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Читы для Santa Fe Mysteries: Sacred Ground

Чит-файл для Santa Fe Mysteries: Sacred Ground

Santa Fe Mysteries:
Sacred Ground

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Activision
Издатель:Activision
Модель распространения:розничная продажа
Жанры:Adventure
Похожие игры:Santa Fe Mysteries: The Elk Moon Murder
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1997 г.

Solution [ENG]

Информация актуальна для
  Game Objective

  Player's main objective is to arrest the kidnapper and murderer.

  KEY CHALLENGES

  - Player must solve the crimes and arrest the kidnapper and murderer
  within a timeframe of five days. Every action the player takes has a time
  consequence.

  - Player must make choices between which leads to follow, as there
  is not enough time allowed for player to investigate all leads.
  Therefore, the player could conceivable miss even meeting the kidnapper
  or murderer if the player chooses not to interview them.

  - Several people try to lead the player astray.

  GAME DESIGN

  The game is partitioned into three acts or parts.

  Part I: Kidnapping Scene &  First Interviews
  The first part, which takes part during Days 1 - 3, is exploratory, where
  the player may pursue whichever leads he/she chooses, with each action
  "costing" the player time. Gameplay includes:
  х Case assignment at Police Headquarters (1 hour)
  х Investigation of crime scene (15 min. per photo or order)
  х Interviews of potential leads (up to 15 suspects) (15 min. per
  question)
  х Visit to the library to review articles, videotapes (15 min. each read)
  х Visit to the Mongoose Tavern for local gossip (15 min. per question)
  х Review Forensics Tests and Alibi Verifications (15 min. each)

  Part II: Mid-Game Movies
  Part II begins at the start of Day 4 and consists of a murder and a
  direct order from the Chief to investigate it -- if the player disobeys
  the Chief, they get kicked out of the game. Following the lead to the
  crime scene, the player and partner John Night Sky should realize that
  the two crimes are related.

  Part III: Second Interviews, Suspect Round-Ups, Arrests &  Epilogue

  The third part, which begins mid-day on Day 4, is where the player can
  re-interview all suspects and informants, asking specific, in-depth
  questions -- with each question costing the player time.

  To raise the stakes in the story, the murder on Day 4 opens up more
  questions and possibilities. The player must investigate further: who
  would want to murder this person? How does it relate to the kidnapping?

  Further, the Chief keeps the pressure on the player by paging them with
  proddings.

  By the last few hours on Day 5, the Chief encourages the player to make
  their arrest attempt. If they choose not to arrest up until this point in
  time, they will be thrown off the case for running out of time. If they
  arrest the wrong person, they are kicked off the case or could get
  stabbed and die. A correct arrest leads to a ransom payoff and results in
  a cast of characters being held at gunpoint. Key dialogue in the finale
  and an epilogue explain how all the clues tie together in the story.

  The mystery is difficult to solve and so it not expected that the player
  will arrest the right suspect the first time. Therefore, re-play value
  stems from the player saving their game at critical points where they may
  return to a specific point in time and "buy more time," reviewing
  evidence and interviewing more suspects, and making another arrest
  attempt.

  SACRED GROUND: PART I

  CRIME SCENE &  FIRST INTERVIEWS

  Timeframe:
  Day 1 to Day 3 = 24 hours

  Locations:
  Police Headquarters (1 hour)
  Crime Scene (15 min. per order)
  Fifteen potential suspects (15 min. per question)
  Library (8 articles, 15 min. each)
  Mongoose Tavern (15 min. per question)

  PDA Options:
  Incoming Alibi Verifications (15 min. each)
  Incoming Forensics Tests (15 min. each)

  SACRED GROUND: PART I

  - Opening movie &  DAY 1 Transition

  - Main map with time stamp: Day 1, 9AM

  - Police Hdqtrs -- Chief's Case Assignment
  - Police Headquarters halo flashes until player clicks on building once.
  - Chief's case assignment movie plays - player cannot click past.
  - Movie ends and returns player to main map.

