Ms. Holmes 4: The Case of the Dancing Men (Bonus Chapter) – Learn more about the fate of Olivia Cubitt. This time she has to find out the cause of the poisonings taking place at the journalism school. After one of the teachers, Elizabeth, is hospitalized with symptoms of hallucinations, the situation heats up: the incidents affect not only the students, but also the teachers. Olivia can’t leave Elizabeth without support, as she is left all alone. Help Olivia to understand this confusing case, help the victims and uncover the mystery that threatens the peace of the school.
Bonus Chapter Walkthrough
- Take TRINKET (A).
- Use TRINKET, take OLIVIA’S BUTTERFLY and POCKET KNIFE (B).
- Take INKWELL, use POCKET KNIFE (C).
- Take ELIZABETH’S DRAGONFLY and GAUZE (D).
- Place OLIVIA’S BUTTERFLY and ELIZABETH’S DRAGONFLY (E), take WATER BOTTLE and TILES 1/4 (F).
- WATER BOTTLE and POCKET KNIFE on GAUZE, take COMPRESS.
- Use COMPRESS (G).
- Take DRAGONFLY PENDANT (H).
- Use DRAGONFLY PENDANT (I).
- Play puzzle (J), receive ELIZABETH’S KEY.
- Take COAT OF ARMS (K).
- Take UNLIT LANTERN, place COAT OF ARMS (L).
- Take TILES 2/4 and NECKTIE (M).
- Take POLISH REMOVER (N).
- Take TEACUP (O), use POLISH REMOVER, NECKTIE and ELIZABETH’S KEY (P).
- Go (Q).
- Take DRAGONFLY WINGS (R).
- Place DRAGONFLY WINGS, take TILES 3/4 and QUILL (S).
- Place INKWELL and QUILL (T).
- Solution (U).
- Take TEACHER’S MEDAL, note, TILES 4/4 and GLASS (V).
- Walk down.
- Place TILES, swap (2-5)-(3-4) (W).
- Take CORKSCREW and ORNAMENT (X).
- Use CORKSCREW (Y), take IRON AWARD and BLUE LIGHTER (Z).
- Go (A).
- Use ORNAMENT and IRON AWARD (B).
- Take BRANCH and HOOK (C).
- Place BRANCH, play puzzle (D).
- Receive KEROSENE.
- GLASS, BLUE LIGHTER and KEROSENE on UNLIT LANTERN, take LANTERN.
- Place LANTERN, select 1-2-3-4-5-6 (E).
- Take OLD CAMERA (F).
- Place OLD CAMERA and TEACUP (G), take JOURNALIST’S MEDAL and PLIERS (H).
- Place TEACHER’S MEDAL and JOURNALIST’S MEDAL, take SMOKING PIPE and NOSE (I).
- Walk down.
- Place SMOKING PIPE, take STUDENT’S AWARD and STRONG CHAIN (J).
- STRONG CHAIN and PLIERS on HOOK, take HOOKED CHAIN.
- Use HOOKED CHAIN (K).
- Solution (L): move 3 to position 1, 6 to 5, 8 to 6.
- Result (M).
- Receive ROUND FRAME and OLD HACKSAW.
- Use OLD HACKSAW, go (N).
- Take BUG SPRAY (O).
- Use BUG SPRAY, take EARS and COPPER PRUNER (P).
- Place EARS and NOSE, take DIAMOND RING (Q).
- Go to Elizabeth’s Office.
- Use DIAMOND RING, take STONE AWARD and LAURELS (R).
- Place STUDENT’S AWARD and STONE AWARD, take COPPER TROWEL and JOKER SYMBOLS 1/2 (S).
- Go to School Yard.
- LAURELS, COPPER TROWEL and COPPER PRUNER on ROUND FRAME, take GARDENER’S EMBLEM.
- Place GARDENER’S EMLEM, take BELL and RAKE (T).
- Use RAKE (U).
- Play puzzle (V), receive CROUPIER POSTER.
- Take DYE (W).
- Take CARBINER (X).
