Sherlock Holmes Solo Mysteries

                                                              RANKINGS


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1. Murder at the Diogenes Club - Score = 6.2   Tier = OK

Sections: 574
Attempts to Beat Case 1: 2
Attempts to Beat Case 2: 2

The game is afoot! I have been waiting to say that for some time, as this series has been sitting on my bookshelf for quite awhile now, and I am finally ready to break out my deerstalker cap, clay pipe, and seven-per-cent solution of cocaine to give it a whirl and game some feet. Back when I was in grade 7 I went through my "Sherlock Holmes phase", devouring as many of Sir Arthur Conan Doyle's original works as I could get my hands on, and in the process found myself gifted a couple of very nicely bound and impressive looking books as Christmas presents, so I have a nostalgic fondness for the character and the setting. It also just now occurred to me that in grade school I went through phases of reading King Arthur, Sherlock Holmes, and Lord of the Rings (if even I didn't understand it as well as I would when I would read it again in my 20's), while now more often than not I can be found reading such things as 80's era Spider-man comics. Methinks I am doing this reading thing backwards! The Benjamin Button of literary taste I suppose. In any event, I have been looking forward to seeing how well gamebook author Gerald Lientz can handle the subject matter.

The game system for the adventure is pretty straightforward, and right away it is clear that this is a "skill check" book as opposed to those that use a combat system. We have 6 different skills (Athletics, Artifice, Observation, Intuition, Communication, and Scholarship) that can each be tested at any point during the adventure by rolling two dice and adding our "bonus" score in that particular skill, with the higher our result the better. The game comes with a pre-generated character named "James G Hurley" that you can use, with Mr Hurley being the well rounded individual who has a +1 bonus in each of the 6 attributes. You can however if you like, allocate the 6 points in any manner you wish should you want to create your own character, which should have led to a nice element of trial and error in setting the attribute scores. However, there is a bit of a problem with this. You are told that you cannot just leave a score for one of the attributes as zero, and should you not allocate any points to a particular attribute, then you must take a negative 2 for that score. Doing so would make it something of a death sentence for that attribute, and would seem to discourage experimentation with the scores, at least in your early attempts, and in my opinion this book likely won't take you all that many to complete in any case. 

In addition to your attributes, you also have money to keep track of, and you are given various starting amounts of pence, shillings, guineas, and pounds, of which you will be carrying. And of course you have your item list, of which you begin with a notebook, pencil, and penknife. The most interesting part of the game system though is what comes next, as you are provided with a Clue Sheet and also a Decisions and Deductions sheet. The Clue Sheet provides 26 blank lines, labelled from A to Z, and at various points in the adventure you will be told you have uncovered a Clue along with its corresponding letter. You then check off that letter on the Clue Sheet, and then can also write down some information regarding the Clue itself in the space provided. The Decisions and Deductions sheet works almost the same way, providing 25 blank lines numbered 1-25, and at certain times in the adventure you will be told to check off one of the numbers depending upon various actions you have taken or evidence you have uncovered. These then come into play as you read along, with some options only becoming available to you should you have the required Clue, Decision, or Deduction checked off, and of course near the end of the adventure when you need to have uncovered the correct information in order to win. This is a good start then, as even though I am not a fan of the point allocation system here, the evidence gathering possibilities are a step in the right direction. At least, they should have been, but more on that later. And with all that, you are ready to head to Victorian-era London and begin solving some mysteries! And on that subject, despite the fact that my reviews generally contain spoilers, I will refrain from giving away the solutions to the cases here, as spoiler review or not, giving away the answer to a mystery which is the whole point of the gamebook just feels wrong. 


Case 1 - "I Have to See a Man About a Horse"

If you don't read the back cover you might not realize it until you get to the second case, but the book is actually broken out into two separate cases, with this first one acting as an introductory case to get you started and to presumably...er, "introduce" you to the game system. It opens with your character paying a visit to your cousin, Dr. Watson, and his roommate, the well-known detective Sherlock Holmes, in their rooms at 221B Baker Street. After a quick initial conversation, you find yourself tagging along with Holmes and Watson as they head out to bet on some horses at a local racing track. This is where the mystery begins, and I gotta say, the author sure picked a boring episode to start out with. Heck, you could even argue the book is broken into three cases, as there is a very brief opening sequence here where you need to use your skills of deductive reasoning to try and figure out whether Dr. Watson is sitting at his desk writing a letter, or sitting at his desk writing a story (yes, really!). It turns out the actual case itself revolves around the outcome of one of the horse races, and if there may have been some shady business going on behind the scenes. Am I really supposed to care about who may or may not have wanted to fix a horse race among all these rich dudes? I mean c'mon, none of the horses were even hurt. Even Holmes himself doesn't seem all that bothered by it, as he has to leave because he and Watson are due to catch a train for a weekend vacation, so he turns the investigation over to you, with you being something of his protege as we are lead to believe. 

The case then proceeds by having you interview various people around the track grounds, including jockeys, trainers, gamblers, and horse owners, as you attempt to solve it. Somewhat disconcertingly, how you uncover Clues and Deductions is often left to random chance, as failure of a skill check can see you denied an important Clue that you will need later. I immediately began to worry if the whole process was going to end up being entirely luck based, or if there would be an element of gameplayer deduction involved. Thankfully there was at least some of the latter, but unfortunately just a wee bit too much of the former.  

The real problem became apparent when I made it to the end of the case, where I travelled back to Baker Street a couple of days later to meet up with the now returned Holmes, and was asked if I just wanted to jump right in and name who I thought was the guilty party, or if I wanted to lay my case out to Holmes first. The second option sounded far more interesting (and I will discuss the first option later), and I then went over with Holmes what I believed had taken place, using the Clues and Deductions I had uncovered to reveal that which I had learned. At that point the crucial moment comes, and I am given a list of 4 possible suspects, and must choose the one I think is responsible. Feeling pretty confident in my answer, I made my choice and was quite pleased when Holmes revealed I was correct in my naming of the culprit. Unfortunately though, that isn't enough, as not only do you need to pick the right suspect, you also need to have gathered the correct combination of Clues and/or Deductions so that you can PROVE the suspect's guilt. That makes sense in the real world of course, but it also meant that despite knowing exactly what happened and who was responsible, I still didn't win because I had failed a random roll earlier in the case, and thus failed to get the required information. At this point you are given the option of copping out and letting Holmes solve the case for you, or you can go back to the beginning and try again, which is what I decided to do. 

But now comes the really strange part. Upon my second attempt at the case, already knowing who was responsible, when I reached the end I decided not to bother with laying my solution out to Holmes, and just went straight to naming the culprit. Getting it right once again, I was then wondering if I had this time gathered the necessary evidence, only to find out that upon choosing the "just get to the point and name the guilty party" option, no evidence is required, and I won the case! Huh? Why didn't I need proof this time? I'm not sure if this was an oversight on the author's part or if it was intentionally included to give the player a way to win without passing some of the earlier rolls, but it seems odd to include the whole Clue and Deduction system only to render it moot right at the end of the case. Anyway, I do admit to being glad I didn't have to run through that snooze-a-thon again, and with my first successful case in the books, it's on to the next one!  


Case 2 - "I Just Drank WHAT??" 

In terms of interesting cases, the book really picks up here, and I enjoyed this case quite a bit. It opens with you being summoned by Holmes to the private Diogenes Club, where a possible murder has just taken place. (And a good thing too, as by this point I was wondering just what the hell the title of the book was all about after all that horsing around). Once again Holmes needs to excuse himself, making up some fabrication about club members such as himself not being allowed to investigate other club members, so he recommends you to be the one to look into the event. It turns out that one of the club members, a former army man named Colonel Sylvester, has apparently been poisoned while drinking in the club lounge. What makes the case so interesting, is that Sylvester was incredibly disliked by just about everyone at the club, so there is no shortage of suspects, all with extremely valid motives for offing him. 

The case then has you first inspect Sylvester's body, which still lies where he fell, (and apparently the Diogenes Club has so much influence they can even prevent the police from looking into the possible murder, which seems ridiculous) before you then are led to an office where you begin interviewing everyone who was present at the club that day one-by-one. I was having a lot of fun with this process at first, as each person you interview has their own tale to tell about their dealings with Sylvester. However, it does start to drag on just a bit too long with the number of people you will be interviewing. Additionally, while I found the interviews intriguing, they are all structured the same way. You get to ask the person what they saw at the club that day, and then ask them their personal opinion of Sylvester. Then repeat this for all the interviewees. The book also falls into the habit of giving you an option where you can choose to ask about something in particular as one of the options, but with the second option just being "otherwise". So for example "Do you wish to ask Mr. X how he felt about the victim, turn to 100. Otherwise, turn to 200".  Just saying "otherwise" is kind of vague, as you might end up unintentionally doing something you weren't expecting, however I eventually determined that this seems to be the author's way of saying "just skip this sequence and move on". And once again, whether you obtain valuable Clues is often determined by a skill check, although I will say that I was able to make some of my own personal deductions based upon what I was reading, even though I may have failed some of the checks and was therefore not able to add the all important checkmark for that piece of information to my Clue sheet. 

