Monday, August 31, 2026
The Mammoth Book of the New Chronicles of Sherlock Holmes (2016) by Denis O. Smith
A few years ago, I was browsing Reddit when I saw someone talking about good Sherlock Holmes pastiches. For the unaware, “pastiche” refers to a derivative work that tries to emulate the tone and feel of the original. There’s a whole bunch of Holmes ones out there and finding good ones can be a challenge. This user recommended, among other names, Denis O. Smith. I took note of that, and when I saw his collection, The Mammoth Book of the New Chronicles of Sherlock Holmes, at the library, I picked it up. Smith is a prolific writer of Holmes pastiche, with multiple collections to his name. I assume that this collection contains stories unpublished elsewhere, though I can’t be sure.
It is fair to note that Smith isn’t trying to write clever throwbacks to the Golden Age of Detection. He’s writing Sherlock Holmes pastiches. That means there’s less focus on clever mystery and more on interesting situations, nocturnal adventures, and sensational solutions. Smith does play fairer than Doyle in some ways. Usually there’s one part of the mystery that the reader can solve, such as the culprit’s identity or a code, but the rest of the solution comes from Holmes’s personal knowledge or investigations. So all of my complaints should be taken in that spirit. I judged these as mysteries because that’s my default, and I don’t want that to take away from Smith’s work here.
“The Adventure of the Black Owl” sees Holmes called upon for his expert opinion regarding the murder of Professor Arbuthnot, who was found stabbed to death in his study. Oddly, there was a black figurine of an owl on the scene. His professional rival, Dr. Zyss, was in the country and was supposed to meet up with him, but he canceled their meeting and has mysteriously vanished…though one woman claims to have seen him wander dazed into a church and then disappear! Not an impossible crime though.
This one is pretty fun. I suspect that most keen readers will at least suspect the identity of the killer. The most important clues are only obliquely mentioned by Sherlock, but there’s enough there for the reader. The ending is a little too cheery, too much “virtue rewarded” for me, but other than that I have no issues.
The titular club of “The Adventure of the XYZ Club” is a small group of university students led by Charles Churchfield, of the family of prestigious bankers. Charles’s idea of fun involves debauchery and the humiliation of his lesser, driving one of the members, Julian Ashby, to the edge of quitting. But that’s not what brings him to Holmes’s doorstep. Ashby says that he arrived at the Churchfield estate by boat late at night, crashing into a houseboat docked outside. He bumbled his way into the boathouse, lit a match to see…and caught a glimpse of a woman before being knocked out. When he came too, Charles tried to convince him that he just saw a picture of his sister that was being stored there before tripping and bumping his head, but he isn’t so sure. He’s right to be suspicious, as about a day later he’s calling on Holmes again, as the Chesterfield estate has burned to the ground with a body amidst the rubble. Holmes delivers much of the backstory behind the crime based on off-stage knowledge, but the key points of the mystery are fairly clued.
“The Adventure of the Velvet Mask” is one of the longer stories in the collection. This time, Holmes’s client is Isabel Ballantyne, the great actress. Her latest production, The Lavender Girl, has been besieged by multiple acts of sabotage. Some are just petty pranks, like one of the stars being locked in his dressing room, but others are more serious, such as the gas being switched off in the theater. One of the dressmakers came face to “face” with the culprit…seeing as he was wearing a blank piece of velvet as a mask. Even Watson encounters him in the dark corridors of the theater basement. Smith does a wonderful job of scene-setting here, really capturing the old theater the story is set in. He lacks Doyle’s knack for punchy description but is good at what he does. There is a good clue pointing to the culprit. But the sinister plot feels a little ill-thought out.
It’s a patient of Watson who brings a case in “The Adventure of the Old School Friend.” Alfred Hebert is a patient who recounts a series of odd events that have happened to him. One night, he found himself stranded in a train station where he had a chance encounter with Stephen Hollingsworth, a fellow student from his school days. The encounter is pleasant, but Hebert is in for a shock when he sees a newspaper article saying that Hollingsworth drowned a few days ago! Stephen is able to present a plausible explanation for that and begs Hebert to keep hold of a locked black bag who some shady figures are after. Bad enough, but there’s more to come. Hebert tells Watson that he was thinking on the matter in the night and was struck by a sudden realization: the man he’s been interacting absolutely cannot be Stephen Hollingsworth. When Hebert finds his way to Baker Street, it’s after he’s been badly beaten by some thugs looking for the bag. At this point, Holmes steps in and resolves it in short order. This is more of an “adventure” than a “mystery.”
