MANUAL

Impressions Software Inc.

Micro MysteriesTM is a trademark of Impressions Software Inc.


Software Copyright 1993 Impressions

All rights reserved worldwide

Manual Copyright 1993 Impressions

All rights reserved worldwide.  No portion of this manual may be
copied, reproduced, translated or reduced to any electronic medium
or machine-readable form without the prior written consent of
Impressions Software Inc.


Software License Agreement

THE ENCLOSED SOFTWARE PROGRAM IS LICENSED BY IMPRESSIONS SOFTWARE
INC. TO CUSTOMERS FOR THEIR NON-EXCLUSIVE USE ON A SINGLE COMPUTER
SYSTEM PER THE TERMS SET FORTH BELOW.

LICENSE
You have the non-exclusive right to use the enclosed program on a
single computer.  You may not electronically transfer the program
from one computer to another over a network.  You may not
distribute copies of the program or documentation to others.  You
may make one (1) copy of the program solely for backup purposes. 
You may transfer the software from one computer to another on a
permanent basis only, and only when all copies of the original
software on the original computer are removed on a permanent basis. 
You may not use, copy, modify, sub-license, rent, lease, convey,
translate or transfer the program or documentation, or any copy
except as expressly provided in this agreement.  You may not
convert this software to any programming language or format,
decompile or disassemble the software or any copy, modification of
merged portion, in whole or in part.

LIMITED WARRANTY
This program is provided "as is" without warranty of any kind
either expressed or implied, including but not limited to the
implied warranties of merchantability and fitness for a particular
purpose.  The entire risk as to the results and performance of the
program is assumed by you.  Impressions Software Inc. does not
warrant that the functions contained in the program will meet your
requirements or that the operation of the program will be
uninterrupted or error free.  The sole and exclusive remedy
available to the purchaser or user of this software and
accompanying documentation is a refund or replacement of the
product, at the option of Impressions Software Inc.

To the original purchaser only, Impressions warrants the magnetic
diskette on which this software product is distributed.  It is
warranted to be free of defects in materials and faulty workmanship
under normal use for a period of ninety days from the date of
purchase.  If during this ninety-day period the diskette should
become defective, it may be returned to Impressions Software Inc.
for a replacement without charge.  The media warranty period is
automatically extended upon receipt of the registration card.

CRIME CITY

Thank you for buying this product.  It is the result of a great
deal of hard work and careful thought, and we hope that it will
give you many hours of enjoyment.

We are proud of our games, but we know that they can never be
perfect.  If you have any ideas about how we can improve, we would
be delighted to hear from you.  Please take the time to fill out
the enclosed registration card.  We can then add you to our mailing
list, and keep you informed of new products and special offers as
they come out.


CREDITS

Programming         Andrew Prime
Graphics            Steve Redpath
Game design         Steve Redpath
Sound and Music     Chris Denman
Manual              Chris Bamford
                    Chris Foster

Copyright Micro Mysteries 1993

TABLE OF CONTENTS

INTRODUCTION   

YOUR OBJECTIVES     

STARTING THE GAME   

QUICK WALKTHROUGH   

THE OFFICE     

STOCK MARKET   

TRAVELING 

LOCATIONS AND INVESTIGATIONS  

SAVING AND LOADING  

ENGLISH-TO-AMERICAN DICTIONARY     

TIPS AND TACTICS    

HINTS     

INTRODUCTION

I woke up at ten a.m.. It was a cold, gray December morning, one of
those mornings when you don't realize you've woken up until noon,
and then you wish you hadn't.  An icy English wind whined through
the city, and below my window people scurried from doorway to
doorway, clenching their coats about them like corsets.

My head was still a little foggy from the night before, so I took
the glass of water next to the bed and splashed some on my face
before getting dressed.  I put on my thick, green plaid shirt and
heavy blue slacks, with my favorite Italian shoes.

Leaving the house was like running into a wall of packed snow.  I
stumbled down to the corner shop and picked up a newspaper and a
fresh supply of coffee.  The girl behind the counter gave me a look
that said she was doing me a favor by serving me, and she wasn't
happy about it.  It seemed like nobody was going to be cheerful
today.  I ran back to the house as fast as I dared on the icy stone
surface.

Breakfast was cold leftovers and hot coffee, alone -- the sort of
meal you endure, rather than enjoy.  The paper was the same as
usual, with everyone fighting and swindling each other.

