********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of ~Sherlock~, converted to etext by Dohi . SHERLO10.TXT, August 1998, etext #397# ********* 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 £, s and d). The formats for amounts of money are as follows: For pounds only, the format is £ 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 *********