The hook of “The Adventure of the Brown Box” is so good that it’s used on the blurb:“Is it really possible, do you suppose […] that a healthy and robust man may be so stricken with terror that he falls down dead?” Such is the fate of Victor Furnival, according to his niece anyway, who comes to Holmes, telling him that her uncle let out “the most dreadful cry of terror she has ever heard” upon opening a brown box he got in the mail. Her uncle isn’t the only victim of the box. Another man falls into a dead faint upon opening it, and Holmes arrives at the dead man’s house just in time to find that his sister has also perished. However, the solution is pulled right from the sensation pulps. I always find this solution creepy, and Smith has some genuine clues pointing to it, so it’s not all bad, but it might lack the needed “oomph” for some. The motive for the crimes is straight Doyle.
“The Adventure of The Tomb on the Hill” opens with Everard Dyson approaching Holmes about the theft of the titular painting. Kinda. You see, the painting was not only stolen but replaced with a near-identical copy. There are a couple of details that are different, most notably an inscription on the painted tomb, which is now totally different. When Holmes (and the reader) learns that the paintings used to belong to the brother of an infamous robber, whose last haul was never recovered and who was just released from prison, the truth becomes clear quite quickly. The reasoning for the switch is a bit handwavy; surely the culprit could have just thrown them in a fireplace. But the story is fun. You need some specialized knowledge to break the cipher, though a clever reader can figure out it’s supposed to work, and there’s a nice endgame twist to complicate the case.
“The Adventure of the Purple Hand” sees Holmes meeting with Mark Pringle about a series of small domestic mysteries. Pringle’s wife recently took on a new gardener and his wife and seems to have developed a very odd relationship with them. Pringle caught his wife embracing the gardener and laughing with the gardener’s wife. She refuses to fire the man even though there’s no actual gardening getting done. Pringle believes he overheard his wife and the gardener discussing his health and that “all our troubles will be at an end.” Not to mention the shady figure in the garden and the imprint of a six-fingered purple hand he’s been finding on his estate. This has probably the best hook in the collection, but the solution is Holmes going, “Check out all this cool stuff I learned off-page.” Which is a recurring problem in this collection: Don’t get me wrong, I like these stories, and I acknowledge that even Doyle would promise big things and then not deliver a fair-play mystery like we want. But there are a lot of stories here that have really interesting hooks but then don’t deliver with a resolution that matches up to the premise. Give Christie this premise and she would have made a minor masterpiece out of it.
“The North Walk Mystery” is set at the titular building, a place for solicitors. One rainy night, Sir Gilbert Cheshire’s body is found at his desk, his throat slashed. The place has a bloody history, and this is not the first violent death on the premises. Ten years ago, Sir John Hawkwood was bludgeoned on the doorstep, and his killer was never caught. This would normally just be a piece of morbid trivia, were it not for the fact that the dying Sir Gilbert uttered the words, “It was he…Sir John Hawkwood.” Now, Holmes knows better to believe in ghosts, though he’s just as skeptical of Inspector Stoddard’s theory that the culprit was just a prowler. Holmes does some good detection here, though again, there are no real clues pointing to the killer. And the dying message is pretty basic. But I accept that as the Doylean style.
“The Secret of Shoreswood Hall” is the other long story of the collection, and it’s a good one. Holmes is approach by a young woman, Amelia Davenoke, who wants to report the disappearance of her new husband, Edward. Edward has inherited the titular hall after the death of his father, who died suddenly while the couple was on their honeymoon. Edward rushed back to England, but when Amelia arrived, there was no trace of him. The servants tell her that he’s just in London on business, but she can find no trace of him. Not to mention that the hall is filled with strange noises at night, and Amelia has seen a figure creeping among the ruins of an old chapel. While all of these on their own could have innocent explanations, a seemingly innocuous letter from Edward tips Sherlock off that there’s something more sinister afoot.
This is a good story. “Holmes in a Gothic” is, I’m sure, very well-trodden ground in pastiches, but it works well here. There’s genuine mystery here, as well as a real sense of dread overhanging the story: “All at once I had an overpowering sensation of impending doom, an awful conviction that, do what we might, we could not protect Ameila Davenoke from the fate that awaited her.” While the mystery aspect isn’t very strong, it’s a good example of the sensation style of the original Holmes stories. The ending is also bleak, as Holmes falls short even while solving the mystery. This one justifies its length.
“The Adventure of the Minon Canon” is, fittingly, a minor story. A canon, Martin Zennor, approaches Holmes, begging for help. He stands accused of trying to steal a check from his cathedral, which was found in his coat pocket. The case against him is black, but Holmes thinks the truth lies in the game of musical chairs that the canons play with their coats. This is one of the fairer stories of the collection, as I suspect that you probably could figure it out if you sat down and plotted it out.
