<!--
	Title: (Scorpion's Tale) Sherlock: The Riddle of the Crown Jewels
	Author: Scorpia
	Source: Computer Gaming World, v8(4)
	Date: April 1988
	Transcription by Steve Derby
-->

<div class="article-sidebar-box" style="margin-bottom: 1em;">InvisiClues.org editors note: Portions of this article,
like many of the <em>Scorpion's Tale</em> columns from <em>Computer Gaming World</em>,
may include material plagiarized from other sources, including the original
<em>InvisiClues</em> and uncredited postings to online gaming forums.</div>

<img class="float-left" src="/public/img/articles/cgw-scorpions-tale-border-zone/scorpions-tale-logo.png" alt="Scorpion's Tale logo">

*This month, Sherlock: The Riddle of the Crown Jewels takes center stage as
adventuredom's four-star rated innkeeper weaves her regular tale of mystery and
suspense.*

Spring is with us once again (poor Fred, he misses those long winter nights already);
time to put away the snow shovels and get out the lawn mowers. While you're waiting
for the grass to grow high enough to cut, have a seat and we'll talk about the good old days: hansom
cabs, gaslight, fog-shrouded streets, and Sherlock Holmes.

<img class="float-right" src="/public/img/articles/cgw-scorpions-tale-sherlock/sherlock-cover.jpg" alt="Sherlock: The Riddle of the Crown Jewels cover">

Right off, let me say that if you're a dyed-in-the-wool
Sherlock Holmes fan, you may not like this
game very Watson solves the case, while Holmes
spends most of the game trailing around after
him, doing very little of anything. In this respect,
*Sherlock: The Riddle of the Crown Jewels* is a misleading
title. Holmes might almost not be in it at all,
considering the small part that he plays.

Sherlockians may also be unhappy over the
portrayal of Professor Moriarty (no relation to Brian)
as a taunting, teasing opponent, leaving cutesy
clues for Holmes to find throughout London. The
real Moriarty was a serious criminal, who
never went in for cute tricks; he went straight
for the jugular in a no-nonsense manner.

On the other hand, those who do not take their Holmes quite so
seriously may enjoy this game, which is almost pure puzzle-solving. It is
not a mystery along the lines of, say, a *Witness* or *Suspect*. There is no
evidence as such to collect for a prosecution and few people that
you need to speak to.

"Crown Jewels" itself is not a particularly hard adventure, and no
one should have much difficulty in solving it, especially as the game
comes with built-in answers (as did "Border Zone" and "Nord and
Bert"). A couple of puzzles may tempt you to look at the hints, but
overall it's pretty straightforward going.

It all begins during Jubilee Week, celebrating
the fiftieth year of Queen Victoria's reign. While
most of Britain is caught up in the celebrations and
good times, Dr. Watson is summoned to 221B by
Mrs. Hudson, who has become increasingly alarmed
over Holmes° growing inactivity and moodiness.

Watson finds his old friend in a very black mood indeed
and it will take more than mere conversation
to rouse Holmes from his lethargy. An important
client is waiting downstairs, so there is no time to
lose. What is needed here is something unusual
and out of the ordinary, to capture Holmes' attention.

Once Holmes has snapped out of it, the client is
brought up by the landlady and relates shocking
news: the Crown Jewels have been stolen! Unless
they are found and returned by Monday morning, a
catastrophe of unimaginable proportions will befall
the Empire!

Naturally, Holmes and Watson aren't about to let
that happen. There are no clues to the thieves, but
left at the scene of the crime was a paper with some
poetic verses written on it. These verses are pointers
as to where to go next, and also contain a warning
for Holmes not to take on the case.

This is the time to get out the partial map of London
that comes with the game. Holmes and Watson
can only visit those places which are on or near the
dark brown band that runs along some of the
streets; all the rest are inaccessible. That still leaves
a fair number of places to visit including Scotland
Yard, Trafalgar Square. Parliament, the Tower of
London, and Madame Tussaud's, among others (all
the tourist traps! grin).

While it is possible to walk around the streets,
most travelling should be done in a cab, which is
generally faster. Read the sample transcript in the
manual so you know how to call a cab, and which
one to call (Watson, by the way, is never asked for
payment by the cabbie; perhaps Holmes forks over
the charge).

The first stop on the London tour is indicated by
the first verse on the paper. This is Westminster
Abbey, the burial site of British royalty for many centuries
(I didn't like to say that right out, but there
was really no way around this one, and like most of
the verses, it's rather blatantly obvious).

You may want to make a map as you walk
through the Abbey, as, rather surprisingly, many of
the room descriptions do not give the exits. You will
have to try going in different directions from the
rooms to see if there are any other ways out. Fortunately,
it isn't too large a place.

