                                     

  __ ________        ___________ _  __ _____________    __      ___________ _
  _ __ __    \______ \_   _____________ _        /  \__/  \_____\_    ____ __
    / __/    /__    \/    __|_   _______    ____/    \   _________    __|_
  _/  \_____/ _/   _/    /    :___    \      \_\_____/   \_     \    /    :
  \______|    \     \_________|   \    \______/|     \____|      \________|
        _ ____|\_____/      _ _________/       l______/   l_______/İCARDiNAL!

                       Cute, Cuddly and well groomed :)


                             Released Today:
                             ~~~~~~~~~~~~~~

                - FULL DOCS For THE CLUE ENGLiSH VERSiON -
                ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                PART  1
                                -=-=-=-
Doc typed by MINDWALKER
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ


I. Loading Instructions and Installation
----------------------------------------



   Hardware Requirements
   ---------------------

The Clue is available for the Amiga 500, 500+, 600, 
A1200/A4000, CD32, IBM PC compatibles and the IBM PC CD-ROM.

AMIGA 500, 500+, 600:
The game will work on all of the above Amiga computers with 
1 Megabyte of memory minimum. External drives are detected 
and utilised by the game.

AMIGA 1200/A4000:
A special version has been written so that it uses the 
advanced chip set. Additional RAM expansions are not 
required and external drives are utilised.

CD32:
The game uses the CD32 full colour palette, a complete 
speech system has been installed, offering speech in CD 
quality.

IBM PC compatibles:
Suitable for all IBM compatible computers from the 386 
onwards, which have a capacity of at least 2 Megabytes of 
memory as well as a VGA compatible screen.

IBM PC CD-ROM:
Like the version for the CD32, this version offers 
additional graphics, as well as a full speech in CD quality.


               Loading instructions and installation
               -------------------------------------

AMIGA:
Following the instructions appearing on the screen, insert 
disk 1 into the internal drive. The game is loaded 
automatically. If it is necessary to change disks, you will 
be instructed to do so. All drives connected are supported 
automatically.

AMIGA hard disk:
If your computer is equipped with a hard disk, the game can 
be installed on it by using the programme `Installation' (on 
disk 1) from Workbench.

PC:
The game has to be installed on your hard disk by using the 
install programme on disk 1. Type either `a:' or `b:', 
according to which one is your 3.5 inch drive. Finally, 
start the installation by entering the command `Install'.

                 Preparing a Save Game Disk
                 --------------------------

This necessity only arises for users playing on the AMIGA 
and using disks. If the game is installed on a hard disk, 
the savegames will automatically be saved on it. Otherwise, 
a Save Game Disk is indespensible to be able to save a game! 
Therefore, please prepare a Sve Game Disk before starting 
the game. In principle, any disk is suitable for this task. 
However, please note that its original contents will be 
deleted. Therfore, never use a disk with important contents 
or one of your `The Clue' disks as a Save Game Disk.

Load the Workbench and insert disk 1 into any drive.

Upon activating the symbol `The Clou Disk1' twice, another 
window containing the symbol `CreateSaveDisk' will open.

Start the process by activating this symbol twice with your 
left mouse button.

   Illegal copies
   --------------

Please note that this product has been prepared with great 
care. The producers have invested a great deal of money, 
time and effort. To be able to keep supplying the software 
market with high-quality games we ask all users not to pass 
on illegal copies of this game to anyone. It is important 
that enough users decide to acquire games in the legal way - 
by buying them. Otherwise, the development of new game 
software may not be possible.

   Basic Instructions
   ------------------

Following commands apply to all versions and throughout the 
game:

Press the left mouse button, the <Return> key or the Fire 
button to select an option in the menu. By pressing the 
right mouse button or the Escape key <Esc>, the proceeding 
action can be cancelled anytime.

Pressing the Function Keys (F1 to F10) will lead you to the 
Main Menu, where a current score can be saved or loaded. 
However, saving a score is only possible with a Save Game 
Disk. (See above for preparing a Save Game Disk.)


II.Introduction
---------------


London, Victoria Station. February 3rd, 1953. In a cloud of 
steam, the 5 o'clock train from Dover arrives at the 
station. With a long, exhausted hiss, it stops. As the wagon 
doors open, crowds of people in drab clothes come pouring 
out of the train's metal body. One of them is Matt 
Stuvysunt, a young man who is destined to steal England's 
most carefully protected treasure: The legendary Crown 
Jewels.

