Electronic Arts Presents The Lost Files of Sherlock Holmes Complete Game Manual --------------------------------- The Lost Files of Sherlock Holmes MYTHOS SOFTWARE Mythos Software was founded in 1990 by James Ferguson in the Valley of the Sun. James was soon joined by the best talent in Arizona. James is a veteran programmer of 11 years. He does everything except draw, which he leaves to people who draw better stick men than he does. He has been known to sacrifice his body in order to get sound effects for games. His forte is programming, which is usually done in the wee hours of the morning. Favourite phrase: "You'll get all the sleep you need when you're dead." Scott Mavor is an acknowledged master of VGA art and animation. His plan was to create a glow and atmosphere for Holmes never before achieved in interactive games. And he did it! The industry may never be the same. Eleanor Mavor contributed to Mythos' success in two ways. She creates stunning artwork and she passed her innovative talent on to her artistic son. The gift that keeps on giving! John Dunn is a man of few words who likes to let his work speak for itself. That would require a small library. John created many of the tools, editors, and utilities that make good game development possible. David Wood is responsible for taking the written word and making it come to life on the computer screen. James promised him that after this project, he would get some time to sleep. James lied. Watch for more great products yet to come. Here's some good advice: When Mythos Software goes public, buy stock. THE ELECTRONIC ARTS TEAM R.J. Berg brings a Holmesian resume to the art of game design. He is a classical scholar, speaks 4 languages, and was once a private investigator. But whereas Holmes played violin, R.J. plays point guard, and about as well. He is bringing all his skills to bear in collating recently discovered documents in the Watson family archives, and will soon be reconstructing them in game form. Eric Lindstrom is an Existential Determinist who finds much to admire in the cold, logical deductions of the greatest detective in history, and he very much enjoyed the time he spent in the mind of Mr Sherlock Holmes. Eric is seen by many as a foul-mouthed perverted heathen who hunches at his desk and mutters to his pet sewer rat Psyche, but as long as he doesn't claim the conversations are two-sided, we keep giving him office supplies. TABLE OF CONTENTS Mythos Software ..................................... .2 The Electronic Arts Team ............................ .3 Introduction ........................................ .5 Getting Started ..................................... .6 Installation ........................................ .6 Options Screen ...................................... .6 Selecting/Changing Options .......................... .6 Change Sound Devices ................................ .6 Change Input Device ................................. .6 Change Memory Usage ................................. .6 Change Install Directory ............................ .7 Begin Install ....................................... .7 Abort Install ....................................... .7 Changing Options .................................... .7 The Game Screen ..................................... .8 Activating and Deactivating Commands ................ .9 Auto Help ........................................... .9 Interactive Commands ................................ .9 Inventory Commands .................................. .12 Journal ............................................. .14 Files ............................................... .15 Setup ............................................... .18 Moving around in Interior settings & Street Scenes... .19 Getting Around Victorian London ..................... .20 Epilogue ............................................ .20 Spring-Heeled Jack .................................. .20 The Usual Suspect ................................... .20 Appendix ............................................ .24 Sherlock Holmes: Man or Myth? ....................... .24 Credits ............................................. .26 Notice .............................................. .27 INTRODUCTION The fog, always the fog. Without it, the city would still be a place like no other, but it would not be London. The sights, the smells, even the legends would not linger so without the thick, characteristic vapour to drift upon. Without the fog, the sound of chamber music would not carry as far in Chelsea, nor would the consumptive coughs in Spitfield alleys echo so in the night. The smell of perfumed hair entering or leaving Covent Garden Opera House would'nt linger so in a fogless night, nor would the sulphurous smoke of cheap coal mix so piquantly with the smell of the open sewers in Whitechapel. So many contrasts here, seeming all the more pronounced at night. But what the night can amplify it can also mask. The bloodlust in a murderous eye, the arc of a keen scalpul, a surprised gasp savagely cut short. Day or Night, this is a city of extremes and contrasts. This was the city of the Conqueror, the Lion-Heart, the Bard and now, the city of Jack the Ripper. But it is also the city of one more remarkable individual - Mr. D Sherlock Holmes of 221B Baker Street. The Ripper, and his imitators, have found their nemesis. GETTING STARTED INSTALLATION Follow the instructions on The Lost Files of Sherlock Holmes Command Summary Card to begin installing the game. The first thing that will appear after you begin the installation process will be the Options Screen. OPTIONS SCREEN There are two boxes on the Options Screen: The Current Options box at the top of the screen, which displays the currently active options; and Select/Change Options box at the bottom of the screen, with which you can change options and begin the Install procedure. Selecting/Changing Options You can use the Select/Change Options box to enter the sound device your computer system is equipped with, and which input device you wish to use, change the name of the game directory, and make choices related to memory usage When you select a option, an option sub-menu will appear. Select the appropriate options as you go through the submenus. Select return to main menu on any submenu to return to the options screen. Change Sound Devices Select the Musical Device and Digital Device with which your computer is equipped (the Digital Device will play the recorded voices and sound effects in The Lost Files of Sherlock Holmes); or if your computer has no sound capability, or you do not wish to hear sound, voices and/or music while you are playing, select No Music and/or no Sound. Make sure to select the correct sound devices or the sound on The Lost Files of Sherlock Holmes amy not work properly. Note: The Recorded Voice and Sound Effects appear only on some screens. Change Input Devices Select the input device-keyboard, mouse, or joystick- you wish to use to play The Lost Files of Sherlock Holmes. Change Memory Usage If your system has expanded memory, select Use Expandead Memory from this submenu. The game will this use this memory to store