Nothing terrible earth-shaking this time: I visited all the subway stops and mapped everything out.

The key in the top is now fixed, with W and E going the appropriate directions.
We’ve seen the starting office, the penthouse, a museum, and an ATM, but a brief tour of the rest:
Sports Complex:
Mainly seems to be there for a locker, which I assume we get a key for at some point.

The NOISE MAKER seems tempting for some puzzle where we have to distract bad guys, but I haven’t come close to any related scenario yet.
Unfriendly:
There might be a scene later, but this was the most bare-bones of the destinations I could find. It just is described as an unfriendly part of town, with no buildings to enter.
Broken Arms Hotel:

We can see from the registrar where Beau McBride is staying (that’s the new fiancée of our kidnappee), and visit to see a shipping notice.

I did find the crate, which I’ll show off in a moment.
“Executive Row”:
Where broken-down executives go to self-medicate.

There’s a person who indicates they know something that you can bribe. I am quite unclear what it has to do with the case — I feel like I’m seeing something out of sequence. All I can clean is someone named Oliver Livwell exists and was acting suspiciously.

Bus Station

Rather like the Sports Complex, this seems to exist for the purpose of providing a mysterious locker that we can unlock. Again, we seem to be out of sequence:

Warehouse
There’s a steel door that we can’t get through (and where I assume more drama occurs) but also the crate I promised would come up again. It is full of red herrings.


Cinema
There’s a cinema that is currently playing a movie, and it doesn’t let you buy a ticket; however, if you have a stub, you can see a movie in progress. So this is just a matter of waiting for the right item.

Apartment
You can visit your own apartment, which is very messy. There’s a picture of your mother with a safe behind it.

The combination hidden in the office (from a few posts ago) works, although it took me a while to get the syntax. You need to TURN DIAL LEFT or TURN DIAL RIGHT, and then a real-time interface happens where a number rapidly increases and you have to push a button when it hits the right spot — almost a mini-game.

The statue contains a statue which appears to be a reference to The Maltese Falcon.
It’s a statue of a bird of some sort. This is a family heirloom, handed down to you from your great grand-dad. On the bottom of the base it reads, “Made in Malta.”
If the statue shows up in the plot, I haven’t seen it yet; at the moment it appears to be just a reference.
Bank
Nothing exciting about this. I assume this is simply another location the bankcard works at, but maybe a future event happens here.

Summary
This seems to be the sort of game where I’m supposed to find clues in a specific sequence, and various people and events will show up at the right intersections once I learn about them; alternately, I’ll get a key for one place, which then has a key for the next one. In a ludic sense, I don’t really feel like I’m investigating anything, but let me save any design conclusions for the end of the game.
The locations end up not being large so I suspect once the progression really gets going unless there’s some difficult puzzles along the way, I might blaze through what remains of the plot. So hoping for a win next time?
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