Put yourself into Matt Stuvysunt's position and venture a 
journey into the world of secret agents and criminals, 
policemen and dealers. It is a gloomy world full of tension, 
danger and suspicion, where the terrors of the Second World 
War have not yet been forgotten. But it is also a world 
where mere accomplices may turn into real friends, and where 
a young man may meet the woman who will change his whole 
life.

Face the challenge of planning the perfect burglary. 
Organise every detail from the necessary tools to the escape 
car. Roam the bars and pubs of London to find the best 
accomplices for your coup, and win them for your plan.


III.Excerpts from Matt Stuvysunt's Diary
----------------------------------------


01-12-1937
Dear Diary, I've only just recieved you as a present. What a 
gorgeous day! When I woke up in the morning, there was one 
single thought in my mind:Today is my name day - finally!
I got up and put on the wildest pair of denims I could find 
in my cupboard - after all, a boy of my age should really 
begin to care about his reputation. My parents were already 
waiting for me in the parlour. They gave me my presents:A 
young shepherd's dog I called Albian, and you, my dear 
diary. I promise that I will tell you about every important 
incident in my future life - but not now, for Mummy is 
calling me...
   Yours, Matt

01-12-1937
Here I am again, back from my name day party. It was 
absolutely brilliant. I feel like the happiest boy in the 
world...In fact, every name day should be as wonderful as 
this one. It's time to go for a walk with Albian now. See 
you tomorrow.
   Yours, Matt

03-09-1938
I played hide and seek with Tom today. When I was hiding in 
the attic, I came across some old newspaper cuttings. They 
were about my dad! It seems that 20 years ago he was a 
famous burglar - until the police caught him and put him 
jail for 3 years! I still can't believe it - my dear daddy, 
a burglar! But the name in the newspaper articles is right: 
Dean Stuvysunt. Just imagine that, my dear diary...

03-05-1944
Oh dear, I got myself absolutely stoned yesterday...I went 
to `The Old World' with Tom. We must have drunk about half 
the beer and spirits the pub had in stock, and they finally 
had to throw us out - otherwise there would have been no 
alcohol left for the other visitors...I also smoked my first 
cigarette. It wasn't all that bad.

04-02-1945
I am in love with Mandy. It's such a shame that I do not 
have enough courage to talk to her. Every time I see her my 
heart starts beating like mad and I cannot think of anything 
to say...

27-03-1951
Tom is getting married! Gosh! I'm looking forward to his 
wedding. I still remember how he first met Julia at school - 
and now she is becoming his wife! This is crazy...

01-12-1952
I went for a drink with Dad today. In fact we ended up 
having more than just one drink. Dad also told me a few 
stories from his past. One of his old friends is now living 
in London - his name is Herbert Briggs. he used to pull a 
few jobs with Dad. Briggs was never caught by the police, 
and Dad did not even give him away when he was put in jail. 
Well, that's just like my Dad...

24-12-1952
I have made up my mind. Sooner or later I will leave this 
place and go to a bigger city. London wouldn't be bad...

30-12-1952
Today I told Tom and my mother about my plans to go to 
London. Mum was rather sad about my decisiion, but after all 
London is not as far away as Japan or Australia. And anyway, 
we don't see each other very often these days.

18-01-1953
I went to see Tom, and we went for a drink to our habitual 
haunt, `The Old World'. Ħt is hard for me to give up all 
this - this pub, this town, Tom, Dad...Mum...But i`ve made 
up my mind to go to London, and i'm leaving tomorrow.


IV.Operating Instructions
-------------------------

1.Screen arrangement and control functions
------------------------------------------

1.1.Screen  arrangement
-----------------------

|------------------------------|
|                              |   - (1)
|                              |
|                              |
|                              |   - (2)
|                              |
|______________________________|   - (3)
The screen consists of three areas:
The balloon area (1)
The scenery area (2)
The menu area (3)

The balloon area:

In this part of the screen, the current time is indicated, 
as well as texts such as conversations, Matt's thoughts, or 
notes with information (for example about cars or tools). 
during a conversation, Matt's options are shown in the 
balloon area.