graphic files that it would otherwise have to frequently load from your hard drive. If you don't have expanded memory, or you don't want to use expanded memory, select No Expanded Memory. Change Hard Drive Usage There are two options in the Change Hard Disk Usage submenu with which you can set how much space The Lost Files of Sherlock Holmes will use on your hard drive: ù Save Disk Space: This option will install The Lost Files of Sherlock Holmes on your hard drive using 15 megabytes of space. Wh,ile this will save disk space, it will make the game run slower. ù Save Play Time: This option will install the game on 29 megabytes of space. This will take up more space on your hard drive, but the game will play much faster. Select the option of your choice. To leave this submenu, select Return to Main Menu. Change Install Directory There are three options in the Change Install Directory submenu: ù Change Drive Letter: Select this option to change the default hard drive letter, then type the correct letter of your hard drive. ù Change Directory: The default name of the directory the game will be stored in is HOLMES. If you want to call the directory something else, select this option, then type in the directory name of your choice. Begin Install Select Begin Install to begin the installation of The Lost Files of Sherlock Holmes. Check the current options box to make sure you have selected all the options you want. Abort Install Select Abort Install to end the installation and options selection process. You will return to the beginning of the installation process you choose this option, and all options will return to their default positions. Changing Options To change the options you have chosen after you have installed The Lost Files of Sherlock Holmes, follow the instructions in the Command Summary Card. OBJECT OF THE GAME Sherlock Holmes' frequent antagonist and sometime colleague Inspector Lestrade of Scotland Yard has asked for the great detective's assistance investigating a murder in metropolitan London. It appears to be an open and shut case, but Holmes thinks otherwise. You take the role of Holmes and rove about London, looking for clues, interrogating witnesses, interviewing people associated with the murder victim who may not tell all they know without some urging, piecing together the hidden story behind a grisly murder. COMMANDS ACTIVATING & DEACTIVATING COMMANDS Commands are listed in the Command box in the lower part of the game screen. To activate a command, select it with the on-screen pointer, or select it by pressing the first letter of the Command on your keyboard. A Command is active when it is highlighted; the shape of the on-screen pointer will also change shape when certain Commands are active. To deactivate a Command, select it again with the on-screeb pointer. Also see the Command Summary Card that accompanies this manual for other ways of activating commands. AUTO HELP The game is equipped with and Auto Help feature. When no other commands are highlighted, the Look, Talk, Open and Close Commands will become highlighted when the on-screen pointer passes over an object or person one of those commands can be used upon. For instance, if no other commands are active, the Talk command will become highlighted whenever the pointer passes over a door. See the explanation of the Set Up submenu for more information on how to use Auto Help. INTERACTIVE COMMANDS Interactive commands let Holmes have a direct effort on objects or people around him. Objects can be examined, moved, opened or picked up; people can be observed, spoken to, or acted upon by an object. Look Use the Look command to examine an object or person. When this command is active, the on-screen pointer will look like Holmes' magnifying glass. Clicking on something or someone with the magnifying glass icon will provide you with information about it or them. You may have to use the Look command on some objects more than once to leaTn everything there is to know about that object or its contents. When you touch an object or person with the magnifying glass, the name of that person or object will appear in the Identification Box. If you Look at something, then give a command that alters it in some way (such as Open or Move), Looking at it again may give you new information about it. Example: Holmes sees a peculiar stain in a Persian carpet at the scene of a crime. He Looks at the stain, and is provided with the information that it is a bit of glaziers' putty ground into the rug. Move Use the Move command to move an object. This command applies to objects only; Holmes will not move if given this command, unless he must walk to the object he is going to Move. An object will sometimes return to its former position after it has been Moved, but usually it will not. Some objects cannot be Moved; some objects that can be Moved cannot be Picked Up and made paTt of Holmes' inventory; and some objects must be Moved before they can be used. Example: There are a row of figurines on a shelf at the scene of a robbery. One of them is not resting flush on the shelf. Holmes Moves the figurine and finds it has been covering a gold sovereign cut neatly in half. Talk Use the Talk command to converse with someone. Not everyone who appears on the screen can be talked to, and not everyone who can be talked to will neccessarily wish to converse. When this command is highlighted, you can attempt to Talk to someone by selecting him or her with the on-screen pointer. One or more messages will appear. If the down button is highlighted, there is at least one message you must scroll down in order to read. Select the down button to scroll through the messages and the Up button to scroll up through the messages. Select the message you want Holmes to say. Whenever someone is speaking, a portrait will appear on screen, unless Portraits off is selected from the setup sub-menu. To cancel the Talk command, select the exit button when its highlighted. Example: Holmes sees Wiggins, leader of the Baker Street Irregulars, standing nearby. Holmes chooses to Talk to Wiggins, and has these two messages to choose from: (1) "I have a job for you Wiggins." and (2) "Are your lads at the ready?" If Holmes has a specific task in mind for the Irregulars, he may want to choose the first message. Pick Up Use the Pick Up com nand to add an object to Holmes' inventory. An item must be selected using the on-screen pointer to pick it up. Some items simply cannot be picked up. When this command is active, you can Pick Up something by selecting it with the on-screen pointer. NOTE: If you Pick Up an object without Looking at it, you may miss important infor nation or clues about it. Example: A barrister has been found bludgeoned to death in his rooms, but all the doors and windows have been locked from the inside. Outside one of the windows, Holmes finds a smudge that seems to be a mixture of clay foreign to the immediate area and fibres. He Picks Up the mixture of substances for later analysis, which in tum leads him to a witness who works in a carpet factory beside a muddy road. Open The Open command will Open a door, a container with a closable