- Use CARBINER, take JOKER SYMBOLS 2/2 (Y).
- Take FADED UNIFORM, place JOKER SYMBOLS (Z).
- Take MAKEUP and WIRES (A).
- FADED UNIFORM, MAKEUP and DYE on CROUPIER POSTER, take DISGUISE.
- Use DISGUISE, find parts of face to change (B).
- Knock.
- Go (C).
- Take POKER CHIP (D).
- Place POKER CHIP (E), take UNHAPPY FISH and CHERRY (F).
- Take DEALER’S BOX (G).
- Place BELL and CHERRY (H), take WEIGHTED DICE 1/5 and HAPPY FISH (I).
- Walk down.
- Place HAPPY FISH and UNHAPPY FISH, take AWL and MARKED CARDS (J).
- Use AWL, take SMALL LEVER and WEIGHTED DICE 2/5 (K).
- Go (L).
- Place SMALL LEVER and pull 4x.
- Take COIL and HOOKAH BASE (M).
- Place COIL and WIRES (N).
- Solution (O): (5-9)-(1-8)-(4-7)-(2-5)-(3-4)-(2-3).
- Receive CLUB KEY and ELIZABETH’S MEDALLION.
- Walk down.
- Use CLUB KEY (P), take WEIGHTED DICE 3/5 and PUNCH CARD (Q).
- Use PUNCH CARD (R).
- Go (S).
- Take UMBRELLA (T).
- Take WEIGHTED DICE 4/5, use UMBRELLA (U).
- Take TEQUILA and HOOKAH BOWL (V).
- Take RUM.
- Place HOOKAH BOWL and HOOKAH BASE (W).
- Solution (X): 7-4-5-2-1-4-5-6-3-2-5-8-9-6-5-8-9-6-3-2-5-6-9-8-5-6-3-2-5-8-9.
- Take BROKEN GORGON and WEIGHTED DICE 5/5 (Y).
- Go to Cardroom.
- WEIGHTED DICE and MARKED CARDS on DEALER’S BOX, take CHEATER’S BOX.
- Place CHEATER’S BOX (Z), take SNAKES and GIN (A).
- Place TEQUILA, RUM and GIN, take PHONE RECEIVER and DAVID’S MEDALLION (B).
- Go to Staff Room.
- Place ELIZABETH’S MEDALLION and DAVID’S MEDALLION, take note, ARM and ELECTRICAL TAPE (C).
- Fight (D).
- Take COIN PURSE (E).
- Place PHONE RECEIVER, take PERSEUS’ SHIELD (F).
- ARM, SNAKES and PERSEUS’ SHIELD on BROKEN GORGON.
- Take MEDUSA.
- Place MEDUSA, take BROKEN INLAY and THIN TWEEZERS (G).
- Use THIN TWEEZERS, take SILVER MAGNIFIER and PHONE DIAL (H).
- SILVER MAGNIFIER on COIN PURSE, take SHARLOTTE’S NUMBER and GLUE TUBE.
- Place PHONE DIAL, ELECTRICAL TAPE and SHARLOTTE’S NUMBER, dial (I).
- Play puzzle (J).
- Go (K).
- Take SNAKE (L).
- Take SMALL LOCKPICK (M).
- Use SMALL LOCKPICK (N), take MOUSE and BASKET (O).
- Place MOUSE and SNAKE (P), play mini-puzzle.
- Receive SCALY KNOB.
- Drag arrow 1-2-3-4 (Q).
- Walk down.
- Place SCALY KNOB, take STILETTO and LEATHER GLOVES (R).
- STILETTO and GLUE TUBE on BROKEN INLAY, take JONATHAN’S MONOGRAM.
- Place JONATHAN’S MONOGRAM, take FLOWERS and SAUCER (S).
- Go (T).
- Place FLOWERS (U), take MILK (V).
- Place SAUCER, MILK, LEATHER GLOVE and BASKET (W).
- Select 1-2-3-4-5 (X).
Congratulations! You have completed the game Ms. Holmes 4: The Case of the Dancing Men.