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The reference book as a required move

Mechanics6 contributors

Before the games had built-in databases, decoding a clue meant physically opening the book Brøderbund put in the box.

The decision to ship a real reference book with the original game set a pattern the series kept for most of a decade: destination clues are written so that the boxed book, not the game itself, supplies the answer. This entry is about how that lookup actually played out at the desk, game by game.

A concrete example

Where in Time's manual walks through one case start to finish: a witness mentions a telescope, the player looks it up and arrives at Galileo, whose entry in The New American Desk Encyclopedia gives life dates of 1564–1642 and a nationality of Italian — which matches the “Italy, 1300–1699” band on the Chronoskimmer's own destination panel. Nothing about that chain is guessable from the game's own screens; it only resolves once the book is open on the desk.

A different book for every setting

Each sequel paired its clue-writing to a specific bundled title. Where in the U.S.A. shipped with Fodor's USA and went a step further, gating rank promotions behind a short quiz keyed to a specific page of the guide. Where in Europe leaned on Rand McNally's Concise Atlas of Europe. America's Past used the abridged What Happened When. The North Dakota spin-off went furthest of all and commissioned its own almanac from scratch, because no standard reference covered the state in the granular local detail its clues needed.

When the book disappeared

The pattern faded as the hardware started doing the almanac's job instead. The Deluxe CD-ROM remake folded reference material into Crime Net and an on-screen Interpol map. Where in Space replaced the printed guide with the VAL 9000's own onboard database. By Junior Detective, aimed at children too young to read a paperback atlas at all, clues had become picture icons matched directly against a map — no outside book required at any point.