lid or any other item or object that can be opened. When you open a door, you will automatically go through it. When you open a container, it will remain Open until Closed. Not all such objects can be opened. Example: Holmes has deduced that a priceless antiquevas has been hidden in one of several creates in a warehouse. He tries to open each crate in turn. Some cannot be opened, other can. He looks in each crate he has Opened until he locates the vase. Close The Close command will close a door, or an object with a closeable lid or other covering. Not all such obects, even if they are open when you first encounter them, can be closed. When this command is active, you can close something be selecting it with the on-screen pointer. Example: Holmes and Watson are searching the rooms of a suspected murderer. They open the top drawer of his desk to search for evidence when they hear him approaching in the hall. They leave through the window, remembering to Close the drawer to conceal their search. INVENTORY COMMANDS Inventory Commands affect items in Holmes' inventory, whether objects he has in the beginning of the game or objects he Picks Up during his investigation. Inventory Commands can be used to Use an object, Give it to someone, or Look at it again. Inventory The Inventory command Will show the items Holmes is carrying. The full array of the objects Holmes is carrying will be displayed in Inventory Boxes at the bottom of the screen; if any of the Arrow Buttons above the Inventory Boxes are highlighted, it means there are more items in Holmes' Inventory than are show on screen. Select the highlighted. Select the highlighted arrows to bring more items into view. When the Inventory boxes are showing, you can choose from these sub-commands. Look: Examine and item in Holmes' Inventory (See Look command above). Use: Use an item in Holmes' Inventory (See the Use Command below.) Give: Give an item in Holmes' Inventory to someone. (See give command on following page). Example: Holmes remember that he had hurriedly Picked up a wilted bunch of violets tied with a ribbon at the crime scene without Looking at it carefully. he checks his inventory to look at the beraggled bouquet, and finds the initials E.L. written on its ribbon in blue ink. Use Use an item. When the Use command is active, Holmes' Inventory Boxes will appear at the bottom of the screen. An item in Holmes' Inventory must be highlighted to be Used. Some items not directly in Holmes' inventory can be used as well (such,as Using an object on the chemical laboratory in 221B Baker Street to analyse it). One item can be Used on another item. Keep in mind that items cannot be used in an inappropriate way; for instance, you cannot use Holmes' business cards on Dr. Watson. When the Use command is active, you can use these subcommands: Look: Examine an item in Holmes' Inventory. (See Look command on the previous page.) Use: Use an item in Holmes' inventory. (See Use command on the previous page.) Give: Give an item in Holmes' inventory to someone. (See Give command below.) Example: Holmes' client has been receiving odd notes scrawled in a strange language that even Holmes does not recognise. He Uses it on his lab table to submit it to chemical analysis. The ink contains a rare pigment found only in the Goa region of India. This gives him the key to deciphering the language, a code that combines elements of Hindi, Portuguese, and an obscure mathematical formula. Give Give or show an item from Holmes' Inventory to another character. An item must first be chosen, and then a recepient selected, for the Give command to be used. Only characters who can be selected can be the recepient of a Give command, and you can only give an object to a character, not to another object. (Holmes can't give an item to a table for instance, but he could Give it to Watson.) Keep in mind however, that a character may not want something you are trying to Give him or her; if they refuse to accept the item, the Give command is cancelled. When the give command is ative, you can use these subcommands: Look: Examine an item in Holmes' Inventory (See look command on the previous page). Use: Use an item in Holmes' Inventory (See Use command on the previous page. Give: Give an item in Holmes' Inventory to someone. (See Give command above.) Example: Holmes and Watson have pursued a suspect across the English Channel to the French port of Le Havre; their launch docked shortly after the ferry on which the suspect was a passenger. A customs off1cer asks to see Holmes' and Watson's papers. Holmes Gives him a note from the French Ambassador in London that allows him immediate entry into France. The customs officer allows him through in time to apprehend the suspect. JOURNAL This command will allow you to examine entries in Watson's Journal. The good doctor keeps detailed and very complete notes of every conversation that occurs during Holmes' investigation. You can page back through this record to go directly to the first ir last page of the journal. When you select Journal, Watson's writing will appear, and you will have the following options: Search: Search the journal for a particular text string. When you select this option a requester box will appear. Enter the text string you want to find; if the text string appears in the journal, it will immediately appear. You can search forward or backward from your current position in the journal. . First Page: Open the journal to the first page . Last Page: Open the journal to the last page ù Back 10: Go back 10 pages. ù Ahead 10: Go ahead 10 pages. ù Up: Go forward one page. ù Down: Go back one page. ù Print Text: This option opens a box containing Print and Save options for Watson's Journal. Selecting Save will save it to a specified file name; you must enter a name in the requester box before you can save the journal. The text will be saved in the Holmes directory. Selecting Print will print a text version of the journal. To leave the Print Text box, select Exit. Also, Saving or Printing will automatically exit this box. NOTE: If you experince difficulties in printing, first make certain that your printer is turned on and connected properly. If you continue to experience problems, save the Journal. Then, Save you game and Quit to get the DOS prompt. Next type the following command from the DOS prompt (be sure to save your game before quitting!): COPY .PRN PRN: For example: If you saved your Journal with the name SHERLOCK, you would type the following: COPY SHERLOCK.PRN PRN: and press enter. The Journal is then printed on your printer. Consult your DOS manual for more information. ù Exit: Close the journal, return to the game screen. FILES These are commands that will let you Save a game. Load a previously saved game, or Qult. (See the Command Summary Card for keyboard instructions.) When you select Files, you will then have the following options. Load: Load a saved game. Select the saved game you want to play. Down: Scrolls up the files list onle line at a time. Save: Save your current game up to 30 games. If you Save a game in a file which already contains a Saved game, the new saved game will