Okay, more like a week than a day or two.
FIrst, I'd like a roll call - who is planning to continue with this game? If you're not, I'd like to give the alts a chance to join if they're still interested.
Second, I said I would give you some hints that might help you to 'decode' my GM style. I've been searching for a post by Celebrim on the General RPG board that describes his style and mine pretty well. I haven't found the actual post, so I'll paraphrase the example:
Celebrim described setting up a hidden trap door in a room with the floor covered by straw. He also placed a broom as a prop in the room. He assigned a +8 to the Search check if the players indicated that their characters removed the straw - the broom was intended as a hint.
This is very similar to how I set up my clues - I like player thought and interaction with the environment through their characters to influence whether or not a skill check succeeds.
In the example of the CD case, I planted the clue in the repeated descriptions of Gold's interest in blues: the blues festival posters, the visits to the blues club downtown indicated in his credit receipts, the names in the CD collection. When it appeared that you guys were stalling a bit, I used a Knowledge check to help trigger an association for you. For investigative scenarios like this one, this is how I use skill checks and dice, rather than saying, "A 20 on your Research check? 'Mr. Lucky' is the name of a CD by John Lee Hooker that Gold has in his collection."
This is how I try to strike a balance between character knowledge and player knowledge. Hopefully that will help to provide some additional guidance for you.
As I mentioned earlier, you have two of three clues in your characters' possession already: the existence of the CD case is one, another is in the records you have of Gold's spending and activity. That's my last hint to you for now...good luck! Your missing scientist awaits!