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

Cute, Cuddly and well groomed :)


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

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


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'. �t 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
-=-=-=-=-=-=-


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

Cute, Cuddly and well groomed :)


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

- FULL DOCS For THE CLUE ENGLiSH VERSiON -
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
PART 2
-=-=-=-
Doc typed by MINDWALKER
�����������������������


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 <ESCAPE> 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 <ESCAPE> key to undo a
movement you have planned. By pressing the <RETURN>
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
(or person) and then the tool you wish to be used on
this object or person. The time needed and the noise
produced when working with a tool should influence
your choice. Again, the time indicated may be
altered by unforeseen accidents or circumstances
during the actual burglary. Some actions may need
further explanation: By selecting `Use' - `window'
you can climb through open windows, if you have got
a rope ladder. `Use'- `stairs' allows a person to
mount or descend the stairs to another floor, if
there is any. The options `Use' -
`hand'/`foot'/`chloroform' are useful when you are
trying to overpower a guard. Again, such a fight may
not always end up the way you planned it. Therefore,
you should only chose accomplices for this task who
have a realistic chance to overcome the guard in a
fight.

`Open'

With this option you can open objects that are
within your reach. However, it is not all that easy
if the object is locked; in this case, you first
need to crack the lock with a suitable tool. Note
that guards and patrols are likely to control if
safes etc. are locked.

`Close'

It is advisable not to leave objects open, because
the change could easily be noticed by a guard or
even a police patrol that takes the time to look in
through the window when it passes the house. In
either case, the police would be alarmed.

`Take'

This is the right option to select if you want to
pick up an object. Note that every accomplice can
only carry a certain weight! Of course, objects can
only be taken if they are accessable to you i.e. not
locked up in a safe, for example (in this case you
would have to crack the lock first).

`Put down'

Objects you have taken can be `put down' at any time
or place: The object is put into one of the bags you
have bought to carry the loot in, and put down on
the floor. Remember that you only have 8 bags!
Objects that have been put down can be picked up
(`taken') again later on.

`Wait...'

While they are `waiting', your accomplices get a
chance to recover from exhaustion. If you have the
impression that one of them needs a break, you
should select this option. Accomplices with the
skill of `looking out' will use the spare time you
give them to look out for danger, such as guards
patrolling the part of the building you are in.
(Police patrols or guards can either do a routine
check or be alarmed by neighbours who have noticed
you.) Upon selecting `Wait...' there are the
following options:

`Waiting for a certain time'

A clock is indicated in the balloon area. Using
the Joystick or the cursor keys you can fix the
exact time you want to be spent waiting.

`Waiting for a radio message'

You cannot select this option unless your team
is equipped with radios. You have to define
which radio message the person is to wait
for.

`Ready!'

This option ends the process of `waiting...'.

`Sending a radio message'

The best way to co-ordinate the accomplices'
activities is by sending radio messages. Define
which person you want to send a message, and
what they are to say.

`Change person'

With this option you can change the person you
are currently planning for. In case you have
more than one accomplice, you can chose who you
want to plan for next. The face of the person
of your choice will be shown in the top left
corner of the balloon area. All activities you
plan from now on are to be carried out by this
one person.

`Ready!'

With this command you can end the planning
stage.


4.2 The notebook
----------------

During the planning stage, you can look at your notebook for
relevent data. For detailed information on the different
notes you have taken, see above. (2.5. `Thinking')

The target building

You can take a look at the notes you have taken
while you were watching the building.

`Accomplices'

You will be shown a description of your accomplices'
characteristics and abilities.

`The escape car'

The data of your car.

`Tools'

You are shown a list of your tools and their
characteristics.


4.3 Saving a plan
-----------------

You can interrupt the planning stage and save the current
plan at any time. later on you can continue working on it.
The complete plan you intend to use for the actual burglary
should of course be saved as well! (Otherwise your
accomplices are not likely to know what they are meant to
do...) The plan is saved on a disk or hard disk and can be
loaded at any time. (See above, `Thinking about a plan') The
maximum number of plans that can be saved for one target
building is 4.


4.4 Continuing a plan
---------------------

If you wish to continue woking on a plan you have saved
before, you only need to load it.


