OurJud wrote:I like your thinking, jd.
Well, great minds and all that.
I guess it comes down to this "information" and its word length. If the information the player needs is explanatory, you're kinda screwed: somebody is going to have to explain that to the player, and if it's not the bad guy it'll just be somebody else, and in that case it's actually illogical to break the pattern and might be more frustrating than clever.
If the information is something short -- a password, a code, the name of a location -- that can be discovered in almost limitless ways.
Passwords: Tattoo on bad guy's dead body? Hidden in the "text speak" of a text message stored on their phone? Anagram of the title of their favorite book/song/movie/whatever?
Number Code: Time on a watch? Missing numbers on an uncompleted Sudoku on their desk? Flight number on a plane ticket?
Location: Map in the car glove box? Most commonly pinged GPS location on their phone? Clue based on a stain on bad guy's shoes or clothes (mud leading you to the river, animal blood to the meat-packing district... you get the idea)?
Just a few off the top of my head. If you see anything that could work, have at it.