Bridge model. Walk forward.

Examine the suitcase on the bed (S). Take the COLLECTIBLE COIN (T).

Take NEWSPAPER FRAGMENT 1/4 (U); use the COLLECTIBLE COIN on the lock of the box and take the CLOCK WEIGHT and TWEEZERS. Take the LOCK PIECE (V) and place the PENDULUM and CLOCK WEIGHT on the clock; unfold the newspaper piece and take the SNAKE CLAPPER and NEWSPAPER FRAGMENT 2/4.

Place the SNAKE CLAP on the suitcase (W). Play the HOP (X) to receive the HEART AMULET.

Combine the TOY HARE and BLADE in Inventory; place the HEART AMULET on the box in the hare and take the DRAWING WITH BOOKS. Take the GLUE (Y) and place the DRAWING WITH BOOKS on the shelf; select marked books and take MUSIC BOX HANDLE and NEWSPAPER FRAGMENT 3/4.

Combine the MUSIC BOX and MUSIC BOX HANDLE in Inventory; take the BASEMENT KEY. Use the BASEMENT KEY (Z). Walk forward. Take CHEST CODE (A).

Place the LOCK PIECE and CHEST CODE on the chest (B) and set the code 5-6-7-2 on the chest lock; find the objects on the list to get the SAFE WHEEL.

Take the PALM FIGURINE (C); place the SAFE WHEEL on the safe and take the COCKTAIL SPOON and BOOK STUDY. Walk back.

Use the COCKTAIL SPOON on the crack in the bookshelf (D); take CLOCK HANDS. Place the CLOCK HANDS on the clock face (E); take PAW FIGURINE. Return to Hidden Passage.

Use the PAW FIGURINE and PALM FIGURINE on the mannequin (F). See screenshot for final solution (G); take FAULTY REVOLVER and SOLVENT.

Combine the Cache-BOOK and SOLVENT in Inventory; use the TWEEZERS on the book and take the CASH REGISTER LEVER. Place the CASH REGISTER LEVER on the cash register (H); take WHITE QUEEN and NEWSPAPER FRAGMENT 4/4. Place the GLUE and NEWSPAPER FRAGMENTS 4/4 on the table (I).

See screenshot for solution (J). Take the LOOKER’S ADDRESS (K). Use the LOOKER’S ADDRESS on the door (L).

Take the CARTRIDGES (M). Combine the DEFECTIVE REVOLVER and the CARTRIDGES in Inventory to get the REVOLVER. Use the REVOLVER on the villain (N).

Take the STACK OF CARDS (O). Take the FOUNTAIN PEN (P). Give the STACK OF CARDS and FOUNTAIN PEN to the caretaker (Q); play the HOP to get a SHEET OF PAPER.

Take the SICKLE. Use the SICKLE on the reeds (R); take HOUSE KEY and BLACK HORSE. Use the HOUSE KEY on the lock (S). Walk right.

Take the MAGNET (T). Take the HEX KEY (U). Take the ROPE (V); use the HEX KEY on the panel bolts and take the CAPTAIN EMBLEM and BATTERY.

Take the HOOK and place the CAPTAIN EMBLEM (W); use the MAGNET on the tunic pocket to get the HACKSAW BLADE. Use the HACKSAW BLADE on the houseboat wheel (X) to get the STICK. Walk back.

Combine the HOOK, STICK and ROPE in Inventory; take STICK WITH HOOK. Use the STICK WITH HOOK (Y); take WET SHEETS OF PAPER. Take the FAX CYLINDER (Z) and place the BATTERY in the spotlight compartment; use the WET SHEETS of PAPER on the spotlight to get the WHITE HORSE and EVIDENCE. Return to the Floating House.

Place the WHITE QUEEN, WHITE KNIGHT and BLACK KNIGHT on the chessboard (A). Solution (B): ABCD; ABCDE; take SKULL AMULET and PHONE MICROPHONE.

Use the PHONE MICROPHONE, FAX CYLINDER, and EVIDENCE on the fax machine (C); take COORDINATES. Walk back.

Place the SHEET OF PAPER, FOUNTAIN PEN, and COORDINATES on the spotlight stand (D); find the objects on the list to get the LOCATION SKETCH.

Use the LOCATION SKETCH on the tablet on the raft (E).

Take the HANDLE (F). Take the LEATHER STRAP (G); place the HANDLE on the forklift compartment and take the RUBBER GLOVES and BONE AMULET. Place the SKULL AMULET and BONE AMULET on the grate panel (H).

Play the HOP (I) to receive the ELECTRIC TAPE. Take the CANDLESTICK (J); use the RUBBER GLOVES and ELECTIVE TAPE on the exposed wire. Walk forward.

Take the SCREWDRIVER (K). Take the CARRIAGE WHEEL (L); use the SCREWDRIVER on the mirror screws to get the MOTORCYCLE MIRROR. Take the ASHTRAY (M); use the MOTORCYCLE MIRROR on the window and take the PANTRY CARD.

Use the PANTRY CARD on the lock on the left door (N); find the objects by their silhouettes to get the JACK. Walk back.

Use the JACK and CART WHEEL on the cart (O); take the FLASK and SCOOL OF THREAD. Use the SPOOL OF THREAD on the slot in the forklift seat (P); take CUTTERS. Walk forward.

Use the CUTTERS on the spool of cable (Q); take CABLE. Combine the LEATHER STRAP, CANDLESTICK, ASHTRAY, FLASK and CABLE; take the THROWING BALLS. Use the THROWING BALLS on Jane (R).

Solution (S): (Ax2-BCD)-(Ax2-BACDAE)-(AB-Ax4-CEG-Ax2-DF). Congratulations! You have successfully completed Miss Holmes 3: Adventure Ritual for McKirk Collector’s Edition.

Miss Holmes 3: Collectibles

Collection objects (AD).

Collection objects (EG).

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