4.5 Dismissing a plan
---------------------

If you are convinced that something you have planned will be
of no use whatsoever at any point of the game, you can
dismiss it altogether. This is also the right option to
select if you want to start the planning stage from scratch
again.


4.6 Looking at a plan
---------------------

You can chose from the following options:

Running a plan

If you want to take a look at what you have planned
up to now, use the cursor keys `left' and `right' to
run the plan forwards or backwards second by second.

Watching a person

With this command you can watch any one of your
accomplices at any stage of the plan, and check that
they are co-operating in the way you want it.


5. The Burglary
---------------


5.1 Watching a person
---------------------

During a burglary, you also have the possibility to watch
any of your accomplices while they are working. With this
option, you can chose the person you wish to watch.


5.2 Sending a radio message to all accomplices
----------------------------------------------

With this command you can send radio messages that you want
to be heard by all of your accomplices. For further
information on radio messages, see below.


5.3 Sending a radio message to one accomplice
---------------------------------------------

A radio message of this kind is only destined for one
person. You need to define the receiver and the contents of
the message. The following information also applies to 5.2
`Sending a radio message to all accomplices':

Note that a radio message should be formulated according to
the current situation; for example, an optimistic message
may not sound very convincing in a critical phase of the
burglary, and vice versa... Your accomplices might begin to
doubt that you are telling the truth, and this could be the
cause of serious trouble within the team! However, there are
some people who need to be encouraged in critical moments,
even if you are not saying the exact truth. Also try to
chose the right amount of radio messages, and the right time
to send them. Being too talkative can easily decrease your
accomplices' ability to concentrate on their work, whereas
an encouraging message is sometimes crucila if a person is
losing confidence. You should be especially careful with
rude messages that might offend or injure an accomplice.
Though some people may work better when they are angry, an
unforgiving accomplice you have once insulted is likely to
become dangerous in the future...


5.4 Escape
----------

If you happen to set off the alarm or to be noticed by
neighbours, guards or police patrols during a burglary, the
only possibility to come away unscathed is by escaping from
the site of the crime as quickly as possible. However, you
are likely to leave a lot of traces in the rush of escape,
thus making life quite easy for the police. Therfore, you
should always try to carry out the burglary according to the
plan you have drawn up in advance. Once all accomplices have
reached the car, you have to depend on the qualities of the
car and its driver. Therfore, it is important to chose the
best car and the driver who is most suitable for a coup
BEFORE you start the burglary. The escape route and its
length should influence your decision in this matter. During
the escape, you will see your car on the screen, as well as
a plan of the escape route with a little square (the colour
of your car) indicating your current position. In case the
police has been alerted, there will also be a little black
square, symbolising the police car that is pursuing you.
After an alarm, the `alarm margin' is your maximum lead on
the police car. If you manage to reach the left end of the
plan shown on the screen, you have made it to the car park
of Cars & Vans, and you have managed to escape the police.
However, if the police car manages to get as close as 50
metres to your car, you are caught and arrested.


6. The Investigation
--------------------

After a successful burglary and escape, the police will
start investigating the case. At first, they will search the
site of the crime for traces. Meanwhile, a notebook is shown
in the balloon area, indicating the chances for the police
to suspect you or one of your accomplices. Ther are several
aspects that may help the police:

`Records existing'

This is a measure for how much the police already
knows about a burglar in question. The more records
they have on a person, the more likely it gets that
this person is been suspected and a search is
started.

`Traces left when walking'

These are the traces a burglar has left while he was
moving around in the building. They mainly depend on
the person's nerves, stamina and dexterity.

`Traces left when waiting'

A nervous person is most likely to leave traces
while they are waiting.

`Traces left when working'

Traces of this kind can be caused in many ways and
are influenced by many different factors - starting
from the burglar's nerves and the tool he is using,
up to the personal characteristics of the respective
person. Whether such traces are left or not is in
fact influenced by nearly all factors possible.

`Traces left during a fight'

These traces are caused while an accomplice is
trying to overpower a guard.

After the police has looked for traces, all possible
witnesses of the burglary are questioned. It may even happen
that a passer-by or a neighbour has noticed a conspicuous
car parking in front of the site of the crime, which may
help the police to find the burglars. The information
gathered by examining the traces and questioning the
witnesses may either lead to the immediate identification of
a burglar, or to a person being suspected because their
police record gives them away as a possible participent in
this burglary. In either case, the police will start a
search for the respective person, or the car that has been
seen. It will depend on you and your accomplices' skill at
hiding from the police whether you are arrested or not.


