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24 Sentences With "given a clue"

How to use given a clue in a sentence? Find typical usage patterns (collocations)/phrases/context for "given a clue" and check conjugation/comparative form for "given a clue". Mastering all the usages of "given a clue" from sentence examples published by news publications.

The Guardian suggested the brooch may have given a clue to which way the ruling was going to go.
Jenna Bush Hager may have already given a clue to her son on the way's name — long before her pregnancy.
The sector was given a clue on Vestager's stance six months ago, when her tough demands scuppered a merger of TeliaSonera TLSN.
A new study, published in Royal Society Open Science, has given a clue by examining the effects of visual and auditory sensory information on pain.
We are given a clue in the title: "Sonoma Corners" (1971), which refers to Wilmarth's California This ethereal work evokes those youthful days and brilliant West Coast light.
It did not help that, until recently, archaeologists would wash any ancient pottery they unearthed in hydrochloric acid to strip off any accumulated gunk, which also removed any organic compounds that might have given a clue about what was once stored in the pots.
The games ranged from spot the difference, to making a word out of jumbled up letters, to guessing words when given a clue. The word guessing game required viewers to identify an obscure object based on its colour, or where it might be found.
The Mini Sweep is a question round. On answering a question correctly, they have 10 seconds added to their clock. The winning contestants are given a clue as to which item is required. The contestants then have to find the item with a "Supermarket Sweep" logo on within the supermarket and return to the start with it within 30 seconds for a bonus of £25 (£50 in the 2007 revival) to their sub total.
In Letter Perfect, players are given a clue to a 6-, 7-, or 8-letter mystery word, then must fill in the missing letters to complete the word. Essentially, for each correct letter a player selects within the time limit, they are awarded points. Scoring and game play are identical to Media Mash-up. This game was debuted on PlayCafe on May 15, 2008, and is the first user-created game to be featured on the show.
The object of the game is to discover everyone else's secret while protecting one's own. Each night the yacht anchors at a different Mediterranean port city, where one of the six secrets is disclosed to the entire group. The guests are given a clue, then sent ashore to find the proof of who among them holds the card bearing that night's secret. The game for that night ends when the actual holder of the subject secret discovers the proof.
They are also given a clue as to their final performance: that it's going to be "hell." The two are brought to an unnamed club, where they walk down a series of stairs into the basement. There, R.A. the Rugged Man, dressed in a Satan outfit, is finishing his own set, while "flames" spew. Backstage, John Brown and are going through their final preparations, and Serch tells the two rappers that he is proud of them for making it this far.
Two seasons of the U.S. version have used different variations on the Exile twists. In China, tribes who won reward challenges earned the right to "kidnap" a member of the losing tribe, who would stay with them until the next immunity challenge. The kidnapped person was given a clue to the hidden immunity idol which he or she must give to one member of the winning tribe. In Samoa a reverse version of the kidnapping rule was used, called "spy expedition" (also known as "observing").
For example, players may need to identify if phrases like "Don't Spill the Beans" are names of children's board games or advice given by Dr. Phil. Gibberish Questions, returning since their absence in the 2011 edition, present the player a phrase that rhymes with a well-known saying, though phrased and punctuated without heeding the original statement. The player must type in the original saying. The final question is always a Jack Attack: here, the player is given a clue phrase prior to the round that indicates some relationship.
This time however, after checking in, teams were told "this leg of the Race is not over" and were given a clue to continue racing. Mel & Mike confirmed in a post-show interview that there was an unaired, unused, Fast Forward in Leg 7 that involved purchasing items for an orphanage using the team's own money. This was the first season ever where no team took the Fast Forward option throughout the Race. The Maui Finish Line was the southernmost finish location in the American version of the Race.
Erin plays the warmer-colder game with Andy, who thinks she is trying to have him touch her chest, only to find leads under the keyboard. Angela forces Phyllis to do unnecessary paperwork, which she will later destroy. Stanley wins leads from Ryan and Kelly by pretending to agree with various points they're making during an argument. When Dwight returns from a sales call, he is given a clue that leads him to Kevin, who tells him that some of the leads are in the trash after Dwight starts strangling him.
At Mount Rushmore, the teams, no longer working in two-team pairings, had to find a spot on the Presidential Trail where only two of the four presidents could be seen and then follow a smaller path until they found locked boxes containing the first of seven "artifacts" necessary to find the treasure. In this instance, the artifact was a map. The boxes opened with a combination. Teams were earlier given a clue message telling them to pay attention to the natural order of things, but that sometimes history has a way of changing it.