  - PDA INTRODUCTION
  - PDA icon in lower right hand corner of screen flashes and pages player.
  - PDA enlarges when clicked with the mouse, then a priority voice message
  from Det. R. Orlando plays, providing an introduction.
  - Player exits PDA by clicking on exit button.

  PART I: KIDNAPPING SCENE

  - TASKER RESIDENCE: EXTERIOR

  - Tasker Residence halo flashes until player clicks on the house once.

  - From the exterior view, cursor changes to a magnifying glass over crime
  scene elements (i.e. the robe and gate), which are hot spots, or
  highlights in the upper left of the screen to indicate direction towards
  Martin Tasker, who is in the house.

  - After the player visits Martin Tasker for his first interview, he/she
  exits and returns to the kidnapping scene. The cursor becomes an arrow to
  the right side of the screen to indicate direction towards Manuel
  Orrosso.

  - The player can investigate the crime scene any time in the first day.
  Any forensics ordered in the first visit will not be processed until the
  player leaves the crime scene.

  - The player may choose to leave the exterior view at any time by moving
  the cursor to the bottom of the screen. The cursor changes to a
  directional downward arrow and returns to the main map when the mouse is
  clicked.

  - CRIME SCENE #1 - KIDNAPPING SCENE

  - The cursor changes to a magnifying glass over each hot spot.

  - When the player clicks once on a hot spot, a close-up photo appears and
  an extension of the PDA icon exhibits three icons:
  1) a microscope (to order Forensics Test)
  2) a camera (to take Picture)
  3) a notepad (to take Notes)

  - When the player cursors over an icon, it animates. When the player
  clicks once on the icon, it stops animating and the following occurs:
  1) select microscope-- Gears animate over the microscope and "Ordering
  Forensics Test" appears in the info bar.
  2) select camera - a viewfinder frame outlines item and a flash and sound
  effect indicates a picture has been taken. 15 minutes is taken off the
  clock.
  3) select notepad - the PDA appears with notes about the item.

  - The following hot spots occur in the crime scene:
  - White terry cloth robe
  - Partially Crushed Prescription Capsule
  - Gate
  - Broken and used hypodermic needle

  - In the Crime Scene, a small PDA icon is located at the lower right hand
  corner of the screen. Player may click once on PDA icon to call up PDA
  and the Main Menu screen appears:
  - Help icon ("?")
  - Case Files Folder
  - E-Mail icon
  - Evidence Folder
  - QUIT icon

  - All icons animate when the player scrolls over them.

  - TO EXIT CRIME SCENE
  - The cursor changes to a directional arrow at the bottom of the screen
  to indicate that the player may exit the crime scene.
  - The player must visit Martin Tasker in order to interview other
  suspects.
  - If the player is in the PDA, he/she must click once on the QUIT button
  to close PDA and is then returned to the Exterior View.

  ARSON CRIME SCENE

  After interviewing Martin Tasker the White Buffalo Arson Scene becomes
  available. This is another crime scene although the player can only look
  at evidence, take pictures and look at notes. There are no forensics
  available. The crime scene has the following evidence:
  Invoice
  Letter from Christine Belotta
  Letter from Free Tibet
  Note from M
  Note from McClafferty
  Appraisal

  After leaving the White Buffalo for the first time, the player receives
  an Arson Report through the PDA. The White Buffalo crime scene is
  available throughout the game after interviewing Martin Tasker.

