221 B BAKER ST.
"As he spoke, he whipped a tape measure and a large round magnifying
glass from his pocket. With these two implements he trotted noiselessly
about the room, sometimes stopping, occasionally kneeling, and once
lying flat upon his face. So engrossed was he with his occupation that
he appeared to have forgotten our presence....as I watched him I was
irresistibly reminded of a pure-blooded, well-trained foxhound as it
dashes backwards and forwards through the covert, whining in its
eagerness, until it comes across the lost scent!" - A Study In Scarlet
Based on the board game created by Jay Moriarty.
Computer version developed by Pacific Softech, Inc. in association
with IntelliCreations, Inc.
Designed by Steven Duboff, Jeff Harth, and John P.Sohl.
Commodore graphics by Todd Camasta (courtesy of Interplay Productions)
Apple graphics by Russ Wolvek and Todd Camasta.
Atari graphics by Russ Wolvek.
Speech synthesis by Software Speech tm(c)(p) 1984, Electronic Speech
Systems of Santa Clara, CA.
Documentation by Thomas J.Clement and Sir Arthur Conan Doyle.
221 B Baker ST. is a registered trademark of Antler Productions.
Datasoft is a registered trademark of IntelliCreations, Inc.
Commodore 64/128 is a trademark of Commodore Business Machines, Inc.
Atari is a registered trademark of Atari Computer, Inc.
Apple II is a registered trademark of Apple computer, Inc.
(c) 1986 IntelliCreations, Inc. All rights reserved. Printed in USA.
In keeping with the flavour of 221 B Baker St., English spellings are used.
"Give me problems, give me work, give me the most obscure cryptogram or the
most intricate analysis and I am in my own proper atmosphere...the last and
highest court of appeal in detection!" - The Sign Of The Four
"There's the scarlet thread of murder running through the colourless skein
of life, and our duty is to unravel it, and isolate it, and expose every
inch of it!" - A Study In Scarlet
REQUIREMENTS - COMMODORE 64/128 tm: "All this is amusing, though rather
elementary...!" - A Case Of Identity
Commodore 64/128 computer 221 B Baker ST. Game disk
1541/1571 disk drive 221 B Baker ST. Case Library
Video monitor or TV (an optional purchase)
Joystick (optional) A Deductive Mind
REQUIREMENTS - APPLE II(r)SERIES: "Draw your chair up and hand me my
violin...!" - The Adventure Of The Noble Bachelor
Apple II Series computer(64k) 221 B Baker ST. Game disk
Compatible disk drive 221 B Baker ST. Case Library
Video monitor (an optional purchase)
Joystick (optional) A Deductive Mind
REQUIREMENTS - ATARI(r)HOME COMPUTERS: "I'll light my spirit lamp and
give you a cup of coffee before we start!" - The Adventure Of The Golden
Pince-Nez
Atari home computer(64k) 221 B Baker ST. Game disk
Compatible disk drive 221 B Baker ST. Case Library
Video monitor or TV (an optional purchase)
Joystick (optional) A Deductive Mind
OPTIONS FOR ALL COMPUTERS: "I have my eye on a suite in Baker Street!" -
A Study In Scarlet
Deerstalker cap Calabash pipe
Magnifying glass Plenty of fog and gas light
LOADING THE GAME: "Come, Watson, come...the game is afoot!" - The Adventure
of the Abbey Grange
COMMODORE 64/128: "A collection of my trifling experiences would certainly
be incomplete which contained no account of this very singular business!" -
The Musgrave Ritual
1. Turn off computer and connect Joystick to Port Two.
2. Turn on monitor or TV, disk drive, and computer (with C-128 hold down
Commodore key while turning on computer).
3. Insert 221 B Baker ST. disk into drive and close the door.
4. When READY appears on the screen, type LOAD"*",8,1 and press RETURN.
The game loads and runs. Leave disk in drive during play.
NOTE: If program fails to load, try disconnecting any peripherals
(except the disk drive).
APPLE and ATARI: "So strange in its inception and so dramatic in its
details...!" - The Adventure Of The Engineer's Thumb
1. Turn off computer (remove all Atari cartridges). Connect Joystick.
2. Turn on power to monitor or TV (and Atari disk drive).
3. Insert 221 B BAKER ST. disk into drive, close the door, and turn on
computer. The game loads and runs. Leave disk in drive during play.
EXIT GAME: press F3 (Commodore), ESC (Apple), START (Atari).
PREPARING TO PLAY: "Every link is now in place and the chain is complete!"-
The Problem Of Thor Bridge
HOW MANY PLAYERS OR TEAMS (1-4) ? Select the number of players or teams.
You're then prompted to ENTER PLAYER OR TEAM NAME (up to 10 characters).
Press RETURN after typing each name.
ARE YOU USING A JOYSTICK - Y/N ? If you wish to play with a Joystick,
type Y (the Joystick fire button can be used anywhere you'd normally press
RETURN or where you want to answer NO). For a keyboard only game, type N.
DO YOU WANT CODED CLUES - Y/N ? This lets you choose whether or not to
receive game Clues in a secret Code Known only to you.
OPTION SUMMARY If the options you've picked are to your satisfaction, hit
Y. If not, strike N and reselect.
CODED CLUE ASSIGNMENT: "I am fairly familiar with all forms of secret
writings...but I confess that this is entirely new to me. The object of
those who invented the system has apparently been to conceal that these
characters convey a message...!" - The Adventure Of The Dancing Men
Open this booklet to its centre. There are 20 Clue Codes, arranged in
four CODE groups (A,B,C,D) of five CODE numbers each. If you decide to
play the game using Clue Codes, the computer assigns you your own Code
group (unchangeable for the entire game). From this, you're given a Code
number (changeable during the game).
EXAMPLE: The computer assigns you A3; this means you are playing the
whole game in code group "A" and starting off with the Code number of "3"
(which you can change later).
Clues appear "scrambled" on the screen. These scrambled letters
correspond with the Alphabet Line (in bold letters) at the left of the
Code groups. The column of letters beneath your Code Number is used to
"decode" the scrambled letters from the Alphabet Line.
EXAMPLE: if you've been assigned A1 to play the game and your Clue Code
is EINKL, the letters across from EINKL, spell ADLER (Irene's last name).
The other players may break your Code (the bounders!). This means that
while you're deciphering your Clue, they'll be trying to figure it out as
well. If it seems that these cunning Code-crackers are on to you, throw
them of your scent by picking a new Code number (this is done at the
Carriage Depot). There's no limit to how often you may do this.
NOTE: Perforation marks separate the four Code groups. We recommend
that you photocopy this page several times; this way, you'll always have
the original intact in the documentation. Cut the copies apart and give
each player his assigned Code group.
Further, we suggest you keep quill and paper handy to jot down pertinent
facts or suspicious events (lemon juice, by the by, makes an ideal
"invisible" ink; if you don't wish to be so secretive, any common variety
writing medium--pencil or pen--should prove adequate to the task).
CHARACTER SELECTION SCREEN: "You would have made an actor, and a rare
one!" - The Sign Of The Four
Players may choose whom they want to portray: Sherlock Holmes, Dr. Watson,
Irene Adler, or Inspector Lestrade (if you want the computer to call you by
your character name, type that instead of your own at the beginning of
the game). Press RETURN after donning the character disguise of your
choice.
STARTING A CASE: "We approached the case with an absolutely blank mind,
which is always an advantage!" - The Cardboard Box
The first 30 cases are on the back of the Game disk. You're prompted to
turn the disk over or insert a Case Library disk (two additional Case
Libraries are available). Choose the Case by number, then press RETURN.
Once you've chosen, you're prompted to reinsert Side One of the Game disk
and again press RETURN.
CASE BOOK & SOLUTION CHECKLIST: "Lestrade took out his official notebook
and refreshed his memory from it's pages!" - The Adventure Of The Six
Napoleons
You simply cannot play 221 B BAKER ST. without reading the CASE BOOK.
Every game's Case history has vital background information necessary for
solving each abominable atrocity. There are no limits on how often players
may refer to the CASE BOOK.