The scenery area:

This area usually shows the player's current surroundings. 
Only during this planning stage and the course of a burglary 
a ground plan of the current target building is shown.

The menu area:

This part of the screen contains a list of the player's 
current options. More detailed information about the options 
indicated here will be given in chapters 2, 3 and 4 of this 
handbook. Moreover the current place and date is indicated 
at the top of the menu area.


1.2 Operating instructions when using a Mouse
---------------------------------------------

To select an action, move the Mouse cursor to the 
corresponding word in the menu or balloon area. The word is 
immediately marked by  a change of colour. To start the 
action, press your left Mouse button. Most actions indicated 
in the balloon area can be cancelled at any time by simply 
pressing the right Mouse button. However, some  options - 
such as saving and loading - can only be carried out using 
the keyboard. (For details see below in chapter 1.4.)


1.3 Operating instructions when using a Joystick
------------------------------------------------

With the joystick lever you can easily move between the 
words in the menu or balloon area. The current word is 
marked by a change of colour. The corresponding action is 
selected and started by pressing the `Fire'-button. However, 
some options - such as saving or loading - can only be 
carried out using the keyboard.


1.4 Operating instructions when using the keyboard
--------------------------------------------------

By pressing the cursor keys you can select an option 
indicated in the menu or balloon area. The word of your 
choice is marked by a change of colour on the screen. To 
start the correspondig action, press either the <Return> or 
the <Space> key. Most actions indicated in the balloon area 
can be cancelled by pressing the <Escape> key. The score 
display menu can be loaded by pressing any function key 
(<F1> to <F10>). (See below, 1.5.)


1.5 The Score Display Menu
--------------------------

This menu offers you the options to `Quit' or `Continue' the 
game, as well as the commands to `Save' or `Load' a score. 
The score display menu can be loaded by pressing any 
function key (<F1 to F10>). Saving is only possible when the 
player is IN FRONT OF any building in town. When loading, 
the player can chose among the scores that have been saved 
so far; however, only four different scores can be saved. 
When saving a fifth score, one of the previous scores is 
deleted from the score display menu, and the name of the new 
score is indicated instead. This name consists of Matt 
Stuvysunt's whereabouts at the time of saving and the 
current date in the game. For example, if the score is saved 
in Holland Street, Feb.3rd 1953, its name in the score 
display menu will be `Holland, 3. 2. 1953(1)'. The last 
figure (in brackets) indicates the current number of this 
score.


2. In Town - Preparing for a Burglary
-------------------------------------

Once you are in London, you can make preparations for 
different burglaries. Though you will always start planning 
a crime in your hotel room, your dangerous task will lead 
you to various other places as you go along.

During the preparatory stage, the following data will always 
be indicated on your screen:

|-------------------------------------|
|                                     |
|                                     |  - (1)
|                                     |
|                                     |
|                                     |  - (2)
|                                     |
|                                     |
|                                     |  - (3/4)
|_____________________________________|

the current time (1)
your current whereabouts (2)
the current date (3) and the name of the current whereabouts 
(4)

To take action, you only need to select one of the 
activities indicated in the menu area. Further information 
on the activity options will be given in the following 
chapters.


2.1 Walking
___________

This is the option you need to select if you wish to move 
around in England. Usually a new menu will appear on the 
screen, offering the destinations you can choose from. All 
you need to do is select the place where you want to go and 
you will be there immediately. However, the realistic 
duration of your journey is registered in the game, as you 
will see on the `Current Time' display. If there is only one 
way to leave a place, you cannot choose from a menu. In this 
case, you will automatically be taken to the only possible 
destination. For longer journeys, you need to take a taxi. 
You will find one on every street, and board it by choosing 
the corresponding option. Of course you can also call a 
taxi. Further information on how to do this and on the 
possible activities inide the taxi is given below.

2.2 Talking
-----------

This option is only given if someone you can talk to is 
close by. The conversation will differ according to the 
person, place and situation. When talking to someone at 
their place of work, the conversation will be solely 
professional, whereas it may become more private when you 
are talking to the same person in the street or in a pub. 
Private conversations are of great advantage, for they are 
the best way to gather information about the person you are 
talking to, and thuscan help you find the most useful 
accomplices for a coup.

`I've got a job for you there...'