V. Appendices
-------------


Appendix A: London - Descriptions of Important Buildings
--------------------------------------------------------


Bank of England
---------------

The Bank of England was founded by Royal Charter as a
private association in 1694. Its original task was to
provide money for the war against France. The building,
designed by an architect called Sir John Soanes, was built
from 1788 to 1833. Already during its construction, however,
the original structure was considerably altered by Sir
Herbert Baker. The sculptures above the entrance were made
by Sir Charles Wheeler. Nowadays, the main task of the Bank
of England's is very much like other national bank's: To
secure the stability of the British currency by controlling
the amount of money in circulation, and by fixing the basic
rate of interest. Talking of interest - it may also be
interesting to know that the British gold reserves are kept
inside this building.


British Museum
--------------

The British Museum is a museum of world fame. Counting a
huge number of visitors from all around the globe every
year, it is also among the most popular sights of the
British capital. Its collection of Egyptian, Greek and
Assyrian sculptures is unique in the world. The museum
originated from the collections of Sir Robert Cotton, Robert
Harley, Earl of Oxford, and Sir Hans Solane. It was founded
in 1753 by a parliamentary decree. After being exhibited in
Montague House for several years, the collections were
transported to their present location: A building of
classicistic style designed by Robert Smirke and built by
his brother Sydney from 1823 to 1857. Apart from the
collections mentioned above, there are nowadays many more
historic objects and pieces of folk art from nearly all
cultures. The British Museum also includes a large folklore
department, which is situated in the Museum of Mankind.


Chiswick House
--------------

This old and aristocratic mansion is situated only a few
streets away from Turnham Green, in Richmond upon Thames.
What is nowadays a high-class housing area, used to be the
location of a royal castle constructed for King Edmund I. in
medieval times. In 1639, under the rule of Charles I., huge
hunting grounds were laid out on the area of Richmond Park.
the mansion itself was built by Richard Boyle in 1725, by
order of Lord Burlington. During his two journeys to Italy,
Burlington had been impressed and inspired by the
neo-classicistic mansions and palaces built by architects
like Andrea Palladio. The high and lofty, but very scarcely
furnished halls in Chiswick House are destined to create a
strangely archaic feeling, and the whole building is full of
mythologic allusions.


Karl Marx' Tomb
---------------

Highgate Cemetery is situated in the North of London, in the
district of Hampstead. This part of town, livened up by many
beautiful green lawn and romantic pond, may still be called
London's most exquisite recreational area - a reputation
that it has kept throughout more than a century. Especially
artists, such as John Keats, Robert Louis Stevenson and
George Orwell, chose Hampstead as their place of residence,
and even Charles de Gaulle and Siegmund Freud owned houses
in this district. 160000 people have found their last
resting place on Highgate Cemetery. The most famous among
them is Karl Marx. The German theorist of Socialism and
founder of marxism lived from 1818 to 1883. From 1842 to
1844 he was the Director of the liberal newspaper
`Rheinische Zeitung', in Cologne. In the year 1845 he went
to Paris, and hence to Brussels. In 1844 he started his
intellectualcontact with Friedrich Engels, which resulted in
the writing of the `Communist manifesto', a monument of
political theoy originally ordered by London's Communist
Association. In 1849, Marx moved to London, where he finally
wrote his masterpiece `The Capital', in 1867.


Ham House
---------

Ham House is situated in the middle of a large park in
Richmond. Originally, it was a modest country house built
Sir Thomas Vavascour in 1610. Elisabeth, Countess of
Drysart, inherited the building from her father in the
middle of the 17th century. It was only after her marriage
to the Duke of Lauderdale, a minister to Charles II., that
the mansion was considerably enlarged in opulent baroque
style: From 1673 to 1675, architects and artists from
Germany, the Netherlands and Itlay were working on it. The
result of the Lauderdales' attempts to beautify the building
has nearly completely been kept to this very day. Just like
Osterley House, it has become property of the National
Trust. Nowadays it is partof the Victoria and Albert Museum,
and open to public. Besides, there is an old rumour that the
Duchess of Lauderdale is still haunting the chapel of this
mansion, for her husband was buried there in 1682.