Since tombs are the main feature here, it's a logical
assumption that the next three verses have
something to do with them, although finding out
what may be a puzzle. A careful survey of all the
rooms will definitely help, at least to some extent.
Still, Watson will be needing some outside assistance
(not from Holmes, however), and a little research
is in order here.

When this part has been properly unraveled,
several more verses will come to light, and these are
the heart of the game. All of them refer to various
places around London where Watson will find something.
Obtaining these somethings and figuring out
their purpose is the major activity. Fortunately, there
is no specific sequence required. Watson can go
after the objects in any order, although the one in
the Tower of London will have to come last.

Most of the verses in this second set are so obvious
(and in the case of London Bridge and the
Tower, explicit), that determining the locations to
visit will take hardly any effort at all; the only one
that may give people some pause for thought is the
"candle/chopper" verse, but that one can be figured
out simply by looking in on places not previously
visited.

While Watson will be doing a lot of cabbing
around, it's a good idea if he also takes a stroll
down the streets and byways of London. There are
some interesting people to meet, and items to be
obtained, which he'll never see unless he does
some moving around on his own two feet.

There is plenty of time for this, however. Watson
has forty-eight hours to recover the jewels, which is
more than enough (especially since he won't have
the chance to sleep). The only thing to be careful
about is that many of the buildings have definite
hours when they are open; so don't expect to be
able to get into them in the middle of the night.

It's rather difficult to give clues to the game here,
since (a) the game comes with clues and answers in
it, and (b) almost any clue would give away the locations
to search in (although as I said before, the verses
are simple to solve).

The puzzles themselves are also fairly simple,
provided that (in most cases) you have the proper
item or items with you. Even if you do get stuck, it's
likely that the first online hint will set you on the
road to the solution (try to avoid the temptation to
keep hitting N for the next one). Sometimes just
looking at the list of hint categories may be enough
to get you moving again.

Somewhere along the line, Holmes will be kidnapped.
This is built-in and cannot be avoided, so
don't let it bother you (besides, he hasn't been
much help in the game, anyway). This doesn't
mean Watson will be alone, however, since he'll acquire
a new companion in the person of Wiggins,
head of the Baker Street Irregulars (and there's even
a cameo appearance later by Mycroft, Sherlock's
brother).

Wiggins will trail along much as Holmes did, but
there are a couple of places where he will provide invaluable
assistance (both before and after he becomes
Watson's shadow), actually doing something
for you. However, at the end game portion, Wiggins
will slay behind, and Watson must go it alone into
Moriarty's Lair.

So, at last, Watson comes face to face with the
nefarious Napoleon of Crime. The Crown Jewels are
spread out on a table in front of him, glittering in
the gaslight. Holmes is nearby, securely tied to a
chair, and Moriarty's accomplice is at hand, to make
sure that Watson doesn't try anything.

Time is very short here. Watson has no more than
a few moves to subdue the criminals and save the
day for the British Empire. He will really need his
thinking cap for this one, and timing is critical (it's a
good idea to save the game soon after entering the
Lair, just in case).

<img class="float-right" src="/public/img/articles/cgw-scorpions-tale-sherlock/sherlock-map.jpg" alt="Sherlock: Riddle of the Crown Jewels map">

Unfortunately, there is no way to bring Moriarty &
Co. to justice. They will escape to plot further underhanded
doings. The main thing is to get the jewels to the palace on
time, of which by now there is very little. A quick cab ride should
just make it with scant minutes to spare and a very nasty situation will
have been averted. The Queen, of course, will be properly thankful.

The major problem with this adventure is the loose plotting. If
the purpose of the verses is to lead Holmes into a trap (as Holmes
surmises very early on), there is no real point to his kidnapping later in
the game, since Watson is following up on the clues very nicely.

On the other hand, if Moriarty fears that Holmes won't fall for it, the
kidnapping makes sense, but in that case, why is Watson (who is
on the scene) not taken as well? The kidnappers actually have
him and then let him go. Of course, it is necessary (in game
terms) for Watson to remain at liberty, but this part really ought to
have been better handled. It is best to play this game for the puzzles,
and not think too much about the story line.

Well, it's about that time again, as I see by the invisible
clock on the wall. Remember if you need
help with an adventure game, you can reach me in
the following ways: On Delphi, stop in at the
GameSIG (under the Groups and Clubs menu). On
GEnie, visit the Games RoundTable (type Scorpia to
reach the Games RT). On The Source, send SMail
to ST1030. By US Mail (enclose a self-addressed,
stamped envelope if you live in the US): Scorpia,
PO Box 338, Gracie Station, NY NY 10028.

Until next time, happy adventuring!