“The East Thirgby Mystery” is a mysterious unsolved crime. Watson recounts it to Holmes, explaining that a local eccentric and self-styled intellectual was found murdered on the road following a series of robberies in the district. Watson bemoans that no one knows the truth, but Holmes corrects him. One man does know: Sherlock Holmes. It turns out that Holmes vacationed in the area in childhood, and he recounts his experiences leading up to the murder. “Kid Holmes” has a lot of ways it can go wrong, but to Smith’s credit, the picture he draws is charming without being cloying or precious. Young Holmes is clever but not yet infallible. Some parts of the mystery aren’t used to their fullest—I think here of the “sinister stranger” lurking in the area—but the Holmes’s conclusions about what happened the night of the crime are solid and logical.
We end with “The Adventure of Juniper Cottage.” Holmes’s client this time is Sidney Potter, a clerk who has just inherited a cottage from his uncle, a military man. The cottage is pleasant and in a peaceful area but recently has received some unwelcome guests. Robbers have apparently been inside looking his and just recently Mr. Potter found his home invaded by an unknown man who was likely looking for something and might be stalking him even now. Holmes steps in and quickly finds what the robbers are searching for. This is a weak story to end on, with a pretty simple mystery, although there is a bit of code cracking that a clever reader can work out on their own.
I know I did a lot of griping about this book, but I did enjoy it. Like I said, these aren’t meant to be elaborate mysteries you can solve on your own. There’s some of that, but you’re mostly sitting back and watching Holmes at work. Smith lacks Doyle’s effortless command of language, but he does a very good job at emulating Victorian narratives. So, if you want classic, fair-play mysteries, I would look elsewhere. But if you want to lose yourself in Victorian gaslight and walk the streets with two of the greatest characters in all of mystery fiction, I would give this a shot. Sit in a nice chair in front of a fireplace and read a story a night. You’ll enjoy it. Recommended.
Friday, July 31, 2026
Turnabout Retribution (2023) by The Fury Wraith
I almost didn’t review this.
This has nothing to do with the quality of the fancase, which is quite good, and more with the premise. One of the reasons I haven’t reviewed more AA fancases before now is because I knew there would be a hurdle for those who hadn’t played AA before. I did A Game of Turnabouts because it’s pretty simple and doesn’t depend on knowing the plot of the AA games. But Turnabout Retribution, a fancase by The Fury Wraith, is different. The very premise of the case is a massive spoiler.
The plot revolves around the antagonist of the fourth game, Apollo Justice: Ace Attorney. The game opens with our hero about to face justice, when they’re suddenly transported to Hell. By the Devil. Who has an offer for our protagonist, because they’re just that much of a scumbag (“…Plus I think someone might have seen me appear on your hand in that one court case…”) The Devil will send our hero 24 hours before the court case that spelled their downfall. If they can avert their fate, they can live a full life. Fail, and the Devil gets their soul now instead of later. But that task is harder than it looks. In short, even if our hero finds a simple solution, there’s a ticking time bomb in the background that will ruin them anyway. The Devil happily leads them to the only real solution: Kill Phoenix Wright.
Unfortunately, it turns out that Phoenix is very safe for the full 24 hours. He was attending a poker tournament at a run-down casino, only for the dealer, one Roy Elflash (ugh) to wind up dead in his safe with a knife in his back. Luckily, the police already have a suspect in custody: one of the players, Bethany Ittal (ahhhhhh). She was caught in the locked safe with a bagful of money, and seeing as the dead man had the only key in his hand, there’s no way it could be anyone other than her (“It’s like one of those locked-room mysteries in novels. Only with an obvious culprit!”) However, our hero can’t let that stand. If they can’t lure Phoenix Wright into a blind alley to smash a bottle over his head, they’ll do the next best thing: Take Bethany’s case, and frame Phoenix for the murder.
Turnabout Retribution does a pretty good job at matching the Ace Attorney vibe. It’s not perfect; some of the contradiction logic is wonky, but for the most part this is a reasonable pastiche of an AA case. There’s only one original character, an actress participating in the tournament, but she’s good. Her gimmick is just the right level of annoying and her skill at brushing off contradictions makes her a formidable opponent in court. The mystery is good too. I found the contradictions were usually reasonable but sometimes quite hard, especially at the beginning and about two-thirds of the way through the case. One of the big contradictions in particular is tricky, because I can see players dismissing it as a limitation of the engine, but when taken in context, it’s clever.