By uttering this sentence, you can ask your current 
conversation partner to take part in one of your coups. A 
sentence like `There are 2/3/4 of us.' will give you further 
information about how expensive this person could be to you. 
The value of such an offer depends on many factors, such as 
the possible accomplices' characters, their physical and 
mental abilities and the like. Next you have to decide 
whether you are interested in working together with this 
person. If you indicate your interest (`I will call you as 
soon as...')you can use this accomplice in your plans from 
now on. However, it is advisable to be very careful! In the 
past, some excellent plans have been known to fail because 
to many people knew about them. Every additional accomplice 
also means taking an additional risk! Therefore, you have 
the possibility of `Thinking' about a person after you have 
offered them a job. `Thinking' (see below for further 
information) will help you to appreciate a persons 
advantages and disadvantages. After a successful burglary, 
the accomplices will go different ways again. To offer them 
another job, you have to contact them again - however, do 
not be suprised if the same person shows a different 
reaction than the first time.

`What's your job?'
Upon asking this question, you will be told your current 
conversation partner's actual profession.

`Have you ever had trouble with the police?'
Choosing an accomplice who is already known to the police 
means taking a great risk, for the police might easily 
suspect and arrest him during their investigations.

`Any experience?'
Ask this question to learn something about the person's 
experiences in the past.

`See you.'
This sentence will end the conversation.


2.3 Looking round (outside a building)
--------------------------------------

It is always advisable to take the time and look at what is 
going on around you. Sometimes you may find interesting 
detailsthat can help you on your way. You can either 
concentrate on the people around you, or on your general 
surroundings. The options appear in a balloon representing 
your thoughts. If you select `person', you also have to 
decide upon which single person you intend to watch. If you 
do not yet know the person of your choice, there will only 
be a short text about your first impression. (In this case, 
it is advisable to chose `Talking'.) After you have offered 
the person a job, you will be given a more detailed 
description.


2.4 Looking around (inside a building)
--------------------------------------

If you chose `Looking round' while you are inside a 
building, you will be given information concerning the 
objects around you, especially possible loot. It is 
important to watch a building before actually entering it, 
because this will increase your knowledge about the 
building's possible dangers and the best ways to break into 
it. The more time you dedicate to watching a building, the 
more information you will put down in your notebook. Once 
you have entered the target building, it is crucial to 
memorise every detail of your surroundings. Pay special 
attention to alarm systems and the electricity supply of 
objects you might need to damage or steal. When you have 
spent enough time looking round, one of the objects around 
you will be indicated by a flashing signal on the screen. 
This object is now `activated' - this means that you can 
gather further information by taking a close look at it. 
(See below, `Taking a close look'.)

`Next object'

This command will activate the next object to be looked at, 
providing that you have found out enough about the one you 
have been looking at.

`Last object'

This command will activate the previous object you have 
looked at.

`Taking a close look'

With this command you can gather more detailed information 
about the object that is currently activated. You will be 
told whether the object is connected to an alarm system or a 
switch box, and you can find out about possible contents. If 
the object happens to be a switch box, you will even be 
shown a plan of its connections with the objects it is 
controlling. This plan will stay on the screen until you 
chose to `Take a close look' at another switch box. In case 
the object activated happens to be an alarm system, you will 
be shown the connections with all objects that are protected 
by it. These connections will also remain visible until you 
`Take a close look' at another alarm system.

`Guard'

If any guards or watchmen are present in the building, you 
are informed about their usual control routes.

`Ready!'

This statement will end the process of `Looking round'.


2.5 Thinking
------------

This option gives you the possibility to concentrate on 
general problems as well as on specific matters, such as 
your car, possible accomplices, tools, buildings and loot.

`Thinking about general matters'

You will be given information about Matt Stuvysunt's mood, 
his - and your past and present situation. This includes 
assessments of the following aspects:

	Identity (name, age, sex, profession)

	Health
	A burglar should be in good physical shape, in order 
	to be prepared for the strenuous work of the burglary 
	and, of course, the escape afterwards.

	Mood
	The burglars' mood during a coup partly depends on the 
	accomplices' characters. It is important that all 
	accomplices are feeling well and secure during a 
	burglary, so that they can concentrate on working 
	quickly and avoiding mistakes.

	Intelligence
	Intelligence is needed for certain tasks during a 
	burglary (such as cracking safes), but also before and 
	afterwards (for example if the person has to hide from 
	the police).