If your experience with the English environs is wanting, jot down your
travels on the SOLUTION CHECKLIST. Use the Checklist to catalogue Clues,
plan strategies, and to remember where you've been (this way, you won't be
embarrassed by your companions' shouts of, "Stop! where are you going ?" -
The Adventure Of The Three Gables).
HINT CODES:
CODE GROUP A CODE GROUP B CODE GROUP C CODE GROUP D
1 2 3 4 5 1 2 3 4 5 1 2 3 4 5 1 2 3 4 5
A S R E S N A C J Y T F A D G X Y Q A L V Y I P
B P O R C Y B I G R M N B R E N C O B Z Q G O X
C H I A X D C E I J Z E C W I O U G C Q T M M V
D J M Z D X D O K O Y U D O L B O X D D B H Z T
E A C U O L E Y M U U R E H V U P M E B D T C R
F U V N W Q F G Q F S H F S M A C E F G C N A M
G W P J H T G L B H I O G V U S G W G O I X X B
H B N T J Z H B X Q O B H M J R V J H N G E L D
I D D S L R I J S S F P I P K K D K I E F K P E
J C G G B C J D C A P V J J W I Q Z J J L L W N
K E Q M E S K Z E P W W K T S Z H S K S R V V I
L R U P T G L T P V B L L X A P W N L U H C T Y
M M S I K O M P L Z V X M U Y G I Y M C K J E S
N L X Y V K N V U X N Y N C B W J D N R N U Y W
O X J W P J O K A M H S O A D H X U O H A F K U
P Z W H F M P F T W Q Q P K X E K A P V S Q B F
Q K Y V Z A Q R O N E A Q F T T R P Q M O R J L
R O H X G W R S V E L Z R G C Y B F R X E S R H
S V K B Y I S N Y G D T S Y H Q E V S F U Z F A
T N F Q I V T M F C C J T Q F N L R T A J W G K
U Q B D M B U X Z K J M U Z R L Z I U K W A Q J
V Y A F Q U V Q N T R I V B P V S H V Y P D U O
W I Z L A E W W D B G D W E Z F A B W W M B D Z
X T E K N F X U H L K K X L Q M M C X P Z I N Q
Y G L C R H Y H R D A C Y N O D F T Y I Y P S C
Z F T O U P Z A W I X G Z I N J T L Z T X O H G
0 5 4 4 2 6 0 9 5 1 9 7 0 3 3 6 5 6 0 9 3 9 9 1
1 9 6 8 5 7 1 5 4 8 2 5 1 1 5 2 4 0 1 0 4 7 7 0
2 3 2 1 0 4 2 8 1 0 1 6 2 2 1 1 8 7 2 5 8 1 4 4
3 6 9 9 9 0 3 4 8 6 7 2 3 0 9 7 0 5 3 7 2 4 8 7
4 0 8 2 8 9 4 2 7 5 5 3 4 5 2 3 7 4 4 4 5 8 5 8
5 8 7 3 6 3 5 1 2 9 0 1 5 4 7 8 9 8 5 8 0 6 3 3
6 7 0 5 3 1 6 0 9 4 6 9 6 7 8 4 6 3 6 3 1 2 6 9
7 1 5 0 7 8 7 6 6 2 4 8 7 8 6 0 3 2 7 1 6 5 1 6
8 2 3 6 1 2 8 3 0 3 3 0 8 9 0 9 2 9 8 2 9 3 0 2
9 4 1 7 4 5 9 7 3 7 8 4 9 6 4 5 1 1 9 6 7 0 2 5
DIE: "Aye, there's the genius and the wonder of the thing!" - The Final
Problem
Roll the Die to determine how far you can move each turn. With the C-64
and Atari, hold down the SPACE BAR, releasing it to stop the DIE (any
Joystick fire button may also be used). On the Apple, tap the SPACE BAR
once to roll, once more to stop; or use the second button on the Joystick.
To the faint of heart, we apologize that the singular for Dice has such
a chilling and final sound to it!
MOVING: "The thief or the murderer could roam London on such a day as the
tiger does the jungle: unseen until he pounces, and then evident only to
his victim!" - The Adventure of the Bruce-Partington Plans
You can travel through London using either the Joystick or the Keyboard.
Push up on the Joystick to move Up the screen (I on the keyboard), pull
down to move Down (K); push the Joystick left to walk Left (J), right to
walk Right (L).
As you perambulate the fog-shrouded streets, the number of moves you make
registers on the lower left of the screen. If you make a wrong turn,
happen up a blind alley, or get too close to the chilly Thames, simply
retrace your steps. You can do this as long as you haven't moved the
total allotment of steps; in other words, if you rolled six and have only
gone five steps, you can double back. If you have gone six steps, however,
your position is locked in and your turn is over (the Die disappears).
NOTE: Whenever you enter a location, the computer counts that entrance as
a "Clue received." This effects your game Rating (see Rating Screen
section). For this reason, it's an extremely good idea to slow down when
you approach a location. Your momentum may cause you to lose your footing,
slip, and enter a place you didn't WANT to enter; this is ESPECIALLLY true
near Hyde Park and The Dock (which are very "slippery when wet" locales).
MAP SCREEN: "Let us try to reconstruct the situation," said he, as we drove
swiftly past the Houses of Parliament and over Westminster Bridge!" - The
Disappearance of Lady Frances Carfax
When M is pressed, you're shown a helium-balloon view of London, your
position given as a flashing square (humiliating, but effective). The other
players are also visible, appearing as different colours on the Map
(initials show who is whom: IA--Irene Adler; LS--Inspector Lestrade;
JW--Dr. John Watson; SH--Sherlock Holmes). The Map may be viewed at any
time during your turn (Apple users can also access the map by pressing the
top button on the Joystick). To exit, press any key or the Joystick button.
GAME PLAY OBJECTIVE: "You see, my dear Watson, it is not really difficult
to construct a series of inferences, each dependent on its predecessors
and each simple in itself!" - The Adventure Of The Dancing men
The game begins at 221 B Baker St. The object is to solve the mystery
before your opponents. It SHOULD be remembered that these "opponents" are
also your friends (you're not fighting that Napoleon of Crime, Professor
Moriarty, on this one). Hence, a good amount of Victorian civility should
be used as you try to beat the trousers or petticoats off the other players!
BADGES: "I have been down to see Lestrade at the Yard. There may be an
occasional want of imaginative intuition down there, but they lead the
world for thoroughness and method!" - The Three Garridebs
Players receive detective badges at Scotland Yard. Badges lock locations,
preventing opponents from just walking in after you've acquired the valuable
Clues you need (blue badges mark which locations have been locked). Only
one badge can be carried at a time. You may not lock three locations:
221 B Baker Street, Scotland Yard, or the Locksmith Shop.
NOTE: You must have a badge when you return to 221 B Baker St. to give
your solution of the crime.
KEYS: "How came you to leave the key in the door ?" - The Adventure of the
Three Students
Players start each game with one key. Keys are needed to unlock locations
and to enter Secret Tunnels. Once a key is used, it's lost. You can get
new ones from (where else ?) the Locksmith Shop. Ah, but you can only
possess one key at a time.
GAME PLAY STRATEGY: "It must be exceedingly delicate and complex affair from
your point of view!" - The Adventure Of The Sussex Vampire
You don't want to muck about, plodding through the game while your
opponents logically, deftly, and skillfully patch the proliferous puzzle
together! Be on your toes, keep your eyes wide, and deduce, deduce, deduce.
You'll develop your own strategic sense as the games progress, but here
are a few hints. Use badges and keys wisely (is it worth locking a location
right near the Locksmith Shop ?). You don't HAVE to let the other players
see your Clues on the screen (a clever opponent may learn too much from
watching you play!). Keep track of how many Clues you've gotten (if you
can win a game with an "Inspector" rather than a "Constable" rating, all
the better).