Eventually, I resigned myself to the inevitable and went
reluctantly to my study.  The typewriter sat on the desk by the
window, its keys forming a laughing face that taunted me, reveling
in my inability to write what I had to, and daring me to try.

Mentally, I cursed murderers and detectives and missing guns and
false alibis.  More than ever, I wished that I actually was a
private eye, instead of being stuck with the task of writing about
them.  It was fate's cruelest trick, to give me a job of sitting
endlessly alone at home, doing nothing real, and yet forcing me to
immerse myself in a world of vividly real actions and people and
decisions.  I shook my head and sat down.  Maybe one day lady luck
would shuffle the deck and I would get a better hand, but things
were what they were and I just had to play what I had.

On the page curled into the typewriter, Jack Blunt had written
himself into a corner.  To let him move on to the next chapter, the
girl in the white Mercedes had to be in two places at once and the
fat Korean from the Starlight club had to tell him about the
statue, even though he had no reason to do so.  I tore out the
page, crushed it into ball and loaded a new one.

I tried my best for Jack, but my thoughts kept drifting into
bitterness and self recriminations.  Detective work was in my
blood.  My father had been a policeman since before I was born, and
then a private eye.  Why didn't I just do the same?  Maybe if this
was the closest I could get, I didn't deserve to get any closer.

There seemed to be a strain of weakness running through me that I
didn't like to think about, but I did anyway.  I could think and
dream and wish as much as I liked, but whenever I actually came
close to doing anything about it, someone a lot stronger than me
took control of my emotions.  They whispered about risks and
uncertainties, about an established career and six well-respected
books.  And then I just turned away, back to the gloating,
triumphant typewriter, like a man who sees the best thing in the
world across some deep divide, runs to the edge and simply stops,
even though he had decided for certain to jump.

My self chastisement was interrupted by the harsh buzz of the
doorbell.  Grateful for the distraction, I pulled myself out of my
pointless reflections and went to see who it was.

On the doorstep was a slim, blonde girl of twenty or maybe a little
more.  She was wearing a blouse with way too many colors for my
still half-sleeping mind to register, and a thin black skirt which
could have been made out of a handkerchief.  I briefly wondered how
I could be frozen right through while she looked as if it was June
in Hawaii.

The girl was around five six, with legs that looked longer than
that.  She had an expression that rang warning bells in every part
of my mind.  On the surface, she looked composed and in control,
but I got the feeling that if I gave her taut face one little tap,
it would shatter away like breaking glass.  I didn't know what was
worrying her, but it had obviously gotten to her in a big way.  A
faint voice in a corner of my mind said I had seen her somewhere
before.

"Don't I know you?", I asked, stepping aside to let her into the
hall.

"I'm Gloria, your father's new secretary.  We met once when you
came to the office a couple of months ago."

Even nervous and upset, she had a voice that you could pour onto
waffles and eat for breakfast.  She came into my small living room. 
I shifted the papers off of the couch to let her sit down, but she
stayed on her feet, pacing around like a condemned man waiting for
the cell door to open, knowing it's the last time he'll ever hear
it.

"Take your time", I said as gently as I could.  "Whatever you have
to say must be important, so think it through and say it right."

She froze for a few seconds, not thinking but dreading.  "It's
about your father, Mr.  White.  Some policemen came this morning to
ask him some questions about David Walker." She froze up again,
exhausted at having forced out that much.

"That's not surprising.  When a man's best friend and police
partner for twelve years is suddenly murdered, you naturally hope
he will be able to give you some ideas.  And call me Steven.  I'm
only Mr. White to salesmen and bank managers." The thought of David
dead ran through me for the hundredth time in two and a half days. 
I felt it, not like the petty whining of my earlier mood, but as a
deep and profound emptiness.  I had known the man too, and had
considered him a good friend.

She shook her head rapidly.  "No, you don't understand.  It's not
like that at all".  Her tongue got tied up in itself and she took
a moment to get her thoughts straight.  She gave me a look so sad
I immediately felt some sort of impending doom.  "They think he did
it, Mr.  White.  Something about an argument.  Henry White was
arrested for the murder of David Walker this morning."

I guess I just stood for a few seconds.  The words hit me like a
hard right to the jaw.  When I came back to reality, I could tell
from her expression that my own must have been pretty strong.  I
pulled myself together as well as I could and took a long deep
breath.  