	Physical strength
	A person's strength is important for their chances 
	during a fight, but also for carrying the loot.

	Stamina
	An accomplice with bad stamina will sometimes have to 
	rest for a short time during a burglary. Think of this 
	when you chose your accomplices! However, stamina is 
	even more crucial in other respects: Someone who is 
	exhausted and whose hands are moist with sweat will be 
	likely to act clumsily - and probably make a dangerous 
	mistake!

	Loyalty
	Your accomplices' loyalty is of great importance after 
	a burglary has gone wrong. If one member of your gang 
	is caught, you must be sure that he will notgive away 
	the names of the other accomplices.

	Dexterity
	Dexterity is important for any accomplice who has to 
	carry out manual work. Dextrous people have less 
	difficulty with acquiring new skills and may sometimes 
	have an advantage in a fight.

	Personal relationships
	Your accomplices should be professional enough to 
	forget about personal feelings during a burglary. 
	Nevertheless, if someone is caught by the police, 
	their personal relationship to the other accomplices 
	may keep them from giving away their names. Dealers, 
	as well, may make a better offer if they know the 
	person they are dealing with well enough.

	Reputation and fame
	This value shows how well-known a person is within the 
	criminal `scene' of London. When it comes to it, it 
	may well be more difficult for a famous criminal to go 
	into hiding.

	Greed
	A greedy accomplice is a bad partner to share the loot 
	with, and a greedy dealer is unlikely to make you an 
	acceptable offer.

	Nerves
	A nervous burglar is more likely to leave traces or 
	make other mistakes and therefore is a risk for his 
	accomplices. If someone is pursued or even questioned 
	by the police, the strength of his nerves may well be 
	fatal for the whole gang.

	Records existing
	Some of the possible accomplices are already 
	well-known to the local police. During their 
	investigations on a crime, the police will search 
	their files for possible culprits. Therefore, 
	accomplices with a police record existing under their 
	name are very likely to be suspected by the police, 
	even if the burglary has been successful in every 
	other way.

	Abilities
	This option will give you a list of a person's special 
	abilities. The most important of them are:


		Driving
		The ability to drive the escape car.

		Locks
		The ability to crack the locks on doors.

		Explosives
		The ability to deal with explosives.

		Electronics
		Someone with knowledge on the field of 
		electronics can turn alarm systems and switch 
		boxes on and off.

		Looking out
		Someone who has a sixth sense for danger can be 
		very useful as a look-out man during a burglary.

		Fighting
		The ability to overpower security guards.

`Thinking about your own cars'

Here you can think about the cars that you currently 
possess. You are given the following pieces of information:

	Name
	A car's `name' consists of its type, the year of 
	construction, its country of origin and age.

	Value
	This is the approximate monetary value of the car.

	Performance
	The motor's performance when new. This value can 
	decrease as the motor grows older; you can only 
	estimate the motor's current performance value.

	Speed
	This is the car's top speed when new. Just like the 
	performance, this value decreases with age.

	Registered for
	The number of persons that may legally be transported 
	in this car.

	General state
	The general state the car is in.

	Body
	The current state of the car's body. Furthermore, the 
	shape of the escape car's body, as well as its type 
	and colour, decides how conspicuous the car looks. Try 
	to chose an escape car that is not particularly 
	eye-catching.

	Tyres
	The current condition of the tyres.

	Motor
	The condition of the motor.

	Carrying capacity
	The amount of luggage, i.e. loot that can be 
	transported with this car. Do not forget that your 
	accomplices, too, need to fit into the escape car!

	Look
	Information about how conspicuous the car looks.

`Thinking about accomplices'

If you have already offered a job to a person and have also 
decided upon how to share the loot (`I'll call you as soon 
as...'), `Thinking' about this person will give you a 
complete description of them, containing all aspects listed 
under `Thinking about general matters'. When thinking about 
somebody you have not spoken with, yet, you will get less 
detailed information on the same aspects. If you have not 
yet come to an agreement with the person you are thinking 
about, there will only be a short description of their most 
prominent characteristics.

`Thinking about tools'

By choosing this option, you can take a short look at your 
notebook, where you have jotted down some information about 
your tools:

	Title
	The title/type of the tool.

	Value
	The tool's monetary value.

