Hehe, that's what I was going for. The randomness won't create anything that's illogical, everything is strongly bounded to be internally consistent and each potential solution fits into the overarching story. So if you found a thing in a place, there's a good reason why it was in THAT place which you need to figure out. It's a murder investigation, after all :) Let's just say that, each time you play, a different person got to him first, and that includes you..... It's only random insofar as you find out who was pushed over the edge first... But there's a darker story underpinning it too, if you want to try to work that out, there are clues.... :)
I'm in the middle of stripping out some of the less-useful 'connector' rooms, and I'm adding some descriptive text for some of the scenery objects to trim it down. I'll upload an update in about 10 minutes (you'll need to restart your game if you want to play on the reduced map). There are about 5 or 6 rooms which I added for a particular reason, which seem a bit empty at the moment..... ;-)