  PART I: FIRST INTERVIEWS

  - INTERVIEW SEQUENCE
  - All potential leads are called out by a blinking halo over their
  respective residence (except for Manuel Orrosso, who is accessible in
  Tasker Residence, and George Vesco, who is accessible in the Seven Arrows
  Development).
  - The player must move cursor around the main map to figure out which
  leads are located where (name rollovers pop up as player cursors over a
  lit building).
  - Player selects subject to be interviewed by clicking once on their
  residence. Interviews trigger other individuals to light up as possible
  suspects.
  - Establishing shot (640x480) appears, then a jagged boarder and intro of
  the selected interview. The suspects name fades up and down at the
  beginning of the intro.
  - The player has the option of several questions during an interview
  (only two are visible at one time). When the player clicks on a question,
  a movie segment plays with Night Sky asking the question followed by a
  response. After the clip finishes, more questions are presented.
  - Only in the first interviews does John Night Sky reiterate the
  questions the player chooses.
  - Player can end the interview at any time by selecting "End Interview
  selection -- which plays an exit clip then brings up the individual case
  file for the subject being interview on the PDA.

  - The individual case files consist of the following:
  - a picture of the subject
  - Pop-up menu: Select "Suspect" or "Informant"
  - Pop-up menu: Select a motive
  - film strip icon: "Click here to order Alibi Verification"
  - magnifying/film icon: "Click here to re-play interview"
  - notepad icon: "Notes available"
  - Close icon - to return to interview suspect screen.
  Note: Each icon animates when the player cursors over it and stops when
  the player clicks once.

  - Player may exit at any time by selecting the exit button on the PDA and
  shows the picture of the location of the last interview.

  SPECIAL ALERTS
  - The following alerts from Dispatch occur in the first two days and
  can be divided into two types of alerts - hardwired and triggered.
  Hardwired alerts occur at a specific time no matter where the player has
  been. Triggered alerts occur depending on specific choices/actions the
  player has made.

  Hardwired Alerts:
  - Prodding from the Chief (Day 1, 4 pm):
  - PDA icon flashes and beeps
  - When PDA is clicked Chief movie plays
  - Player must click on PDA exit button to close PDA.

  Triggered Alerts: - Dispatch Alert - Vehicle Trace - (Day 2, 10am)
  - If player did not visit Wally Chandler and did not order vehicle trace
  by Day 3, 10am, then this alert notifies player of the following: "an
  anonymous tip has just come in regarding a black Jeep Cherokee near the
  Tasker Residence. A trace has been ordered."

  PART I: FIRST INTERVIEWS - OVERVIEW

  CAST OF CHARACTERS

  VICTIM
  Randa Tasker

  POLICE HEADQUARTERS
  Det. John Night Sky
  Police Chief Weber
  Det. R. Orlando
  Dispatch
  W. Mirakama - Forensics Lab

  POSSIBLE SUSPECTS (15)
  Martin Tasker
  Manuel Orrosso
  George Vesco
  Andrew Grissom
  Amy Tasker
  Christine Belotta
  Dan Longfoot
  Richard Whitefeather
  Free Tibet
  Juan Vijil
  Mark Kennedy
  Carrie March
  Theresa Madrone
  Thomas McClafferty
  Wally Chandler

  MONGOOSE TAVERN
  Charlotte Mabrey
  Graham Haggerty
  Clifford Lodgepole
  Carla Vedanta

  PART I: FIRST INTERVIEWS - LINKS

  ALL ITEMS THAT GET TURNED ON ARE TURNED OFF AFTER PLAYER VISITS THAT
  LOCATION - THEY ARE NOT TO BE TURNED ON AGAIN EVEN IF THEY ARE MENTIONED
  AGAIN.

  Sacred Ground
  (a.k.a Son of Elk Moon)

  Question Breakdown (Pass 2)
  Ed Clune 7/30/96
  FIRST INTERVIEWS:

  Martin Tasker:
  INTRO
  Q1: Why don't we start there?/
  If we might have the names...?
  Q2: Another guest?/You think Grissom might be connected...
  Q3: And you left the restaurant when?/What was she wearing?/
  What happened next?
  Q4: Did your wife ever use drugs?
  Q5: Can you think of anyone who might've hurt your wife...?/
  What about the arson incident...?/
  And your own enemies?
  EXIT: If this was a kidnapping, Mr. Tasker...

