

Sherlock by Melbourne House


WELCOME TO FOGGY LONDON!

You are about to play one of the most sophisticated adventure-game programs
devised for microcomputers.

Melbourne House are proud to be able to present to you Sherlock, an amazing
program based on Sir Arthur Conan Doyle's extraordinary character, Sherlock
Holmes fiction's most famous detective.

In Sherlock, you take on the role of Holmes. With the ever-faithful Watson
you will roam freely through the gaslit streets of London and explore
Victorian England in your quest to disentangle seemingly inexplicable and
unresolvable mysteries. You will follow up clues and confront sinister and
elusive characters during your adventure.

This is a thrilling adventure of intrigue, suspense and danger, requiring you
to exercise your acute powers of analysis to survive. You will have the
reliable Dr Watson by your side and will meet the well-known Inspector
Lestrade of Scotland Yard.

If you do not know Sherlock Holmes, he is a consulting detective devoted to
the study of the detection of crime. His is an extraordinary genius for
observation and deduction, combined with a remarkable knowledge of the
history of crime. Now you have the opportunity of applying Holmes' science of
deduction in this fascinating game.

The scene is set for this exciting adventure to begin. You are sitting with
your friend and fellow-lodger, Dr Watson, in your lodgings at 221b Baker
Street.

Good luck, Holmes! May you succeed in your mission and return with a
thrilling tale for Watson to add to his chronicle of your exploits.


Holmes & Watson:["But Holmes, how will we escape from this perpetually white
void with nothing but a newspaper and a tophat?"]


PLAYING THE ADVENTURE


Description of 'Sherlock'

The action of this adventure simulation takes place in the Victorian London
and the surrounding countryside familiar to Sherlock Holmes. The object of
the game is for you, as Holmes, to solve a number of different crimes and to
avoid being killed. Failure to stay alive terminates the game!

On your adventure, you will meet many characters, and find yourself in
strange situations. Many people and objects may not be what they first seem
to be! As Sherlock Holmes you will have to use all your powers of observation
and deduction to unravel the mysteries of the cases before you.

In Sherlock Holmes you play the part of a puppeteer who controls what
Sherlock Holmes does and says in different situations. You tell the computer
in plain INGLISH (a subset of English) exactly what you want Holmes to do,
and the computer will translate that request and execute it.

If the computer is not sure of something you meant, or if there is any
ambiguity about what you said, it will come back to you with queries for
clarification. The computer has a large vocabulary  it knows over 800 words,
can perform over 53 different actions and is capable of very sophisticated
communication. The use of plain INGLISH allows you to enter your instructions
in normal sentences.


Getting Started


Commodore 64

Type in the command LOAD, then press the RETURN key.

When the adventure is loaded, the screen is blank except for a dividing line.
Press: RETURN to start the game (To play without graphics press N when the
adventure is loaded.)


Spectrum

Type in the command LOAD""then press the ENTER key. As the adventure loads,
the title page will be shown.

When the adventure is loaded, the screen is blank except for a dividing line.
Press: ENTER to start the game. (To play without graphics press N when the
adventure is loaded.)


Berkeley Square: ["But Holmes, what exactly does this picture have to do with
the game?"]


Screen Layout

The screen display is divided into two windows, as shown:


Adventure Window

The upper part of the screen is the adventure window and is where you will be
able to find out what is happening in the adventure, what you can see and so
on. Text in the adventure window is displayed in upper and lower case.

A graphic is displayed here when you first enter a new location but is not
displayed in subsequent encounters unless the LOOK command is used.

Descriptions of the current location, objects, what are in the objects and so
on, are shown on the adventure window.

Every action that you take is also printed on the adventure window usually in
more detail than what you entered! All action that takes place, whether
performed by you or one of the other characters, will be described, e.g.

YOU TAKE THE NOTE

WATSON EXAMINES THE PISTOL

The adventure window scrolls independently of the lower part of the screen.
Usually what happens will fit into the adventure window. Occasionally, such
as when you have typed in many sentences at once or if there is a lot of
action going on, the information will take up more than one window.