After you have made your way through the suspects, uncovering Clues and Deductions as you go, you are called to Holmes and Watson's residence where it is time to name the murderer. This time, there are 6 possible options, and the adventure I felt did a nice job indeed in making most of them at least viable to some degree, and I went to and fro between suspecting several of them as I played. That said, I was able to deduce the correct suspect on my first attempt again thanks to small things I had noticed earlier (which were surprisingly not attached to an official Clue), which was a good thing, because if you pick any of the other 5 suspects it's an automatic failure, no second chances here. That said, a failed roll near the end of the adventure screwed me over, as once again on my first attempt I had deduced the correct criminal and their motives, but lost the game because I was unable to pass a skill check required to catch the fleeing murderer. This is a much bigger problem with this case, because it is so much longer than the first one. In most gamebooks I would say that failure on the first attempt is a blessing in disguise, as it would allow me to go back and try some unexplored options. Here though, I had not only explored the case quite thoroughly already, but had in fact solved it, and it was a very long path through to the end, which I would then have to go through all again (or so I thought, more on this later as well) just to get another chance at the essential skill check. To be fair though, I now knew who I didn't need to talk to and could pick that "otherwise" option that crops up all over the place. Also unfortunately, because this is a mystery adventure, I now already knew everything about the case, so replayability is severely hampered here. Although this is likely to always going to be true in regards to mystery gamebooks, and as it is the nature of this particular beast, I won't necessarily hold this factor against the adventure.    

So upon going back to the beginning to start the case again, preparing myself for a whole lot of page flipping in the process, something strange happened in this case too, much like it had in my second attempt at the first case. There is a moment right near the beginning when you first arrive and are examining Sylvester's body where you find a strange note located on him. Whether you can make heads or tails of the note is left to a random roll, and on my first attempt I rolled rather low and didn't succeed in making much of it. On this second attempt at the case though, I got a high roll and the best possible outcome, which led to.......a complete solving of the case right on the spot! My character immediately determined the purpose of the note, and knew who the murderer was right then and there, at which point you are jumped past a huge swath of the case, including all the interviewing along with the analysis of Sylvester's drink back at Holmes' residence, and are sent right to the final sequence which involves apprehending the guilty person. You still have to make a skill check or two at the end of the book to successfully nab them, which I thankfully did this time. (And incidentally, why should I fail the case if I don't physically catch them myself? I solved the mystery along with providing proof this time didn't I? Let the police do something here!) I could only wonder what anyone playing this case for the first time would think if they got this sent-right-to-the-end result right away. I myself would have wondered what the hell just happened and where did all the sections of the book disappear to, and it would have lead to a lower score than I am giving it. And of course, having whether or not you can make heads or tails of a puzzle come down to a random roll as opposed to letting the player try and figure it out for themselves is the crux of the matter for me here. The solution to the note in question is rather "out there", so I'm not sure if anyone solved this just by looking at it, but even if you had the ability to do so, it still wouldn't matter if the dice didn't go your way. I think this would have been far better served by giving the player an actual puzzle to work out, and then not hurtling them past 80% of the adventure should they happen to get it right.  


And that was that, my first two cases solved! While I found the game design to be a bit wonky in places, what helps to save the book is the writing and immersive "Sherlockian" atmosphere. While perhaps not as great as Dave Morris' writing from the series I just finished (Blood Sword), this is still very, very good. It certainly felt like Gerald Lientz did his homework here, and while it has been quite a few years since my experiences with Sir Arthur Conan Doyle's original works, this adventure was written in a style that felt very reminiscent of those stories. Going in I knew that I wasn't going to be playing as Sherlock Holmes himself (and how could you really and still explain how he was bested by these criminals should you fail), but I was somewhat surprised in the roles that Holmes and Dr Watson themselves played in the adventure, as they were more involved and present than I was expecting them to be. Indeed, Watson spends the entirety of the second case right by your side. Even personal favourite Mycroft Holmes makes a brief appearance here too, along with frequent Sherlock ally Inspector Lestrade. It was also a nice change of pace to have a more investigative as opposed to action oriented gamebook, and I enjoyed the slower unfolding pace, which reminded me more what the Holmes world was like as opposed to the far more action oriented Robert Downey Jr movies of recent times (although I will say I greatly enjoyed those movies for what they were as well). 

I only wish the uncovering of the Clues and Deductions had been handled a bit differently, although I don't purport to have a perfect solution to this problem myself. The "Marvel Super Heroes" series for one had a semblance of a solution here, in giving you some Karma points that could be spent to influence a dice roll once you figure out which ones must be passed (and even though in my opinion they often gave you too many of these points, at least their heart was in the right place). Here though, you have no such points to spend, and to my knowledge there are no stat boosts that can be obtained to at least increase your odds, although in the case of spending points, you oftentimes will not know which failed roll held the required Clue, unlike the failure of a skill check which immediately leads to death and game over in other books. The section numbering of the book also seemed a bit strange, as the sections run from 100-674. Well, actually the final section is labelled as 999, but it appears to be some kind of joke entry that I was never sent to where you are told to retrace your steps and try again. I thought that requiring each section to be a three digit number might play into the adventure somehow, but I don't recall coming across any place where it did. And finally, what was the point of the money you are given? Breaking out the denominations of your cash at the beginning seemed like a big deal, but as far as I can tell money was not used anywhere in the book. Ah well, maybe this is being saved for a future adventure. 


Ranking: Overall I think I enjoyed this a bit more than the review might indicate, as I did have fun getting to be a part of the world of Holmes and Watson. The writing and setting here is great, and Lientz captures the spirit of the Holmes stories quite well in my opinion. The gameplay is something of a mixed bag however. Although it caps the potential of the book, I am certainly not completely averse to skill checks determining events, I am just not sure that works so well in a mystery-solving setting, as it takes away the feeling of cleverness a player might get for working things out themselves. Mercifully, there are at least some decisions to be made here that can lead to important revelations, so that you feel somewhat in control of what is going on and what you uncover, I just thought the randomness played a bit too much into it for my tastes. Not a bad start by any means though, and first books in a series are generally "footing-finders" anyway, so I will be watching out to see what tweaks will be made in the coming entries.

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2. The Black River Emerald - Score = 5.7   Tier = OK

Sections: 273
Attempts to Beat: 3


On to the second book in the series, which also happens to be one of the few not written by Gerald Lientz. This entry comes courtesy of author Peter Ryan, and from what I can tell this was the first and only gamebook he ever wrote. So how did this first time gamebook author fare? Well, it was a decidedly mixed bag in my opinion. He makes a big change right off the start though, in that are you not playing as the same character as in the previous book, nor are you even playing as any kind of investigator. Hell, you aren't even playing as an adult. Here you play as David Rogers, a boy currently attending a British boarding school. David is an American, and it is made out that his family doesn't have much money (so why then are they sending him to a school across the ocean?). However, he has made some acquaintances at the school, including his best friend and roommate, Mark Avery. The prologue of the case opens with David bursting into Holmes and Watson's residence at 221B Baker Street in tears, because a valuable item that his best friend Mark had brought to the school for a bit of show-and-tell, the titular Black River Emerald, has been stolen, Mark now accuses David of the theft, as they were the only two who knew where it was kept, hidden in a lock box inside their shared room. Not wanting to lose his best friend nor see him get into trouble for losing the Emerald, David pleads with Holmes to help him find the real thief, return the Emerald, and clear his name. Holmes, already predictably for the series, has other matters to attend to, so basically tells David "hard cheese", although he does say he will pop in to lend a hand if he can find the time later. Thus rebuked, David heads back to the school in Shropshire to attempt to solve the mystery of who stole the Emerald himself. 

One thing to note when reading through the prologue, which is several pages long, is that there are many labelled Clues being handed out here like candy every few paragraphs as you read along. Right away I wondered, what is the point of awarding Clues here exactly? Having them in the prologue obviously means they are unmissable, so why bother? The only thing I can think of is the author might want to call attention to certain things mentioned, but that seems a rather weak excuse. In any case, I don't believe any of the Clues "awarded" here count for anything later on anyway, I just found them a very strange inclusion, and was already questioning where the author was taking the gamebook. I confess though that once I began playing, I all but forgot about these prologue Clues, as the adventure gets much better once you actually begin. Another thing to note is a bit of a switch up to the game system, in that there is no Decisions and Deductions sheet in this adventure, which has been replaced by a much larger Clue sheet. The Clue sheet this time goes from A all the way to ZZ, leaving space to gather a possible whopping 52 different Clues, which makes what happens at the end of the book even more puzzling, but I am getting ahead of myself. 

Once David returns to his school, you get to meet and interact with his various schoolmates and teachers, many of whom are possible suspects for the theft. The depressing atmosphere of the school is fantastic, with some students being either lonely or homesick, and others acting like bullies or ruffians. I suspect anyone who has attended a remote school could relate to some of this, and even those of us who lived within walking distance of our schools surely had days of loneliness and depression where we would rather be anywhere else. Mark was David's only real friend at the school, but now treats him with outright hostility due to being convinced that David stole the Emerald, which leaves your character in a state of extreme desperation. You then get the option of sneaking around the school grounds, following various suspects, and slowly uncovering the secrets many of these individuals are hiding. There are a few red herrings here that can lead you away from where you should be focusing, but they are entertaining in their own right so that you probably won't even mind.  