I could see that there was no question about what I had to do.  If
they thought Dad had killed his best friend, they were obviously
way off course and not likely to steer towards the truth.  The only
way to help was to investigate the whole case and try and find out
what really had happened.

The thought of what I had been praying for just a few minutes ago
went through me like a cold wind.  Fate had indeed passed me a new
hand, but in the unpredictable way it always did.  Now it was worse
than ever.  Far worse.

YOUR OBJECTIVES

The aim of the game is straightforward, if challenging to achieve. 
You must clear your father of the charges against him.  To do this,
you will have to investigate what actually did happen to David
Walker, and present your evidence to the police.

Remember - while you investigate, your father is stuck behind bars,
with his guilt becoming more and more of an established fact in
everyone's mind.  Keep an eye the passage of time, shown by the
clock at the top of the screen in your office.  If two months go by
and you haven't caught the real killer, you will run out of time.

Finally, be sure to take care of yourself - you will be descending
into a murky and dangerous world.  You have been warned!

STARTING THE GAME

This game can be run from either the floppy drive or your hard
drive.  Once you have it running, you can look to the chapter
titled QUICK WALKTHROUGH to get you started, or to the following
chapters for detailed instructions.


Running from the Floppy Disk(s)

First, switch on the computer.  If WINDOWS, DOSSHELL or other menu
programs appear automatically when you turn on your computer, you
should exit them now.

In either case, you should now be at the DOS prompt, where you can
enter commands.  The prompt should look something like either
"A:\>" or "C:\>".  Insert Disk 1 into a floppy drive, and type

          A: <ENTER>

          or

          B: <ENTER>

 -- to access whichever drive the disk is in.

Then, type

          CITY <ENTER>

and the program will run. If you are playing the 5.25" version, you
will be prompted when you need to switch disks.

You will need to choose the graphics mode your computer can use
(either EGA or VGA), but the computer will automatically use your
AdLib-compatible soundcard if you have one.

Installing to the Hard Drive

First, switch on the computer.  If WINDOWS, DOSSHELL or other menu
programs appear automatically when you turn on your computer, you
should exit them now.

In either case, you should now be at the DOS prompt, where you can
enter commands.  The prompt should look something like either
"A:\>" or "C:\>".  Insert Disk 1 into a floppy drive, and type

          A: <ENTER>

          or

          B: <ENTER>

 -- to access whichever drive the disk is in.

Then, type
     INSTALL  <dest-path> <ENTER>

 -- to run the installation program.  <dest-path> names the
destination drive and path where Crime City should be located on
your hard drive.  Note:  There must be a space between INSTALL and
the destination path.  Note:  You must use a colon after the drive
name for the destination path.

If you are installing from 5.25" disks, you will be told when to
switch disks.  When the installation is completed, Crime City will
be ready to run from the hard drive.


Examples

To install Crime City into the CRIME directory on the C: hard
drive, type

          INSTALL C:\CRIME <ENTER>

To install Crime City into the GAMES\CITY directory on the D: hard
drive, type

          INSTALL D:\GAMES\CITY <ENTER>

Note:  You can install to a pathname made up of more than one
subdirectory, but all except the last subdirectory must already
exist before installing the game.  In other words, there would have
to already be a C:\GAMES on your hard drive, if you intended to
install Crime City to C:\GAMES\CITY.

Running from the Hard Drive

If you do not still have the computer on, do so now, and get to the
DOS prompt as described above.  From the DOS prompt, type

C: <ENTER>

or

D: <ENTER>

or even E:, if necessary, to access the drive where you installed
Crime City.  Then, type

     CD<path-name> <ENTER>

to select the directory which contains Crime City.  <path-name>
should be the same directory name you gave when installing the
program minus the drive designation that starts it off.  (In other
words, to access C:\CRIME, make sure you are accessing the C: drive
and type CD\CRIME.)

Then, type
          CITY <ENTER>

to play the game.  You will need to choose the graphics mode your
computer can use (either EGA or VGA), but the computer will
automatically use your AdLib-compatible soundcard if you have one.

QUICK WALKTHROUGH

After you start the game (following the instructions in the
Installation and Loading chapter), the game's introductory screen
will appear.  Press the ENTER key or click the left mouse button to
continue.  A newspaper headline should now appear -- and the man on
the front page accused of murder is Henry White, your father!  It's
your job to clear his name and find out "whodunit."