When the window is full, printing stops and a flashing character on the
dividing line indicates that more text is to come. Press any key to resume
scrolling.


Communication Window

The lower part of the screen is your communication window with the computer.
Everything you type will be shown here in capital letters, and this window
will scroll independently of the rest of the screen. If for some reason there
is confusion about what you have typed in, the computer will prompt you in
the communication window but in upper case.

An obvious example would be where you mistype a word, such as dor instead of
door. The computer would return with the prompt.

I DON'T UNDERSTAND THE WORD "DOR".

Other messages will also be printed here when the computer is not able to
execute what you typed in.


Deletions

Commodore

To delete a single mis-typed character, use the DELETE key (the usual
Commodore key for deletions). To delete an entire command line, use the
CLR/HOME key


Spectrum

To delete a single mis-typed character, use Shift 0' (the usual Spectrum
DELETE key). To delete an entire command line, use SYMBOL SHIFT 0.


["But Holmes, how do we escape from a moving train?"]


Rules of INGLISH

What is INGLISH? INGLISH is a special subset of the English language which
allows you to converse with the computer. It has a large vocabulary of about
800 words and an easily understood syntax. You will find that your
conversations with the computer are quite natural and that the rules are easy
to learn and remember.

The rules of INGLISH are simple  you probably already know INGLISH without
even being aware of it.

Note that the examples given in this booklet are not necessarily from the
game.


Sentence Structure

Each sentence must have a verb. A sentence may consist of a verb alone, e g.

SIT

CLIMB

These sentences are both fine.


The meaning of the verbs may be altered by the use of adverbs, e.g.

FOLLOW QUICKLY

QUICKLY COUNT THE MONEY

Word order is not critical


When an instruction is given, the verb must be first (see also instructions
on next page). For example, the sentence:

OPEN THE WINDOW CAREFULLY WITH THE STICK

is correct but the sentence

WITH THE STICK CAREFULLY OPEN THE WINDOW

is incorrect!


When a statement is intended, the sentence must begin with a noun (see also
Conversations).

Adjectives which describe objects must come before the noun. If a sentence
sounds right it probably is right. The following sentence is correct:

OPEN THE PLAIN DOOR

But this sentence is incorrect:

OPEN THE DOOR PLAIN

These examples are pretty obvious. If a sentence sounds odd to you, you can
be sure the computer is likely to think so too.


Prepositions, such as with, under, on, off and soon, usually come before the
noun, e g

OPEN WITH THE KEY

OPEN THE DOOR WITH THE KEY

PICK UP THE NOTE


There are some sentences where the preposition could go before or after the
verb, or where the more natural sounding sentence is with the preposition
last, e.g.

TURN THE LIGHT ON

PICK THE NOTE UP

These are also acceptable.


Complex Sentences

You can use the conjunction and as you would normally, to construct complex
sentences and enter more than one instruction at a time, e.g.

PICK UP THE NOTE AND TAKE THE LAMP OUT OF THE HOUSE

TAKE THE MONEY AND RUN


Sentences and clauses may also be separated by punctuation Use commas and
full stops as you would normally provided that a single entry is less than
128 characters. For example:

TAKE MONEY, RUN

PICK UP THE NOTE. TAKE THE LAMP OUT OF THE HOUSE

Of course, keep in mind that after each time you specify an action the other
characters may decide to act independently. You could end up with unexpected
results if you enter too many instructions at once.


Instructions

Sherlock features ANIMTALK. the amazing implementation that allows you to
instruct the other characters in the adventure Now, at last, you can say to
the other characters what you would like them to do Of course, because every
character is independent. each will make up his own mind to decide if he
wants to do what you suggested.

Instructions to the character you control, Sherlock, to perform some action
or to request another character to perform an action must always begin with a
verb, for example:

GO THROUGH THE DOOR


You can also tell the other characters what you want them to do through the
instruction SAY TO. The format is SAY TO character-name "sentence", e.g.