You soon learn that an Amazon tribe once owned the Emerald but had it stolen from them. Seeing it as a sacred relic, they want it back, and several of them have travelled across the ocean to get it. Because the school is surrounded by forest, this adds a wonderful layer of tension to the adventure, as any time you wish to leave the school grounds you need to pass through the forest, where this hostile tribe lies in wait, so that you never know if you will find yourself chased or attacked. Very spooky! As you make your way through the adventure, making skill checks and gathering up a bunch of lettered Clues, you will likely find yourself honing in on a particular suspect or two while in between dealing with bullies and even a school love triangle. There are a lot of things to check out here, especially given the book is only 273 sections, and playing as a child adds even more so to the feeling of impending danger.      

So up until this point I was enjoying myself quite a bit, and was finding the adventure rather thrilling. But then, we get to the final stretch, and hang on to your hats because this book ends with some of the most pointless and head-shaking game design I have yet seen. Ok, so here we go.....first off, there is a good chance you are going to run into an encounter where you are finally captured by that pesky tribe who have been stalking most everyone at the school in their search for the Emerald since you got back there. In a very tense moment, you are told that you "MUST" tell them right now who stole the Emerald, with your life depending on it. You are then given a choice among 4 of the suspects, along with a fifth option should you not be sure and not wish to name anybody. But choosing ANY of the 5 options just sends you to the exact same section where you then escape and run off to Baker Street to meet Holmes for the conclusion of the case. Congratulations Mr. Ryan! You have just won the "Jon Sutherland Award for Most Pointless Gamebook Choice". Seriously, why would you include something like this? What's worse, because you are led to believe your life is riding on this decision, you could name the incorrect suspect, yet then be convinced you are in fact correct because you survived and carried on to the end game. But whatever, it's just one choice in the gamebook right? I would probably have called attention to it in any event, but if this was the only issue, it would likely just register as a footnote. But oh no. The craziness has just begun. 

As mentioned in the prior review, I will not give away the actual thief here, but from here on will be showing how to get the best possible ending once you know who the guilty party is, because that is the only way to properly show how ridiculous I thought this all was, so please be warned if you don't want to know any of this.

So as stated, from here your character runs directly to Baker Street to meet up with Holmes and attempts to solve the case. As soon as you arrive, Holmes wastes no time in asking you who stole the Emerald (and being asked this exact same thing twice in quick succession feels odd), yet this time you are given a choice of 5 possible suspects to choose from. There is no "not sure" option this time, so I guess if you aren't sure then you will just need to take a wild stab at the answer.  To make this easier to go over, I will break down into steps what is asked of you once you reach Holmes, leaving out the names to protect the innocent. Or to protect the guilty I suppose.  

Step 1 - Finger the correct suspect. (Sounds a bit rude doesn't it?) As said, I am leaving the names out and just putting the correct choice at the bottom of the list for ease of flow, which is not necessarily where it is listed in the actual book.

Suspect 1 = Incorrect! - After choosing this incorrect suspect, Holmes automatically solves the mystery for you. (No option to try again? C'mon!)
Suspect 2 = Incorrect! - After choosing this incorrect suspect, Holmes automatically solves the mystery for you.
Suspect 3 = Incorrect! - After choosing this incorrect suspect, Holmes automatically solves the mystery for you.
Suspect 4 = Interesting choice...possibly correct. If you choose this suspect, you are asked if you have a particular Clue. Should you not have the clue? Too bad for you! Holmes automatically solves the mystery for you. Should you indeed have the asked for Clue? Too bad for you anyway! Pound sand! You are told you are incorrect, and Holmes automatically solves the mystery for you. Good grief! 
Suspect 5 = Correct! - After choosing the correct suspect, you can then move on to Step 2. Take some cocaine out of petty cash for what is to come next.


Step 2 - Provide evidence. Hee hee! Oh boy does it get really bad from here on out. So now that Holmes has confirmed you have correctly named the thief, it is time to provide your evidence. You are then asked if you have one of 3 different Clues, with a fourth option provided should you have none of them. I have removed the actual letters of the Clues moving forward, not that it will matter in the slightest as it will eventually turn out.

Clue #1 = Well done! - Move on to Step 3
Clue #2 = Well done! - Move on to Step 3
Clue #3 = Not good enough. - Move on to Step 3 anyway!
None = You can't convict without evidence you dolt! - Move on to Step 3 anyway!

Ok, now the author is just taking the piss. If you have none of the Clues and no evidence you still get to go to the same section as if you uncovered all the Clues? What was the point of them then? Oh just wait!


Step 3 - Provide the Method. Only two options here. You are asked if you have a combination of two Clues, and if not then you have to take the "Otherwise" option.

Clue #1 AND Clue #2 = Well done! Move on to Step 4
Otherwise = So you discovered nothing eh? - Move on to Step 4 anyway!

Basically the same thing as Step 2. It doesn't matter what Clues you have or don't have. You are going on to the next Step regardless.


Step 4 - Motive. Ok here we are, the final step where the rubber meets the road. It all comes down to this. Ready to lay it all on the line? You are given 4 different Clue options, and are asked if you have any of them, with a fifth option for if you have none.

Clue #1 = Wrong! -You can now opt to go back and start the case over, or have Holmes solve it for you.
Clue #2 = Wrong!  You can now opt to go back and start the case over, or have Holmes solve it for you.
Clue #3 = Wrong! -You can now opt to go back and start the case over, or have Holmes solve it for you.
Clue #4 = Wrong!  You can now opt to go back and start the case over, or have Holmes solve it for you.
None = Wrong! -You can now opt to go back and start the case over, or have Holmes solve it for you. 

Whoa! Now hold on just a freaking minute. What the heck is this bullshit? This can't possibly be right can it? Apparently it is. I managed to get a Clue on each attempt that I had not tried before, but jeez, Clue #1 and Clue #2 even both send you IMMEDIATELY to the exact same section, as do Clues #3 and #4! At least the earlier pointless decision hid itself with an extra page turn in there before sending you on to the same section. The author didn't even bother with that subterfuge this time. So after trying all the options, I was left scratching my head. There is also the situation to consider on what you should be doing should you have more than one of the listed Clues. You would think you would start at the top and work your way down the list, which left me rather annoyed early on when I chose the first Clue listed despite having one of the others only to find out it was wrong anyway. (And I only found out the None option was wrong after beating the book and going back to chart it out) So does that mean I had the wrong suspect all along? No, Holmes clearly indicates you have the correct person when you pick them back in Step 1. At this point I was at my wits end, and seriously wondered if a reference error had been made here, or if the book was unwinnable. 

But no, it is winnable, you just need to take one of the more counter-intuitive options you will likely see in order to beat a gamebook. I myself only took this option because at this point I was out of ideas. I also figured the book might be broken, and as it was allowed by the adventure itself, why not? So how you win is by NOT starting over, but by taking the option here in Step 4 to have Holmes solve the case for you! Once you pick that, Holmes lays the whole thing out, congratulates you for the part you played, and Watson informs us that the native tribe has reclaimed the Emerald. This is the best ending of the book, and there is actually a second slightly less better ending that you get if you name an incorrect suspect back in Step 1. In that case, Holmes lays out the solution the same way he does in the best ending, the only difference being that he does not give you the credit for it, and takes the glory for himself. What a bastard! This also means that your character can't officially solve the case himself no matter what you do, and the Clues, once again, prove all but meaningless, and you don't actually need any of them. (I mentioned Jon Sutherland earlier, and now am wondering if Peter Ryan could possibly be a pen name used by Sutherland? Things that make you go hmmmm.) This is some next level awful stuff right here, and it really felt to me like the author confused himself on where he had laid out all the Clues and which ones should be required to win the game, and just said "F*&k it". Let's get this over with. I'll just have all the options lead to the same thing". And it's a real shame too, as up until this final stretch, the adventure really had a lot going for it. Too bad the same amount of effort wasn't carried right to the finish line.  

I should also add that I don't believe there is any way NOT to get to this final stretch. With this adventure being only 273 sections long, I flipped through the whole book and could only find two "ending" sections, those being the two endings described above with Holmes laying out the case both times. There do not appear to be any game over sections, and there is no combat system to speak of so you can't "die" that way either. This also means that if you don't pick the correct suspect the first time you play, Holmes is going to blab the answer before you may realize what is happening, which you might not have wanted to know. But hey, at least the money provided at the front of the book was used this time, albeit sparingly, as you have the options of taking a train or giving money to a drunk beggar, which will cost you some cash. Although our character seems rather flush for someone who is supposed to be poor and living off the charity of his best friend.  

And to end on something that I thought was humourous anyway, while there is a nicely detailed map of London in here, this book also might contain one of the most useless maps you will find in a gamebook, right up there with The Forest of Doom. It's even too bland to add atmosphere if that was the intention. Actual map from the book shown below with apologies for the quality, as it was the best I could get from the smaller sized book. It isn't much better in person. 

Very helpful. 


Ranking: Scoring this one was certainly a dilemma. I briefly considered giving it a "Bad" ranking due to my extreme annoyance with that endgame, until I remembered the good amount of fun I was having in the adventure up until then. This then brings up a conundrum that comes up every so often, in that how much do you let a badly botched or extremely half-assed sequence of a gamebook affect your overall enjoyment of it? Ultimately, there was more good than bad here (just unfortunately for me, the bad was REALLY bad), but there was no way I could rank it above the first book in the series after that ending. While the first book also had problems with its own ending, it was nothing like this. Unfortunate, because this book was well on its way to easily surpassing the first adventure too. On to book 3. Will one of these ever stick the landing?  