overwrite the old one. Quit: Quit the game. When the requester box asks "Are you sure you wish to Quit?", select Yes if you do want to quit, or No if you don't. Exit: Leave the Files submenu and return to gameplay. SETUP You can use the Setup submenu to change your game setup in several ways. You can turn Sound options on and off, change game controls, change the style of text messages, etc. Music On/Off: Turn the game music on or off. Portraits On/Off: Turn the Portraits that appear in Talk mode on or off. Voices On/Off: Toggle charaters digitised voices on and off. Sound Effects On/Off: Toggle effects on or off. Windows Slide/Appear: Windows Slide will make all text windows, submenus, and boxes scroll up and down at the bottom of the screen. Windows Appear will make all the text windows, submenus, and boxes simply New Font Style: Change the typeface used in the game text message, menus, and submenus. There are 3 different fonts to choose from: Joystick On/Off: Turn the joystick on or off. Calibrate Joystick: Calibrate your Joystick. Auto Help Left/Right: Sets up the pointer controls for the Auto Help feature. When Auto-help Left is active, clicking the left button will select the Auto Help command, or will make Holmes move when there is no Auto Help command showing; clicking the right button will also move Holmes. When Auto Help Right is active, holding the right button will display the Auto Help command. Releasing the right mouse button will select the Auto Help command; clicking the left mouse button will move Holmes. There is no Auto Help Right feature when using the keyboard. (Note to joystick users: Left button refers to Button 1 on your joystick, and right button refers to Button 2.) Fade Directly/By Pixel: Fade Directly will fade the screen to black when you move between locations. Fade By Pixel will create a cinematic "snowy dissolve" when you move between locations. Key Pad Slow/Fast: This refers to the number pad or Arrow Keys on your keyboard. When Keypad Fast is selected, the onscreen pointer will speed up after a certain distance. Exit: Leave the Set Up submenu and return to gameplay. MOVEMENT MOVING AROUND IN INTERIOR SETTINGS & STREET SCENES Baker Street When searching for clues at the scene of a crime or investigating leads around London, Holmes will need to move about to look at things, ask questions, etc. As stated before, the Move command w~ll not move Holmes around the screen. One way to move Holmes is to use the on-screen pointer to move Holmes where you want him to go. Make sure no Commands are active when you try to move Holmes in this method. If you want Holmes to leave a location or enter an adjacent one, either give the Open command for the appropriate door, or move him to the edge of the screen. There are other ways to move Holmes around a location. When you successfully give a Pick Up or Open command, Holmes will move to the door, object, etc., that is the subject of the command. And while the Move command cannot be used directly to move Holmes from place to place, if you successfully give a Move command, Holmes will cross the screen to Move an object. When Holmes and Watson leave an interior or street scene, they must either exit through a door or at the edge of the screen. This will sometimes lead to an adjoining location, other times back to the overhead map. Note: As with any investigation, you may be led on wild goose chases, searching for information you may be able to get from another source. GETTING AROUND VICTORIAN LONDON Holmes and Watson always have a hansom cab at the ready to carry them around London. But they must have a specific destination in mind when they travel about the city. Whenever you leave a location, the map of London will appear (see pages 16 and 17 in the centre of this manual). Icons are displayed on the map to show locations you can travel to; these are locations that have been mentioned elsewhere in your investigation. You can also return to 221B Baker Street at any time. Touch the icon with the on-screen pointer and the name of the location it marks will appear at the top of the screen; select the location to go there. When you are travelling from one place to another, your progress through London's streets is shown by a moving hansom cab. Note: To view other sections of London, move the pointer to the edges of the screen. EPILOGUE Spring-Heeled Jack From Spring until late Autumn in the year 1888, 6 prostitutes were murdered in the squalid Whitechapel and Spitalfields areas of London. Such murders were hardly unusual and rarely received much notice - what was one less Cockney or Irish tart, or 6 less or 10 less for that matter? Society placed greater value on the lives of well bred dogs than of the lives of these women. But the exact circumstances of their deaths and the shockingly brazen attitude of their killer-writing gloating letters to the press and the police and signing himself Jack the Ripper and Spring Healed Jack affected public opinion as no other series of murders ever had before. The mixture of horror, outrage and fascination was unprecented. The fascination remains largely undiminished. THE USUAL SUSPECTS: Edward, the Duke of Clarence: The sentimental favourite, if such a thing is possible, for Ripperhood. As the eldest son of the Prince of Wales (later Edward VII) and second in line to the throne, his candidacy is a natural magnet for conspiracy theorists. Even though Queen Victoria doted upon him, he is known to have lived a enthusiastically dissolute life, excelling even his father's notorious profligacy. He may have been no stranger to the tarts of Whitechapel. The usual theory has it that the final victim, Mary Kelly, knew too much about the Duke's marriage to a Catholic Irish woman and the male offspring thereof. Marriage to a Catholic would have disqualified the Duke from the royal succession. The monarchy had been shaken to its roots by the rumour of the marriage of George IV, Queen Victoria's uncle, to a Catholic woman before he became king. (His simultaneous marriage to a German princess made this rumour all the more provocative.) Another such scandal might have been more than the nation could bear, and the theory goes that the government was willing to take the most drastic measures, including grisly multiple murders, to suppress any evidence of it. There is no independently confirmed evidence that the Duke ever married anyone. There is evidence, not independently confirmed, that the Duke was absent from London when at least one of the murders took place. All evidence against him is speculative at best. And if the murders were performed in the interest ~ccession to the crown, they were for naught since he died ~hilis in l 892. Montagu Druitt: A friend of the Duke of Clarence, who may or may not have been a companion in his revels. He was trained as a medical doctor although he never practiced. This would have provided him expertise in surgery and anatomy at least equal to the Ripper's. Druitt was generally considered to be 'odd', moody and secretive, with a deeply negative attitude towards women. Futher, like the Duke of Clarence, it is though that he suffered from veneral