SAY TO WATSON "READ THE NOTE"


You must have the message you want to say between quote marks and all the
normal rules of INGLISH apply to what you say to the other characters. Try
not to say too much to one person at a time, because if you are long-winded
he will think you are a bore and will tend not to agree to help you. It is a
good idea for the same reason to try to limit the use of ALL in commands to
other characters.

You must be more careful than usual in typing what you say to the other
characters They, unlike your computer, won't tell you if they don't
understand what you are saying to them, they will just think you are a little
odd. And if the other characters think that you make little sense they are
unlikely to help you.


Conversations

Once you have started to talk to someone else, such as Watson, by use of the
SAY TO command:

SAY TO WATSON "HELLO".


Then it is no longer necessary to repeat the phrase SAY TO WATSON Further
conversation can be continued merely by the use of the quote marks:

"READ THE DAILY CHRONICLE".


If you then wish to talk to someone else, you will need to use the SAY TO
command again to specify whom it is you wish to speak to.


Discussions

As well as allowing Holmes to instruct the other characters in the adventure,
ANIMTALK has the remarkable facility of allowing you to discuss the case with
Watson and Lestrade, and reply to questions they put to Holmes. This means
that sentences can be addressed to other people that do not result in an
action being performed. Statements can be made to characters, such as
Lestrade and Watson, for them to think about

Statements to other characters cannot start with the verb and take one of two
forms, otherwise they will not be recognised as statements. The first form
describes the relationship between the subject and object, e.g.

BROWN KILLED SMITH

MAJOR FOULKES HAS THE PISTOL


The second form uses the verb to be so that the object describes some aspect
of the subject. usually the object is an adjective, e.g.

THE GUN IS GREEN

WATSON IS INNOCENT


With both forms, the objects discussed should be valid descriptions of
objects that exist within the game.


Interrogations

Sherlock Holmes was often able to elicit important information from the
various characters he met, and in this adventure you too can interrogate the
characters you will find in this adventure.

You can do this by use of the command "TELL ME ABOUT  . '. Naturally this
needs to be preceded by SAY TO. . . if you are not already talking to that
person For example

SAY TO WATSON "TELL ME ABOUT THE PISTOL".

You can ask anyone about anything that they may know about other characters
and objects  or about information they may have. such as their alibi or their
address.


Particularity and Generality

It may not be convenient for you to enter the description of every object in
a location if you should wish to pick everything up Therefore, you can
generalise by the use of the words all, everything and except, lust as you
normally would You use these words to qualify what you actually want to
manipulate in other words you can say ALL BOTTLES, or you can say
EVERYTHING EXCEPT GREEN BOTTLES The following are examples of valid
sentences:

EXAMINE EVERYTHING
OPEN ALL EXCEPT THE PLAIN DOOR
CLOSE ALL DOORS EXCEPT THE PLAIN ONE


You may also use and to construct compound objects. e.g.

TAKE THE NOTE AND THE LAMP OUT OF THE HOUSE

DROP THE SHORT AND THE LONG ROPES


The conjunction and may not be used to construct compound indirect objects
(see Limitations of INGLISH below).


Abbreviations

It is possible to be extremely brief with the computer and be understood
perfectly well. Obviously, though, the briefer your sentence or abbreviation,
the more likely the possibility of misunderstanding. It is also possible to
type in less than a full sentence and, if there is no mistaking your
intention, the computer will do what you wanted. Imagine that the adventure
window is displaying this text:

You are in your sitting room.

To the west there is your door. To the north is a plain door.


Let us assume you want to open the door, you would obviously say:

OPEN THE PLAIN DOOR

You could. however, also be brief and say:

OPEN

In this case, the meaning may seem obvious to you, but in fact the computer
knows it is also possible to open your door and will therefore ask you:

OPEN WHAT?

You have a complete choice of answers here, including typing in a new
sentence altogether, or just the object you want to open. Let us assume that
you answer the query with.

OPEN WHAT? ALL

The computer will now process your instructions and you will see on the
adventure window the results of your instructions:

You open your door.
You open the plain door.

