
A really important feature of this card, as opposed to its cycle mates, is that it is often practical to play it at the very end of the game when its high cost is not as important. Early on, this card is somewhat specialized, there are situations where it can be very useful but it is very expensive. But a lot of characters tend to build up some extra money near the end of the game when they don't have time to play assets anymore, and this is extra true of rogues who are rich anyway. There are a lot of situations where you can wait till the very end of the game, then suddenly use this card to pick up the clues you need to win, or to earn some extra XP, and ignore the fact that the clues are on difficult to investigate late game locations that you simply don't have time to deal with. This makes this card far more useful than its mates Decoy and Small Favor, because they tend to only be useful in reaction to bad events happening, and are far less likely to be useful in the end game, and this makes it far more difficult to get away from their extremely high cost.