Kenwood House
-------------

Kenwood House, situated in the North of London, can probably
be said to have the most privileged location of all mansions
in this town. Built on one of the most elevated points of
London, it seems to overlook the whole of the British
capital as far as the River Thames. It is surrounded by
majestic old Oak trees and Beeches. Kenwood House is built
in neo-classic style. It was constructed by the Scottish
architect Robert Adam between 1764 and 1779, by order of the
Earl of Mansfield. During an auction of Kenwood property in
1927, more than a thousand pieces of art were sold. The
building's new owner, Lord Ivegah, a Maecenas in the classic
sense, transported his large collection of paintings to
Kenwood House. The art collection, which he donated to the
British Empire before his death in 1928, comprises paintings
of Reynolds, Gainsboroug, Bol, Hals, van Dyck, Vermeer and
Rembrandt.


National Gallery
----------------

This building in classicistic style was designed by William
Wilkins and built between 1834 and 1837. One of the most
extensive and precious art collections in the world is
exhibited in the National Gallery. The Gallery was founded
as early as 1824, when the British government appropriated
the huge sum of 57000 pounds for the purchase and exhibition
of 38 paintings belonging to the famous Angerstein
collection. These paintings were originally exhibited in the
Angerstein rooms, 100, Pall Mall. In 1876, however, an
enlargement of the National Gallery was necessitated by a
number of purchases and gifts. At the time, the Gallery's
dome was constructed, resulting in the nickname of `national
spice rack'. Further enlargements took place in 1887, 1927
and 1929. Opuses of the Italian, Flemish and Dutch schools
form the large majority among the hundreds of paintongs that
are nowadays exhibited in the National Gallery.


National History Museum
-----------------------

The National History Museum owes its existence to the
genorosity of Sir Hans Slone. When the rich natural
scientist died in 1753, he transfered his extensive
collections to the British Empire. This was the origin of
the National History Museum. In 1860, after it had been
decided that the museum's natural science department should
be located in a seperate building, the architect Alfred
Waterhouse was ordered to build a new museum in Kensington.
The result of accurate planning and seven years of
construction was a huge palace looking very much like a
cathedral. Finally, in 1881, the new National History Museum
was opened. The building itself, a romanic, architecturally
interesting edifice, has two steeples, each of them 64
metres high, and is situated in famous Cromwell Road. Still
most of the objects and curiosities exhibited are donations
of Sir Hans Sloane, who bought them during his time as the
physician in ordinary to the Governer in Jamaica. The
collection's original inventory comprises about 50000 books,
10000 animal specimens and 334 volumes of dried and pressed
plants. During the following decades, however, several ten
thousand objects were incorporated in the National History
Museum.


Osterly Park House
------------------

In one of these old West London suburbs consisting mainly of
red brick houses, in a park with ancient trees and small
ponds, there is a mansion called Osterly Park House. It was
built in the 18th century for the Child family, who had only
recently come to great riches, and whose ancestors had, with
some other goldsmiths, founded the tradition of banking in
Britain. The architect was a man called Robert Adam. He gave
Osterly Park House a touch of classicistic style. Lord
Jersey, an ancestor of the Childs, donated the mansion to
the National Trust in 1949. Thanks to this wise decision,
Osterly Park House is nowadays a museum open to public.


Suterby's
---------

London is famous for its great number of public sale-rooms.
Apart from the old and famous one, such as Christie's and
Sotheby's, there are several smaller ones. Suterby's - not
to be mixed up with the famous Sotheby's - is typical for
this kind of English sale-rooms. It is a true El'Dorado for
collectors. At Suterby's, everything is on sale that one
could possibly collect.


