
Elementary, and unusually faithful
The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel, developed by Mythos Software and published by Electronic Arts in 1992, casts you as Sherlock Holmes, working alongside Dr. Watson to solve the murder of a young actress killed behind her theatre in November 1888 London, at the request of Inspector Lestrade of Scotland Yard.
The game leans heavily into its literary source material, filling Victorian London with period detail and letting you visit dozens of locations across the city as the investigation widens. Computer Games Strategy Plus named it the best adventure game of 1992, and it remains one of the more faithful attempts to translate Arthur Conan Doyle’s detective into interactive form, treating deduction as the actual gameplay loop rather than window dressing around standard adventure puzzles.
Building a case, not following a script
The Case of the Serrated Scalpel is a verb-based point-and-click adventure: you select from a set of on-screen commands to examine evidence, question suspects and witnesses, and travel between locations across London using a hansom cab. Much of the investigation revolves around collecting testimony and physical clues, then cross-referencing them to figure out where to go next.
A distinctive feature of the game is its casebook-driven structure, where you can consult gathered evidence at any point and are ultimately asked to identify the killer and present your reasoning, mirroring the deductive style of a real detective story. The pacing is deliberate, closer to a mystery novel than an action game, and exploring red herrings is never punished, which encourages exactly the kind of thorough, curious investigation the Holmes character is famous for.
Watson’s presence matters more than it might seem at first glance. He’s not just a silent second sprite following Holmes around; he offers commentary and reactions that help contextualize what you’re finding, giving the investigation a conversational rhythm that a solo-detective structure wouldn’t have managed nearly as well. It’s a small design choice that does a lot to make the deduction feel collaborative rather than purely mechanical.
Detective work tips
- Visit every available location at least once before assuming you’re stuck; new dialogue and evidence often unlock at a location only after you’ve gathered a specific clue elsewhere first.
- Use the casebook liberally to review gathered evidence – it’s easy to lose track of which testimony contradicts which as the suspect list grows, and the game expects you to cross-reference actively.
- Don’t skip questioning a witness twice just because their first answer seemed complete; several characters reveal more once you’ve gathered additional evidence to confront them with.
- Take the final accusation seriously and be ready to justify it with specific evidence – the game’s structure genuinely rewards having built an airtight case rather than just guessing the culprit.
How it compares to other licensed detective games
Few early-nineties adventure games committed as fully to their detective premise, and the Serrated Scalpel’s dedication to Victorian atmosphere and Holmesian logic still holds up as a strong example of licensed game design done thoughtfully. Set against Delphine’s Cruise for a Corpse, which shares its patient, testimony-driven investigative structure, this game leans harder into procedural evidence-gathering and formal deduction, while Cruise for a Corpse leans more on character behavior and scheduling.
My honest take: the deliberate pacing is a genuine strength here, not a limitation, and the game’s structure, built around gathering clues and building a case rather than following a fixed script, was ahead of its time. If I have a criticism, it’s that a few locations feel a little thin on content relative to how much time the hansom cab travel between them takes, but that’s a minor complaint against a genuinely well-constructed mystery. Fans of detective fiction, Sherlock Holmes especially, will find a lot to appreciate in its atmosphere and writing. It’s a slower, more cerebral game than many of its contemporaries, and it rewards players who genuinely enjoy piecing together a mystery methodically rather than clicking toward the next obvious objective marker.
It’s also worth mentioning the sequel, The Lost Files of Sherlock Holmes: The Case of the Rose Tattoo, which followed a couple of years later and expanded on this game’s investigative structure with a new case. If Victorian London and Holmesian deduction click for you here, that follow-up is worth tracking down once you’ve closed this particular case file.
What holds the whole thing together, more than any individual puzzle, is the sheer density of period detail packed into every location. Victorian London here isn’t a handful of reused backdrops; it’s dozens of genuinely distinct streets, shops, and interiors, and wandering through them by hansom cab gives the investigation a genuine sense of scale that a lot of adventure games confined to a single small town or building simply can’t match.
Opening the case file
For the basics of installing and configuring DOSBox, see our dedicated guide.
The Lost Files of Sherlock Holmes: The Case of the Serrated Scalpel is a commercial title and is not legally available as a free download. Look for official re-releases on GOG or Steam.
Running the case in DOSBox
Mount the folder containing your game files with mount c [folder], switch to that drive with c:, and run the EXE. See our DOSBox guide for full configuration details, including getting the game’s Sound Blaster or Roland MT-32 music playing correctly if your original release supports it.

