Sherlock: The Great Game

Sherlock: The Great Game

Year: 1000

Runtime: 89 mins

Language: English

Director: Paul McGuigan

MysteryDramaCrime

Mycroft summons Sherlock for assistance, but a ruthless criminal mastermind forces him into a frantic, distraction‑filled investigation. The villain unleashes a series of human‑hostage bombs that speak, compelling Sherlock to solve each perilous case before the next explosive threat erupts.

Warning: spoilers below!

Haven’t seen Sherlock: The Great Game yet? This summary contains major spoilers. Bookmark the page, watch the movie, and come back for the full breakdown. If you're ready, scroll on and relive the story!

Timeline – Sherlock: The Great Game (1000)

Trace every key event in Sherlock: The Great Game (1000) with our detailed, chronological timeline. Perfect for unpacking nonlinear stories, spotting hidden connections, and understanding how each scene builds toward the film’s climax. Whether you're revisiting or decoding for the first time, this timeline gives you the full picture.

1

Explosion on Baker Street prompts West case

John receives news of an explosion on Baker Street while visiting his girlfriend Sarah's apartment. Sherlock and his brother Mycroft seem unfazed by the incident, and Mycroft urges Sherlock to take on the Andrew West murder inquiry instead. The suggestion sets up the central case, linking the bomber's wider game to a missing flash drive with defense secrets.

Baker Street
2

West murder case assigned by Mycroft

Mycroft presses Sherlock to investigate the murder of Andrew West, a MI6 employee found dead on a railroad track. Sherlock initially declines the assignment, showing his reluctance to engage with the case at first. The West case is connected to a missing flash drive that allegedly contains missile secrets, intensifying the stakes.

Scotland Yard
3

Five pips and the 12-hour countdown

Sherlock is summoned to Scotland Yard where a phone resembling a murder victim's device emits five Greenwich pips and displays a photo of the basement flat with a pair of trainers. A frightened woman calls, claiming she wears an explosive vest and demands a solved puzzle within 12 hours. Sherlock deduces that the five pips signal five separate challenges to crack.

12 hours Scotland Yard
4

Molly's cameo and Jim's revelation

While Sherlock and John inspect the trainers, Molly Hooper interrupts to introduce her new boyfriend, IT worker Jim. Sherlock immediately deduces Jim is gay from their interaction and comments on it, displaying his blunt observational skills. The moment adds a personal undercurrent as the game unfolds.

Scotland Yard lab
5

Carl Powers' trainers point to eczema poisoning

The trainers are traced to a schoolboy named Carl Powers, who drowned under mysterious circumstances. Sherlock, who was underage at the time, had pursued the case but failed to convince the police. By analyzing clues on the sneakers, he concludes Carl Powers was poisoned via his eczema medication, though the person who poisoned him remains unknown.

Trainers location
6

Second clue: bloodied car, eight-hour deadline

A second clue arrives: a blood-stained sports car with an eight-hour deadline. Sherlock discovers a rental agency card in the glove box and, by noting the owner's distinct suntan and recent trip to Colombia, along with the car’s frozen blood, deduces that Ian Monkford paid the agency owner to help him disappear. With another hostage to secure, Sherlock remains convinced Moriarty is behind the game.

eight hours Car
7

Connie Prince case and the housekeeper twist

Sherlock investigates Connie Prince, whose supposed tetanus death turns out to involve a post-mortem wound. He identifies the housekeeper as the killer, revealing she had increased Connie's Botox injections to kill her. The twist deepens the mystery as new clues emerge linking the various puzzles.

Connie Prince case site
8

River Thames clue and the Golem

A photograph of the River Thames becomes the fourth clue. Sherlock and John find bruises on a security guard consistent with 'the Golem,' an assassin. The guard had suspected a Vermeer painting to be a forgery, and an astronomy professor who had spoken with the victim leaves a message that the painting is fake, guiding them toward Moriarty.

River Thames vicinity / museum
9

Moriarty revealed as mastermind

The museum curator discloses that the person ultimately responsible is known as Moriarty. This revelation ties the disparate puzzles together and identifies the mastermind behind the deadly game.

Museum
10

West case resolution and confession

While pursuing Andrew West's case, John discovers there is little blood on the tracks, suggesting West was killed elsewhere and placed on the train's roof. Sherlock and John confront West's prospective brother-in-law, who confesses to stealing the flash drive and accidentally killing West. The motive and method are peeled back, clarifying the chain of events.

Railway
11

Moriarty's reach and Jim's exposure

Sherlock waits for John to leave and arranges to meet Moriarty. Instead, John appears as another hostage wearing an explosive vest and having his words dictated. Moriarty reveals himself, and the tension between hero and villain escalates into a high-stakes confrontation.

Pool area
12

Snipers, vest, and a cliffhanger ending

Moriarty orders multiple snipers to target both Sherlock and John. Sherlock aims his handgun at Moriarty but diverts his shot toward the explosive vest, which he had thrown across the pool deck. The scene ends on a gripping cliffhanger as the fate of all involved hangs in the balance.

Cliffhanger ending Pool deck

Last Updated: October 01, 2025 at 10:25

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Sherlock: The Great Game Summary

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Characters, Settings & Themes in Sherlock: The Great Game

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