Your Office

Click the mouse or press ENTER again, and you will be moved into
your father's old detective office.  Nearly everything you see here
-- the computer, the bulletin board, the map, the disk, the
notebook, the envelope and the telephone -- will help you in your
adventure.  The blue buttons at the top of the screen help you keep
track of time, and allow you to "fast-forward" when you want.


Answering Mail

It seems like some mail has arrived today -- see the envelope at
the edge of the desk?  An envelope will appear here whenever mail
arrives in the morning.  Click on it, and you'll get a close-up
view of the letter.  As you can see from reading it, your mother
has paid the rent on this office for two months -- so have only
that much time to catch the criminal.  Click on the area marked
Exit at the top-left corner of the screen, and the letter will
disappear.  See the bin under the bulletin board?  That's where
messages you read go.  Click on it later if you want to read that
letter (and any old mail) again.  But right now, take note of the
date at the top of the screen, so that you know when your time will
run out.


Your Notebook

You should find out a little more about yourself before you get to
work.  To do so, click on the notebook located to the left of the
computer.  It will be open to the Score section, where you can see
your skill stats (generally low), attributes (mixed), and money. 
You start with 50 pounds -- since everything in England (and in
this game) uses this form of currency, don't bother converting
these numbers into dollars.  Later in the game you'll learn how to
increase your skills.  Select Exit when you're done.


Traveling

Now it's time to start investigating.  All the best detectives
start out at the scene of the crime, so that's what we'll do.  You
travel using the map of the city hung on the office wall; click on
it and you'll get a close-up view.  The arrow points to your
current location -- the office -- and names indicate all of the
buildings you are currently interested in.  The building marked
"CRIME" is where the murder took place, so click on that building
(not on the sign).  A panel should appear, which offers three modes
of travel to get there.  In most cases, to get somewhere faster you
will need to pay to take a bus or taxi; however in this case the
location is so close that walking is as good as anything.  Select
that option from the panel, and you should arrive at the crime
scene.  (If there isn't a chalk outline of a body on the floor,
then you've chosen the wrong place -- click on the exit and try
again.)  


How to Investigate

Investigate the scene by clicking on various items in the room --
the chart, the cabinet, the chalk outline on the floor, and so on. 
Don't click on the exit, or you will leave the room.  Look at
everything in the room -- you never know what may provide a clue. 
Make sure you click on the picture on the right-hand wall -- you
will discover a secret safe hidden there.  Click on the safe, and
a combination pad will appear.  You can try to guess the
combination, but unless you're extremely lucky, you'll need do some
more footwork to get it.

Assuming you didn't open the safe, click on the exit to return to
the city map.  Travel to the places marked on the map, and talk to
the people you find there.  If you get any good phone numbers, go
back to your office and call them.  (See the parts of the manual
that explain talking and making phone calls.)  That combination's
out there, and you're going to find it!  Now you're on the case!

To Be Continued... by YOU!  Good Luck!

THE OFFICE

You start the game in your father's office.  Much of your research
and investigation will take place here.  On and around your desk
are various objects which you can use or examine.  To do so, just
move your mouse pointer onto the picture of the object, and press
the left mouse button.  All commands in Crime City are given this
way.


Bulletin Board

To look through the messages your father had left pinned up, click
with the mouse on the notice board, which is on the wall towards
the right of the office.  You will then see the board enlarged.  To
read a note, just click on it.  In the same way, you can use the
EXIT sign in the top left corner to go back to where you were.


Diary

This contains information on your father's schedule and telephone
numbers.  It also has some general information on the game, and a
summary of how well you are doing so far.  Click on a section's
divider to look it up.


Letters

From time to time, you will receive some mail.  An envelope icon
will appear on the desk for you to click on and read.


Letter Bin

Once you have read your mail, it is filed in the letter bin on the
wall.  Accessing this will allow you cycle through everything you
have received.


Computer

The modern gumshoe is naturally equipped with a computer.  You can
use this to look up records on various people, to order
surveillance on somebody and to use a number of telecommunication
functions such as on line share trading, bulletin boards and
possibly a bit of surreptitious computer hacking.  You can even
pass the time playing a game!
 