  Manuel Orrosso:
  INTRO
  Q1: Tell us about night.
  Q2: Were you aware that Mrs. Tasker went for a swim about midnight?
  Q3: Did you hear any screams?
  Q4: Was unusual?/Who has the keys to the gate?
  Q5: How many dogs are out in the kennel area?
  EXIT: Thanks for your help...

  Carrie March:
  INTRO
  Q1: You attended the Taskers' anniversary dinner..., is that right?/
  How do you know that it was a kidnapping?
  Q2: How long have you known the Taskers?
  Q3: Can you think of any reason someone might abduct her by force?/
  Are you saying that Mr. Tasker could have been behind his wife's
  disappearance?
  Q4: Do you think this had anything to do with Mrs. Tasker's
  disappearance?
  Q5: Was there something going on between Mrs. Tasker and her husband's
  doctor?
  EXIT:Anything else you think...?

  Andrew Grissom
  INTRO
  Q1: You in the habit of taking the law into your own hands...?/
  So, you thought you'd get back at him through his wife...
  Q2: What's he got to do with Martin Tasker?
  Q3: Where'd you go after you left the Mesa...?
  EXIT: Thanks for your time, Mr. Grissom.

  Dan Longfoot
  INTRO
  Q1: You heard about Randa Tasker's disappearance?
  Q2: I understand you had a beef with Tasker?
  Q3: Tasker says you threatened him publicly./
  Your calling that a murder?
  Q4: You know anything about the fire at Randa Tasker's leather goods
  store?
  Q5: Where were you on the night that Randa Tasker disappeared?
  EXIT: For now...

  Dr. Thomas McClafferty
  INTRO
  Q1: And you've been Martin Tasker's personal physician for how long?/
  Isn't that a little unusual?
  Q2: What's your relationship with Mrs. Tasker?/
  Perfectly. Was there anything ... more to the relationship?
  Q3: I understand the Taskers argued a lot.
  Q4: What time did you leave the Mesa Cafe the other night?
  Q5: You've got a key to the gate at the Tasker estate, is that right?
  Q6: ...What kind of medication is Mr. Tasker on?
  EXIT: Thanks. We'll let you know...

  Richard Whitefeather
  INTRO
  Q1: You tried to fight in court?
  Q2: I know it must be very painful, but could you tell me about the
  circumstances of your daughter's death...
  Q3: Last Tuesday night ... say, between eleven and one ... Where were
  you?
  EXIT: Thank you, Mr. Whitefeather...

  FREE TIBET
  INTRO
  Q1: You're an artist.../
  Did you have someone in mind?
  Q2: Say your theory is right... Why wouldn't this Christine Belotta have
  taken her revenge right on the spot?
  Q3: Is that just a vibe, or do you have some evidence?/
  Do you think she was getting ready to leave her husband?
  Q4: Anything in her behavior lately that was out of the ordinary?
  Q5: Anything stand out in your mind from the anniversary dinner at the
  Mesa?
  Q6: Is it possible that Mrs. Tasker might have staged her own
  abduction...?
  EXIT: Thanks again, Ms. Tibet...

  JUAN VIJIL
  INTRO
  Q1: What do you know about Randa Tasker's/ You're a friend of Martin
  Tasker?
  Q2: Have you helped out in his plans to expand Seven Arrows?
  Q3: If Tasker goes under, you lose one of your big supporters. Am I
  right?
  Q4: Mrs. Tasker was taken from her residence... Where were your about
  that time?
  EXIT: Thanks Mr. Vijil...

  GEORGE VESCO
  INTRO
  Q1: The word is that there've been some serious financial difficulties
  lately...
  Q2: There's been some talk of mismanagement...
  Q3: You have any idea who might have abducted Randa Tasker?
  Q4: Where were you on the night that she disappeared?
  Exit: Thanks. We'll be in touch.

  MARK KENNEDY
  INTRO
  Q1: What's the nature of your relationship?/Close friends?
  Q2: Did either of them give you any indication of difficulties in the
  marriage...
  Q3: Anyone you can think of who might've been behind Randa Tasker's
  abduction?
  Q4: What were the circumstances?/
  When was the last time they spoke?/
  How's Amy's relationship with Mrs. Tasker?
  Q5: Where did you go after the Tasker's anniversary dinner the other
  night?
  EXIT: Appreciate your help, Mr. Kennedy.