Tower of London
---------------

The Tower of London, this gloomy and frightening edifice, is
situated in the East of the City, just outside the old city
walls. It is probable that already at the time of Roman
occupation, there was a fortress on this very spot. The
origin of today's Tower is due to William the Conquerer, who
had a fortress built at the north shorre of the River Thames
after the Battle of Hastings. The task of this fortress was
to protect the city and to watch shipping on the Thames.
This part of the fortress, called The White Tower, was
finished in 1878 and enlarged several times during the 12th,
13th and 14th centuries. It was finally restored again in
the 19th century. For a long time, the Tower was the King's
Residence, but also the State Prison. The history of this
building is very closely connected to the history of
England. Many a famous personality was imprisoned in the
Tower, such as David II of Scotland (1346-1357), John the
Benevolent (1356-1360), Duke Charles of Orleans (1415),
James I of Scotland (1406-1407). Some of them never left the
Tower alive: Henry VI. was executed in 1471, his brother,
the Duke of York, in 1483, Sir Thomas More in 1535; the
Queens Anne Boleyn and Katharine Howard had to die in 1536
and 1542 respectively, and Thomas Cromwell was executed in
1540. Many more names could be added to this list. Even
during the Second World War, spies and secret agents were
executed in the Tower. From 1941 onwards, Rudolph Hess was
kept prisoner in these ancient rooms. Nowadays, the Crown
Jewels, the most precious possession of the British Empire,
are kept in this building, making the Tower one of the most
popular tourist attractions of London.


Victoria and Albert Museum
--------------------------

The Victoria and Albert Museum, simply called V&A by the
British, lies in South Kensington. The National History and
the Science Museum lie in the same part of the city, making
it a regular `museum quarter'. Prince Albert, Queen
Victoria's husband, originally had the idea of founding a
museum for the remarkable products of fine art and craft
from many different cultures and times. The money for the
realization of this idea was raised by a `Great Exhibition'
in 1851. The museum opened in 1857, in the rooms of what is
now the Bethnal Green Museum. The present V&A museum
building was built between 1899 and 1909 on
psuedo-renessaince style. In 1909, finally, King Edward VII.
founded the `National Museum of Fine Arts'. The V&A exhibits
valuable sculptures, fine pieces of furniture, fabric,
pottery and architecture, as well as national costumes and
artwork from Indian and Far Eastern cultures, Byzantine
sculptures, ancient Italian paintings and many other old and
valuable pieces of art. The Victoria & Albert Museum is one
of the most distinguished art museums in the world.


Appendix B: Motor Journal
-------------------------


Cadillac Club Coupe
-------------------

PS: 160 Top
Speed: 160 km/h
Cubic Capacity: 5420 cm3
Engine: V8
Producer Country: USA

This enterprise was originally called Henry Ford Company,
but a few months after its foundation the then chief
engineer Henry Ford left the Company to found his own Ford
Motor Company. Ford's successor, Henry Leland, renames the
Company in honour of Antoine de la Mothe Cadillac, who had
the city of Detroit in 1701. From 1948 onwards, the Club
Coupe was provided with a new V8 engine and cam drive. With
this equipment, the fastest Cadillac type produced reached a
top speed of 99.6 mph (160 km/h) in 1949. At this time, this
was an absolutely amazing achievement for a car of the
Cadillac's size. The cars of `series 62', in 1949, had a
remarkable standard equipment including back lights, and the
`Club Coupe' was additionally fit out with hydralic window
openers and luxurious interior furnishings. The overall
number of `series 62' cars produced is 55,643.


Fiat Topolino
-------------

PS: 13 Top
Speed: 88 km/h
Cubic Capacity: 569 cm3
Engine: 4 cylinders aligned
Producer Country: Italy

The Fiat Topolino was designed by Franco Fessia. It was in
production between 1936 and 1955. It is a small but
extraordinary car with many technical innovations, such as
the seperate suspension of the front wheels. In spite of its
small size, it offers enough room for two people, a small
amount of luggage or children. Its nickname `the mouse' is
due to the somehow cute and loveable exterior design of the
Fiat 500 Topolino.


Jaguar XK 120
-------------

PS: 160 Top
Speed: 203 km/h
Cubic Capacity: 3400 cm3
Engine: 5 cylinders aligned
Producer Country: Great Britain

The XK 120 with its new 3.4 I engine is a typical sports
car. It was first presented at the London Motor Show in
1949. The engine, which was developed by William Heynes,
Wally Hassan and Claude Baily, was an interesting
construction with the double top cam drive. Two years later,
in 1951, Jaguar presented the model type C. It was mainly
destined for racing. Its engine was similar to the one of
the XK 120, but technically improved and much more
developed.