disease. Eminent Victorians rarely contracted such maladies from their social equals, and if he had contacted it from a prostitute, it could have re-inforced his misogyny. It could have even made him murderous. His body was discovered floating in the Thames, an apparent suicide, shortly after the murder of Mary Kelly. The contents of a letter found on his body were never made public, nor is it known what connection he had to the letter's addressee, Dr. John H. Watson. A Swarthy Foreigner: For may contemporary upstanding subjects of the Queen, this was the preferable culprit. Numerous proper Victorians choose to believe that the Ripper's atrocities were beyond capacity of any Englishman, or Scot, or Welshman, even. Whitechapel and Spitalfields had become home to numerous immigrants who spoke strange languages, followed unfamiliar religions, and observed alien customs. Such "otherness" alone made them targets of popular suspicions. Widespread rumours of the "ritual" nature of the murders fuelled this near hysteria; foreigners had long been suspected of such blood sacrifices. There were reports of immigrants being attacked on the street by mobs for possession of knives or bloody aprons; the fact that they were employed in slaughterhouses or butcher shops did not exonerate them in the eyes of their accusers. The sensational press at the time did nothing to quell the hysteria; even a series of articles written by the Hon. Mycroft Holmes, assisted by his cousin Prof. Henry Higgins, demonstrating that no foreigner could have cornrnitted the murders were not calmative. There is no known evidence that connects any foreign "cult" or individual to the murders. H.H. Holmes: H.H. Holmes was an American serial murderer in Chicago in the 1880s and 1890s. Unlike most such monsters, he was a wealthy established citizen who lured his female victims to his home, rather than an aimless drifter wandering from place to place, finding victims by chance. He was particularly active during the Colombian Exposition at Chicago in 1892, setting up a fully equipped, sound-proofed operating room and crematorium in his mansion. Chicago was full of unattached young women far from home at the time, with few freinds and no connections. The handsome and wealthly H.H Holmes had no trouble luring callow girls to his opulent residence, where he would slip them drugged drinks, transport them to his hidden chamber and then perform hideous 'experiments' upon them before incenerating their remains. When these girls disappeared, it was though that they had returned to their famalies, moved on or had descended into a life of shame. No one connected their abcence with H.H Holmes, nor with the black plumes of oily smoke that sometimes rose from his chimneys. H.H Holmes grew careless in the end, and one of his intended victims escaped; his arrest followed soon thereafter. On the gallows, H.H Holmes proclaimed 'I am not Jack the Ripper just as the gallows swung away beneath him. It is not know whether H.H Holmes was in London at the time of the Ripper's nocturnes, but his confession nonetheless remains an air of plausabaility. Prof. James Moriatry: This mathematician/criminal mastermind had one of the strangest careers in the Victorian age. His public life was limited being the author of a treatise on the Binomial Theoram and the Dynamics of the Asteroid, a peculiar speculation on the mathematical properties of celestial bodies. His work won him a chair in mathematics at St. Pancras College, which he retained until his death at Reichenbach Falls in 1891. If it had not been for the written accounts of Moriarty's confrontations with Sherlock Holmes left by Dr. lohn H. Watson, the true vileness of the professor's character might never have been revealed. Throughout Britain and her Empire, there were few criminal conspiracies that did not carry Moriarty's imprimatur. Vice, from which all the Ripper's victims made their livelihood, was certainly well within the malign mathematician's scope. If Moriarty was attempting to seize control of vice in Whitechapel, or if his established control was being challenged, a few gruesome murders would have amply demonstrated the lengths he was willing to go to brace up his authority. While it is doubtful Moriarty would have committed the murders himself - he was more interested in the calculation of crime than it's practice - he was fully capable of ordering them. But, as with all the suspects, there is no physical evidence linking him to the crime. On the other hand, it is interesting to speculate that Moriarty might have been responsible not for the Ripper's crimes, but for his disappearance. If Jack had been murdering prostitutes independently, Moriarty would certainly have found such an intrusion upon his commerce unacceptable. The professor certainly could have tracked him down, possibly by using a decoy and ripped the Ripper. APPENDIX SHERLOCK HOLMES: MAN OR MYTH? By Stanley MacKenzie "Sherlock Holmes Lives" proclaimed lapel pins worn by some members of the audience at the 1965 New York opening of Baker Street, a musical play about the legendary detective. But did he really live? This question is posed perennially by young and old alike. A Holmes fanatic, although in full knowledge of the truth, would certainly hesitate to give a negative reply. Sherlock Holrnes stories have been translated into 47 different languages, he has been portrayed in feature films more than any other character, and he has been featured in more than 200 stage productions. Statues in his image have been erected in Switzerland, Japan and Scotland, and enthusiasts regularly make pilgrimages to locations where Holmes investigated some of his cases. At the Reichenbach falls, the struggle between Holmes and the infamous Proffessor Moriarty has often been re-enacted by devoteesh wearing period costume. And each year in January, the Sherlock Holmes Society of London and the Baker Street Irregulars of New York hold dinners at which toasts are offered to "The Immortal Memory'. The character of Sherlock Holmes began to form in the subconscious mind of Arthur Conan Doyle when he became a medical student at the University of Edinburgh at the age of 17. He later spoke of being educated "in a very severe and critical medical school of though, especially coming under the influence of Dr Joseph Bell who had the most remarkable power of observation. Dr. Bell, consultant to the Edinburgh Royal Infirmiry, singled out Doyle to be his outpatient clerk, thereby putting him in a favourable position to witness the unusual methods of diagnosis adopted by his mentor. Doyle and his fellow students would stand amazed when Dr Bell was able to tell at a glance not only the disease from which a patient was suffering, but also where he came from and the nature of his work. Such deductive powers were recalled by Doyle when he went into medical practice in Southsea on the southern coast of England. Patients were at first slow to come to the young doctor's waiting room, and with time on his hands, he turned to writing which, in the past, had occasionally provided the means to pay for his medical training. Reading some detective