BUILDINGS, THE DOCK, & HYDE PARK: "I should like just to remember the order
of the houses here. It is a hobby of mine to have an exact knowledge of
London!" - The Red-Headed League
Crimson arrows mark the portals of several important locations. Upon
entering, you'll be given a Clue! Entrance is gained by using the Joystick
or by hitting a direction key on the Keyboard.
If you enter Hyde Park at one end, you'll always exit at the opposite
end. If you travel to the Park from the Carriage Depot, you'll always
leave the Park via the lower exit.
NOTE: Once you enter a location and receive information, your turn is
over. If you had moves left on your roll of the Die, these are now gone.
CLUES: "Ah, I think that what you have been good enough to tell us makes
the matter fairly clear and that I can deduce all that remains!" - The
Adventure Of The Copper Beecher
Upon entering a location, you'll receive a Clue (no Clues are given at
221 B Baker St.). If this is in Code, decipher it. Remember, not all
Clues are pertinent; as Holmes said, "It is of the highest importance in
the art of detection to be able to recognize out of a number of facts which
are incidental and which vital!" - The Reigate Squires.
Some Clues are in two or more parts (Motive Clues, Weapon Clues, etc.)
and you must piece these together as you progress from one place to the
next. Keep track of your Clues in that incredibly analytic mind of yours,
or on the SOLUTION CHECKLIST.
SECRET TUNNELS: "Come this way, if you please." He led us down a passage,
opened a barred door, passed down a winding stair..." - The Man With The
Twisted Lip
If you're in the know, you're aware that the manhole covers found near
the Locksmith Shop and Scotland Yard lead into "secret tunnels." Each of
these peculiar paths whisks you to one of seven random areas (the Locksmith
Shop tunnel has one set of seven routes; the Scotland Yard tunnel has a
second set; where one tunnel takes you, the other will not!). 221 B Baker
St. is the only location without secret tunnel access. Since these tunnels
are always locked, a key is required.
Tunnels transport you into both unlocked AND locked locations. Locked
locations remain locked when you leave (downright sneaky, what ?).
Another tunnel travel advantage is that you don't have to walk from one
place to another.
A disadvantage is that you can never be sure where you're going till you
get there (an exhilarating excursion for an adventurer).
Safety Note: These tunnels may wend near one of the underground rail
routes (Baker St. Station opened on 9 January 1863). There've been no game
fatalities yet, but do be careful.
CARRIAGE DEPOT: "A brougham was waiting with a massive driver wrapped in a
dark cloak, who, the instant that I had stepped in, whipped up the horse
and rattled off to Victoria Station!" - The Final Problem
Watch your step! In the Carriage Depot you can hire a "cab" (hansoms,
landaus, and broughams are all popular). The going 1890s rate is around
20 pence, but considering how often you've rescued the city from doom,
you're never charged. Choose one of 14 specific routes. The only
restriction is if the location you want is locked. Naturally, having a key
will circumvent this encumbrance.
If you don't want to go racing over the city's colourful, cobbled roads,
you may ask for a Clue or change your Code. These two options appear at
the end of the Carriage destinations list.
SOLVING THE CASE: "Has anything escaped me ? I trust there is nothing of
consequence which I have overlooked!" - The Hound Of The Baskervilles
When you've gathered enough Clues to solve the Case, the next step is
elementary; head straight away to 221 B Baker St. (don't forget that
badge!). Once there, you're asked questions pertinent to the mystery's
resolution. If you solve the crime, you are hailed as the winner and the
entire scenario is revealed to your opponents (being the winner, you already
know how you solved the crime).
If however, you've left a stone or two unturned, you are forced to scurry
back to Scotland Yard for another badge. And make haste! your opponents
may now have the upper hand.
BEHIND THE SCENES OF 221 B BAKER ST...
SOLUTION SCREEN: "It is an error to argue in front of your data. You find
yourself insensibly twisting them around to fit your theories!" - The
Adventure Of Wisteria Lodge
To Solve the Case, you must turn the disk over or insert a supplemental
Case Library Disk (as you did to select a Case at the beginning of the
game). No matter how confident you are, you'd best be advised not to let
your fellow players see the questions. We don't want to give them an edge
if you get something wrong, do we ? If you've bungled the Case, continue
the game by reinserting Side One of the Game disk.
EXPLANATION SCREEN: "It is simplicity itself so absurdly simple that an
explanation is superfluous; and yet it may serve to define the limits of
observation and of deduction!" - The Sign Of The Four
If you solve the caper, not only will London be able to sleep a little
easier (Gentlemen, re-pocket your revolvers...Ladies, put away the smelling
salts), but the logic of your deductions will be shown on the screen (if
your line of reasoning doesn't quite match the explanation, who's to know ?).
England thanks you.
RATING SCREEN: "Well Watson, you have one more specimen to add to your
collection!" - The Red Circle
You may have solved the crime, but how many Clues did it take ? the fewer
the Clues, the higher the Rating.
1 - 5 Clues--Highest Rating: Inspector
6 - 10 Clues--Sufficient Sleuthing: Sergeant
11 - 14 Clues--A Tad Flat-Footed: Constable
"You reasoned it out beautifully...so long a chain and yet every link rings
true!" - The Red-Headed League
One ghastly crime solved...29 more to go...
----------------------------------------------------------------------------
CASE BOOK 1
(c)1975,1978,1979,1981,1984,1985 John N. Hansen Co.,Inc.
(c)1986 IntelliCreations, Inc. All rights reserved. 221 B Baker Street
is a registered trademark of Antler Productions. Datasoft is a registered
trademark of IntelliCreations, Inc.
Case # 1
The Adventure of the Unholy Man
A strange preacher had come to town, a large morocco-bound Bible under
his arm. Scotland Yard is puzzled when the preacher is found stabbed to death
in his balcony seat at the Playhouse during a performance of Hamlet.
Duchess Tallcourt, who accompanied the victim to the Playhouse,dis-
covered the body upon returning from the powder room after intermission. The
preacher's Bible was gone; and on the floor neait)y were a German-made cigar-
ette and a packet of aspirin.
It was common knowledge that the Duchess, previously a benefactor of the
Bishop of Whittenfroth, had come to support the new preacher's views. This
greatly angered the Bishop and Duke Tallcourt.
The Longworth Acting Troupe was performing the play, Earl Longworth in
the lead. Longworth, a rascally cad, had been wooing the Duchess's daughter,
Anastasia, in hopes of gaining support for his poverty-stricken troupe.
Scotland Yard wants to know a) who killed the preacher, b) the weapon, and
c) the motive.
The game is afoot!
Case # 2
The Adventure of Silver Patch
Yesterday morning, the famous thoroughbred horse, Silver Patch, and
his trainer, Oscar Switt, were found dead in the horse's stall at the Cosgrove
Stables.
The horse had been poisoned; and the trainer had been hit over the
head and stabbed repeatedly with a sharp object.
Silver Patch, so named for the patch of silver hair on his mane, was owned
by Sir Reginald Cosgrove, a breeder who also owns four other horses.
Persons routinely questioned by Inspector Gregson of Scotland Yard
include Sir Reginald Cosgrove and his petite wife, Madame Hilda Cosgrove;
the Cosgrove cook, Mrs. Maggie Doan; Mrs. Doan's husband, house painter
Henry Doan; and rival horse breeder, Sir Archibald Baxter. Scotland Yard
is also looking for one Bobby Jansen, a stable boy who left the Cosgrove's
employ, unhappily, about a month ago.
The only clues discovered at the scene of the crime were some broken
pieces of glass from the bottom of an ale bottle and a pawnbroker's ticket.
Unable to develop a solid lead, Inspector Gregson has come to 221 B Baker
Street to consult with the master sleuth. Gregson wants to know
a) who killed the horse and the trainer, b) the weapon used to kill the trainer, and
c) the motive.
The game is afoot!
Case # 3
The Adventure of the Chameleon's Vengeance
Byron Chivers, a boyhood friend of Sherlock Holmes, arrives from
Switzerland with a fine Swiss pocket watch as a present for the famous
sleuth.