	Risk of injury
	This is the risk that even a competent person may be 
	injured when using this tool.

	Noise
	The amount of noise produced when using this tool.

	Necessitates
	Additional equipment needed for the tool.

	To be used for
	The tool's range of application, as well as the 
	approximate time needed when using it.

`Thinking about a building'

You cannot `Think about' a building unless you have already 
watched it, for this option shows you the notes you have put 
down while watching the target building of your choice.

Your notebook may contain the following pieces of 
information:

	Alarm margin
	If the police is alerted (by an alarm system, by a 
	neighbour or a passer-by who has noticed the 
	burglary), patrol cars will be sent to the site of 
	the crime. The alarm margin is the time taken by the 
	police car to reach the building.

	Valuables
	Possible pieces of loot in the house you have 
	chosen.

	Escape route
	Detailed information about the escape route should 
	help you to chose the right escape car for this 
	particular coup.

	Accuracy
	The accuracy of the information you have gathered on 
	this building. The more you know about a target 
	building, the easier it gets for you and your 
	accomplices to prepare for the burglary.

	Security measures
	This indicates the amount of security measures taken 
	to guard the building and its valuables from people 
	like you and your accomplices. There may be an alarm 
	system or even guards. The security of a building 
	also increases with the frequency of police patrols 
	or guards from private security services passing by 
	in the street or looking in through the window to 
	check whether everything is quiet.

	Radio communication
	If there are guards in a target building, they are 
	equipped with radios to stay in touch with each 
	other. Here, the intensity of the radio traffic is 
	indicated; the higher it is, the more likely it gets 
	for a radio message to be received.

	Training of guards
	The guards in the target building have been trained 
	in different ways. Therefore, some of them are more 
	dangerous and more difficult to be overpowered than 
	others.

	Maximum noise level
	This is the maximum amount of noise you may produce 
	during the burglary without alerting neighbours, 
	passer-byes or police patrols in the street.

`Thinking about the loot'

This will show you a list of all valuables you have stolen 
so far.


2.6 Watching
------------

Before you can start planning a burglary, you should gather 
as much information about the target building as possible. 
The more time you dedicate to watching the building, the 
more accurate informationyou can put down in your notebook. 
(See above, `Thinking about a target building'.) You can 
start the planning stage as soon as you have gathered AT 
LEAST 50% of the possible information about the target 
building. Watching the building and all activities around it 
carefully enough is necessary before you can enter it and 
will also help your accomplices to prepare for the burglary. 
However, if you watch a bulding for a very long time, you 
could start looking suspicious! Someone could remember your 
strange behaviour and thus help the police to investigate 
the crime...! When you are on your watch post, pay attention 
to the frequency of police patrols passing by, for it is 
likely that they will be patrolling the area at about the 
same time on the day of your coup. The police patrols put a 
limit to the time you can safely spend inside the building: 
There is a chance that the first, maybe even the second 
patrol that passes by the building you have broken into, 
will not notice what is going on, but from the 3rd patrol 
onwards, your chances decrease rapidly, and it is advisable 
to leave the site as fast as possible. After you have left 
your watch post, you will be shown a list of the facts you 
have jotted down in your notebook.


2.7 Calling a taxi
------------------

For longer journeys, it is necessary to take a taxi. You can 
either call a taxi or walk to the next free one that comes 
along (see above, `Walking'). Upon entering the taxi, you 
tell the driver which destination you want to be taken to.


2.8 Making a phone call
-----------------------

You wish to contact someone, but do not know their phone 
number? No problem! Simply call the telephone exchange, and 
you will be able to reach nearly every person you have got 
to know so far. If the number is engaged or nobody answers 
the phone, don't worry and try again later.


2.9 Waiting
-----------

This is the right option if you get bored waiting for 
someone or something that you wish to speed up the passing 
of time.


2.10 At the car dealer's
------------------------

Take the taxi to Wellington Road to get to the car dealer's 
- `New & Used Cars'. This is the right place to buy or sell 
a car, or to have your car repaired.

In the office

During the opeing hours you will usually find Mark Smith, 
the car dealer, in his office. You should take the 
opportunity to have a little conversation with him...

The car park

At the car park you can buy a new car - or sell one of your 
old ones, in case you already have any. To do this, Matt 
Stuvysunt can utter the following sentences:

	`Show me...'