Morris Minor
------------

PS: 29 Top
Speed: 100 km/h
Cubic Capacity: 919 cm3
Engine: 4 cylinders aligned
Producer Country: Great Britain

The Morris Minor was designed and, in 1948, also presented
by Alex Issigonis. It is a small but very efficient
four-seated car with rear-wheel drive and seperate wheel
suspension. 1.5 million cars of this model were produced,
and some of them are still in use. Many a British car
mechanic still earns quite a lot of money repairing this old
but robust car.


Opel Olympia
------------

PS: 40 Top
Speed: 118 km/h
Cubic Capacity: 1488 cm3
Engine: 4 cylinders aligned
Producer Country: Germany

The Opel Enterprises, whic were taken over by General Motors
in 1928, already produced the first `Olympia' in 1935. The
car owes its name to the Olympic Games in Berlin. It was the
first German car with integral coach-work produced in
quantity. The Olympia was furnished with an excellent 4
cylinder engine, which was kept unchanged up until 1960.
After the Second World War, Opel did not build any cars of
this type until 1947. In 1950 the Opel Olympia was presented
with a new body design and three gears instead of the
previous four. 1953, however, the Olympia was replaced by
the `Rekord' model, and its production was stopped in 1957.


Pontiac Streamliner
-------------------

PS: 103 Top
Speed: 140 km/h
Cubic Capacity: 4070 cm3
Engine: 8 cylinders aligned
Producer Country: USA

The Pontiac Car Enterprises were founded in 1962. The first
Pontiac car was presented in New York. Pontiac, the
chieftain of the Ottawa Indian tribe, whose name the
Enterprise adopted, had supported the French in their war
against the English from 1763 to 1764. Right from the start,
the success of the Pontiac cars was due to their luxurious
and comfortable furnishings, which were offered at a
considerably low price. As the Pontiac producers have always
kept to this principle of high quality and low cost, Pontiac
is still a very successful company. The Streamliner was
developed in two versions: With 6 or 8 cylinders, as `Sedan
Coupe' or `Station Wagon', respectively. On January 5th 1942
the production of Pontiac cars had to be stopped altogether
because of the World War, and it was only in September 1945
that new models could be presented. All in all. 12,742 cars
of the six-cylinder type and 25,506 of the eight-cylinder
model were built.


Standard Vanguard
-----------------

PS: 68
Speed: 120 km/h
Cubic Capacity: 2088 cm3
Engine: 4 cylinders aligned
Producer Country: Great Britain

The Vanguard was first built in 1947 as a limousine with
four doors and integral coach-work. As its exterior design
was very similar to American cars, it was also very popular
in the USA and in Australia. In 1951 a `station wagon'
version of the Standard was developed, if desired with
overdrive. In 1962, the Vanguard disappeared as a car brand
altogether.


Triumph Roadstar
----------------

PS: 65
Speed: 120 km/h
Cubic Capacity: 1775 cm3
Engine: 4 cylinders aligned
Producer Country: Great Britain

The 1800 Roadstar was the first car produced after the
Triumph company had been taken over by Roadstar. This
sportscar, with its long bonnet and its elegant, lean body,
was one of the most beautiful automobiles built in the time
shortly after the Second World War. The 1800 Roadstar was
also the last car to have so-called `mother-in-law seats':
Inside the boot there were two small glass panes that served
as windscreens for the passengers on the dickey seats.


Willys Jeep
-----------

PS: 54
Speed: 100 km/h
Cubic Capacity: 2199 cm3
Engine: 4 cylinders aligned
Producer Country: USA

John North Willys, originally working as a car trader for
the American Motor Car Sales Company, had just ordered 500
Overland cars when the Overland works slid into a deep
financial crisis. Willys was so impressed by the quality of
the Overland cars that he simply decided to buy the whole
company, thus founding the Willys-Overland Company. The most
famous car he ever built was the Jeep, which he designed
specially for the Allied Troops in 1940. Until the end of
the Second World War, 361,349 pieces of this sturdy military
car were produced. After the war had ended, the Jeep was
still frequently used, and in 1945 a `station wagon' version
of the original Jeep was presented. In 1956, Willys finally
decided to stop producing automoboles for civil use, and in
1963 changed the name to `Kaiser-Jeep'.