The reason I highlighted this case is because the locked room is great. If I were to describe the solution flat-out you’d think it was stupid, but it’s very well done. It’s so silly, but it’s very well-justified. It feels like an Ace Attorney-style solution, with an idea that sounds absurd on paper until you start thinking about it... There are proper clues pointing to it (in fact, when I replayed the case, I wondered how I missed it) and I like how the case leads you to the bizarre but very creative truth.
The main hook for AA fans is the protagonist and their relationship with Phoenix. Let me start by saying that I think they’re a little too easily flustered. This character is usually portrayed as smooth and in-control, and they have a few too many freak-outs for me. Sure, you can argue it’s like Phoenix in Turnabout Revolution where he seems much more confident when you’re not getting his internal monologue, and the case does throw our hero curveball after curveball, but it didn’t sit right with me. I also didn’t 100% buy the face-turn you can have them make at the end. But I liked how the case handled Phoenix. This will mainly be of interest to those who are familiar with the fanon surrounding Apollo Justice-era Phoenix. While I found this less subtle on my second playthrough, I think case does something interesting with that and really plays with how fans view the battle of wits between our hero and Phoenix. It avoids a common cliché in AA fanon.
Of course, the case then does something I don’t like to see in fancases, but that’s more me.
All in all, Turnabout Retribution is really good! The hook is interesting, the mystery is very clever, and the characters are all great. I do think that you’ll get the most out of this if you’ve played Apollo Justice: Ace Attorney first. But if all you’re looking for is a new locked room mystery, you could do a lot worse than this. Recommended.
You can play the case here.
Friday, July 10, 2026
A Game of Turnabouts (2019) by Gizmological
Set after Spirit of Justice, Game sees Phoenix and Athena invited to the home of millionaire Arkus Strater. Strater is hosting a party, though the guest list is pretty small: Phoenix and Athena, Strater’s business partner Paul Barre, said partner’s wife, Grace (née Gilding) employee Conner Irving, and Strater’s daughter’s boyfriend Ken Forza. Strater announces that they’re going to play a murder mystery game. “No need to be alarmed. Nobody here is going to die.” The guests are all given roles with certain objectives to complete before the end of the night. All harmless-sounding fun, but the guests seem very, very nervous about this. And the game is based off a real unsolved murder from three years ago that took place with this same group of people.
One guess who’s found stabbed to death upstairs at the end of the game.
Unfortunately for Phoenix, he’s the only one upstairs at the time of the murder, and so Athena has to defend him from (literal) rockstar prosecutor Klavier Gavin. (“Don’t worry boss, I won’t lose this case, no matter how dreamy the prosecution is!”) But don’t get hasty, this isn’t a lost gem of an impossible crime. The explanation is obvious and no effort is made to disguise it. The trial doesn’t revolve around, “How was this crime committed?” but instead around, “Who could have used this method?” And the mystery overall is pretty solid. The contradictions are pretty good, though most are pretty easy. The exception is one near the beginning of the trial. This is the third(!) time I’ve played this and it tripped me up twice. But the later ones are better; very subtle and tricky. Gizmological has a real knack for re-using the evidence in unexpected ways, or taking evidence that you think is just to set up the background and making it part of the mystery. There’s a clever and understated twist with the rules for the game that I especially liked.
The characters are all pretty memorable, though I wish we’d seen more of some of them during the investigation portion. I really liked what this case did with the killer. They’re not sympathetic in the Conan or Kindaichi sense, where they’re avenging some lost family member, but just someone stuck in a bad position who lashes out, with fatal consequences. Their portrayal—combined with a final twist about one of the characters—gives the case a somber tone without plunging into full darkness.
All in all, this is similar to Turnabout Idol, in that it’s a fun Ace Attorney pastiche that tries to emulate playing the original games. And it succeeds! It’s a good, solid mystery. And while you will obviously get much more out of it if you’ve played the games, you can even enjoy it without that (since the spoilers for the main games are very light until the post-credits). Recommended. I plan to look at more fan cases in the future.
You can play the case here.
Monday, October 20, 2025
"The Violent End of Duncan Malveine" (2020) by nicked
Outside of mystery fiction, my other big obsession is the Thief franchise. The first game, Thief: The Dark Project came out in 1998 and, along with Metal Gear Solid, played a key role in inventing the “stealth game.” (Although I know about its predecessors, such as Castle Wolfenstein.) The series revolves around Garrett, who used to be a student of a group of a secretive scholars called “the Keepers” before leaving the organization. Now he uses his training to work as a freelance thief operating in an unnamed city. Garrett would like to just steal enough loot to pay the bills and be left alone, but the Protagonist Curse means he inevitably gets sucked into saving the city, if not the world. But for all its influence, the franchise has had a very short shelf life: the original trilogy of games, a tepidly-received reboot/sequel in 2014, and now a VR game set after the 2014 game.