	You will be shown a complete list of the cars that 
	are for sale at the moment. At the bootom of the 
	screen the price of each car will be indicated, as 
	well as you current savings. Upon selecting a car, 
	you will be shown its most important data. (See 
	above, `Thinking about cars.) After you have checked 
	the car's data, you have to decide whether you chose 
	to buy it or rather to look at some more cars for 
	sale.

	`I'd like to sell...'

	If you tell him that you want to sell one of your 
	cars, Mark Smith will make you an offer, which you 
	can either accept or refuse.

	`Good-bye.'

	Say this if you wish to end the conversation with 
	Mark Smith.

In the garage

In the garage you can have a car repaired or painted. In 
urgent cases, Mark Smith may even be willing to keep working 
all night - especially if you are regular customer of his 
garage. If you start the conversation by `Talking', you will 
first of all have to tell him which car you want to have 
brought into the garage.

	`What can you get out of this car?'

	If you want mark Smith to give the car a general 
	overhaul, he will tell you his price per working 
	hour. If this is too high for your budget, you can 
	refuse it; otherwise, say:

	`O.K., get on with it.'

	If you accept the car dealer's offer, he will start 
	reconditioning your car. While he is working, the 
	change of your car's condition, but also the cost of 
	Mark Smith's work and its influence on your budget 
	will be indicated in the balloon area. You can stop 
	this process at any time by pressing your left Mouse 
	button or the <Return> key.

	`Retread the tyres, please.'

	By choosing this option, you can improve the 
	condition of your tyres. This process will be very 
	similar to the general overhaul (see above).

	`Repair the motor.'

	If you want your car's motor to be repaired, the 
	following repair works will also be similar to the 
	general overhaul (see above).

	`I want the car varnished...'

	Sometimes you may chose to change the look of your 
	car. Mark Smith will make you an offer, which you 
	can either refuse or accept (`O.K., that's fine with 
	me.'). If you accept the offer, you can chose the 
	colour you want your car to be varnished.


2.11 At the tools shop
----------------------

The tools shop is in Watling Street. Here you will meet Mary 
Bolton, the shop owner's daughter. By talking with Mary, you 
can buy and sell tools, as well as get information about 
certain tools.

	`I'd like to buy...'

	You are shown a list of the tools that are for sale 
	at the moment. You current budget and the price of 
	the tools you are being shown is always indicated in 
	the menu area. To buy a tool, you only need to 
	select it. Please note that you will automatically 
	be given one tool of the kind for each of your 
	current accomplices. (For example, if there are 
	three, you do not need to go through the process of 
	buying gloves three times, but only once.)

	`I'd like to sell...'

	You are shown a list of the tools that are currently 
	in your possession. If you select a tool, Mary 
	Bolton will make you an offer. If you chose to 
	accept it, you sell the tool of your choice to her.

	`Show me...'

	With this option you can get detailed information 
	about a tool.  (See above, "Thinking about tools")

	`Tell me something about...'
	Mary Bolton will offer you a short assessment of the 
	tools qualities.

	`Good-bye'

	This option ends your conversation with Mary Bolton.


2.12 The dealer
---------------

After a sucessful burglary there should be a number of 
valuables in your possession.  You can sell the stolen goods 
to one of the dealers in London.  Even if your loot is in 
cash, you should bring it to a dealer to have it `washed'.
Most dealers specialise in certain goods - one of them will 
make you the best offer for statues, while another one will 
make you a better offer for jewels.  Sooner or later, 
however, you should decide upon one dealer; if you change to 
often, you will not be very popular with either of them, and 
this could influence thier offers in an unpleasant way... To 
start negotiating with a dealer, select `Talking'.  As an 
example,the conversation with Eric Pooly (- you will find 
him in Holland Street):

	`What kind of goods are you dealing with?'

	Upon asking this question you will be told what Eric 
	specialises in- i.e., for which valuables he is 
	prepared to pay a reasonable price.

	`Make an offer, please?'

	Eric will have to look at each of the stolen goods, 
	and if he finds anything that interests him, he will 
	make you an offer.  You can choose to either accept 
	or refuse the dealers offer.

	`Good-bye.'

	Say this to end the conversation with the dealer.


