Andere Lösungen

Der Clou! (e)

Cover
                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.

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

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