Byron, Watson, and Holmes are about to leave for the Playhouse,
where violin virtuoso Alfredo Fetuchinni is going to perform. It is well known
that Holmes is a violin buff, so Playhouse director, Sir Charles Higginbottom,
has asked Holmes to play a duet finale with Fetuchinni.
While Byron, Watson, and Holmes are waiting for their carriage,
Inspector Lestrade rushes up with ominous news: The Chameleon, a
master of disguise, has escaped prison. It was Holmes who originally
captured the Chameleon, and the criminal swore vengeance on this, the
first anniversary of his capture.
Fearing for his friend's life, Watson attempts to prevent Holmes from
going to the concert. But the detective is adamant.
At the Playhouse, Madam Clara Leslie, a wealthy patron of the arts,
presents Holmes with a potted geranium. Carriage driver Jerome
Magnuson tells the party he'll return to pick them up after the concert.
Watson attends to the WC and returns with a sudden case of laryngitis,
blaming it on his nervousness concerning the Chameleon. Sir Charles
Higgenbottom personally greets Holmes' party to show them to their balcony
seats, and Holmes notices that Sir Charles is extraordinarily pale.
The Chameleon has indeed formulated a plot which involves a deathly
surprise for the master detective. In order to abort the Chameleon's plan,
Holmes must find out a) what the surprise is, b) where the surprise is
hidden, and c) unmask the Chameleon.
The game is afoot!
Case # 4
The Adventure of the Coded Message
Last week the sad song of a hungry canary drew landlord Hilda Trevors to
check the small room above the Pawnbroker shop, where she found the
canary's owner and proprietor of the Pawnbroker shop, Rafer Harmon, dead of a
heart attack.
Harmon was slumped over his Edwardian style desk, surrounded by a
roomful of assorted pawned items such as a riding saddle; a cobbler's bench; a
complete set of Old English armour; a handmade wooden battleship; an old
handcarved Hotel sign; a collection of Dutch pottery; and an array of musical
instruments, clocks, and watches.
On the desk top next to Harmon was an envelope addressed to one Harry
Blake, in care of a prison in Switzerland.
An investigation by Scotland Yard has revealed that Rafer Harmon was
actually Rudolph Hickel, a petty thief wanted by authorities for his involve-
ment in a number of burglary capers. Hickel dropped out of sight a few years ago
after double-crossing a band of fellow thieves involved in a London Museum
jewel heist.
Hickel disappeared with the two most valuable items of the heist - the
famous matching Eyes of Lucifer pearls, worth over fifty thousand pounds
apiece. His partners, and Scotland Yard, have been searching for Hickel ever
since.
The envelope on Hickel's desk contained a note, apparently written in
code. Scotland Yard believes that Hickel knew he was dying and penned
this note, intending to send it to his old friend Harry Blake, who is due to
be released from prison in two weeks.
The coded note reads as follows:
XQZMZBDCHRMHRKQZDO
Unable to crack the code, Scotland Yard has come to Sherlock Holmes for
assistance. The Yard wants Holmes to a) translate the coded message.
Watson shakes his head in bewilderment as Holmes studies the message,
takes a puff on his pipe, and remarks that this should be a rather elementary
code to break.
The game is afoot!
Case # 5
The Adventure of the Clerk's Demise
Inspector Gregson and his Scotland Yard assistant, Inspector Alfred
Cooke, have braved the bitter air of one of London's coldest winters on
record to come 'cross town to 221 B Baker Street. Standing before the fire-
place, the two Scotland Yard detectives wait until they are sufficiently
thawed out before they finally speak.
Addressing Holmes and Watson, Gregson relates the circumstances
surrounding the curious incident of the tobacco clerk, Manfred Maloney,
who was found stabbed to death in the Tobacconist shop this morning.
Near the dead man's body were a puddle of water and a rolled up news-
paper. The forefinger of Maloney's right hand was smeared with blood,
and the word ERIN was scrawled in blood on the cigar case above his body.
Gregson believes that if they can just find a woman named Erin who
knew Maloney, they can solve the mystery. Gregson's assistant, however,
has suggested that the word ERIN is a code word of the Erse Kernes, a
secret revolutionary group active in Ireland during the country's last struggle
with Britain; and he believes that Maloney's death was some sort of revenge
killing.
Gregson asks Holmes which of the two theories the Baker Street sleuth
thinks correct, but Holmes expresses his wish to visit the scene of the
crime before embracing any theories.
At the Tobacconist shop, Holmes notices that the area behind the counter is in
disarray, as if someone had been frantically searching for something. And above
the back shelf, next to a photograph of Maloney himself smoking a
pipe, is a large hanging calendar. Penciled into the calendar block containing
today's date are the initials "D.H." and the time "9:00 a.m."
"Did you find a weapon?" Watson asks the Scotland Yard detective.
"No," replies Gregson.
"Do you have any witnesses or suspects?" asks Watson.
"None," says Gregson. "The body was found this morning by carriage
driver Daniel Hardy, who stopped in the shop to purchase some pipe
tobacco."
"Indeed," remarks Inspector Cooke, "this is a very complex case. It seems
too much to hope that we will ever find the solution."
"Not so, Inspector," offers a confident Holmes. "Quite often, the more
complex a case appears on the surface, the simpler the actual solution."
Holmes assures them they will be able to discover a) who killed the
tobacco clerk, b) the weapon, and c) the motive.
The game is afoot!
Case # 6
The Adventure of the Rewritten Death
The curtain rises on the third act of a Playhouse mystery, Sherlock
Holmes and Dr. Watson attending the performance.
Playhouse star Roderick Garrick, dashingly costumed in a crimson
uniform, acts to solve the puzzling death of a fellow officer.
In the wings Vance Hillyard, Garrick's understudy, stands silently reflect-
ing on each movement the noted Thespian makes. Playhouse owner Ogden
Bennett, fretting over declining ticket sales, paces nervously behind the
scenery.
On stage, the lovely Regina Fulton, actress-wife of playwright Stephen
Fulton, sobs under questioning. Albert Boswell, attired in a green officer's tunic
to denote the Rifle Brigade, steps to her side.
In a stunning denouncement, Garrick reveals Boswell to be the murderer.
Cornered, Boswell draws a revolver; the two men grapple. A shot rings out; a
second shot ensues. Boswell recoils, falling lifelessly between the footlights.
Applause is short. Regina Fulton hysterically screams for a doctor. Albert
Boswell has been murdered.
Roderick Garrick swears the second shot did not result from the staged
fight; prop master Cliff Acker insists he loaded the gun with 'blanks'; and play-
wright Stephen Fulton, discounting rumors of an affair between his wife and
Boswell, vows the sole reason he wrote the confrontation scene, substituting a
revolver for a knife, was in the interests of better drama.
Holmes must find out a) who killed the actor, and b) the motive.
The game is afoot!
Case # 7
The Adventure of the Pillaged Pawnbroker
Early this morning, Miles Balfour, the proprietor of the Pawnbroker shop,
was found stabbed to death behind the main counter of his establishment.
The lock on Balfour's front door had been broken and five pounds eleven
shillings was missing from the Pawnbroker's cash till.
A careful inventory, conducted by Scotland Yard, also revealed that the
bizarre thief had absconded with the following items: yesterday's newspaper, a
porcelain flower vase, a ball of string, and a helmet which was unbolted from a
complete set of Old English armour.
Mrs. Eunice Balfour, who discovered her husband's body, is at a loss to
shed further light on the tragedy. She recalls that her husband, who had
recently purchased the shop from Alistair Krebs, had only bitter words for his
unprofitable investment.
Indeed, Mrs. Balfour could remember only three customers during the
entire week: newspaper reporter Henry Kirk, who paid in coin to redeem
some books; Mrs. Phyllis Cahill, who cleaned out her husband John's attic;
and Playhouse manager Wilbur Partridge, who pawned a dusty prop box for
which he couldn't find a key.
Scotland Yard theorizes Balfour happened to surprise a thief burgling
the shop during the night and they have arrested Paulie "The Pick"
Chandler, a petty crook who was seen in the area.
