THE CLUE ~~~~~~~~ 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. 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'. ˇt 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. 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 or the key. Most actions indicated in the balloon area can be cancelled by pressing the key. The score display menu can be loaded by pressing any function key ( to ). (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 (). 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 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'). 4.1. Drawing up a plan ---------------------- This option will start the planning stage. Note: You can cancel and delete any part of your plan by pressing the right mouse button or the key. There are the following options: `Walking' Select this option if you want to fix the escape route along which you want an accomplice to move. Use the joystick or the keyboard (i.e. the cursor keys) to direct the person's movements. press the right Mouse button or the key to undo a movement you have planned. By pressing the key you can leave this option. Do not forget to plan short pauses, as well, as longer distances can exhaust your accomplices. Note that all accomplices have to be near the escape car at the end of your plan - otherwise the escape is likely to be rather chaotic, thus increasing the risk of traces being left. `Use' If an object is within easy reach of a person, you can get them to use a tool on this object by selecting this option. At first, select the object