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3. Death at Appledore Towers - Score = 7.6   Tier = Good

Sections: 529
Attempts to Beat: 7

With this adventure the series returns to author Gerald Lientz, who wrote the first book in the range, and the improvement shown here over both the two previous entries was quite noticeable. We are back to playing as an adult again, with the pre-generated character this time being promising young investigator David Phillips, who also happens to be Dr Watson's cousin. Hang on a second, we also played as a similar character called James Hurley back in book 1, who also happened to be Watson's cousin. Just how many "private investigator cousins" does Watson have anyway? Why not just make this the Hurley character again? That would have brought in some nice continuity. Anyway, our character is recommended to Inspector Lestrade as someone who can assist in solving the murder of a well-to-do "agent" known as Charles Milverton. We learn very early that while Milverton may have described himself as an agent who helped various parties put together business deals, he was in fact a blackmailer who would gather any incriminating or embarrassing evidence he could get his hands on regarding his wealthy and sometimes famous associates, and then promise not to reveal such damning information should they be willing to pay him a hefty sum. Much like with Murder at the Diogenes Club then, there is no shortage of suspects who would dearly love to see Milverton dead. So we set off with Lestrade to Milverton's place of residence, the titular Appledore Towers, to begin our investigation into who killed him and why.

This is your classic murder mystery all the way, taking place in a large mansion, with Milverton being shot dead in his study late at night. Immediately after the killing there followed a short foot chase involving some of the servants of the mansion who heard the gunshots and who came close to apprehending the culprits, which they describe as two men, as they fled over the garden wall. You begin by examining the grounds of the estate for Clues, which can also include an examining of Milverton's body at the morgue, before proceeding to interview all the servants of the estate who were present that night. Searching the grounds outside the mansion along with the various rooms within it is a lot of fun, and while interviewing the servants isn't quite as much fun, I still enjoyed it. That was, at least until it started to go on and on for far too long. I had a similar issue with the interviewing stage back in Murder at the Diogenes Club, and it's even more drawn out here. Just how many servants did this one guy need anyway? You must interview a dozen or so people here, asking them the same questions, and while I understand the need to include red herrings in the mystery to make it more difficult to solve, I think Lientz could have trimmed this down considerably without losing anything in the adventure. In fact, and I think this might be the first time I have said this about a gamebook because normally for me more is better, but I actually wish this adventure had FEWER sections than it does. 
 

Normally I would agree with Martin Prince, but not with this book.


After the interviewing process, it is then time to head outside the estate grounds to put what you may have learned to use, as you attempt to visit and speak with the various high-profile individuals that Milverton had been blackmailing, and try to narrow down who had both the courage and opportunity to go through with his murder. You can also perform such actions as putting ads in newspapers in hopes of finding a witness (which puts the money mechanic to use), along with visiting Holmes and Watson in their residence at Baker Street once or twice in an attempt to get their input on the case. While questioning the servants might have been the tedious part of the book, visiting with the suspects was a highlight. And while yes, it often comes down to a dice roll in determining what information you get out of them, there are times where you must make choices on how to deal with them, with a wrong move possibly offending them or arousing their suspicions so that they will shut down and not talk to you any further, perhaps locking you out of an important Clue. And on the subject of Clues, the Decisions and Deductions Sheet returns in this book, and plays a very large role in determining what you can and can't do as you make your way through the adventure based upon actions taken previously.      

The real strength of the gamebook though, and the reason I enjoyed it as much as I did, was in solving the mystery itself. For the first time while playing the series I found myself arriving at the end of the adventure on my first playthrough, where it was time to name who I thought the guilty party was from a provided list of options, and I was totally stumped. ALL the provided suspects looked like they could have been just as guilty to me, and I then realized I had only yet barely uncovered what had really happened in the case. At this point, should you not name the correct suspect or have the required evidence, you are given the option of starting over, or can take advantage of a rudimentary checkpoint system, where the book allows you to start back at the beginning of the "interviewing the servants" stage as opposed to going back to the very beginning of the case. While this was appreciated, it unfortunately doesn't allow you to bypass the most tedious part of the adventure, and I think providing more possibilities as to where you would like to restart would have been a great inclusion. Although with that said, it is not really made clear if you retain any Clues you have found from prior playthroughs, either before or after the restart point. Before the restart only would make the most sense, but then you would have to remember, or have written down, at what point in the adventure you found some of your Clues.   

With each of my next successive few playthroughs, I slowly uncovered more and more information, until I felt I had a good grasp on what had taken place and who the murderer was. Too bad for me that I still needed to pass the odd skill check to uncover the Clue I needed to be able to prove my assertions, which took a few more attempts just to achieve that. Because even once you have the mystery solved, you still need to be able to prove it with a couple possible different combinations of Clues and Decisions. The dice rolls required to get the needed Clues were not necessarily unfair, but boy, I can't recall the last time I felt like I was having such bad luck with my dice rolls than while playing this book. It got so bad that at one point I was convinced there was something wrong with my dice, and went and got some different ones to switch them out (ever done that?). What can I say, blaming the dice is every gamebook player's God given right! 

Once I had finally gathered the Clues I needed and therefore had the required evidence, I successfully solved the case. It was at this point that the biggest twist of the book occurs, and I have to say, I didn't like it. Holmes himself seems to act out of character here (at least in how I always thought of him), and leaves you totally hung out to dry. This was really only the last section of the book where it was an issue for me, but still, the last section and how the adventure concludes is a pretty important one. A fan of this ending I was not. Back to the positive though, and this adventure is incredibly well written once again, with more of that Sherlock atmosphere oozing out of every page, including some dry and dark humour thrown about here and there (Lestrade commenting on how he hates investigating murders at large estates because of all the people he needs to interview, was both wince and chuckle inducing at the same time.)  I was preparing to give author Gerald Lientz a ton of credit for coming up with this mystery and was going to put forth that he should have been a mystery novelist, when upon doing some digging I discovered that this gamebook is based on an actual short story written by Sir Arthur Conan Doyle in 1904 and titled "The Adventure of Charles Augustus Milverton". I don't recall reading this short story during my Sherlock Holmes phase in grade school. I know I didn't read all of them, and even if I had, I may have totally forgotten the particulars (it has been well over 30 years since that phase after all). This turned out to be a good thing, because after reading a plot synopsis of the short story, anyone familiar with it will likely have their experience with this gamebook much diminished, as the story here is pretty much the same, and the mystery will be spoiled.    


Ranking: Overall I was impressed by this. The adventure is a very well told "classic" mystery, with several viable suspects and some twists and turns along the way to boot. The middle section where you interview all the servants drags on for far too long, and as usual you can have solved the case but still might find yourself not being able to "win" unless you can pass that roll to get the Clue you need in order to prove it, but there are far worse rolls required to beat a gamebook out there. I also didn't quite agree with how it ended after the culprit is named, but that makes up a small part of an otherwise enjoyable experience. However, how much you enjoy this gamebook might very well come down to how familiar you are with the short story it retells. As I was not so familiar, this for me is easily the best book in the series so far, trouncing the two that came before it. Now let's see if we can keep this momentum going!

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4. The Crown vs. Dr. Watson - Score = 6.0   Tier = OK

Sections: 488
Attempts to Beat: 2

Book 4 in the series is yet another outing from author Gerald Lientz, and I wonder if he was thinking the same thing that I was after playing book 3, about the possibility of injecting some continuity into the series, as this time we are playing the same pre-generated character as in that previous effort, that being Watson's cousin "David Phillips". An interesting aspect right off the top though is that this adventure takes place during the time when Sherlock Holmes is thought to be dead, having plunged over the Reichenbach Falls locked in combat with his mortal enemy, Professor Moriarty. (And speaking of Moriarty, it is a shame he has not turned up in these adventures). We as the readers likely know, unless you are unfamiliar with the lore, that Holmes is actually still alive, but the characters in this adventure do not, which has the effect of giving Watson a rather melancholy edge, and he seems somewhat "lost" without his long-time friend. (Not to mention his meal ticket, as despite being a doctor, Watson earned cash by writing about their adventures together). It impacts us as the gamebook player too, as we will not have Holmes to consult with on this particular case. 

The adventure itself opens with us being contacted by Scotland Yard to assist them in a murder investigation. A member of the "Three Continents Club", Sir Terrance Milton, has been found murdered in the upstairs billiard room of the club, with all the circumstantial evidence in the case strongly pointing to Dr. Watson himself as the killer. Due to his many years of assistance to Holmes in helping the police catch various criminals, they are reluctant to arrest him for the murder. They then give you one day to investigate, hopefully to clear Watson's name and find the real killer, before they will have no choice but to charge Watson with the crime. As the reader, c'mon now, we know Watson is not guilty here (even though the book even lists Watson as one of the final suspects that you can choose from). Not only would it seem unlikely for the Conan Doyle estate to allow this series to use their characters and stories, only to then have their second most famous creation character-assassinated, it would also very likely have brought the series itself to a screeching and very strange halt. So, safely knowing before we even begin that Watson is not guilty, we then prepare to head off to the Three Continents Club, (so named because to become a member you must have visited three different continents, an interesting requirement which unfortunately does not play into the case at all), and begin our investigation. 