Informed of the facts in the case, Sherlock Holmes is convinced a thread of
deeper logic runs throughout the extraordinary affair and that Scotland Yard has
yet to find a) the killer, b) the weapon, and c) the motive.
The game is afoot!
Case # 8
The Adventure of the Empty-Handed Thief
Yesterday evening, the shiftless owner of the Boar's Head Inn, Jerome
Galton, was found murdered in his study above the Pub.
Mrs. Bernice Galton, the deceased's rather plain wife, stated she left the
upstairs flat hurriedly around 5:30 p.m. to pay an overdue grocer's bill. After
dining with her father, Lord Renshaw, at the Hotel, Mrs. Galton
returned at 8 p.m. to find her husband lying on the floor amid scattered
papers, broken glass, and several overturned chairs. The pub keeper had
been stabbed repeatedly in the chest.
The door of Galton's wall safe was open, and a box containing the Renshaw
diamonds, bequeathed to Beatrice by her late mother. Lady Renshaw, was
missing.
Miss Cynthia Dale, the comely waitress at the grogshop, remembered
Galton had seemed fretful earlier that afternoon when he had received
in the mail an inordinate amount of correspondence, and, grumbling, retired to
his study to open the letters.
Police constables learned tobacconist Zachary Burke had engaged Galton
in a heated quarrel on the day of the murder. But both Burke and Lord Renshaw
proved most uncooperative under questioning.
However, the most startling development of the case occurred this morn-
ing, when a royal European family informed authorities that they had secretly
purchased the Renshaw diamonds from Galton two years ago.
Scotland Yard wants to know a) who killed the pub owner, b) the weapon,
and c) the motive.
The game is afoot!
Case # 9
The Adventure of the Peculiar Charwoman
Last week the body of a young charwoman was found in the storeroom
of the Tobacconist. Tobacco dealer Daniel Ferguson, who discovered the
dead girl, has identified the victim as Bessie Kidder, a new employee of the
firm.
Mrs. Louise Ferguson, the tobacco dealer's wife, rather callously
remarked that her husband probably worked the poor girl to death.
Indeed, all evidence suggests the victim did expire from the rigors of her
job or, at least, by natural causes. No marks were found on the body and a
coroner's report indicates no trace of poison.
Persons routinely questioned by Inspector Lestrade of Scotland Yard
include Lowell Quilley, a clerk who insists he never met the unfortunate girl;
Ralph Pennman, a delivery man who refuses to answer any questions
without the presence of a solicitor; and Daniel Ferguson, who claims the
investigation has upset his delicate schedule of weekly commuting to his
Liverpool shop.
Inspector Lestrade would readily close the case were it not for one
disturbing piece of evidence: Bessie Kidder apparently reported for work
with painted fingernails.
Holmes must find out a) who killed the charwoman, b) the motive, and c)
the cause of death.
The game is afoot!
Case # 10
The Adventure of the Duchess's Demise
The kindly Duchess of Barrington was found murdered this after noon in
her sitting room at Barrington Manor. She had been brutally struck over the
head with a fireplace poker.
Scotland Yard has learned from the housemaid, Mrs. Maggie Wyatt, that
a bridge party was in progress during the time of the murder.
The Duchess, an expert player, would but watch, seemingly content to enjoy
having company in her lonely estate.
The players included Lucy Blackthorn, the Duchess's niece; Colin
Rodney, Lucy's suitor; Alex Stafford, a retired music hall performer; and Vera
Bigelow, a charming young woman of obscure origins.
Mrs. Wyatt stated that Rodney, goaded into a foul mood by his continual
losses, frequently snapped at the Duchess, and did his chances of obtaining
the Duchess's consent to Lucy's marriage great harm.
Appearing considerably ruffled, the Duchess excused herself and
retired to her sitting room. She asked that each player might visit her, when,
as dummy, they would take no active part in the play of a hand.
After Rodney's visit, the Duchess called down, inviting Stafford to come
up when he could.
As Stafford left the sitting room, the players heard the Duchess call
through the door in a shrill and somewhat strained voice, "You'll help me,
won't you, Alex?" to which Stafford nodded in reply.
Those words were the last the guests of Barrington Manor ever heard
the Duchess speak. From that moment, the players were never out of sight
of each other; the Duchess's sitting room was in plain sight of the card parlor;
yet, someone, somehow, had managed to commit murder.
Scotland Yard wants Holmes to uncover a) who killed the Duchess, b)
the motive, and c) how the killer's alibi was established.
The game is afoot!
Case # 11
The Adventure of the Deadly Caller
The annual Lyons family reunion at the Hotel has been postponed
indefinitely. This morning, the wealthy matriarch of the clan, Mrs. Griselda
Lyons, was found poisoned in her Hotel room.
The windows and the door were all still locked from the inside and
nothing eatable or drinkable was found in the victim's room.
Hotel manager Giles Hagedorn, who was drawn to the room by a
complaint from a guest overhearing a whistling radiator, states Mrs. Lyons
was able to gasp three words before she expired: "I called him."
Scotland Yard has arrested Hotel bellhop Bruce Sinclair and is holding
him for the murder of the guest.
Sinclair swears he is innocent, but admits he answered a call by Mrs.
Lyons during the night to open a heating ventilator near the woman's bed.
According to Mrs. Lyons' stepson, Captain Victor Juno, recently
returned from duty in India, the family took adjoining suites at the Hotel and
spent the afternoon on a picnic in the Park where a quarrel ensued.
Against her mother's wishes, Priscilla Lyons had invited Homer Mayhew,
a Bank teller who had continuously courted Priscilla during her stay in
London.
Late in the evening, the family adjourned to the Pub, where Mrs. Lyons
introduced her fiance, Lorenzo Marchetti, a flamboyant young man many
years her junior.
To prove Sinclair's innocence, Holmes must unmask a) the killer,
b) the weapon, and c) the motive.
The game is afoot!
Case # 12
The Adventure of the Spinster's Will
Wealthy spinster Miss Murgatroyd Pierpoint has died in her sleep. The
deceased, found in the bedroom of her townhouse near the Park, had on
her nightstand an unread newspaper, a packet of aspirin, and a bottle of
brandy, which Miss Pierpoint claimed to have used for medicinal purposes.
A reading of the elderly lady's will was conducted this morning.
To her niece, Miss Florence Catlett, Miss Pierpoint bequeathed the sum
of five thousand pounds, with the sole condition that the money would be
forfeit if her niece married within five years.
The proviso drew an outburst from Miss Catlett's fiance, Elmo Wads-
worth, a stevedore at the Dock.
Housemaid Daphne Farber was remembered with a trust paying two
thousand pounds a year. The trust was to be continued as long as the maid
cared for Miss Pierpoint's poodle, 'Flopsy.
To druggist Ward Ramsey, Miss Pierpoint facetiously bequeathed a
played out gold mine, which she claimed was as worthless as Ramsey's
promises to marry her had been.
The druggist took his misfortune in good humor, staling that the spinster
had, over the years, relished informing him of her vindictive provision.
The remainder of Miss Pierpoint's estate was to revert to Lawyer
Meredith Ballard, who the increasingly nearsighted spinster had come to rely
on to transact her affairs.
Dr. Watson, who examined the spinster only last week and found her in
excellent health, suspects foul play. Holmes must find out a) who killed the
spinster, b) the weapon, and c) the motive.
The game is afoot!
Case # 13
The Adventure of the Nettlesome Bride
Miss Imogene Boylan, fiancee of the Squire of Warwick, was found
murdered this morning in her suite at the Hotel.
The victim lay stabbed to death before a full-length dressing mirror, her
engagement ring removed from her finger.
Among the suspects routinely questioned by Scotland Yard were
Penelope Holloway, a seamstress who was preparing Miss Boylan's bridal
trousseau; newspaper reporter Matthew Pratt, a powerful society columnist;
Curt Rhodes, the deceased's cousin; and the Squire of Warwick.
