The witness clue system
Interviewing witnesses for two kinds of intelligence — where the crook fled, and who they are.
The heart of the series is the witness clue system. In each city the player visits a handful of locations and questions the people there. Witnesses supply two distinct kinds of intelligence, and telling them apart is the core skill of the game.
Destination clues
Destination clues point to the crook's next stop. Rather than name the city, a witness will reference its country indirectly — a flag, a currency, a language, an export, or a famous landmark. The player must recognise the country (or look it up in the boxed reference book) and choose the matching city from the travel list. This is the franchise's signature educational hook: geography becomes detective work.
Suspect-trait clues
The second kind of clue describes the crook themselves — hair colour, a hobby, a favourite food, a vehicle, a distinguishing feature. These trait clues are recorded and later filed on a warrant to identify exactly which V.I.L.E. member you are chasing.
Quality varies
Not every location yields a strong clue, and questioning costs time on the case clock. Skilled play means gathering enough to be confident about both the next city and the suspect's identity without burning so many hours that the crook escapes the deadline.