After a brief opening where we get to ask some questions of the lead investigator in the case, we get to examine the billiard room where the murder took place. If the previous book in the series was along the lines of a classic "mansion murder mystery", then this book would be a take on the "locked-room murder mystery", as it initially appears impossible for anyone else but Watson to have committed the crime, as he was seen leaving the room mere minutes before the body was discovered by a servant in the otherwise empty room. To make matters worse for Watson, not only was it known that he lost a fair sum of money through various shady investments orchestrated by Sir Terrance, he had also been involved in a punch-up with the victim over a game of cards shortly before the killing, a fight witnessed by several in the club. Still, we already know Watson isn't the murderer, so just how did the actual killer manage to pull off the crime without being seen or heard, and then escape the room undetected? And what was their motive? This was a setup I found rather intriguing. 

While searching the billiard room, it is possible to discover a coded message which can reveal rather a lot about what is going on. I was impressed that this time you are allowed to try and solve the message yourself, and then if you cannot, you can still decipher it should you be able to pass a skill check. This is a great compromise I think, as it gives the player a chance to put their own skills to use, but even should they not be able to solve it, you are still given at least a chance to learn what it says and gather important Clues. I was rather surprised though to find out on one of my playthroughs however that when I failed the required skill check, I was still able to find out what the code said anyway, albeit still possibly missing out on a lettered Clue, as the lead inspector just steps in and basically says "You couldn't crack it? No worries, I was able to figure it out. Here is what it says...". So apparently the author really wanted you to know what this message said! After finishing up our searching of the billiard room, attempting to pass skill checks that allow us to gather lettered Clues as usual, we are ready to move on to interviewing all the members of the club present on the night of the murder.  

The interview process in these books has now become pretty standard by this point. The various people in the building at the time of the murder are brought into a room one at time where you ask them basically the same questions over and over, where you then get mostly the same version of events told to you from different points of view, with perhaps a slight wrinkle here and there to keep you guessing. (You will be hearing about a certain overturned end table so many times, that you will likely want to hurl the damn thing out the window by the time you are finished). The process here thankfully didn't last quite as long as in the previous book, but I am starting to find it amusing that even the author seems to think these sequences drag on for too long, as yet again we have another character in the book bemoaning how long this is all taking. (I'm with ya buddy!) Still, I was enjoying this for the most part as I attempted to piece together just how the murderer was able to get away without being seen, which to me was the best part of the case. That is, until I got to a certain suspect in particular, who seemed to make it obvious from that point onwards who the culprit was. So much so that when I got to the end of the investigation and it was time to make my choice among the suspects, I found myself doubting my selection, as it felt too easy. After then naming the correct suspect, the adventure then turns into more of an action-oriented one, as much like in book 1, not only are you expected to name the murderer and provide evidence as to their guilt , but you also need to apprehend them as well should you wish to be victorious. (And again, why is this part MY job?) There are a couple of skill checks to pass in order to do this, and you appear to get more than one crack at them, but even so, thanks to my stellar dice rolling luck I failed two of these in quick succession at my first attempt at the book, so that in spite of naming the correct suspect and gathering the necessary evidence on my first attempt, I still needed to start over and try again. Thank goodness I passed on my second attempt, or the trip through the book yet again would have been incredibly tedious, having already uncovered everything going on.   


I'd love to try Chief Wiggum's interrogation technique. Shouting "DID YOU DO IT?" at them when they aren't expecting it? Genius!  


This final action sequence, though brief, felt somewhat out of place to me compared to the rest of the book, although this was likely the author trying to inject a bit of excitement into the proceedings, and is similar to the approach taken with the more recent Robert Downey Jr. "Sherlock Holmes" movies. The writing throughout the adventure is once again really good, if even though I felt the final answer to the mystery was on the disappointing side, with no real interesting twist or revelation to speak of. I will say though that for whatever reason, I found the method by which the killer was able to avoid detection quite creepy in its simplicity, especially when told from the point of view of a vendor who happened to be out in the street at the time of the murder. Although this might be an extension of a personal phobia of mine about being alone in a quiet and empty room, but then experiencing an overwhelming feeling that you are not in fact alone. Occasionally when down in the basement of the house I grew up in, I used to be convinced I was being watched by someone or something. So much so that I would find my mind screaming one word....RUN! At which point I would find myself bolting up the stairs for no obvious reason. This may just have been the runaway imagination of youth at play, even though I wasn't THAT young at the time, but I never felt this sensation anywhere else, and to this day I have never felt this again since moving out of that house oh so many years ago. Even thinking about it now gives me the willies. End of tangent and end of review! 


Ranking: The definition of a 6 out of 10 for me. Enjoyable enough while playing, but it doesn't do anything to stand out, either for good or bad, and a couple of days after completing the book, it has already begun to fade from memory. The mystery itself was well written as usual from Lientz, although I felt it ended up being a bit too easy, even for this series. Although due to a lack of replayability for most of these adventures, this is probably a good thing when all is said and done. I thought the series was on the upswing after the previous book, so I hope it does not fall into a rut of using the same formula over and over that this entry might seem to indicate is happening. I have The Crown vs. Dr. Watson ranked only third out of the four books I have played so far, but with 3 books yet to play, there is still lots of time left for improvement. Onward I go! 

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5. The Dynamiters - Score = 7.0   Tier = Good

Sections: 426
Attempts to Beat: 9


A new book in the series also brings with it a new author in the form of Milt Creighton, and as I don't believe I have played a gamebook by Mr. Creighton as of yet, I was interested to see how he would stack up with the other two authors of the series. And as it turns out, he actually does pretty well. In this adventure we play as Lt. S. Charles Watson, a British army officer who.......hang on a minute, Watson?? No don't tell me....not again! Yep that's right, we are once again playing as a different cousin of Dr. Watson, and this is starting to get nuts! I guess it's the way these authors justify giving a reason as to why Holmes and Watson would aid you, but still, could they not come up with something else here? Anyhow, despite what the cover of the book says, you are not playing a detective this time, but an army officer who has just had his best friend die in an apparent terrorist bombing of an underground railway station. Something doesn't quite add up though, as you knew your friend very well, and there was no reason for him to be at that railway station when the bombing occurred. Determined to look into the matter, you use the pretext of gathering up your friend's personal belongings, so that you can send them back to his family, to see if you can solve the mystery as to what he was doing there in the first place.

This adventure certainly takes a different approach when it comes to identifying suspects. You won't know it on your first playthrough, but the identification of who you want to pursue as your initial main suspect occurs right near the beginning of the book, as opposed to the provided list of suspect options near the end of the adventure after you have finished gathering all the evidence like we have seen in previous entries. You are not tied to this selection thankfully, and once you have talked to who you wish to talk to, you then proceed on to an initial meeting with Holmes and Watson to get their input (and yes Holmes is alive again in this adventure), then on to possibly investigating the scene of the bombing, after which then follows a winding path involving gentleman's clubs, secret societies, seedy pubs, the titular terrorist group known as the Dynamiters who seek self-rule for Ireland, and games of cat-and-mouse with the various suspects of the case. The adventure gives you several options as to what approach you want to take, and some of the individual situations I found myself in could become quite tense. There is a wonderful sequence here in particular involving a clandestine group that brought to mind the faction led by Mark Strong's "Lord Blackwood" character in the more recent Sherlock Holmes movies. Story wise, there is some good stuff here. 


"Steel your mind Holmes....and your ass will follow!

As hinted at earlier in the review, the whole "who do you want to name as the culprit" sequence that occurs near the end of most of the books is not present here, because if you have made it that deep into the adventure, you will already know who the culprit is, rendering that whole process unnecessary. The challenge then comes in just making it to the end without being captured by the bad guys before you can bring their crimes to light. I was able to technically beat the adventure on my second attempt, however the book couldn't help but to rub it in and tell me I only had a "partial success", as while I was able to solve the case, I was not able to bring an even bigger plot to the attention of the authorities. So of course as usual I had to keep playing until I found the optimal ending. I then found this "best" ending trickier to get to than I was expecting, and was routinely finding myself arriving at the same partial success ending more than a few times. I eventually persevered and found the path to this optimal ending by performing an action I hadn't tried before that seemed a bit foolish at the time, but ultimately ended up working, at which point it started to make more sense and felt less foolish. Full credit to this ending too, as I found it to be well worth it (talk about feeling a hero!).    

One thing of note is that my map, or flowchart as it is for this series, was much shorter for this adventure. My chart for the previous book took up 4 pages, while this one barely made it over a page and a half. This is because this adventure is far less linear than most of the entries, and also much more replayable than most in the series. The downside to this of course is that any one trip through the book can feel rather short, but this is offset by allowing you to try different approaches on each attempt in order to uncover more of what the book has to offer. In a way, this reminded me of Escape From Castle Quarras from the "Advanced Dungeons & Dragons" series in that respect.  