Each was rumored to have drawn Miss Boylan's wrath during the
course of the week. Penelope Holloway had infuriated the bride-to-be with
dressmaking delays; columnist Matthew Pratt had printed an odiously slanted
'Cinderella' story concerning the impending marriage; Curt Rhodes had
pressed his cousin to use her influence with the Squire to obtain a loan for
Rhodes' failing Tobacconist shop; and the Squire had become increasingly
disturbed by his fiancee's petulant behavior.
Scotland Yard wants to know a) who killed the bride-to-be, b) the motive,
and c) the weapon.
The game is afoot!
Case # 14
The Adventure of the Amorous Sailor
FROM THE JOURNAL OF DR. WATSON:
When I received the telegram from Singapore, I was stunned to learn
that Willie Dryden, a philandering merchant seaman friend of mine, was
planning marriage.
His plan was to wed London pub waitress Mitzi Cornwallis on his next
stop in port and he wanted me to be his best man.
A week later the wedding took place in the Hotel ballroom and Holmes
accompanied me. Mitzi's father and mother, Nils and Clovis Cornwallis,
seemed anxious to give the bride away, and the wedding came off, if you'll
excuse the expression, without a hitch. Desiring to kiss the bride, I took my
place in the receiving line behind a veiled lady in black. I kissed and chatted
with Mitzi, then moved to shake hands with Willie. My old friend looked at me
with a puzzled expression, his hand to his mouth, and fell over dead.
Holmes apprehended the lady in black as she was running out a side
door. We removed her veil to discover she was Oriental. Though question-
ed intensely by Inspector Gregson, the woman would not utter a word.
Holmes simply looked at poor Willie Dryden's left hand and announced
he had deduced a) the woman's identity, b) her motive for murdering Willie,
and c) the method she used.
The game is afoot!
Case # 15
The Adventure of the Unknown Victim
Holmes and Watson are among those attending a party given by Sir
Barry Auguston and his wife Claudia. Others in attendance include Mr. and
Mrs. Jeffry Riverside, good friends of the Augustons; the Rev. Allen J.
Lakely; Elliot Maylard, an actor currently appearing at the Playhouse; and
Priscilla Ellington, the famous authoress.
The guest of honor, General Carl Seagram, arrived in full military regalia,
complete with a sword at his side.
The evening went well until half past ten, when a scream was heard
from the upstairs level of the house. Several people, including Holmes,
Watson, and Auguston, ran to see what was wrong.
They found the maid who had screamed, standing in the doorway of a
bedroom used by the Augustons as a guest chamber. On the bed lay a dead
man who had been stabbed in the heart. A bloody sword, found next to the
body, was immediately recognized as that of Gen. Carl Seagram. When the
General was called for, he could not be found anywhere on the grounds.
Inspector Lestrade, who arrived with several officers shortly thereafter,
established one puzzling fact: no one present had ever seen the dead man
before.
"Obviously, the General killed this man, then fled the premises,"
concludes Lestrade. "Although I've no idea what the motive could be, or
who this fellow is, once we find the General, we'll have the answers."
"I'm not so sure," replies Holmes. "I think that after some investigation,
we'll find that the General is not our man."
Holmes plans to find a) the real murderer, b) the identity of the victim,
and c) the motive.
The game is afoot!
Case # 16
The Adventure of the Kidnapped Songstress
FROM THE JOURNAL OF DR. WATSON:
Holmes and I had long looked forward to seeing American songstress
Winnie Oats at the Playhouse. London was shocked, however, when the
"Songbird of Cincinnati" was swept off the stage by a masked kidnapper who
swung down from the rafters on a rope.
Playhouse director Barney Loss has hired Holmes to find his imported
star. During the course of his investigation, the super sleuth questioned
Winnie's husband, Guy Oats; her manager, Dale Rice; and Mrs. Oats'
understudy, April Buns.
The mask used by the kidnapper was found in the back of a carriage
used by American newspaperman, Lloyd Newcomb, to race from the pub to
Scotland Yard, gathering information for his story. Newcomb seemed
extremely knowledgeable about Winnie Oats' career, so Inspector Gregson
searched the newspaperman's hotel room and found programs from each of
Winnie Oats' performances for the last three years.
Gregson also discovered that Winnie's husband, Guy, had booked
passage for one person on a steamship leaving London. The reservation
had been made before the kidnapping.
Winnie's manager, Dale Rice, said that Winnie and her husband had a
fierce argument before the performance, but that Winnie would not tell her
manager what the argument was about. Holmes' client, Barney Loss, wants
London's greatest detective to find a) the kidnapper, b) the motive, and c)
the location of the kidnapped songbird.
The game is afoot!
Case # 17
The Adventure of the Poisoned Poker Player
The private poker club known as "The Seven Diamonds" meets weekly
in a room at the Hotel to play their high stakes game.
The club's members include Josh Farrel, a banker; Theodore Bedham,
an art dealer; Ralph Cotson, a jeweler; George Hemstud, a sea captain;
Robert Hutboy, a tailor; Wilson Peterson, an inventor.
Another player, Roger Stearns, fell over dead last week during one of
the club's regular games. At first, Stearns' death was thought to be the result
of a heart attack. But a subsequent autopsy revealed that Stearns died of
cyanide poisoning.
Scotland Yard suspects foul play, but is at a loss to determine a) the
murderer, b) the motive, and c) how the poison was administered.
The game is afoot!
Case # 18
The Adventure of the Gluttonous Gossip
Society page editor, Charles Maxwell, thought of himself as a brilliant
journalist. However, most people regarded him only as a malicious gossip.
Last week, Maxwell was finishing his fourth serving of fish and chips at
the Pub when he collapsed. Three waiters carried the obese newspaperman
to a large food delivery carriage parked outside the Pub and rushed him on
his way to London Emergency Hospital. Alas, poor Maxwell was dead on
arrival.
The ever suspicious Bernard Quigley, claims manager of Thames Life
Insurance Company, learned from the autopsy that significant traces of lead
were in Maxwell's blood. Quigley believes Maxwell was poisoned and
refuses to pay any insurance claims until the murder is solved.
The lamenting widow, Valerie Maxwell, now comes to 221 B Baker
Street for help. She wants to be paid the insurance proceeds. Valerie tells
Holmes that Maxwell's younger brother, Ivar, an assistant at the Apothecary,
was the only other beneficiary.
Valerie tells Holmes and Watson that Maxwell's enemies were many.
Banker Ian Rutledge has thrice sued Maxwell for libel. Only last week,
Tobacconist Arnold Hawke publicly rebuked Maxwell as a "liar." Rumor has it
that Maxwell was also soundly publicly thrashed recently by Hotel Manager
Fred Thrush for implying that Thrush's wife, Helen, was having an affair with
"the milkman" named Harold Quail.
Holmes declares that a murder has occurred. He must discover a) the
killer, b) the motive, and c) the manner in which the murder was accomp-
lished.
The game is afoot!
Case # 19
The Adventure of the Well-Informed Thief
Joan Haigh is a cheerful widow living in a small flat in Newchester Downs.
Last week, she was the victim of a theft that wiped out her entire life savings.
Penniless, Mrs. Haigh comes to Sherlock Holmes and Dr. Watson to
restore her loss. She tells Holmes that the theft occurred between 3:30 p.m.
and 4:00 p.m. last Monday when she was strolling in the Park. "I take my walk
every day at precisely that time, Mr. Holmes."
"Was there anything odd about this theft?" inquired Watson.
"Oh, my dear yes!" exclaimed Mrs. Haigh. "The thief knew exactly where
to look. He found my diamonds hidden in a brick in the fireplace and my
entire gold coin collection concealed in the ceiling. Somehow he even knew
to take my tattered bath mat, which had twenty pound notes sewn inside.
Nothing else in the house was disturbed."
"Who knew of your possessions?" asked Holmes.
"Absolutely no one could know," replied the widow. "I carefully hid my
valuables long ago and never told a soul."
Mrs. Haigh tells Holmes that she never has visitors to her modest home,
save for her dockworker nephew, Rance, and her neighbors Alice and Ridley
Cranapple. Ridley is a pawnbroker.
