It's the Amiga's famous heist-'em-up!
Southampton, January 29th 1994.
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Now how do I leave the station exactly?
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You, sir, how are you?
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Oh, right.
Matt's got a bit of a one-track mind. Apart from the very rare occasions where you can ask a character to elaborate on a keyword they've mentioned, Matt can only ask the same small set of questions to every character: 'What is your occupation?', 'What skills do you have?', 'Do you have a criminal record?' and 'Would you like to go a-burgling with me?'
He's also got a photographic memory. He can instantly recall the skills and attributes of everybody he meets. To add somebody to your gang, you need only ring them up and ask. You can recruit almost everybody you meet. Except police officers. That would just be stupid.
Matt needs a home base. Time to check into the Ugley Dog.
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Matt says he's had his wallet stolen and Patrick suggests we head over to the police station and report it.
Now that I know there's a police station, I can go there. But how ever is Matt going to get around the City with no money?
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If Matt had any sense, he'd give up this silly idea of a life of crime and just sell the damned ticket.
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I hope you mean you handle the stolen goods for the police or something, because otherwise that's probably not a good thing to yell while standing right next door to the police station.
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I do like how every room seems to have its own unique music. Some sleazy, some squalid, some seedy.
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Whaddya know, there's a policeman here. Hey, policeman! What is your occupation?
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He'd probably take that as a compliment.
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Ma Stuvysunt gives Matt the phone number for a Mr. Briggs, who can help me get some money while I'm in London. Thanks, Ma.
![](https://www.mrdictionary.net/users/mecha-neko/saigimages/TheClue/TheClue_Amiga_19.png)
Surprisingly, I get the choice to decline joining his evil schemes. I'm the great Matt Stuvysunt! I'm nobody's lackey!
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I can choose to remain at the monastery... or I can just leave! I pick leave.
Matt makes up some excuses about being able to do God's work better in the outside world and the old man wishes him well.
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No, there's no way to know about this in advance. I think the scriptwriter wanted me to be able to start the game without working for Mr. Briggs, but they just got the numbers wrong. Or perhaps I just sold the ring to the wrong fence and didn't get the right price for it.
Either way, I have to restart the entire game and instead accept Mr. Briggs offer.
Or, you know, I could wander into a shop absent-mindedly and spend all the money Inspector Gludo gave me on a set of lockpicks before getting the hotel room and have to start the game again twice.
This time, I decide to wish Inspector Gludo a happy 50th birthday instead of telling him about my stolen wallet.
![](https://www.mrdictionary.net/users/mecha-neko/saigimages/TheClue/TheClue_Amiga_26.png)
Fearing I've messed up the game YET AGAIN, I start to check all the available locations, when I encounter this gentleman...
![](https://www.mrdictionary.net/users/mecha-neko/saigimages/TheClue/TheClue_Amiga_27.png)
With the man's money, I get the hotel room, meet Briggs and accept his offer. Briggs gives me a car and tells me to rob a kiosk in Fulham. Let's go take a look.
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That's what we would have done, if I'd remembered to buy a jemmy beforehand. This is why we plan.
Exit. Leave hotel. Taxi. Tool shop. Buy tools. Taxi. Hotel. Planning. Alrighty!
It won't let me exit the planning screen without saving my plan to disk. It won't let me save the plan to anything except a prepared 'datadisk', and the only way to make a 'datadisk' is to boot up into Workbench, insert the The Clue! disk, and then click an icon. So now I have to play THE ENTIRE GAME UP TO THIS POINT AGAIN.
I'm going to install it to the hard drive now, so it'll hopefully be faster.
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There's no animation or interactivity on this screen. The green rectangle just moves from right to left.
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If they're 8% toward identifying Matt from just this tiny shack robbery, it doesn't look likely we're going to be robbing jewellery shops any time soon. Maybe Matt should invest in a mask. Or perhaps he could just stop leaving massive piles of cigarette ends wherever he goes.
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As I leave the hotel, a strange man approaches me, throws a screenful of broken French/English at me and offers to buy my 'loot'. Do I sell the oddball my stolen goodies? Sure, why not!
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Nah, I knew that was going to happen. You're supposed to sell your stuff to the various shops in the city. Yeah, the ones right next to the police station. Y'know, the one with the guy standing right outside who, when asked what his occupation is, replies 'I'm a receiver of stolen goods'.
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I don't seem to be able to select when these burglaries take place... we might be robbing them in the middle of the day for all I know!
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Why? Because they've got stuff and I want it.
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There's only one thing we didn't account for:
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The heist is immediately aborted; everybody runs for their life. We got some loot, but there's some dire news.
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I'm going to read through all the item descriptions and hopefully end up with the right tools to open and disarm an alarm box without setting it off.
![](https://www.mrdictionary.net/users/mecha-neko/saigimages/TheClue/TheClue_Amiga_50.png)
Aaaaand... we got away! The alarm was successfully disarmed, and we made off with hundreds of pounds in cash, a bronze statue and a signed photo of Oscar Wilde. Excellent!
I did not expect that at all. I thought it would be much harder!
Well, there you go. It passes the Super AIG test of holding my interest this far. There's enough information in the item descriptions to have a fair shot at planning sophisticated heists without using a walkthrough. The planning interface is simple enough to not hurt my head and cleanly presented enough to not make my eyes water. There seems to be plenty of different buildings to tackle and Old Matt tells a compelling tale. There's a lot of characters to talk to and hire, and they usually have something amusing to say. There's a daft sequence where you can set Gludo's tie on fire but I just can't remember how to trigger it.
The worst part of The Clue!, if you can train yourself to understand its slightly unusual interface, is the software itself. The loading times from disk are substantial, and having to quit the game to prepare a 'datadisk' was mighty frustrating. If you can install the game to hard disk and then make sure it works for saving both games and heist plans, you might find yourself enjoying this game.
There's a DOS version too apparently, but I haven't played it. It's got different heist graphics and different music, so it might not be As Good. Or it might be better! You should play it and find out!
I was thinking about The Clue again the other day for some reason. I'm surprised I'd gotten so far into it in this post! I was wondering if anybody had ever written a walkthrough for the game and of course there was one at the time, but it was in German. :) But then somebody helpfully eventually translated that into English and it became the basis of more English language walkthroughs resulting in a very impressive walkthrough updated in 2022!
ReplyDeleteLink to walkthrough
One interesting fact I learned while reading this is that there was a CD32 version of The Clue and it has VOICED DIALOGUE! That's a real rarity in Amiga games, so a mountain of well-deserved kudos is due to Neo for adapting their game to the CD32 and giving it some extra features. It also has passwords now, which is probably the best the CD32 could provide. And a thirty year mystery is solved: 'Stuvysunt' is pronounced like 'movie hunt'.
The Clue CD32 video.