Apendix C: Description of Tools
-------------------------------


Axe
---

This hand-made steel axe has an ergonomically formed
handle of stury Ash-wood. The blade is polished, and
the whole tool only weighs 1250 g, thus being very
easy to handle.

Battery
-------

This is an ordinary 6 volt car battery. It can also
be used for small electric tools, such as a
soldering iron.

Drill
-----

This is a 550 watt percussion drill with an
infinitely variable speed governer that ensures
precise working. The ergonomically formed handle
makes slipping impossible and makes the tool very
comfortable to handle.

Drilling Winch
--------------

A dilling winch is the ideal tool to be used for
very fine and precise working. Unlike with automatic
drills, the user does not depend on electric supply,
and makes much less noise. Nevertheless, the use of
this very simple tool can become tiring after some
time.

Jemmy
-----

There is not much to say about this crowbar. It is
commonly known that its main use is for cracking
doors or cupboards.

Chloroform
----------

Chloroform, also called tri-methane chloride, is a
gase with a sickly sweet scent. It does not burn,
and is mostly used as a solvent. Moreover,
chloroform is a rather efficient narcotic.

Picklock
--------

In principle, a picklock is only a piece of thin,
flat wire bent a certain angle. It can be used to
open ordinary locks. Of course using a picklock is
not quite as easy as simply unlocking a door with a
key. It takes a good deal of experience and deftness
to be able to open a door with a picklock.

Dynamite
--------

This explosive was invented by the Swedish scientist
A. Nobel in 1867. It consists of 75% nitroglycerine
and 25% of a compound similar to silicium. Nowadays,
however, the latter is, often replaced by collodium
wool. Extreme care should be taken when handling
dynamite.

Electric Hammer
---------------

This `electric crowbar' has a capacity of 2500 watt.
The integrated shock-absorber assures safe
application of this tool even on very strong walls.
However, this tool is also very heavy and can
therefore only be handled by physically strong
people.

Electric Kit
------------

This electric kit consists of a 15 watt soldering
iron, which is ideal for precision work, different
pairs of tongs, a cutter, several clamps, some
metres of wire and everything else that can come in
handy in smaller electrical repairs.

Radio
-----

This is a CB hand radio with 20 channels and a
broadcasting capacity of 2 watt. This high quality
product has a modern dolby system and battery
control.

Hammer
------

This is called a fist hammer, very stable and handy.
The wooden handle is especially sturdy and ideal for
frequent and heave use.

Gloves
------

These gloves, made of fine velours leather, are a
product of highest quality. They enable the owner to
have a secure grip even on smooth or slippery
objects.

Glass Cutter
------------

This glass cutter is supplied with an industrial
diamond with a hardness degree of 10. It is simply
perfect for breaking glass. In spite of its name,
however, this tool will not cut the glass nicely,
but rather break it.

Gound Auger
-----------

This ground auger can be used to drill a nucleus out
of walls or stone. Underground workers use the same
type of tool, but much bigger. It will drill even
bigger holes in steelwalls, if you change the drill
bit.

Mask
----

This is an ordinary mask, which is usually worn by
people on carnival parties, or by those who do not
wish to be recognised.

Oxygen Cutter
-------------

By burning pure oxygen, this oxygen cutter can reach
temperatures up to 3000 degrees Celsius. It will cut
every material, even thick steel, as easily as if it
were a piece of paper. It is a steel pipe filled
with oxygen. The pipe will gradually melt itself,
therefore the tool will shorten while it is used.
When using the oxygen cutter, it is absolutely
essential to wear appropriate protective clothing,
for the heat produced is simply too great.

Lock Breaker
------------

This tool belongs to the essential equipment of
nearly every burglar. It is a metal rod with a
sharpened tip and a hook. It can be slid into
cylindrical locks, and by carefully moving it back
and forth, the experienced user will break open
almost every cylindrical lock with it.

Cutting Torch
-------------

This cutting torch - an autogenic one, to put it
precisely - burns acetylen gas with oxygen. Thus the
heat necessary for welding is generated. Both gases
are stored in these steel flasks.