In the week preceding the theft, Mrs. Haigh visited the church and passed a
donation to Reverend Smith; had a tooth extracted by dentist Harrison
Beale; and purchased food at Oscar Kruger's market.
Holmes must discover a) who stole Mrs. Haigh's life savings and b) how
the thief knew where to look.
The game is afoot!
Case # 20
The Adventure of the Limping Tax Collector
Vera Alexander, wife of the late tax collector, Clarence Alexander, has
hired Holmes to investigate the apparent suicide of her husband.
Clarence was found on a grassy knoll in the Park. Tightly gripped in one
hand was a typewritten suicide note. In the other hand was an apothecary's
bottle marked "poison."
William Kenney, a commodities speculator, witnessed Clarence's death.
He was jogging past a park bench where Clarence was seated, when
Clarence rose suddenly gasping for air.
"The bloke turned absolutely purple. He staggered forward several feet,
limping on his left leg. Then he collapsed, "recollected Kenney.
Vera believes Clarence was murdered. "He was in perfect mental and
physical health, Mr. Holmes."
At the time of his death, Clarence was resting in the Park after complet-
ing a number of field audits of local citizens: banker Stephen Guess; lock-
smith Eric Wang; museum superintendent Mathew Lerner; and pawnbroker
Phillip Pupil.
Holmes must find a) the killer, b) the motive, and c) how the crime was
committed.
The game is afoot!
Case # 21
The Adventure of the Fallen Angel
FROM THE JOURNAL OF DR. WATSON:
Early this morning, the Royal Guard discovered human fly, Hector Angel,
clutching a foot-long section of rope, at the base of the Tower of London. He
had apparently fallen to his death from a ledge at the very top of the legend-
ary Tower.
Moments later, the Royal Guard made a more startling discovery: The
Crown Jewels, stored in a chamber atop the Tower of London, had dis-
appeared.
Within minutes, a loud rap on the door of 221 B Baker Street announced
the arrival of a Scotland Yard carriage for the master sleuth. Inspector
Lestrade presented my friend with an urgent letter from the Queen imploring
Holmes to recover the missing gems.
Upon arrival at the Tower, Holmes observed 1 ) Hector Angel entered the
Tower from the outside through a vent at the very top, 2) the only rope found
at the Tower was the piece Hector was clutching as he fell to his death, and 3)
Hector was murdered by an accomplice to the jewel theft.
Holmes must discover a) who kilted Hector Angel, b) the murder
weapon, and c) how the killer escaped from the scene of the crime.
The game is afoot!
Case# 22
The Adventure of the Alphabet Spy
FROM THE JOURNAL OF DR. WATSON:
We'd all thought Secret Service agent Throwbush had been killed in
The Adventure of the Mystery Man, but he resurfaced to draw Holmes and I
into another case of international intrigue. It was five years after America's
Civil War, when agent Throwbush appeared and asked us to observe the
patrons of the Boar's Head Inn, where a known foreign agent was working as
a cook. The cook was expected to pass an important message to a second
agent that very night. Unfortunately, the Secret Service didn't know who the
second agent was or how the message would be passed. Therefore, they
were compelled to call upon the keen eye of Sherlock Holmes.
We were just finishing our entree and looking forward to dessert, when
Holmes leapt across the dining room to keep the second agent from eating
the message planted in his alphabet soup by the cook. Holmes was certain
the message was a date written out, but we had to unscramble the following
sixteen alphabet noodles:
TTTEEENNN
UUHAIGS
"These letters form two words," Holmes explained, "the name of a month and
the day within that month, spelled out. There are two letters among the
sixteen that do not appear in the spelling of ANY day of the month, so they
must be in the NAME of the month."
Armed with this insight, Holmes went on to solve a) the message, b)
what event the date refers to, and c) who sent the message.
The game is afoot!
Case # 23
The Adventure of the Mysterious Skull
FROM THE JOURNAL OF DR. WATSON:
London was a beehive of activity as we hosted the IV Olympic Games in
the summer of 1908. Holmes preferred the track and field
events to the water sports, so we were contented to sit in the Olympic
Stadium, until Lestrade showed up.
Evidently, the coach of the American water polo team was found floating
in the Henley Regatta lanes marked off in the Thames. He was mortally
injured by a skull fracture. As the coach expired, Horatio Hornblown and Fred
Farent, the fishermen who dragged him from the river, heard him whisper,
"The skull! The skull!"
On the victim's body was a ticket to "Hamlet," five locker keys and, oddly
enough, a pass from Scotland Yard. Lestrade explained that the coach was
on the Olympic Rules Committee and often sat at the window of Chief
Inspector Tagart's office, which overlooked the apothecary across the street.
Holmes concluded that more than one man had a hand in the murder of
the American water polo coach, and through dedicated investigation un-
covered a) the killers, b) the weapon, and c) the motive.
The game is afoot!
Case # 24
The Adventure of the Musical Murder
Pianist William Minor and his string quartet were the rage of London, so
Holmes and Watson got front row seats. Right in the middle of his finale, a
new composition entitled "Goodbye, Dolly", William was struck dead by an
arrow through the heart. Scotland Yard immediately sealed off the Play-
house. The Yard questioned each remaining member of the string quartet:
cellist Beatrice Flatty, harpist Jeffery DeSharpe, and violinist Heide Minor,
William's wife of many years. Playhouse owner, Major G.F. Keys, and concert
promoter, Octavia Scales, were also questioned.
Lestrade was scratching his head as he approached Holmes' front row
seat. "We found the arrow easily enough," the Scotland Yard inspector
whined. "But we can't seem to find a bloody bow anywhere!"
"If you can't find a bow at a string concert," Holmes returned im-
patiently, "you are looking without seeing!"
Holmes went on to note that, as William Minor was dying, he hammered
three notes on the bloody keyboard. Holmes, a musician himself, recog-
nized the notes as a natural G and a natural F followed by an E-flat. Holmes
helped out the Yard, again, by disclosing a) the killer, b) the motive, and c)
the weapon.
The game is afoot!
Case # 25
The Adventure of the Eye of the Eiger
FROM THE JOURNAL OF DR. WATSON:
How the mighty fall! I have always regarded the legendary mountaineer,
Sir Edmund Hillman, with the utmost esteem. Now the great man sits before
Holmes and me in ruins. This conqueror of the treacherous south face of the
Eiger mountain has been arrested for shoplifting at Eiger Fashions, a local
sports furbishing shop.
"I am guilty, Mr. Holmes. There can be no doubt about that. I stuffed the
pair of boxer underwear into my coat pocket right in front of the shopkeeper.
I can't say why I did it. I have never stolen anything before in my life. Besides,
I detest boxer shorts. As a sportsman, I only wear jockey underwear."
Holmes clearly took pity on the man's abject tale; particularly when Sir
Edmund observed that, before the theft, he had been offered a lucrative
contract to endorse a new line of Hawaiian sportswear to be introduced by
Eiger Fashions under the name of "Lei Gear." Since the arrest, the owners
of Eiger Fashions, Eileen and Gerald Mulch, have withdrawn the offer.
Perhaps Holmes was only trying to distact the old chap from his woes,
but I was quite surprised when he gave Sir Edmund a pad of paper and a set
of colored inks and invited him to doodle while recounting the famous Eiger
expedition. The modest Sir Edmund spoke mainly with praise of the men
who climbed with him: Edmund Infall Germain, a Swiss diplomat; Regie
Jackson, a stockbroker; Dr. Simon Klopps, a psychologist; and Gerald Mulch
of Eiger Fashions.
Just as Sir Edmund approached the most thrilling part of his tale, Holmes
interrupted and asked to look at the mountaineer's scribbles.
"It worked," Holmes muttered. Then pointing to what Sir Edmund had
absentmindedly sketched, the great detective proclaimed that he would
prove Sir Edmund innocent of any wrongdoing. "A man cannot be found
guilty unless he is shown to possess mens rea or guilty purpose for his acts.
You, Sir Edmund, are completely innocent."
I examined the scribbles to see what led Holmes to such an extraordinary
conclusion. After all, Sir Edmund had confessed his guilt.