By no means everything that you will need will be free.  Travel
expenses can mount up, and as you will see, skills training can be
expensive too.  Playing the computer's stock market is one way to
generate money.  See the next chapter for details.
 
The computer also contains a traditional arcade game.  The aim is
simple -- to stop the ball escaping off the bottom of the screen,
and to demolish the wall at the top.  Guide the bat left and right
with the mouse.  Use it to bounce the ball back up.  It will
destroy any bricks that it hits.  The left mouse button will start
each screen.  The right quits the game.

You will have to find out about the other activities for yourself!


Telephone

Use this to call someone up.  Dial a number on the large keypad
that appears, and the phone should ring.  If the number is
legitimate and pertinent to the case, you will either get a busy
signal or the person you're looking for will pick up.  If the
line's busy, call back later.  If the person is in and answers the
call, a dialogue box will pop up showing what they say, and giving
you a number of options for a reply.  Choose a reply by clicking on
it; after they respond, you can then ask them something else.  As
the conversation progresses and you learn more, the options will
change, allowing you to follow a train of thought through the
discussion.


Disk

Use this to save or load a game, to start again, or to quit the
game.  See Saving and Loading, below.


Time

Another thing you can do in the office is to inspect and control
the passage of time.  A bar across the top of the screen tells you
what time and date it is.  You can advance time by clicking on the
buttons reading "+ 15 MINUTES", "+1 HOUR" and "NEXT DAY".  You can
also turn in for the night by clicking on the sleep bubble on the
right of the desk.

STOCK MARKET

To work the stock market, you must first understand the system of
money used in England.  Simply put, there are 100 pence in a pound,
which is the main form of currency you'll be using to purchase
things.  It's easy to remember is you think of pounds as dollars,
and pence as pennies (hundredths of a dollar).

On the stock market screen, the price in pence of each share is
displayed next to the company's name.  To purchase shares, click on
the BUY button and then on the company you wish to invest in.  A
three digit number will appear.  Specify the number of shares you
want by clicking on the + and - icons surrounding the number.  Your
holdings (the cash value of your stocks) will not be added into
your cash total until you sell them; this is done exactly like
buying, but you must first click on SELL.

The basic rule of the stock market is "buy low, sell high." 
Obviously, you want to buy shares that look like they will rise in
value, and sell them at a higher price than you paid.  The
high-risk stocks are more likely to rise in value quickly, but they
may also drop just as fast.  Watch them closely.

TRAVELING
 
To leave your office, just click on the icon of the map on the
wall.  This will bring up a full screen map of the city.  A large
red-and-yellow arrow will indicate your current position -- the
office, to start with.  All of the locations you might want to
visit are indicated by small labeled arrows.
 
To go somewhere, simply click on the site in question.  You will be
asked how you intend to travel.  Some ways are quicker than others,
but they tend to be more expensive.  Remember that not all places
are open all of the time, so you may have to wait around or go back
if you turn up at an unsociable hour.  You can see and advance time
using the time controls at the top of the screen; these are
identical to those in the office.

Warning:  If you insist on being out and about twenty four hours a
day, don't expect to be in a clear state of mind for very long. 
Remember to get rest.

LOCATIONS AND INVESTIGATIONS
 
To start with, there are eight locations marked on your map.  These
are:
 
                Your office
                Your parents' home
                Your girlfriend's home
                The scene of the crime
                The police station
                The hospital
                The local pub
                The church

More will appear later, as your investigation brings them to your
attention.


Investigating a Location

Once you are in a location, you can explore it by clicking on any
interesting objects within the scene.  A message will appear at the
top of the screen telling you what you have found.  Look carefully
through the places you go to.  Some of the things in them are vital
clues which you will need to complete the game.

You will also encounter many different people during the game. 
Clicking on them will allow you to start a conversation.  This will
work in much the same way as the telephone conversations described
in an earlier chapter.

SAVING AND LOADING

To save a game in progress or to load a previously saved game,
click on the disk icon in the office.  You will then be presented
with five choices:

       Load a previously saved game.
       Save a game in progress.
       Quit out of Crime City and return to your operating system.
       Return to where you were in the game.

To select a option, just click on it.  Floppy Users: Remember that
you will need a formatted disk when you want to save anything.

NOTE:  Do NOT use the "New Game" option on this screen.  Quit the
game and restart it if you want to begin again.