stories, he was struck by the fact that solutions were obtained in nearly every case by chance. He decided to try his hand at writing a story wherein the detective would treat crime as Dr. Bell had treated disease and science would take the place of chance. Thus Sherlock Holmes was born, brought into the world by a young doctor who could not have foreseen that his creation would be immortal. To the Victorians, Holmes was a pioneer - the world's first consulting private detective. The scientific methods he used were hitherto almost unheard of. And in real life, many schools of detectives, in France, Egypt, China, and elsewhere, founded their systems on that of Sherlock Holmes. But today, police have the advantage of every method modern science can offer in tracking down criminals, and methods introduced by Sherlock Holmes have largely been left behind. Why, then, is there no evidence that he has fallen from the pinnacle of popularity he attained over l00 years ago? Why do his followers prefer to ignore the fact that he is a product of Doyle's imagination? How does it come about that he exists outside the pages of a book, known to millions who have never read any of the stories? Why do people write to him, even today, at 221B Baker Street? Sherlock Holmes is a vivid, outstanding larger than life figure, and we warm to his eccentreties - the indoor revolver practice, cigars and pipes kept him in the Coal Scuttle, unanswered letters fixed to the fireplace witha jack-knife. His sense of dramatic ('What the law has gained, the stage has lost', he said of one of his adverseries) ensures that he will hold our attention. The crime solved and an explanation due, he delivers it with the air of a conjurer who baffles with his tricks then explains how they were done. London of the 1880s and 1890s is the London of Sherlock Holmes. Although the reader may not have been a part of the period, he is able to experience a feeling of nostalgia for it. Gas Lamps, the sound of horses hooves, steam locomotives, and romantic street cries. And then there is the atmosphere of that room in Baker Street. Holmes in his armchair before a roaring coal fire, legs stretched out before him, fingertips together and eyes closed, listening with Dr. Watson to yet another bizarre story. We hope he will agree to investigate the case, and when he does, the game's afoot! But in any setting, and at any time, he would be unique, and it is impossible to forget him. THE LOST FILES OF SHERLOCK HOLMES Command Summary Card for IBM & Compatibles Getting Started The Lost Files of Sherlock Holmes ~hereafter referred to as Holmes) comes on ten 5.25" disks labelled l-l0, or nine 3.5" disks labelled l-9. The game cannot be played from floppy disks; you must install it on your hard drive to play the game. You will need 571K of free RAM to install and play the game. Installing the Game After booting your system with DOS, do the following: 1. Put Disk 1 in any drive, then type the drive letter followed by a colon (:) and press Enter. (For example, if you put Disk 1 in drive A, you'd type A: and press Enter.) 2. Type Install and press Enter. 3. The Installation Options Screen will appear. Note: Some computers with unusual configurations may have difficulties with the Install program in Holmes. If you have problems installing Holmes, substitute Install /d in step 2. This will turn off the Auto Detect feature of the installation process. The Installation Options Screen The options you can select from this screen are: Change Sound Devices 1. Use the Arrow Keys to highlight Change Sound Devices and press Enter. The Change Sound Devices submenu will appear. 2. There are two sound devices for which you may choose options: A Musical Device and a Digital Device. The musical device will play the music, and the digital device will play all sound effects and voices. 3. When selecting the Musical Device, use the Arrow Keys to select the sound device installed in your computer system. The sound board your computer is equipped with will be highlighted. The available options are: No Music Adlib Sound Board Sound Blaster Roland MT-32 or LAPC-1 4. When selecting the Digital Device, use the Arrow Keys to select the sound device installed in your computer system. The sound board your computer is equipped with will be highlighted. The available options are: No Sound Sound Blaster Tandy SL, TL, RL Tandy TX, EX, HX, SX 5. When you have selected the Music Device and Digital Device you want, highlight Return to Main Menu and press Enter. Note: If your computer is equipped with a Sound Blaster but you are not getting any sound while playing Holmes, make sure that the sound card is set at either Interrupt 7 or Interrupt 5. For information on setting the sound card interrupt, see your Sound Blaster manual. Please note that only certain sequences in the game contain recorded voices. Change Input Device 1. Use the Arrow Keys to highlight Change Input Device and press Enter. The Change Input Device submenu will appear. 2. This option chooses which input device you will use to play Holmes. Use the Arrow Keys to highlight the input devices you want to use to play Holmes. 3. When you have highlighted the input device options you want, press Enter. 4. Use the Arrow Keys to highlight Return to Main Menu and press Enter to leave the Change Input Device submenu at any time. Change Memory Usage 1. Use the Arrow Keys to highlight Change Memory Usage and press Enter. 2. This option is important if your computer has expanded memory capacity. If it does, use the Arrow Keys to highlight Use Expanded Memory and press Enter. Your computer will use this memory to store graphics files that it would otherwise have to load from your hard drive. This will make the game play faster. Note: If you are using DOS 5's EMM386 expanded memory manager, and want to hear the digitised speech in Holmes, the default DMA setting of 16 will have to be increased. Support for EMM386 can be achieved by adding the parameter d=40 after the EMM386 entry in the config. sys file as shown here: device=c:\dos\emm386.exe d=40 See your DOS manual for information about editing files. 3. If your computer does not have expanded memory, or you don't want to use its expanded memory, use the Arrow Keys to highlight No Expanded Memory and press Enter. 4. Use the Arrow Keys to highlight Return to the Main Menu and press Enter to leave the Change Input Device submenu at any time. Change Hard Disk Usage 1. Use the Arrow Keys to highlight Change Hard Disk Usage and press Enter. The Change Hard Disk Usage submenu will appear. 2. There are two options you can select from this submenu: Save Disk Space Save Play Time Save Disk Space will install Holmes on your hard drive using lS megabytes of disk space, and Save Play Time will install Holmes on your hard drive using 29 megabytes of disk space. Save Disk Space will take up less disk space, but Save Play Time will make the game run much faster. 3. Use the Arrow Keys or mouse to highlight the Hard Disk Usage option you want and press Enter. 