If you were to again enter the command OPEN, the computer would tell you,
very reasonably

I SEE NOTHING TO OPEN.


Note that if you typed in the full sentence:

OPEN YOUR DOOR

the reply from the computer would have told you


YOUR DOOR IS OPEN.

There is a price to be paid for being too brief!


Limitations of INGLISH

These limitations are fairly minor and most times should be able to express
yourself exactly the way you feel most comfortable.

To describe an object, you can use the object's name and its adjectives (if
any). For example, if you see that there is some delicious foaming beer in a
bottle, you could say any of the following sentences:

DRINK BEER

DRINK DELICIOUS BEER

DRINK FOAMING BEER

DRINK DELICIOUS FOAMING BEER

DRINK FOAMING DELICIOUS BEER


All these would result in quenching your thirst. You cannot use the position
of an object as its description. This means that a sentence such as:

DRINK BEER IN BOTTLE

is not acceptable because BOTTLE is not an adjective.

You cannot have more than one indirect object in a sentence. Basically this
means that you cannot specify doing one thing in more than one way.


For example, you could say

PUT THE ROPE ON THE TABLE

or you could decide to put it on the chair:

PUT THE ROPE ON THE CHAIR

but you cannot put the rope on both the table and on the chair at the same
time. You therefore can't say:

PUT THE ROPE ON THE TABLE AND CHAIR

This is a general rule and means that you can't say things like

PUT THE ROPE ON EVERYTHING.


Movement and Travel

As you enter most new locations. a graphic will appear on your screen and the
game will pause to enable you to view the scene Pressing any key will allow
you to continue with the game.

The visual representation will normally only be shown to you the first time
you enter a particular location. If you wish to refresh your memory as to
exactly where it is you are, you may enter the command LOOK.

Once a graphic of a location has been displayed it may be recalled with the
LOOK command while the player remains in that location. This visual image is
an artist's impression of the scene and will not change as the game
progresses.

Let's assume that you are at Holmes' lodgings and the adventure window
displays the text:

You are In a comfortable parlor.
To the east is a door.
Watson goes east.

The graphic shows the parlor.

There are a number of different ways of moving from one location to another
and it pays to be familiar with them all.


Specifying Direction

You may use the arrow or cursor keys to indicate movement in the principal
points of the compass. W, S, N and E, represented by left, down, up and right
respectively.

Note that each arrow key can only be used as the first key of a command to
the computer. You may not, for example, start entering a word, backspace to
the beginning of the line and then press an arrow key.

Note also that the arrow keys cannot move you in other directions. Such as
southeast, up or down.

The eight directions of the compass (north. northeast, east, southeast. And
so on). and up and down can be specified either in full or abbreviated, or in
a sentence. For example:

E

EAST

GO EAST

QUICKLY GO EAST


As you may enter more than one sentence at a time, you can use the directions
as part of a longer command, e.g.

TAKE EVERYTHING AND GO EAST

TAKE ALL, E.


Direct Movement to a Location

If you know that a desired destination is immediately adjacent to your
current location, you can move there directly by specifying the destination,
e.g.

GO TO LODGINGS

If you wish to go to a particular location in Victorian England, there are a
number of ways of getting there. You could hail a horse-drawn cab, or catch a
train. But, remember, to do this you will need money To catch a train, you
will need to know the times at which they run.


Travel

Hansom Cabs and Trains

Hansom Cabs may be hailed in most London streets. You will find however that
the cabbie is not familiar with anything other than street names If, for
example, you wish to go to Victoria Station to catch a train, you will need
to instruct the cabbie as follows.

SAY TO CABBIE "GO TO BUCKINGHAM PALACE ROAD"

To catch a train you will need to go to the appropriate train station and the
correct platform. Note that once you are on your way in a cab or train time
will pass as it normally would  no faster or slower, just as in real life.

You may therefore use this time to converse with other characters, such as
Watson, to examine objects, or merely repose by waiting for your carriage to
arrive at its destination.


Entrances and Exits

If you know that your current location is immediately in front of a building,
you can specify the location, e.g.