ENGLISH-TO-AMERICAN DICTIONARY

Some of the British slang in Crime City may be a bit confusing, so
we've provided a small phrasebook to make understanding this
"foreign" language easy!


Special Notes

Telephone numbers:  In England, most phone have six-digit phone
numbers, instead of seven (as we have in America).

Dates:  In England, dates are printed day-month-year, instead of
month-day-year (as we have in America).  Example: 25/6/91 is June
25, 1991.


Glossary

0898 number -- the British equivalent of 900 numbers
ABH -- technical term found on police reports, meaning "actual bodily harm"
action man -- like an American G.I. Joe doll; action figure.
chemists -- like an American drugstore, here you can buy small
             household items, process film, and get prescriptions filled
chubblybubblykins -- don't ask
constable -- police officer
cuppa -- slang for "cup of", usually referring to tea or coffee.
Fun Fare -- traveling carnival
GBH  -- technical term found on police reports, meaning "grievous
        bodily harm"; worse than ABH
Ice Lolly -- popsicle
Milton Keynes -- a town in Britain, constructed in the 60's; not a person.
NHS -- National Health Service, a government-run, public health
       service.  Free of charge, but has a reputation as underpaid and 
       poorly run.
naff -- boring; untrendy; poor quality
vicar -- priest

TIPS AND TACTICS

Steven White, whom you play, is an individual with various natural
abilities and talents.  During the course of the game, you will
also have the opportunity to learn a number of skills.  These will
all help you in your quest to clear your father.  However, above
all Crime City is a mystery game.  You will need to find clues, to
get important information from the people you meet, and so to piece
together the entire sequence of events.

Take a note of all of the information in the office.  
It may be useful immediately or at some point later in the game.

If you want to know what someone is up to, watch them!

If you find someone who would be willing to help you, talk to them.  
Call on them every now and again to see if anything new has come up, 
or if they can help you sort out the information you have.

Remember that the clock is ticking, and time is important.  
However, you won't solve the whole puzzle in twenty-four hours.  
Sometimes you have to call it a day, and wait to see what tomorrow brings.  
(You have two months to complete your investigation.)

If you find a phone number and it doesn't work, or an address which 
doesn't lead to a new building, don't worry.  If they don't work, 
they aren't important at the moment.  If information later in the game 
tells you that they have become important, you'll want to check them out 
again.

If you run out of things to do, try the following things:
1)   Check for new mail
2)   Talk to Dave in the pub
3)   Visit any new buildings on the map
4)   Check out new telecommunications services
5)   Try surveillance on any new suspects
     If all else fails, try waiting a couple of days.  A new letter
     might arrive in the mail, which will usually provide a vital clue.

The chapter titled Hints provides information that will help you
when you get stuck.  However, don't look at it too often, or you
will make the game too easy!

HINTS

If you're stuck and looking for help, this section should help you. 
Look for the pertinent question on the list below, then find a vague 
answer or a specific answer in the two lists below the question list:


1)   Where do I find the combination to the safe?
2)   I've found some film... what do I do with it?
3)   What do I do with the photos?
4)   Something happened to Phil, and I can't find him!
5)   What can I find out from Phil?
6)   What can I do at the bridge?
7)   Phil's Girlfriend keeps getting upset when I talk to her.
8)   What do I do at Phil's house?
9)   What do I say on the phone to Jeff?
10)  How do I keep an eye on George?
11)  What do I do while I wait to hear from my girlfriend?
12)  How do I know that George is telling the truth?
13)  What do I do on the BBS?
14)  I'm keep losing Jason when I try to follow him.
15)  After I get beaten up for following Jason, I'm stuck!
16)  What do I do regarding the affair?
17)  After I talk to Debbie, then what?
18)  Simon's story seems too good to be true.  How do I check it?
19)  The vicar wasn't very helpful.  Now what?
20)  How do I help Ian?
21)  How do I find Bill?
22)  I can't past that man in the hospital!
23)  How do I track down Bill's murderer?
24)  I can't get into Stancrowe!
25)  How do I get into the safe?
26)  How do I find Gordon's house?
27)  How do I get in to Gordon's house?
28)  What do I do in Gordon's house?
29)  What do I do with the contents of the Stancrowe safe?
30)  Once I've got the evidence from Stancrowe, then what do I do?
31)  Where's the weapon?
32)  I've got all the evidence to clear my father.  What do I do now?
33)  I think I've uncovered everything, but the policeman says I've
     still got two suspects!  What do I do?