The scribbles only consisted of a sketch of the Eiger mountain with what
resembled a green eye at the summit.
"What does this show, Holmes?"
The master detective replied, "It merely identifies a) the criminal respon-
sible for Sir Edmund's plight, b) his motive, and c) the method of his crime."
The game is afoot!
Case # 26
The Adventure of the Random Murders
Scotland Yard is bewildered by a recent spate of murders in the
fashionable seaside community of Eastbourne. In the past two weeks, 47
citizens have been murdered by gunshot. All victims were shot in the head
while standing in the doorway to their homes. Inspector Lestrade has been
unable to find any motive for the killings. The victims do not appear to be
related. In no case was there evidence of robbery or even a struggle.
As the death toll mounted, Inspector Lestrade felt he had no choice but
to consult the master detective to solve the riddle of the random murders:
"Please help, Mr. Holmes. Commissioner Harry Mugg has told me that if I
don't solve this crime wave soon, I will be reassigned to the traffic division.
And you know there are only four motor vehicles in all of England!"
In order to assist Holmes, Lestrade has drawn up a list of suspects:
Satanist Alistair Mallory; escaped mass murderer Henry Hyde; Irish revolu-
tionary Brendan Bee; anarchist Caesar Grasshopper; and the archvillianous
duo of Professor James Moriarty and Colonel Sebastian Moran.
To Lestrade's grave disappointment, Holmes declined the assignment
due to the crush of prior commitments. When word of the master detective's
refusal circulated, Sherlock Holmes was served with a subpoena to appear
before the Select Parliamentary Committee on Law and Order. When the
committee chairman. Sir Leroy Tick (M.P., Eastbourne) challenged Sherlock
Holmes in public session to solve the mass murders, the incomparable
detective stunned the audience by identifying a) the killer, b) the master-
mind, and c) the motive for the murders.
The game is afoot!
Case # 27
The Adventure of Moriarty's Challenge
FROM THE JOURNAL OF DR. WATSON:
I can assure you, dear reader, that during my tour of duty in India in the
service of Her Majesty's Imperial Army, there were many instances when I
found myself in the gravest peril. Yet at no time in my entire life have I been
more fearful for my continued existence than I was last night.
It all began when Holmes and I received an invitation from Sherlock's
brother, Mycroft, to dine at 8:00 p.m. at the posh London Bistro restaurant
on the occasion of Sherlock's birthday. The telegram of invitation spoke of a
"celebration of an important milestone in Sherlock's life."
To our great disappointment, Mycroft did not appear and Sherlock
began to suspect that he was the victim of a hoax. This suspicion was
confirmed when he opened his menu and in the candlelight of the elegant
restaurant read the following message:
"Welcome, Mr. Holmes. I have a very special birthday
celebration in mind for you, that is, if you have the
courage to stay for the evening's entertainment. On
the other hand, you are free to leave if you don't wish
to make this meal your last. The choice is yours. Bon
Appetit!"
Prof. James Moriarty
To my astonishment, my companion elected to stay. "I cannot permit
Moriarty the satisfaction of watching me run and cower in fear. No, Watson,
we are going to stay put, enjoy our dinner, and foil any attempts to spoil the
evening. Besides, I want to hear famed violinist Sol Ox perform at 10:00."
Neither the waiter, Bill Beaconfield, nor Maitre D', Henri Wickhill, can tell
how Moriarty's message got in Holmes' menu. Chef George Torchwell and
assistant Ida Matchbush both assure Holmes that no one has or will be
permitted to tamper with the food.
Looking about the room, Holmes and Watson recognize only two other
diners: Barrister Randy Lamptree and his ladyfriend, chemist Stella Plow.
I held my breath until Holmes averted disaster by identifying a) the
person Moriarty selected to kill him, b) the intended murder method, and c)
the time the murder was to occur.
The game is afoot!
Case # 28
The Adventure of the Doctor's Last Lament
FROM THE JOURNAL OF DR. WATSON:
As a physician, I am of course saddened by the passing of a fellow
practitioner of the medical arts, particularly when it is by his own hand.
Such was the sad story of a veteran of the South African Campaign, Dr.
Vincent Van Nogh. Moved as I was by an account of his self-inflicted death
in the London Times, I quoted aloud the good doctor's suicide note:
Dear Constable:
I am frightfully weary with life in general. I fear I've been a bloody bore. It
is a relief at long last to say adieu.
Vincent
The newspaper account went on to note that Dr. Van Nogh poisoned
himself with cyanide, which was found in his mouth.
The report concluded by identifying Van Nogh's pallbearers: Thomas
Renova, Waldo Barrett, Gen. Vernon Arnoux, and Reginald Burnham.
To my astonishment, Holmes replied to my recital that, clearly, Dr. Van
Nogh had been murdered and that my sadness for his passing could best be
expiated by bringing the killer to justice.
Before I could protest that perhaps this time his imagination had the best
of him, Holmes summoned: "Come, Watson, get your coat, for we must
identify a) the killer, b) the weapon, and c) the motive."
The game is afoot!
Case # 29
The Adventure of the Mysterious Murder
Irene Marlow, wife of the wealthy Colonel John Marlow, has come to
221 B Baker Street with an urgent request. Colonel Marlow was found
floating dead in the Thames River a week ago. There were no outwardsigns
of any cause of death, so Scotland Yard concluded that Colonel Marlow had
drowned. But knowing that the Colonel was a good swimmer, Mrs. Marlow
suspects foul play.
However, Mrs. Marlow hasn't the slightest idea why anyone would want
the Colonel murdered. She is only able to give a few facts regarding the
night of Marlow's death. The Colonel went to visit a friend, Sir Arthur Pendle-
ton, who was staying at the Hotel. Pendleton told the authorities that Marlow
left the Hotel at 9:00 p.m., alone. When Marlow's body was recovered, the
only thing the authorities noted was that a button was missing from the
Colonel's shirt.
Mrs. Marlow also gives the following information. Colonel Marlow's
favorite nightspots were the Playhouse and the Pub. The two men he
associated with the most were Sir Arthur Pendleton and Mr. Harold
Poundley. Finally, before the Colonel was married, he had had an affair with
Harold Poundley's wife.
Given these facts, Irene Marlow wants Holmes to find out a) who murder-
ed Colonel Marlow, b) the motive, c) the cause of death, and d) where the
murder occurred.
After Mrs. Marlow leaves. Dr. Watson remarks that given the lack of facts,
this is a mysterious murder. Holmes replies, "One never knows when your
enemies will appear."
The game is afoot!
Case # 30
The Adventure of the Murdered Stockbroker
A distraught lady, Miss Mary Rosedale, has come to see Sherlock
Holmes. Her employer, Jonathan Bailey of the brokerage firm of Bailey &
Coopersfield, was murdered last night. Miss Rosedale is upset because
Bailey's wife, Jenny, seems unconcerned by the murder and because Miss
Rosedale, aside from being his secretary, was also Bailey's mistress.
Jonathan Bailey was shot outside the Tobacconist after leaving work. A
bullet pierced his heart. By the time help arrived, the assailant had already
vanished. Scotland Yard has been called in, but they have made little
progress in the case. Therefore, Miss Rosedale wants Holmes to bring this
crime to justice.
Miss Rosedale says that Jonathan Bailey had been under pressure
lately,both at work and at home. A scoundrel of a competitor, Henry
Lancelot, has been trying to drive Bailey's brokerage firm out of business by
undercutting its prices. At home, Jenny has started drinking heavily of late.
Jonathan had been very concerned about this.
The following information is given regarding the brokerage firm: Bailey's
business partner was Barry Coopersfield, an old friend. Rosedale was their
secretary. The firm also employs a timid scrivener, Lionel Reinfield. The
brokerage house is located close to the Dock, but much business is also
carried out over lunch at the Hotel.
To solve this case, Holmes must discover a) who murdered Jonathan
Bailey, b) the motive, and c) where the murder weapon is.
The game is afoot!
DATASOFT (r)
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