Unfortunately, the adventure does have a few design faults that keep it from a higher score. There is an annoying situation that pops up a couple of times, where one of the options you are provided involves asking you if you want to check in with Holmes. This would always seem like a good idea right? I mean, the guy is only the greatest detective EVER! However, should you pick this option at the wrong time after your initial meeting with him, it results in game over and you are asked if you want to start over or hear the solution. The book could have been a bit more clear in explaining that selecting this option was a "conceding defeat" choice. There is also a do-or-die roll to make when trying to break into a gentleman's club that as far as I can tell can't be avoided, with failure resulting in game over, but at least thankfully the odds here aren't too onerous. Oh, and not for nothing, but as in the first case from book 1, the whole process of gathering Clues and Deductions here seems rather pointless, as unless I have missed something, I don't believe any specific ones are required to not only beat the adventure, but to get the optimal ending either. The upside was that I didn't really miss this aspect of the adventure all that much to be honest, it just feels like a waste of time even handing them out and noting them down when you come across them, as they would appear to have little, if any, actual purpose. And speaking of little purpose, the starting allotment of money that you are given in each adventure is also starting to feel rather pointless. Can they not give us something to spend this on? Buying a weapon or even some Go-Go-Gadget Spring Shoes to help you with an Athletic skill check would be appreciated.    

Author Milt Creighton's writing here is rather good, although I will say I don't think he captures the Sherlock Holmes feel as well as Gerald Lientz does. The title of the book is also a bit misleading (it could just have easily been called "The Secret Society" or "The Seven Cousins of Dr. Watson"). Mind you, both the title and the cover of the previous book were the same way, at least for me anyway, as on my playthroughs Dr. Watson was never arrested or charged with anything. Of course, taking liberties with covers is as old as the hills, but that cover, along with the cover for this entry, got me thinking about what the most "why did they choose that moment of all things to depict?" cover in gamebooks might be. I'd love to do something about my favourite and least favourite gamebook covers at some point in the future.    


Ranking: After my first couple of tries at this book, I didn't think all that much of it. Only through repeated playthroughs in attempting to find the optimal ending did I come to appreciate the many different options that you could experiment with in trying to find the "best" ending. And while the mystery itself isn't that tough to solve, I thought that finding this best ending could be tricky yet enjoyably challenging. And although I enjoy them to a degree, it was a nice break not to have to go through those drawn out interview sequences as you do in many of the previous books, and the adventure makes up for this anyway by providing some tense stealth sequences. Despite the fact you are not really playing a detective here (more like an undercover agent), I rank this as the second best book in the series so far, trailing only Death at Appledore Towers in the rankings, which did a better job with the mystery and "Holmes" feel. A solid entry here though, and we are back on the upswing for the series. 

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6. The Honour of the Yorkshire Light Artillery - Score = 7.8   Tier = Good

Sections: 505
Attempts to Beat: 4

Book 6 swings back to series stalwart, author Gerald Lientz, and my word, he delivers his best effort yet! First off, while yes, we are once again playing a cousin of Dr. Watson, we are playing one previously used, as this adventure sees us returning to play as James G. Hurley, who was the character we played as way back in book 1. At least we are no longer adding to the family! As I began to read through the prologue, it quickly became apparent that this entry would be switching up the approach to these mysteries. While in previous adventures we were trying to gather evidence in order to solve a crime that had already happened, here we are in fact attempting to prevent one from happening. It would seem a retired army officer by the name of Colonel Dunlop holds an annual get-together for the former members of his unit, the Yorkshire Light Artillery, along with their families, which is held out on his palatial estate (Dunlop being rather rich of course). Every year, Dunlop has a magnificent gold and jewel encrusted eagle, which was a gift to his unit given for valour on the battlefield, put on display during this "party", which goes on for several days. The extremely valuable eagle is normally kept locked away in a safe, and Dunlop has it transported out just for this annual occasion. Problem is, there have been a couple of jewel thefts of late in the area where Dunlop's estate is located, and he fears the same fate might befall the eagle. Dunlop has thus come to London seeking Holmes' assistance in protecting the eagle, however as usual, Holmes finds himself looking into other matters already, so sends you in his stead to accompany Watson to Dunlop's estate and ensure the safety of the eagle.

With no mystery as of yet to solve, we then head off with Watson for an intriguing weekend in the countryside. Once we arrive at the estate, we are introduced to the other various guests of the Colonel, which include family members of his, former military officers, and even a few local businessmen who find themselves invited to the festivities as guests. There are also a couple of fair ladies present, who are romantically involved with a couple of the guests, and there are even some jealous suitors to boot. We also get to explore the beautiful grounds of the estate, compete in games of skill that have been set up as part of the weekend, and stuff our faces with the non-stop procession of tasty foods being offered (seriously, I felt for awhile like I was on a Caribbean cruise with how often you eat in this adventure!). Oh, and not to be forgotten of course, we also get to inspect the library where the eagle is currently being displayed, and try to determine how a thief might successfully pull off such a heist. The whole event itself was so immersive that unless it was being directly mentioned, I sometimes found myself forgetting why I was actually there. 

We are not at the estate all that long when we learn that another event held every year is the recreation of a duel that took place 75 years ago between two members of the unit, when one of them wished to marry the sister of the other, who promptly refused to allow this. Both men survived the duel, but both would also go on to die during the Battle of Waterloo which took place soon after. To honour these men each year in a bit of theatre, two guests are chosen to recreate the duel using blanks in their duelling pistols (as depicted on the cover of the book). To add to the intrigue here though, the two guests chosen to participate in the duel this year happen to not only be descendants of the original duellists, but they also have an ongoing personal grudge between them. All of this really keeps the tension level very high throughout the adventure, as not only is there a palpable sense of fear that something deadly might happen at the duel, but there is also the suspense regarding the possible theft of the eagle as well, as you wait for the thief to make their move.   
  

It's mostly about duelling with swords (although the final fight is with pistols), but any story involving a duel always reminds me of this excellent 1977 movie. Oh, and the Iron Maiden song of the same name of course. 


Mercifully, Lientz himself must have grown tired of those endless interrogation sequences found in some of the earlier books, as I found none here, with the closest coming when I found myself discussing some of the suspects with Watson as we sat up late at night talking over the day's events, and who among the guests might be a suspect as a possible jewel thief. Much better here, you glean your knowledge and evidence while mingling with the other guests and engaging them in seemingly innocent conversation. There is a lot to take notes on here too, and I would recommend keeping your own detailed notes, and not just rely upon the lettered Clues or numbered Deductions you are given as your sole source of information. I found myself needing to take notes on who was related to who, which guests had associations with other guests, which guests were skilled in what abilities (as you get to participate in various different games of skill over the weekend), and even which guests had the "hots" for some of the ladies, because we all know that jealousy can often play a role in a mystery. There are plenty of options to experiment with in who you wish to talk to and how you want to explore the grounds of the estate, and there are even different options to try in how you wish to protect the eagle from being stolen. (One of which can see your character tying some string to the eagle, then leading the string back to your room where a bell is attached to it, thus alerting you to anyone attempting to move the eagle. The whole visual of this I found quite amusing.) And of course, Holmes himself makes an appearance at the end to either congratulate you or admonish you, depending upon how you have fared in solving the mystery. I will say there do appear to be several different successful endings here, and I'm not sure which of them is supposed to be the "optimal' one, if there is such a thing, as to me they mostly seem to be as good as one another. Oh, and once again I found nowhere to spend any of the money I was provided with at the start of the adventure. Is there anywhere to buy something here?   

Additionally, there are even items here that can be (gasp!) used to augment some of your dice rolls should you have the item in question. This is used rather sparingly I thought, but skill check books should often use some way to influence the dice rolls in my opinion. Not to make the books easier necessarily (as this series I have found to be on the easy side anyway), but rather to provide at least some level of strategy to the gameplay. The fact that Lientz chose to add this feature at all I see as a gamebook author evolving and trying new things, and I tip my hat to him for the effort. And finally, while I didn't feel this book felt as "Sherlock Holmes" as some of the others (I often forgot my companion was Dr. Watson here), that isn't an indictment on the writing itself, which is top shelf, and does a fantastic job in portraying a mostly enjoyable weekend getaway in an idyllic countryside setting. I see from his works that I only have one more book of Lientz's to read, that being one of the Narnia gamebooks, which is a shame as I have greatly enjoyed reading his prose. I shall look forward to that final one! 


Ranking: Not only Lientz's best book, but the best entry in the series for me so far, period. I often mention how I like to see the authors innovate and try new things as I make my way through a series, and this certainly does that. The whole process of preventing a crime, rather than solving it after the fact, turns the series on its ear in a good way, and the inclusion of actual items that can be used to increase your odds of passing a dice roll here and there is something I didn't think I was going to see at this point in the series, but was very glad to find Lientz implementing it, however infrequent I found it to be. Even the adventure itself was outside the norm, as it involves a mostly pleasant weekend in the countryside, which helps to push the boundaries of where my gamebook adventures have taken me. I wish the adventure had been a bit more difficult, as you could find yourself winning this mostly just by making certain decisions, (and if this happens, the eagle never even gets stolen), and for me it lacked some of the great Sherlock atmosphere from some of the earlier books (perhaps because this adventure does not take place in London?), but otherwise this was a lot of fun and helped to show me that a gamebook in this type of setting could be successful. As for his final entry in the series, for the books published in English anyway, Lientz definitely goes out on a high note. Well done!