A significant aspect of KQ6 story and gameplay is the option for the player to receive different endings based on choices made during the course of the game. Partway through the game, the player has the option to pursue either the "short path", which finishes the game rather quickly, or the "long path", which contains more puzzles and leads to a more satisfying ending. Upon completing either path, the player is given a clue about what choices would have led to the other ending. In addition to the two main paths and endings, the game's endings also contain many minor variables based on optional tasks in the game that the player may or may not have performed.
Zen has meanwhile been called back to Rome by the news of his mother's approaching death. This, coupled to news of Carla's death, temporarily puts him out of action, and when he returns to his headquarters in Catania he is given a clue that not everything is as it seems by a file that Corinna had sent him, supposedly as a birthday gift for Carla. This points to irregularities in the investigation of the murder of a Mafia chieftain's son and a possible Roman "third level" aiming to destabilise the powers of the old clans. Zen is more than usually at sea in the Sicilian atmosphere of double-cross and ambiguous messages in which it looks as if his own side is out to kill him.
Some Races have included a double-length leg, also called "to be continued" Legs (or dubbed as "Super Leg", in the Philippine edition), shown either on two separate episodes or a single two- hour-long episode, where teams are not checked in at a Pit Stop but instead given a clue to continue racing. The clues that precede the midpoint of the double-length leg often will hint at a Pit Stop but will not include the normal language found in clues for normal-length legs that direct teams to the Pit Stop. In some cases, the host has been present along with the check-in mat to give teams their next clues. Double-length race legs were born out of necessity during season six.
For the third time in her career, Fields was chosen to participate in Survivor, this time for its 20th season, Heroes vs. Villains. As part of the Heroes tribe, she immediately became targeted for elimination by Tom Westman and Stephenie LaGrossa, but survived the first Tribal Council when the Heroes tribe unanimously eliminated Jessica "Sugar" Kiper, who was seen as the weakest and most emotional person on the tribe. In Episode Two, Fields and her tribemate, Candice Woodcock, became the decisive votes in eliminating LaGrossa by a 6–3 margin. In Episode Four, after being given a clue to a hidden immunity idol and believing that Westman had found it, Fields devised a plan to eliminate a member of the opposing alliance and eventually the Immunity Idol.
Teams still must complete all of the tasks in the final city before they are directed to the Finish Line mat (with a design of the series logo, though some versions used a Pit Stop mat, as seen in the Asian version) to claim the cash reward for the winning team as well as various prizes. In the U.S. version, the grand prize was a cash prize of . At the check-in mat, the host and in most cases the other eliminated teams celebrate the arrival of the teams. Generally, all three teams are allowed to arrive, but in seasons one and four, the third place team was so far behind and outside the final city that they were given a clue at their next Route Marker that informed them of the results.
They buzz in with the correct answers. On some questions, one of the statements is replaced with either a picture or a song (in which the song is the answer they require). Two Clues in One (first played on Series 3, Episode 9): The players are given a category and are then given a clue to an answer related to that category, but the clue has the same initials as the answer. A Blast From The Past Tense (first played on Series 3, Episode 12): The players are given a question, but they must give the answer in the past tense (e.g. If the answer to a question was "Take That", the players must give the answer "Took That", as took is the past tense of take.) Internet History (first played in Series 3, Episode 19): In this round, the contestants are asked to identify a historical figure using fictionalised hashtags relating to their role in history.
After a visit to the Legend, during which he learns of Vas' death, he is given a clue by the Legend, who also advises him to see Kessler for help in remaining in the United States. The conversation with Kessler goes badly, in which Hughie's attempts to talk sensibly with the CIA man are rejected, and progress is only made after Hughie threatens him in a similar manner to Butcher. Hughie also decodes Vas' message as an email address, which results in an automatic reply containing evidence that Butcher has been obtaining modified Compound V that can be used to kill superhumans – and that he has killed Vas. It becomes clear that Butcher has been trying to get the team out of the way so he can carry out a mass murder of superhumans, even though the act will also likely kill those who only have trace amounts of V in their system – which, based on the accidental exposures of Compound V, would mean the deaths of hundreds of thousands, or even millions of people.
Season 14 introduced a new twist to the U-Turn: the U-Turn in Leg 4 was a Blind U-Turn, in which the team electing to use it did so anonymously; other U-Turns (and the Yields that were replaced) required teams utilizing them to acknowledge their use to subsequent teams. The U-Turn in the second half of Leg 10 was a normal U-Turn. Leg 10 was a double-length leg, a surprise feature of every Race from Season 6 to Season 10 but has not been seen since; however, this double-length leg was the first where it was revealed to the teams at a location that was explicitly called a Pit Stop but teams were not warned of an elimination in the clue. In previous seasons, teams were either given some implicit reference to a Pit Stop, such as "go and meet Phil Keoghan at the mat" and were handed their next clue by Keoghan or were given a clue to continue racing at a clue box where a clue directing teams to the Pit Stop would have been expected.

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