Let’s Replay Covert Action – The Ariane Files [Case 16A]
Sometimes the game decides it wants to play hardball; the organisation you start off knowing is involved has only a few hideouts you're aware of and they're far from Washington and the clues you 're given at the start don't point in any decent directions. Once you make it to somewhere to being your investigations, you're greeted with filing cabinets bereft of anything decent. All the while, the case is going on around you, leaving you scrabbling to catch up.
Then there are the times when the game decides to take things easy on you. The clues you get are extremely useful and you have places you can investigate almost immediately. When those places are replete with messages to decode, floor safes that trip over themselves to dispense inside information and even a plot participant is when you know that things are off to a great start, though one mustn't let that make you complacent. Long is a case and a good beginning can lead to a catastrophic end if you're not careful.
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