Shoes
-----

These shoes may not look very elegant, but they were
produced by a world famous American shoe
manufactorer, `L.L.Bean' in Freeport, Maine. LLB has
a worldwide reputation for high quality outdoor
clothing, and it is a brand of good tradition. The
works were founded in 1911. This special pair of
shoes is furnished with soft rubber soles that
subdue the noise of walking. As a whole, they are
made of sturdy leather. Moreover, they are
waterproof.

Protective Clothes
------------------

This set of protective clothes is made of a special
material containing asbestos. It will protect you
against great heat and flames - which is, for
example, very important when welding.

Check Clock Card
----------------

This is an ordinary card to be used with any check
clock.

Stethoscope
-----------

The word `Stethoscope' comes from the Greek term for
`ear-trumpet'. Physicians and doctors use it to
control the noises made by the different body
organs, such as the heart and lungs. However,
several people with criminal ambitions, use a
stethoscope to be able to hear the very slight
clicking of a combination lock when the right number
is found.

Rope Ladder
-----------

This is a strong rope ladder of excellent make which
will even carry an overweight person.

Generator
---------

This generator could almost be called a small
power-plant. Its 6 volt motor has a capacity of 3000
watt - enough for electric tools, pumps, lamps and
many other useful things, even far from ordinary
electric supply.

Angular Grinder
---------------

This two-handed angular grinder can be used on the
hardest materials, such as stone and metal. The
infinitely variable gear button as well as the side
handle guarantee security and precision when
handling this tool. The stable 2000 watt motor makes
this tool useful in a widely ranged operational
area.


Appendix D: Descriptions of Security Systems
--------------------------------------------


Alarm Systems
-------------

Buildings containing valuables are especially likely to be
fit out with an alarm system. Basically, there are three
types of alarm systems you may have to deal with: The `X3',
the `Z3' and the `Top' systems. These alarm systems are
designed to keep valuable objects of all kinds from being
touched by unauthorized persons. To turn off an alarm
system, you will need the electric kit. After you have
turned the system off, you will be able to handle or steal
the objects connected to it without danger. The time neede
to turn off an alarm system will vary according to the type:
The `X3' is fairly easy to de-activate, wheras turning off a
`Top' will take longest. moreover, the `Top' systems are
fitted out with an addditional safety mechanism, which could
become dangerous for you: As soon as the system is turned
off, a control mechanism is started, which is to difficult
to be turned off - even an expert would take at least
several days to do so. However, to prevent false alarms
after a possible power failure, this control mechanism will
only set off the alarm siren after 15 minutes. In case an
alarm is set off, there will be several police cars sent to
the site of the burglary. Again, they will take a certain
amount of time to reach the building you are in, giving you
a chance to escape. (You will come to know this amount of
time - the `alarm margin' - while you are observing the
target building.) While `looking round inside a target
building', you should also pay special attention to the type
of alarm installed.


Microphones
-----------

Microphones are always connected to an alarm system and will
set off an alarm siren if a certain noise level is exceeded.

Searchlights
------------

Searchlights will always be combined with cameras. If a
person is caught by a searchlight, a photo is automatically
taken. These photos can be an important aid to the police
during their investigation. Searchlights are connected with
a switchbox, where they can be turned off and on.

Check Clocks
------------

Check clocks are often installed to control the guards. If a
check clock card is not slid into them at regular times, an
alarm will be set off.

Switchboxes
-----------

With switchboxes, certain security systems, such as
searchlights, can be turned on and off. However, if you
happen to turn off an object connected to an alarm system,
an alarm will be set off.

Guards
------

Guards usually control the inside of a building on regular
patrols, paying special attention to objects of value. In
case they find any change, such as cupboards or safes that
have been opened, they will send an alarm call to the police
via radio. Of course, they will also react if they come
across one of your accomplices! The only way to overcome a
guard is to attack him from the back. The guard's patrols
may sometimes be controlled by check clocks. (See above.)

Other Security Measures
-----------------------

Police patrols and private security companies will pass by
every target building at regular intervals. These patrols
will look into the building through the windows. If they see
anything suspicious, they will give alarm.

You should therefore always try to leave as few traces as
possible inside the target building. Note that traces can
also be caused when fighting with a guard!




That's all mates, have fun with this game and remember...



� A GAME WORTH PLAYING IS A GAME WORTH BUYING! �