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7. The Royal Flush - Score = 6.3   Tier = OK

Sections: 406
Attempts to Beat: 10


So with book 7 in the series complete, my Sherlock Holmes journey comes to an end in much the same way it began, providing a well-written and interesting Holmes-style adventure, but with the caveat of some questionable gameplay elements. Beginning with the story though, as this adventure from author Milt Creighton, who gave us book 5 in the series, The Dynamiters, here gives us one of the more interesting and unique mysteries of the entire series, at least initially. It would seem that on a wet and foggy night at Buckingham Palace, one of the palace guard was attacked and beaten near to death while he was standing outside in his sentry box, with no witnesses having seen or heard any commotion. The strange part comes in the weapon used to attack the guard, as lying beside him was found none other than Queen Victoria's own royal seal, a heavy cylindrical object (not unlike a lead pipe I'm guessing?) that could obviously do some damage when brought down repeatedly on a human skull. As this seal is normally kept safely locked away in the Queen's study, just who could have committed this heinous crime, without being seen no less, and why they would do so to a seemingly lowly palace guard? This is the case our character is brought in to solve. And on that subject, we play this time as Richard Huntington, who is (gasp!) NOT a cousin of Dr. Watson! Will wonders never cease! We do learn later on that our character Huntington's uncle is a friend of Dr. Watson, and that we have also apparently spoken to Holmes about his research into the criminal mind in the past, which thus gives us our "in" to go see Holmes for help with the case, but switching up the family angle was a refreshing change. This case also provides a plausible reason as to why Holmes himself is not called in to investigate, as rather than him being "busy with another case", in this situation the Queen will only allow the investigation to be conducted by a noble, which our character is, being the son of an Earl, while Holmes isn't. This whole opening mystery reminded me very much of those classic Holmes cases that always had something extremely unusual about them, with that aspect here revolving around the seal of Queen Victoria being used as the murder weapon of choice. 

After we are summoned to the palace and asked to investigate on the Queen's behalf, we begin the adventure as we did in many of the others, exploring the crime scene and then talking to some of the other people who were in the area that night, which mainly consists of other guards and their officers. In this book we have several different things to keep track of, and can find ourselves acquiring numbered or lettered notes in 4 different categories: Clues, Results, Decisions, and Deductions, which we obtain based upon the choices we make and the skill checks we are able to pass. Before long we decide to pay Holmes a visit to see what he makes of what we have discovered so far, and at this point, which is fairly early on in the adventure, we are met with a do-or-die Clue check. Well, ok, maybe not "die", but if we do not have a combination of two Clues at this point, we do not have enough evidence to proceed and the game is over. This moment came surprisingly early, but I was grateful that the adventure did not make me trudge through the whole book again, only to still be missing a required Clue right at the end (although this is replaced with different problems, but I will get to those later), and I enjoyed searching this opening act of the book in an attempt to uncover the needed Clues. 

Once we pass this initial test, we then head back to the palace to talk to some of the more higher-ups who would only have access to the Queen's seal, namely members of the royal family or members of Parliament ,who also happened to be in the palace that night. Around about this juncture, for me anyway, this adventure ceases to become much of a mystery, as it seemed to me that once you have talked to everyone available, the identity of the culprit was made a bit too obvious. As disappointed as I was that this initial great mystery just gives away the keys to the store, that disappointment was short-lived, as the adventure switches gears and, much like with Creighton's previous book in the series The Dynamiters, becomes more akin to a spy thriller, with the case also taking some rather unexpected turns. You will have another visit to consult with Holmes, after which the adventure becomes all about you needing to catch the perpetrator before he can flee the country. And while completing the adventure with a partial victory isn't too hard, if you want to get the optimal ending there are several skill checks that need to be made during this end game. None of these skill checks taken alone are particularly daunting, but needing to pass several of them means that one low roll will scupper you, and was the reason why this book took me the most attempts in the series. I failed the very last skill check of the adventure a couple of times in a row at one point, which can prove to be frustrating when success or failure comes down to that one last roll after having come all that way. Credit where it is due though, as Creighton does indeed create some great tension in this end game, made even more so by Holmes' grave warning to you as to just how dangerous your adversary is, with Holmes himself even counselling you to stay out of it and let the police handle it. (Oh if it were only that simple Mr. Holmes! Have you not yet learned how ineffectual the police are in this series?) 


Stop! Or.....I'll yell stop again! 

(This scene is from the 1982 movie "The Pirate Movie", which is perhaps one of the greatest terrible movies ever made)


So if I enjoyed the story as much as I appeared to, why did this entry not get a higher score from me? Well for that I now turn to some of the gameplay elements, several of which had me scratching my head as to what was the point of them. I probably should have known this was coming, when right in the opening you are told to record Clue A on your character sheet. Why bother? I was never asked if I had Clue A, and even if I had been, what would be the point, as it would be impossible not to have acquired it, so why even have me record it? After this opening, the Clues actually do become meaningful, at least in the first third or so of the adventure, because as mentioned earlier, you will need to find a certain combination of a couple different ones should you wish to pass the first consultation with Holmes without being forced to start over. Some of them are pretty well hidden too and satisfying to find, so props to the author for that. There comes a time in the adventure though where from a certain point onward you will not be required to pass any "Clue checks", but then that being the case, why am I still being awarded Clues? For example, you can pick up two different Clues right near the end of the game (just what are Clue Y and Clue Z for anyway?), but by this point you have already solved the "mystery", and are trying to apprehend the person behind it all, so just what are these Clues supposed to be solving? 

Even so, early on I was actually prepared to give the adventure a higher score, but with each passing attempt I would find that there are several situations, both in the form of decisions you can make or dice checks you try to pass, where it doesn't matter what you do at all. A minor example of this occurs the first time you go to visit Holmes, but learn from his landlady, Mrs. Hudson, that he is ill. You are then asked to pass a dice check, and should you succeed she allows you in and you go up to see Holmes. If you fail the check, she doesn't want to let you in, so you turn to leave, only to have Dr. Watson appear at the door, who then takes you up to see Holmes anyway. A bigger example occurs when you are questioning a person of interest in the case, and he happens to drop his watch on the floor. You pick up the watch for him, and happen to notice a picture of a young woman inside the watch case. You are then asked if you want to act like a "gentleman", and not ask him about the woman, or act like a "cad", and go ahead and ask him about her. Leaving aside for the moment that the author appears to be trying to guilt you into making a particular choice here, depending on what you decide to do will see you obtaining a different lettered "Result" to add to you character sheet. Later on, when you consult with Holmes again, you are asked which "Result" you have, which then indicates whether you previously asked about the woman or not. But get this, both "Results" lead to the same thing! Different section numbers mind you, but with almost the exact same text! I believe the adventure needs you to go back to see this person again, which is why this is done, but this was not very well planned out, and this is the kind of padding and false choices I remember from the "Real Life" series. I was going to stop here, but oh hell, let's keep going shall we? Nearer the end of this same consultation with Holmes, you can be asked to identify who the culprit's accomplice is, and are provided a list of 5 names to choose from. No matter who you pick, you are sent to the same section in a couple of page flips, with the exception being that if you picked the correct person, you are also awarded a specific "Deduction". Problem is, I couldn't find anywhere this Deduction is useful. And for that matter, if you pick the wrong person as the accomplice, Holmes tells you that you are wrong and also tells you who the correct person is anyway, so why wouldn't you get the Deduction in that situation, as your knowledge is now the same regardless? And although it is not just an issue with this particular book, at this point in the series I would be remiss if I didn't mention it yet again (as I have been harping on it all series), but once more for old time's sake......what exactly is the point of your starting money in the adventure? Is there ANYWHERE to spend it here? I can't guarantee that there isn't some section hidden away some place to do so, but in 10 playthroughs of the book, I never had the opportunity to spend so much as one plug nickel. Okay that's enough for now. My eyeballs are spinning.   


Ranking: A lot of what I said regarding the main case from book 1, Murder at the Diogenes Club, I could, and will, paste in here as well. "The writing and setting here is great and Lientz Creighton captures the spirit of the Holmes stories quite well in my opinion. The gameplay is something of a mixed bag however." It's probably no coincidence then that I am giving it almost the exact same score as that first book. I give The Royal Flush the slightest of edges over Murder at the Diogenes Club, as I think the initial mystery is a bit more compelling, and the later stages of the adventure a bit more exciting, although once again I don't think Creighton quite captures the Holmes feel as well as Lientz does in his books. 

And with that, my journey through this series is over. While I never found any of the books to hit the great level for me personally, this is an overall enjoyable series, but probably more so if you value writing and story over gameplay, the former of which is very strong throughout, but the latter of which I often found to be lacking. As with most "skill check" style books, I wish there had been some way for the player to influence certain dice rolls once they had identified what the key ones to pass were, through either beginning with a limited number of points to spend, or even better, acquiring them as you played. Gaining a "dice roll point" each time you found a Clue might have been a good way to give all the Clues more meaning for example, which could then allow for more dice checks with greater consequences. Still, this feels like a series that is primed for someone to pick up where these authors left off and continue a Sherlock Holmes range of gamebooks. I believe Holmes is even in the public domain now is he not? I can see it already, bring on the "Sherlock Holmes vs Cthulhu" gamebook, the battle of public domain characters! 


