*********

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
<hosza@szabinet.hu>.

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
&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

*********
