                               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: 

 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.  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: 

 Change Drive Letter: Select this option to change the default hard 
drive letter, then type the correct letter of your hard drive.

 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

 Back 10: Go back 10 pages. 

 Ahead 10: Go ahead 10 pages. 

 Up: Go forward one page.                    

 Down: Go back one page. 

 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 <filename>.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.

 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 <filename>.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. 