40 comments:

  1. That sums up much of my thoughts n this one. Good atmosphere but the dice rolls are frustrating and don't really make you feel like much of a detective. I remember quite enjoying the horse-racing mystery though!

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    1. Did you happen to find the print of the book very small? Might be the smallest I have encountered yet. I don't think my eyes will ever be the same!

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    2. It's to get you to break out the magnifying glass for the true Sherlock Holmes experience.

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    3. The small print may be a consequence of the combining two mysteries in one volume. While the text in these books never gets big, it is of a more readable size in the rest of the series, and even the longest of the other books has a significantly lower section count.

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    4. Book 2 is much better print wise, but I am still relieved to hear it doesn't return to the print size of Book 1. Although I guess I could have looked for myself, but I try not to look ahead as much as possible. I know he was probably joking, but I was contemplating Kieran's idea of a magnifying glass.

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    5. Talking of small print in gamebooks, a parody gamebook I'm part of the way through writing includes a bit where you get presented with a scroll detailing the terms and conditions governing use of a recently-purchased magical item. The font size of the writing on the scroll gradually reduces as you go down the page, becoming illegibly tiny less than half way through the document (though the footnotes are unaffected by this, leaving the reader aware of geographical restrictions affecting one clause while having no idea what that clause actually entails).

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    6. I sure can appreciate it a lot more if used for humourous effect! I hope I get the chance to play it once completed.

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  2. I haven't read any of these (sadly), but thought you might enjoy this as a long-time Conan Doyle fan. It's S.J. Perelman's verdict on Watson's paper-thin commitment to his calling, from a 1950 issue of the "New Yorker": 'Holmes had only to crook his finger and Watson went bowling away in a four-wheeler, leaving his patients to fend for themselves.... The mortality rate of London in the nineteen hundreds must have been appalling; the average physician seems to have spent much less time in diagnosis than in tiptoeing around Wapping Old Stairs with a dark lantern'.

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    1. lol! I must confess to never having thought about it that way before. Maybe doctor's hours were like banker's hours back then?

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    2. I suppose it's probably for the best, given that when Watson does practise medicine, he ends up recommending things like 'strychnine in large doses as a sedative'. I guess that would work, after a fashion, but I'll probably just stick to milky tea myself.

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  3. The eighth book in this series is also by Gerald Lientz. It is similar to the first one in that it begins with a relatively short sports case (this time it is a game of golf), and most of the book is taken up by the second mystery. While translated versions were made available, the English version never came out (most likely because of the financial woes the publisher was going through at the time). This is sad because Lientz tried to avoid several mistakes that had been prevalent in his previous entries.

    Ian Bailey of Forbidden Gateway fame also tried his hand at writing two Sherlock Holmes books. As far as I can tell, these also never came out in English but were released in French by a major publisher. I've only perused through one of them but I can say it has long text sections and the gameplay seems quite complex.

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    1. Sorry to know that I won't be able to play the eighth book, as English is my only language. I am always crestfallen when I think I have found a new gamebook to add, only to see that it was never printed in English. It's enough to make me consider trying to learn a new language! I wonder how they would fare if run through Google translate....

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    2. There are several AI platforms which provide functional translations of pdf documents. I've seen these being used to translate mostly out of print gamebooks (though most often from English rather than into it). Leaving the legalities aside for a moment, it's not inconceivable someone may attempt a retro translation of these books into English.

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  4. There are at least three different cousins of Watson you get to play in this series, if memory serves. Get used to it.

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  5. I was already familiar with The Adventure of Charles Augustus Milverton before playing Death at Appledore Towers, and knowing the truth even before I started playing did adversely affect my enjoyment of the book.

    To give credit where it's due, the reason why Holmes leaves the investigating to you rather than getting involved himself is more interesting than in most of the rest of the series, but overall I was not impressed.

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    1. I'm glad you commented as I was very interested to know how much that would impact enjoyment of the adventure. Now I wonder if any of the remaining adventures are based on actual Conan Doyle stories as well.

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  6. Likewise, you will already know key plot points about A Spy in Isengard (Middle-Earth Quest series) if you have previously read The Fellowship of the Ring. This is a downside of reading gamebooks based on well-known literary properties.

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    1. Hopefully it won't affect my enjoyment of Jon Green's recent gamebooks!

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  7. I hope the basement monster isn't reading this blog, he might track you down!

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    1. I would characterize it more as "demonic presence". Probably just my imagination. Either that or the house was built over an ancient Native burial ground!

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    2. Sounds like something from a Stephen King novel !

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    3. Yes. The real estate developer said they had moved the bodies.....but in reality they only moved the headstones!

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  8. Tidbits:

    1. In the fourth book it is possible to fail to get enough clues to prove Watson's innocence, in which case Lestrade informs you that he has no choice but to arrest him the next day. The book then gives you the choice of starting anew or proceeding to read Holmes' solution.

    2. In the fifth book it is possible to uncover the fact that two of the masked conspirators are characters you have met earlier in the story. This only happens if you follow a certain path, and therefore it is quite possible to beat the book without having this information revealed to you. I suspect this is what happened during your read-throughs.

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  9. 3. In the first book there is one ending where your character is killed by the culprit. You uncover many hidden things in gamebooks if you do not stop once you have found a specific ending.

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    1. Oh no doubt. After "beating" a book, I might sometimes flick around a bit to see what I might have missed, but it was never my intention to make sure I explored every path or read every section. I am merely reporting my experiences in trying to win, after which I really have no desire to play anymore (at least not right away, there are some series like Blood Sword where I hope to come back to in the future) as the thrill of victory would now be gone. This might be why I think I would prefer a harder book as opposed to an easier one, as generally speaking you get to see more of the book the more attempts it takes, because you need to look high and low for any edge you can get. I do enjoy hearing about cool stuff I may not have seen on my playthroughs though.

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    2. As for the sixth book, whether a crime manages to get committed depends on the player's actions. If you don't stop the crime before it happens you are tasked with solving it. In addition, a certain subplot only happens if you miss certain rolls. You may get to see all possibilities or you may not. My own view is that some gamebools are only fully appreciated when you try to exhaust all the possible paths. Not taking issue with your approach, by the way.

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  10. Gamebools ? Think you meant gamebooks ! Agreed though with Guillermo about unexplored pathways that yield further riches. The SORCERY series is a perfect example of this - even if you deviate from the one true way or correct path, there is always something new to discover or experience.

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    1. I agree with that as well. I would say I end up exploring the vast majority of most gamebooks I have played, but of course there are going to be things here and there that I might miss. If I tried to make it a point to visit every section in a book though, that would start to feel more like a homework assignment to me.

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  11. My bad. It's a combination of me being clumsy when typing on a phone and a lack of an edit function on this blog. That being said, next time I might type "gameballs" on purpose just to get a kick out of it.

    Back to the topic at hand, the beauty of the gamebook form is precisely that everyone can choose how to enjoy them. One person may just read one of the paths and never go down the others, while another one will want to explore every single nook and cranny. Many people will fall in between, and that is totally fine. I'm not meaning to tell anyone how they should read or enjoy a gamebook. Basically whatever works for each person is the right way.

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    1. Very well said. The perceived quality of the books themselves can often vary wildly from person to person as well. I know I have played some I thought were terrible but other people seem to like them and vice versa.

      And yes, I have been annoyed myself at there apparently being no way to edit a comment on here!

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  12. To quote from Tolkien, " there are other roads. other paths we might take " and the road goes ever on.

    The optimum time to explore ' every nook and cranny ' is after successful completion of the gamebook. Then its time to ' fill in the corners ' ( another Tolkien quote ) To take the roads less travelled by even if some of those roads turn into dead ends. The fun lies in the exploration.

    Naturally, the more well designed and written the gamebook is, the more satisfaction one will get from these re-reads.

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  14. Nice to see someone enjoyed book 6.

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  15. Based on your reviews I believe you would really enjoy book 8, which is also by Gerald Lientz. Several books by this author (including the eighth) include subplots which are triggered by the player's actions. This is a feature you don't discuss much but which I feel makes the books more interesting.

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    1. Would love to try it! You are now seriously having me look into some translation options.

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  16. My only real memory of The Royal Flush is that (thanks, IIRC, to persistent bad luck with the dice), it took me what seemed an excessive number of attempts at the book before I was able to get past that blasted Clue check.

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    1. I lost the game 4 or 5 times there myself. Which may have actually ended up being a good success rate by the sound of your experience with it. Just more reason for there to be some kind of mechanic to help influence a dice roll or two. Were you buying this series when the books first came out Ed? I wonder if they were tough to find.

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    2. I didn’t get any of the books in an ordinary bookshop – indeed, I’m not sure I even saw any of them on sale in such places. As I recall, during a trip to London I found copies of the first five in a place that sold remaindered books at a hefty discount. The other two turned up years later in an out-of-the-way second-hand bookshop in east Hull.

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    3. This would also have been the case with many other gamebook series including FF. For example, i never saw any of the boxsets on sale back in the 80's ( or indeed was even aware of them ) So we can assume that most gamebooks now in the hands of collectors came from a second-hand source.

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  17. I like the fact that someone else took the time to review this entire series. I wonder what you'll be reviewing next? Almost all the remaining series are also not discussed much, so I'm intrigued.

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