VAGUE ANSWERS

1)   Maybe David (the owner of the safe) told someone he knew about it?
2)   You'll need someone to develop it for you.  Look at the
     bulletin board in your office for a clue.
3)   There's someone at the pub around lunchtime who may be helpful.
4)   What happened to Phil was pretty serious...
5)   It's better to find things out from the living...
6)   Look out for litterbugs.
7)   Then stop upsetting her!
8)   Look for some evidence to connect him to the crime.
9)   Don't say anything too blunt or obnoxious.
10)  Isn't there someone out there who'd do anything for you?
11)  Check out old haunts, and kill some time.
12)  Someone near him should check out his story.
13)  There are clues to be had here.
14)  Perhaps you need more training?
15)  Shouldn't you warn your loved ones about the threats that have 
     been made?
16)  Check with old sources.
17)  You should look for some confirmation of what she says.
18)  Surely someone can vouch for his whereabouts.
19)  You should follow his advice carefully.
20)  Have you talked to him?  Dave should have given you what you
     need to help him.
21)  The clue you need will come from the company he works for, and
     your computer.
22)  You need some friendly assistance.
23)  Did you see the slip of paper in the hospital?
24)  Patience and skill will both be rewarded.
25)  The key to your problems lies with one of Stancrowe's employees.
26)  Look at the paper the wastebasket at Stancrowe.  Someone
     involved with the murder has his address -- do you remember where?
27)  Try the direct approach, but not too direct.  Patience and
     training are virtues as well.
28)  Find the key to your problems.
29)  Do what comes naturally to those types of things.
30)  You need to learn about the murder weapon from someone who'd
     know about it.
31)  Follow Jeff's advice.
32)  Tell someone!
33)  You've ignored affairs of the heart.

SPECIFIC ANSWERS

1)   Your father, who's currently in prison, has information that
     will lead you to it.  Your computer will come in handy as well.
2)   Your mother works at the chemist's, which is where they
     develop film.
3)   Go to the pub and ask the bartender for information -- he'll
     tell you who to talk to.
4)   Check out the morgue -- it's in the hospital.
5)   Reading his medical report will show you where he died; a clue
     waits there.
6)   Someone's phone number is written on some trash here.
7)   Use the calmest possible responses.
8)   In particular, try the phone and the letter on the floor.
9)   Mention a friend, and then mention what the friend was after. 
     Jeff will help you greatly with money and training.
10)  Try your girlfriend.
11)  Dave will give you information that you should use on your
     computer right away.  And in a few days, Lisa will write you.
12)  Your girlfriend could check it out for you.  Call her and ask.
13)  Look for two phone numbers here.  Also, you might want to try
     downloading the VirusWipe program.
14)  Jeff can teach you surveillance and other useful skills. 
     However, you'll need to pay for them.
15)  Talk to your mother about the attack.  She'll tell you some
     information you need to continue.
16)  Talk to Dave, then do some surveillance.
17)  Your father's locked in the jail.  Why not ask him?
18)  Try the vicar at the church.
19)  Seek out another person who visits the church -- David's wife.
20)  If you've talked to Dave lately, he will have given you the
     password to delete records from the police computer.
21)  Access the BBS from your computer, and you'll find the phone
     number for Bill's company there.
22)  Talk to the nurse.  You'll need to talk to her more than once. 
     Also, try entering ward A1 more than once.
23)  Attempt surveillance on Nick Hobson, then visit the company
     where he has been sighted.
24)  Pay Jeff to train you in lockpicking, and don't be afraid to
     try several times.
25)  Gordon, an employee with Stancrowe, has the key.
26)  Check Phil's house again.
27)  Pick the front door.  You need to pay Jeff for lock-picking
     training, and it may take several attempts.
28)  The key to the Stancrowe safe is somewhere in Gordon's clothing.
29)  Use the disc in your computer, use the money to pay off Jeff,
     and use the evidence to give to the police when everything is
     figured out.
30)  Talk to Jeff about the weapon (after paying off all of your debts).
31)  It's somewhere in Phil's house.  Check everywhere -- even
     places you checked before and found nothing.
32)  Go to the police and show them the evidence.
33)  Your girlfriend, once she regains consciousness, holds the
     remaining key to the mystery.