3. Organizing a Burglary
------------------------

Upon selecting the option `Planning' in your hotel room, you 
can start preparing a coup.  You need to make a lot of 
decisions concerning the target building, your accomplices, 
the escape car and its driver.

__________________________________
|                                |
|                                |  - (1) (4) (3)
|                                |  - (2) (5) (6) (7)
|                                |
|                                |
|                                |
|                                |
|                                |
|_______________________________|

The `Organisation' screen will show you the following:

The target building (1)
The escape car you have chosen (2)
The driver of the escape car (3)
The number of people there is space for in the car (4)
Details about the escape route (5)
and its length (6)
Your share of the loot (in per cent) (7)


3.1 The target building
-----------------------

After you haved watched the building, you can choose it to 
be the target of your next burglary.  Make sure you have 
gathered enough information about the building by watching 
it!  The more you know about it, the easier it becomes for 
you and your accomplices to prepare for the actual coup, and 
the more likely it is that you will suceed.


3.2 Accomplices
---------------

With this option you can choose the members of your team.  
The maximum number of accomplices is usually 3, But it may 
also be lower, depending on the carrying capacity of your 
car.  Note that selecting many accomplices does not only 
enable you to transport more loot, but also means that the 
loot has to be shared among many people - leaving a smaller 
share for each of you.

You have the following options:

	`Accept'

	With this option you can select somebody as a member 
	of your team for the next coup. You will be shown a 
	complete list of the people you have offered a job 
	so far and with whom you have come to an agreement 
	about sharing the loot.  In case you have not yet 
	met any people, it is advisable you visit one of the 
	bars or pubs.  For more information on how to offer 
	a job to a person, see above (2.1., `Talking').  
	Remember that you can also use the telephone in your 
	hotel room to contact someone.

	`Eliminate'

	If you have already accepted someone in your team 
	but have now changed your mind, the accomplice in 
	question can be eliminated from your team.

	`Ready!'

	This command finishes off the process of selecting 
	your accomplices.


3.3. The escape car
-------------------

Of the cars that are currently in your possession, choose 
the one that you believe to be most suitable to help you 
escape from the target building after the burglary.  Your 
decision should be influenced by the escape route and its 
length, but also by the number of accomplices you intend to 
take with you.


3.4. The driver of the escape car
---------------------------------

You also have to select a person who is destined to drive 
the car during the escape.  Note only people who have the 
skill of `Driving Cars' are fit for this task.


3.5. Thinking
-------------

See above (2.5. `Thinking')


3.6. Drawing up a plan
----------------------

As soon as you have chosen the target building and your 
accomplices, you can start working on the detailed plan of 
action.


3.7. Starting a burglary
------------------------

Upon selecting this option, you and your team will start 
acting according to the plan you have drawn up before.  In 
case you have worked out several different plans for the 
same burglary, they will be listed in a ballon for you to 
choose the one you wish to apply.


3.8. For little boys...
-----------------------

Planning and organising a burglary can take quite a long 
time.  In case you feel a certain...well, need to inturrupt 
this lengthy procedure - this is the right option to select.


4. The Planning Stage
---------------------

Finally the game has come to the point where you need to 
work out a detailed plan of action.  You have to fix the 
amount of time (shown in seconds) that you intend to spend 
on a certain action.  During the actual burglary these 
periods of time may be altered by unforeseen events or 
circumstances, such as the exhaustion of one of your 
accomplices.  Therefore, you should provide some spare time 
for unforeseen accidents when drawing up your plan.  Your 
plan is only completed when accomplices have reached the 
escape car (-which is symbolically shown as a little red car 
during the planning stage.)  When working out a plan, look 
out for objects marked with a red `A' or an `electricity' 
symbol, for these objects are connected to an alarm system 
or to the electricity supply, respectively.  This is the 
point where you may be glad that you gathered enough 
information about the buildings alarm system and electricity 
supply!  (See above 2.4. `Looking around inside target 
building') The time you can venture to spend inside the 
building is limited by two factors: The alarm systems and 
the alarm margin, i.e. the time taken by a police car to 
reach the site of the burglary.  (For the danger of police 
patrols that pass by in the street, see above, 2.6. 
`Watching')  Detailed information on how to handle security 
and alarm systems is given in point D of the appendix 
(`Descriptions of security systems').

                       END OF PART 1
                       -=-=-=-=-=-=-
