This game has been on my 'to play' list for several years. It was one of the earliest Spring Thing games, in fact one of 4 games in the first year that Spring Thing had more than one entrant.
I've made a Sherlock Holmes parser game before and for me it was really hard to keep it from being 'type exactly what sherlock did in the story to progress'. I don't think I really succeeded.
And I don't think this game does either, although it had different goals than mine. It begins with an extended sequence of giving yourself cocaine, and then becomes a 'guess the next part of the book' sequence, with large chunks of text directly from the book (just like I did).
But after some point, it becomes very different. Sherlock burns with anger; an assassin is sent after him. And Sherlock decides to (Spoiler - click to show)blow up a ship.
I don't think this game is really possible without a walkthrough. The help menu gives many detailed ways to talk to people but you actually have to do very different things (like (Spoiler - click to show)hire willis instead of using ASK ABOUT or TALK TO or TELL.
It was a wild story in the end, but it makes a lot more sense than the original story, which was one of the duller Sherlock Holmes stories.