ENTER LODGINGS GO INTO LODGINGS

If you want to go through an opening it is quite valid to say, as in this
case,

GO THROUGH THE DOOR

You may also go through windows or any other openings. An interesting point
is that you can also look through openings (see 'Special Commands'). This can
be very useful if you want to see where you would get to by going in that
direction, or to see who is there waiting for you!


Following Other People

If you know where someone you want to talk to has gone, you can follow them
e g

FOLLOW WATSON


Walking the streets of London

In this adventure you will find that some street locations are very limited
in the directions you can go.

For example. you cannot walk from Baker Street to any other location in
London! This is in keeping with the character of Sherlock Holmes (and because
of the memory limitations of your computer). In his adventures, Sherlock
Holmes never walked where he could take a hansom cab or catch a train.


Passage of Time

The passing of time affects the Sherlock adventure in a number of ways; even
when you are doing nothing but trying to work out your next move the other
characters are taking independent action.


Real Time

Sherlock is played in real-time, which means that things continue to happen
as time goes on. You will notice that the time is displayed on your screen
throughout this adventure. Situations and circumstances will change and
develop and the timing of events is a critical factor. The only time the
computer doesn't do something is when you are entering a new instruction.

It you just sit and watch the screen you will find that, after about 30
seconds, the following message will appear'

You wait.

Time passes and, while you wait, every other person is doing his own thing.
The passage of time may be accelerated with the WAIT command (see 'Special
Commands').


Day and Night

Because time is passing continually, day will turn into night. If you go into
a location without a light, you won't be able to see anything. Fortunately,
some places have natural or artificial light, but others are dark and
forbidding If a location is dark, you are likely to become disoriented and
lose your sense of direction; it is dangerous to move in the dark.


Sleep

As Sherlock Holmes, you have an inexhaustible capacity to go without sleep
once you are deeply involved in a case, but you must remember that your
companions are not so energetic. Your companions will need to sleep to
maintain their energy and strength Beware though, many dastardly deeds are
committed in the dead of night.


Speeding up the Passage of Time: WAIT

By typing WAIT, you do nothing for a specified period of time Be careful, as
it may cause unpredictable effects. This command has two formats:

WAIT

This command causes you to do nothing for five minutes.


WAIT UNTIL time-value:

This command causes you to do nothing until the time specified. The
time-value may be expressed in four ways: hh AM, hh PM, hh 'mm AM and
hh:mm PM.

For example:

WAIT UNTIL 10

WAIT UNTIL 11 PM

WAIT UNTIL 9:30 AM

It may be that something interesting will happen while you are WAITing. By
pressing the RETURN or ENTER key, you will cease WAITing. (Note that this
only applies to the WAIT UNTIL command.)


Character Independence

Amazing as it sounds, all the characters you meet in the Sherlock adventure
have an independent existence of their own.

Each character is capable of performing a wide range of actions and of making
decisions based on what is happening. Just as in real life, they are doing
something almost all of the time  they are animated! Each character will
follow a course of action that is in keeping with his personality and
obviously the specific actions each takes will be different every time you
play Sherlock.

All characters will react in some way not only to what you do, but also to
what every other character they come in contact with does! Even when you're
not around, they will go about their business.

Because of this feature, you will find that each time you play Sherlock
things will proceed in a slightly different way and, the further you get into
the adventure, the more different it may be. This also means that there is no
unique solution to solving the problems in Sherlock. It also means that you
will face slightly different problems each time you play This is not an
adventure that you will play only once! Every time you start you will be on a
new adventure.


Co-operating With Other Characters

You should know that for some of the problems you will find in Sherlock, a
solution only exists if you are willing to co-operate with the other
characters in the adventure. There are only so many things that you, as
Holmes, can do yourself, so you may have to enlist the assistance of other
characters You should also remember that, although Holmes works independently
of the police force, he never takes the law into his own hands. From time to
time. he needs the co-operation of the police force for additional clues and
information.


Conversations and Instructions

Remember that Holmes can talk to the other characters, give them instructions
and answer questions they put to him (see Rules of INGLISH' for details).