4. Use the Arrow Keys or mouse to highlight Retum to Main Menu and press Enter to leave the Change Input Device submenu at any time. Change Install Directory 1. Use the Arrow Keys to highlight Change Install Directory and press Enter. The Change Install Directory submenu will appear. 2. There are three options you can select from this submenu: Change Drive Letter Change Directory Return to Main Menu Change Drive Letter will change the letter of the drive on which Holmes is installed. Change Directory will change the name of the directory in which Holmes is installed. Return to Main Menu will do just that. 3. To change the drive letter, highlight Change Drive Letter using the Arrow Keys or mouse and press Enter. Enter a new hard drive letter when prompted, or press Esc to Exit this option if you decide you don't want to change the drive letter after all. 4. To change the directory name, highlight Change Directory using the Arrow Keys or mouse and press Enter. Enter a new directory name letter when prompted and press Enter, or press Esc to Exit this option if you decide you don't want to change the directory name after all. Abort Install 1. If you want to abort the installation process, use the Arrow Keys to highlight Abort Install and press Enter. Begin Install When you have chosen the options you want, use the Arrow Keys to highlight Begin Install and press Enter to install Holmes on your hard drive. Insert each disk as prompted, then press Enter. Changing Options After Installation The options you selected when you installed Holmes can later be changed, even after several sessions of gameplay. 1. Type C: and press Enter. (We're assuming that you installed the game to drive C; if not, substitute the appropriate drive letter.) 2. Type CD\HOLMES and press Enter. tWe're assuming that the garne was installed on the Holrnes directory. If it wasn't, enter the correct directory name.) 3. Type INSTALL and press enter. When the Installation screen appears, press any key, or click the mouse button. 4. When the Installation Main Menu appears, the current Sound Device, Input Device(s), Memory Usage, Hard Drive Usage, and Install Directory will appear at the top of the screen. You can change all these options except the Install Directory from this screen. 5. To change an Installation Option, highlight the appropriate Change button by using the Arrow Keys and pressing Enter or by clicking on it using the mouse. For instance, to change the Sound Device, highlight Change Sound Device and press Enter or click the mouse button. 6. Use the same procedures to change Installation Options you used to select them. Starting the Game 1. Type C: and press Enter. We're assuming that you installed the garne to drive C; if not, substitute the appropriate drive letter.) 2. Type CD\HOLMES and press Enter. (We're assuming that the garne was installed in the Holmes directory. If it wasn't, enter the correct directory.) 3. Type HOLMES and press Enter. (To bypass the opening sequence and go right to the game, type GAME instead of HOLMES.) Note: If your mouse is connected to Com 2 and you have a sound card on your system, you may need to use the keyboard controls on the first screen of the game. When the second screen appears, you will be able to use your mouse. Saving, Loading, and Quitting a Game Note: To highlight or select options throughout Holmes while using the keyboard, press Enter. Saving a Game 1. Press F or use the mouse or joystick to highlight and click on the Files box. 2. When the Files Menu appears, press S or use the mouse or joystick to highlight Save. 3. Use the pointer to highlight the Saved Game File in which you want to store the game you are saving. There are 30 Saved Game Files; so, for example, if you wanted to save a game in file l, you would highlight file 1. To scroll up and down through the Saved Game Files, highlight the Up or Down Arrow Buttons. 4. Enter a name for the game you are saving, such as Game l, Game A, etc., and press Enter. The game is saved and you then are retwned to the game. Note: If a game is Saved in a file that already contains a Saved game, the new Saved game will overwrite the old one. Note: You may press E or use the mouse or joystick to highlight Exit the Files Menu and retwn to the game only before highlighting a Saved Game file. If you make an error while typing a name for your Saved Game file, press the Esc key. Note for Keyboard Users: A shortcut has been provided to help you quickly save games 1-9. When the Files Menu is on screen, you may simply type the number (l-9) of the game you want to save and enter a name for it. To save games 10-30, you must move the pointer to the slot in which you want to save a game and press the space bar. You can then type the name you want to save the game under. Loading a Saved Game 1. Press F or use the mouse or joystick to click on Files. 2. When the Files Menu appears, press L or use the mouse or joystick to highlight Load. 3. Use the pointer to highlight the Saved Game File you want to Load. That game will load immediately. If you change your mind about Loading a Saved Game, press E. use the mouse or joystick to click on Exit only before highlighting a Saved Game file. Note: If you Load a Saved Game while you are playing another game without saving the game in progress, the game in progress will not be Saved. Quitting a Game 1. Press F or use the mouse or joystick to click on Files. 2. When the Files Menu appears, press Q or use the mouse or joystick to highlight Quit. 3. You will be asked "Are you sure you want to Quit?" Press Y or use the mouse or joystick to click on Yes if you do want to Quit, or press N or use the mouse or joystick to click on No if you don't. If you do Quit, you will return to the DOS screen. Note: If you Quit a game without Saving it first, the game state will be lost. 4. Press E or use the mouse or joystick to highlight Exit to leave the File menu and return to the game only before selecting Quit. Commands Note: In the following instructions, when told to click the left button, you may also press Enter or the space bar, and "left joystick button" f refers to Button l and "right joystick button" refers to button 2. Autohelp The game is equipped with an Auto Help feature. If Auto Help Left is selected from the Set Up menu and no other commands are highlighted, the Look, Talk, Open, and Close Commands will become highlighted when the on screen pointer passes over an object or person one of those commands can be used upon. If Auto Help Right is selected from the Set Up menu, the right mouse button must be held do vn for Auto Help to work. See the explanation of the Set Up submenu for more information on how to use Auto IIelp. Selecting Objects An object can be selected if its name appears in the strip near the bottom of the screen when the on screen pointer is over the object. When ~uto Help Left has been selected from the Set Up menu, objects can be selected by using the mouse or joystick to move the on screen pointer over the object and clicking the left joystick or mouse button; or by using the arrow keys to move the on screen pointer over the object and pressin~ Enter or the spacebar. If Auto Help Right has been selected from the Set Up menu, objects can be selected by using the