The franchise has retained its power thanks to a very active fan mission community. Ever since 1999’s “Gathering at the Bar,” there have been hundreds of missions placing Garrett in everything from basic Thief missions set in sparkling mansions to sprawling cities to horror to comedy. While there are less missions nowadays than there used to be, the community is still going strong. December 2023 saw the release of The Black Parade, a full campaign easily on par with, or even surpassing, the original games. With such a wide variety, it should come as no surprise that some creators have turned their hands to mystery.
One of the most prolific creators in this field is Nick “nicked” Dablin, who’s made almost two dozen fan missions since 2006. Most of nicked’s missions are high-quality missions that provide twists on the normal Thief format. “The Violent End of Duncan Malveine,” a fan mission for Thief's sequel, The Metal Age, is his most “technically ambitious.”
A journal in Garrett’s apartment sets the scene. Garrett has been eyeing Lord Malveine’s Star of Séraphine, “the world’s largest diamond,” but before he can make a move, Lord Malveine is murdered, meaning it’s likely that the diamond will pass to one of his children. Garrett is about to abandon the job when he’s introduced to an anonymous figure who asks him to track down Lord Malveine’s murderer. This person doesn’t care what Garrett steals, so long as he points to Lord Maleveine’s killer by leaving their portrait light on in the gallery. So Garrett gears up to infiltrate the manor.
Of course, not too many people are weeping over the dead man. There’s his wife, Elizabeth. Or his younger son Leon, a Pagan who resents his father’s conversion to the hyper-technological Mechanists. A conversion that’s also offended his eldest daughter and a priest staying at the estate. Or what about his older son, Raymond? He’s “a sadist with a mean streak” who’s determined to get into a vault built by Duncan’s father Gregor. Not to mention his wife, Lucy, a gambler with a temper. And that’s not counting the family doctor, lawyer, various other guests, and the servants. Which of them is the murderer?
Well, it could be any of them.
The mission’s gimmick is that it’s semi-randomized. I don’t mean in the Clue sense, where everything about the solution is random, but there are nine different choices of killer, each with their own method of committing the crime. The player will spend the mission sneaking through the manor, alternating between stealing loot and digging through the diaries and letters of the guests, figuring out who has an alibi, who has motive, who had the weapon, etc. The first time through, you’ll take extensive notes, desperately seeing who could and could not have committed the crime, you’ll angst over the autopsy report, and you’ll wonder if you have the right person right up until the ending.
Your later playthroughs will be much simpler. Part of this is just what happens when you replay something, but the fact is that the scenarios are too simple for the hardcore mystery fan. Once you know how the mission works, it becomes easy to check what you need to check and ignore everything else, even taking the randomization into account. In fact, the randomization kind of cuts against the mission. It gives the mission some replay value, but I think it would have been better off with two or three in-depth mysteries, with red herrings and double bluffs, then the current set-up with nine pretty basic scenarios. But I’m approaching this as a mystery fan, rather than as a Thief fan mission player. As a Thief fan, nicked does a great job here. Most people don’t think “Thief” and then “mystery,” so it was neat to see how nicked managed to emulate solving a mystery in a game engine not really suited for it.
And the thing is, this would be a very good mystery. You have maps, and the mansion is huge. There are plenty of suspects, with secrets ranging from the mundane to the disturbing. The gameplay mechanics—such as the security cameras you can turn off, but if you flip too many off they’ll all come back on—could be linchpins of a mystery plot. The best is the horror undertones. Nicked’s missions often feature horror, but the horror here got under my skin because you can actually completely miss it if you don’t explore thoroughly. It gives the mission an unsettling undertone if you don’t pick up on the dark thread weaving through it. There are cards and diary pages hidden throughout the manor, and every time you pick one up, there’s the sound of sliding metal from somewhere deep within the estate. “I don’t believe in curses,” Raymond brags, but the player will. It’s like if John Dickson Carr was inspired more by Lovecraft than by Poe. There are more jump scares involved than I would have liked, but most of the horror comes from the atmosphere and build-up.
So while I don’t know if this will be of any interest to this blog’s normal readers, I had a great time with this mission. It’s a solid Thief mission that any fan of the games should check out. Those who aren’t can safely pass on it, or just watch a Let’s Play. Even so, Recommended.
You can check out the mission (and nicked’s other work) here.