Money

You are not going to be able to get very far without money. You may have to
buy train tickets or pay people for information and other services. However,
you will have to specify amounts of money in the currency of Holmes era:
pounds, shillings and pence (symbolised by &pound;, s and d).

The formats for amounts of money are as follows:

For pounds only, the format is &pound; pound-value,  e.g

For pounds and shillings. the format is pound-value/shilling-value which
maybe expressed in two ways.

19s.

19/-

For shillings only, the two possible formats are:

10/-
l0s.

For shillings and pence, the format is shillings-value/pence-value, e.g.

13/11

For pence only, the format is pence-value, e.g.

9d.

The only way to pay anyone a specific amount of money is to use the commands
PAY or PAY TO as in.

PAY WATSON
PAY 6D TO THE CABBIE


GAME STRATEGY

You are advised, while playing this game, to create your own map of the way
the different locations connect to each other, should you need to go back or
should you get lost.

On first entering a new location, the computer will give you a full
description of where you are and what the place looks like. You will also be
given a list of the visible exits from where you are.

The second time you arrive at any location, the computer will give you only a
short description of where you are. If you want a complete description again,
you can obtain it by asking the computer to give you a look (see 'Special
Commands').


General Rules

There are certain general laws of physics in Sherlock that must be obeyed.

You cannot lift any object that is too heavy, or, if you are carrying too
much, lift another object if that would mean carrying too heavy a load The
same obviously applies to all the other characters in the adventure, but as
they may be stronger than you are. they may be able to lift things you can't.

You do not have to be carrying an object in order to be able to use it For
example. if there is a stone lying on the ground you can say.'

THROW STONE AT WINDOW.

The major exception is if the stone (or any other object you want to do
something with) is carried by someone else  they may not let you take
anything they are carrying.

Some objects can act as containers  for example, suitcases, barrels, and so
on! You cannot put an object into a container if it's too large to fit,
neither can you put in nor take out any objects if the container is closed.

Some containers may be transparent, while others are opaque You will be able
to see the contents of any transparent container but, if it is not
transparent, you will not be able to see inside it unless you open it.

Some things may be locked. Doors are obvious examples, but so may windows,
caches, and so on. To unlock them you will need the right key.

Some things are breakable, and you must be careful how you handle them In
other cases, you may want to deliberately break an object. Be careful what
you try to break things with, because you may find that trying to break a
door with a bottle, for example. will result in the bottle being broken
instead!


SPECIAL COMMANDS

In Sherlock are a number of commands which are not part of the adventure but
assist you to play the game and allow you to exit the game or to suspend the
game at a particular point so that it can be resumed later.


Repetition of Commands: The '@' Key

Pressing the "@" key causes the last command entered to be repeated. This
command can only be used as the first entry in a line.


Examining the Current Situation

Each of these commands is activated by typing the keyword or abbreviation.

LOOK: The graphic of a location is only displayed the first time you enter
it, on the subsequent entries the graphic is not displayed. This command
displays the graphic of the current location together with a full description
of where you are, all exits, and all visible objects except for what you are
carrying (abbreviation. 'L').

LOOK THROUGH object: This command displays a graphic and a description of the
view through an appropriate object, e.g. a doorway or window but not through
a closed door or brick! (Abbreviation: 'L THROUGH object').

INVENTORY: This command displays a description of everything you are carrying
(abbreviation: 'I').

EXAMINE object: This command enables you to have a closer look at any object
you may encounter (no abbreviation).


Suspending or Saving the Adventure

Each of these commands is activated by typing the keyword (no abbreviations)

PAUSE. This command suspends the game until any key is pressed.

SAVE: This command allows you to save the current state onto tape so that you
can resume playing from that point later. When you have finished saving your
progress thus far, the game continues normally. The SAVE feature is very
useful if you have progressed deep into London and don't want to start from
the beginning again should you get killed accidentally.

LOAD: This command loads a previously saved adventure from tape


Frustration Soother: QUIT

QUIT: This command terminates the current game. To start a new game, rewind
the game tape to the start and press PLAY, when a new game will load
automatically. A SAVEd adventure can also be played by inserting the
appropriate rewound tape and pressing PLAY.