mouse or joystick to move the on screen pointer Over the object and releasing the right joystick or mouse button. Selecting Commands When Auto Help Left has been selected from the Set Up menu, commands are selected with pressing the left mouse or joystick button and deactivated with the right mouse or joystick button. When Auto Help Right has been selected from the Set Up menu, commands are selected with the right joystick or mouse button. Commands can always be selected by using the cursOr keys to move the on screen pointer over a command button and pressing l~nter. Interactive Commands Use the Interactive Commands in Holmes to interact with people or objects. These commands are Look, Move, Talk, Pick Up, Open, and Close. Interactive Commands can be activated with a Key Command, or by pointing and clickillg on the command with your mouse or joystick. The target or subject of a command can be chosen by moving the on-screen pointer ~vith the arrow keyS, mouse, or joystick. But to give a commarld, you must click the mouse or joystick button when the Command is active and the target or subject of the command has been chosen. Note: The Esc key on your keyboard will cancel most comrnands and back you out of the Text Entry boxes. Key Commands Press the letter keys below to give the indicated commands. Look L Look at an object or person. Gives a brief description of what you're Looking at. The on-screen pointer will become a magnifying glass when this Cornmand is active. Move M Move an object. Talk T Talk to someone. U Scroll Up through messages. This option will be available only when there are more than one message, or when there is one message but it is too long to fit in the Dialogue Box. D Scroll Down through messages. This option will be available only when there are more than one message, or when there is one message but it is too long to fit in the Dialogue Box. 1-6 Select a dialogue message. If there is more than 1 dialogue message to choose from, press the number key that corresponds to that dialogue message or select the message you want with the pointer. Pick Up P Pick Up an object. Open O Open a door, drawer, cabinet, etc. Close C Close a door, drawer, cabinet, etc. Inventory Commands Use the Inventory Commands in Holmes to affect an object in Holmes' inventory or in 221B Baker Street. These commands are Inventory, Use, and Give. To activate an Inventory Command, click on it using the Mouse or use the following key commands: Key Commands Press the letter keys below to give the indicated comrnands. Inventory I Display the Inventory of everything Holmes' is carrying. You can use the following subcommands when the Inventory command is active. To select a subcommand, use the Key Command given below, or point and click on it using the joystick or mouse: L Look at and get a description of an object in Holmes' inventory. U Use an object. G Give an object to someone else. E Exit the Inventory command. Use U Use an object, either by itself or in conjunction with another object. You must select the object you want to Use, then select the recipient by pointing and clicking with the mouse or joystick. You can use the following subcommands when the Use command is active. To select a subcommand, use the Key Command given below, or point and click on it using the joystick or mouse: L Look at and get a description of an object in Holmes' inventory. U Use an object. G Give an object to someone else. E Exit the Use command. Give G Give an object to a person. You must select the object you want to Give, then select the recipient by pointing and clicking with the mouse or joystick. You can use the following subcommands when the Give command is active. To select a subcommand, use the Key Command given below, or point to it and click using the joystick or mouse: L Look at and get a description of an object in Holmes' inventory. U Use the object. G Give the object to someone else. E Exit the Give command. The Journal Press J, or select Journal with the mouse or joystick, to open Watson's Journal. The Journal is Dr. Watson's record of the investigation. You can use the journal to refresh your memory about past conversations and where those conversations took place. You cannot change the journal itself; you cannot erase Watson's records nor can you enter other information in the Journal. D Go forward one page. U Go back one page. F Go to the First Page. L Go to the Last Page. A Go Ahead 10 pages. B Go Back 10 pages. S Search the Journal entries for a particular word or phrase. This command brings up the Search Box. Enter the word or phrase you want to search for in the requester on the right hand side of the Box. Click on the following commands using the mouse or joystick to activate the command: Forward Search Forward through the journal. Backward Search Backward through the journal. Exit Exit the Search Box and return to the Journal commands. P Print Text. This command calls up the Print Text box. The commands in the Print Text box must be selected with the pointer; they have no key commands. Print will print a text version of the journal on your printer. Printing will automatically exit the Print Text box. NOTE: If you experience difficulties in printing, first make certain that your printer is turned on and connected properly. If you continue to experience problems, save the Journal. Then, Save your game and Quit to get to the DOS prompt. Next, type the following command from the DOS prompt (Be sure to Save your game before quitting!): COPY .PRN PRN: For example: If you saved the Journal with the name SHERLOCK, you would type the following: COPY SHERLOCK PRN PRN:and press Enter. The Journal is then printed on your printer. Consult your DOS Manual for more information. Save will save the Journal to a specified file name; you must enter a name in the requester box before you can save the Journal. Saving will automatically exit the Print Text box. Exit will exit the Print Text box. E Exit the Journal screen and return to gameplay Set Up Options You can use the Set Up submenu to modify Sound, Control, and other options during game play. You can change a Set Up option by selecting it using the Joystick or Mouse or with the following key commands (for more details, see your manual): M Toggle Music On/Off. P Toggle Portraits On /Off. J Toggle the Joystick On/Off. N New Font Style; toggles between 3 font styles. S Toggle the Sound Effects On/Off. V Toggle Voices On/Off. W Windows Slide/Appear. C Calibrate Joystick. A Auto Help Left/Right. F Fade By Pixel/Directly. K Keypad Slow/Fast. E Exit Set Up options screen, return to gameplay. Files You can use the Files box to Save Games, Load Saved Games, and Quit Holmes. These options are explained in detail in the Load, Save, and Quitting the Game section in this Command Summary Card. S Save a game. You must enter a name for a Saved Game. L Load a Saved game. You must select the Saved Game you want to Load. U Scroll Up through the Saved Game Files. D Scroll Down through the Saved Game Files. Q Quit the game. When the requester appears, press Y if you do want to Quit, or press N if you don't. E Exit the Files box and return to game play.