_ _ _ _ _
(_' |_| (_' |_) | | | | ' |_/
,_) | | (_, | \ |_, |_| |_, | \


Producer: Melbourne House/Beam Software
Author: Philip Mitchell
Date: 1984
Notes: Documentation 'slaved' in by DG & TT.

Instructions:

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 excercise your acute powers of analysis to survive. You will have the
reliable Dr Watson by your side and will meeet 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. He 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 cronicle of your exploits.


PLAYING THE ADVENTURE
*********************

Description of 'Sherlock'
=========================
The action of this adventure simulation takes place in 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. 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
===============
Place the cassette in your recorder, make sure it is rewound to the start and
that the recorder is correctly connected as detailed in your Spectrum manual.

Enter 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.)


Screen Layout
=============
The screen display is divided into two windows, as shown.
________________________________
| | ADVENTURE WINDOW
| | <-- Graphics, Descriptions of locations,
| | actions and objects.
| |
|________________________________| COMMUNICATION WINDOW
| | <-- Player's input
|________________________________| Computers prompts


Adventure Window
----------------
The upper part of the 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 the 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 aventure 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 independantly 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 sentances 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 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
---------
To delete a single mistyped chartacter, use SHIFT '0' (the usual Spectrum
DELETE key). To delete an entire command line, use SYMBOL SHIFT '0'.


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 the sentence is incorrect:

OPEN THE DOOR PLAIN

These examples are pretty obvious. If the 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 so on, 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, 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 conjuction 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 THE MONEY, RUN
PICK UP THE NOTE. TAKE THE LAMP OUT OF THE HOUSE

Of course, keep in mind that 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 to do. Of course, because every
character is independant, 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 NOTE"

You must have the message your 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, becuase 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 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 quote marks:

"READ THE DAILY CHRONICLE".

If you then wish to talk to someone else, you will need to say 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 a 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 the 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 object 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 preceeded by a 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, just
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 objetcs, e.g.

TAKE THE NOTE AND THE LAMP OUT OF THE HOUSE
DROP THE SHORT AND 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
properly 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 GREEN 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 the wooden chest 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 seo on the
adventure window the result of your instructions:

You open your door.
You open the plain chest.

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 to brief!


Limitations of INGLISH
----------------------
These limitations are fairly minor and most times should be able to epress
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
the 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 parlour.

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 keys to indicate movement in the principle points
of the compass: W, S, N and E, reading from left to right across the top
of the keyboard.

<= v ^ =>
W S E N

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 mnove 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 eithing 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 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 cabbies 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 in 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 advetures, 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 independant action.

Real Time
---------
Sherlock is played inreal-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.

If 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 trun into night. If you go into
a location without a light, you won't be able to see anything. Fortunarely,
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 with 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 impredictable effects. This command has two formats:

* WAIT: This command causes you to do nothing for five minutes.

Note that the other characters in the adventure do not stop carrying out
their actions while you WAIT. This means that should anything interesting
happen while you wait, you cannot do anything about it!

* WAIT UNTIL time-value: This commandcauses you to do nothing until the
time specified. The time-value may be epxressed 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

Note that the other characters in the adventure do not stop carrying out
their actions while you WAIT. However, should anything interesting
happen before your specified time, you can press ENTER to stop waiting.


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 action 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 into 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 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 only play 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 withthe other charaters
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 the money in the currency of Holmes' era:
Pounds, shillings and pence (symbolised by £.s.d).

The formats for amounts of money are as follows:

* For pounds only, the format is £ pound-value, e.g.

£99

* For pounds and shllings, the format is £ pound-value ^ shilling-value
which may be expressed in two ways:

£99 19s.
£99 19/-

* For shillings only, the two possible formats are:

10/-
10s.

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

13/11

* For pence only, the format is pence-value d., 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 £1
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 descripton
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, secret catches, 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 & 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 this 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 are 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 are 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 comand 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 abbrevations).

* PRINT: This command turns on the printer (if you have one connected to
your Spectrum), and sends the contents of the 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
==========


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 NOPRINT PAUSE PRINT QUIT
SAVE



________________________________________________________________________
| 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 in 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. |
|______________________________________________________________________|


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.



Published by:

MELBOURNE
HOUSE
PUBLISHERS

39 Milton Trading Estate, Abingdon, OX14 4TD.
2/70 Park Street, South Melbourne, 3205, Australia.


-------------------------------------

These are fragments from timetables which have been found.

_____________________________________________________________________

| *** METROPOLITAN UNDERGROUND ***** |
|_____________________________________________________________________|
| Aldersgate TO King's X TO Paddington TO Victoria TO Aldersgate |
|_____________________________________________________________________|
| Arr. | Dep. | Arr. | Dep. | Arr. | Dep. | Arr. | Dep. | Arr. | Dep. |
|------|------|------|------|------|------|------|------|------|------|
| | | | | | | :02 | :06 | :11 | :14 |
| | | | | :03 | :06 | :12 | :16 | :21 | :24 |
| :01 | :04 | :07 | :10 | :13 | :16 | :22 | :26 | :31 | :34 |
| :11 | :14 | :17 | :20 | :23 | :26 | :32 | :36 | :46 | :44 |
| :21 | :24 | :27 | :30 | :33 | :36 | :42 | :46 | :51 | :54 |
| :31 | :34 | :37 | :40 | :43 | :46 | :52 | :56 | :01 | :04 |
| :41 | :44 | :47 | :50 | :53 | :56 | :02 | :06 | :11 | :14 |
| :51 | :54 | :57 | :00 | :03 | :06 | :12 | :16 | :21 | :24 |
|______|______|______|______|______|______|______|______|______|______|


** REGULATIONS **

The following infractions of the
regulations of the Railway Author-
ities are punishable by a fine of £5 or
a month's imprisonment.
1. Leaning from the door.
2. Alighting while the
train is in motion.
3. Failing to use the spitoons
provided.
4. Pulling the emergency
stop cord in other than
an emergency.
5. Smoking in the non-smoking
compartments.
6. Carrying domestic
animals.

_______________________________________
| LEATHERHEAD LINE |
|---------------------------------------|
| King's X TO Lth'head TO King's X |
|---------------------------------------|
| Arr. | Dep. | Arr. | Dep. | Arr. |
|-------|-------|-------|-------|-------|
| | | 12:01 | 12:26 | 1:31 |
| 12:01 | 12:26 | 1:31 | 1:56 | 3:01 |
| 1:31 | 1:56 | 3:01 | 3:26 | 4:31 |
| 3:01 | 3:26 | 4:31 | 4:31 | 6:01 |
| 4:31 | 4:56 | 6:01 | 6:01 | 7:31 |
| 6:01 | 6:26 | 7:31 | 7:31 | |
| 7:31 | 7:56 | 9:01 | 9:26 | |
| 9:01 | 9:26 | 10:31 | 10: | |
| | 10:56 | 12:01 | | |
|_______|_______|_______|_______|_______|


_________________________________________________
| This is where the stations are situated: |
| |
| Kings Cross: located in Kings Cross road. |
| Aldergate : located in Aldergate street. |
| Paddington : located in Bishops road. |
| Victoria : located in buckingham Palace road. |
|_________________________________________________|