Recording the Progress of the Adventure

These two commands are activated by typing the keyword (no abbreviations)

PRINT: This command turns on the printer (if you have one connected to your
computer), and sends the contents of adventure window to the printer as well
as to the screen. It is very useful in trying to solve Sherlock as it allows
you to go over the events of the day at your leisure. The printout of the
adventure window makes excellent reading   comparable to a novel, but one in
which you have decided the course of action.

NOPRINT: This command disables the PRINT command.


DICTIONARY


Directions

DOWN or D

EAST or E

NORTH or N

NORTHEAST or NE
NORTHWEST or NW

SOUTH or S

SOUTHEAST or SE

SOUTHWEST or SW
UP

WEST or W


Action Verbs

ATTACK

CARRY

CLIMB

CLOSE

COUNT

DRIVE

DROP

ENTER

EXAMINE

FOLLOW
COME

GET

GIVE

GO

HAIL
INVENTORY or I

LOCK

LOOK

OPEN

PAY
PUT

SIT

TAKE

TALK

TELL
WAIT

WEAR


Adverbs

CAREFULLY

CLOSELY

FAIRLY

FURIOUSLY

QUICKLY
SILENTLY

SWIFTLY

SUDDENLY

IMMEDIATELY

MADLY
STEADILY

WARMLY

SOFTLY

QUIETLY


Prepositions

ABOUT

FROM

IN

INTO

OF
OFF

OUT

THROUGH

TO

WITH


Special Commands

LOAD
SAVE
NOPRINT

PAUSE

PRINT

QUIT


Disclaimer:

Due to the immense size and complexity of this game it is impossible to
guarantee that it will ever be completely error-free.

A great deal of time has been spent testing this program to ensure it will
behave as described within these instructions.

If. however any problems are found we would like to know about them so that
future versions may be corrected. We would also like to hear any comments or
criticisms you may have about the game.


Copyright & Credits:

This booklet and the Sherlock program are copyright (c) 1984, Beam Software.

INGLISH and ANIMACTION are trade marks of Melbourne House.

The program was written as a group effort, headed by Philip Mitchell.

The cover design is by Lynda Warner.


On the London Underground: ["Ah, you are clever Holmes. Waiting for the train
to pull in so we could get off is true genius..."]


Back of Manual:

Be the world's greatest sleuth in the most advanced and challenging game
ever. For the first time ever, an adventure game in which you can talk with
intelligent characters, ask them questions and argue with their
conclusions... all in everyday English sentences.

Work against time to solve the mystery as you travel about Victorian England.
Villains, suspects and witnesses all live out their lives in a realistic
manner, and you can never be sure of who or what you will find anywhere. You
must be alert because nobody is above suspicion.

In 'Sherlock', the world of the famous private detective comes vividly to
life. Time passes naturally; day turns to night, racing towards the
inescapable deadline. You must ensure Sherlock has sufficient time to sleep,
money to travel on public transport and other necessities. And you can rely
on Dr. Watson to help you collate information. or gather clues.

'Sherlock' makes the maximum use possible of your computer and is the result
of 15 months' work by a team led by programmer Philip Mitchell, the author of
'The Hobbit'. The text and graphics of 'Sherlock' makes it the most exciting
and sophisticated adventure game yet devised.

Study the clues, question the suspects, make the deductions and match your
wits against the most dastardly criminals in history.

Melbourne House makes the choice of your next computer adventure elementary.

"You find yourself in a large lavishly decorated bedroom. In one corner
stands a grand piano with a selection of sheet music on top. On a table by
the window, which looks down on a well-kept garden, is a new and expensive
looking gramaphone.

Mon 8:00 am"

The sample screen above is from the Commodore 64 version.


Classification: Adventure

Includes Graphics, Inglish language input and Animaction of characters

Level: Advanced Adventure

Average completion time: Several months

Written in 100% machine language

Melbourne House Publishers