  WALLY CHANDLER
  INTRO
  Q1: You saw the kidnapping?
  Q2: Any more description on the vehicle?
  Q3: And what direction was it coming from...?
  Q4: Did you see the driver?
  EXIT: Thanks, Mr. Chandler...

  CHRISTINE BELOTTA
  INTRO
  Q1: You're an employee of White Buffalo Leather Goods ... ?/When was
  that?
  Q2: You say she was acting strangely?
  Q3: Know anything 'bout how the fire got started?
  Q4: You know anything about Randa Tasker's disappearance...?/
  You know why someone might want to harm her?
  Q5: You remember where you were Tuesday night around midnight?
  EXIT:

  AMY TASKER
  INTRO
  Q1: How long have you been at odds with your father?
  Q2: Back to your mother's suicide...
  Q3: Is it true he's threatened to cut you out of his will?
  Q4: Were you involved with Mr. Longfoot?
  Q5: I'd like to know your whereabouts on the night Randa disappeared.
  EXIT: Thanks for your time, Ms. Tasker. We'll be in touch.

  THERESA MADRONE

  INTRO
  Q1: Martin Tasker is one of your clients...?
  Q2: We understand your relationship with Martin Tasker was more than just
  professional./ Was Mrs. Tasker aware of the relationship...?
  Q3: What did everything include?/Maybe he changed his mind?/
  Maybe Martin Tasker did away with his wife to help your cause.
  Q4: Let's talk about facts for a minute...Last night your Jeep Cherokee
  was seen near the Tasker estate just before Mrs. Tasker disappeared.../
  So, you drove over there?
  Q5: You ever use a hypodermic needle, Ms. Madrone?
  EXIT:

  SACRED GROUND: PART II

  - MAIN MENU - DAY 4, 8:15AM

  - PDA CHIEF ALERT - GO TO SEVEN ARROWS
  - The PDA blinks red with an urgent warning. When selected the following
  movie plays in the PDA telling the player Martin Tasker has been murdered
  at Seven Arrows and to go there right away.
  - If player doesn't go to liquor store within 4 hours then the Chief
  tells player they have been demoted and kicked off the case --- GAME
  ENDS.

  - PLAYER SELECTS SEVEN ARROWS
  - Player selects liquor store by clicking once on mountain ridge halo.
  There, the player can click on the murder scene (or back out to the main
  map).

  - The murder scene can be investigated like the kidnapping scene. The
  following evidence items are available:
  Blunt trauma wound
  Puncture wound
  Abrasions on wrists
  Shovel
  Rope loop
  Glove

  - After leaving the crime scene, Night Sky instructs the player on what
  options are available - re-interviewing suspects and arresting suspects.
  - After the Night Sky monologue, a message is received on the PDA from
  Sgt. Orlando, giving further information on reviewing alibis before
  second interview (with some chiding if no first interview alibis have
  been ordered or reviewed).
  - Tasker's Office becomes available after leaving the murder scene
  - The murder scene is available throughout day 4.
  - Everyone interviewed in Part I who's alibi has been read lights up.

  SACRED GROUND Murder: PART III

  SECOND INTERVIEWS, ARRESTS &  EPILOGUE

  Timeframe:
  Day 3, 3pm through Day 5, 5pm = 18 hours

  Locations:
  All Suspects from Part I Re-Interviewed (15 min. per question)
  Library (8 articles, 15 min. each)
  Mongoose Tavern (1 hour each visit)
  Police Headquarters (to arrest &  end game)

  PDA Options:
  Incoming Alibi Verifications (1/2 hour each)
  Incoming Forensics Tests (1/2 hour each)

  PART III: NEW INVESTIGATION SCENE

  - TASKER'S OFFICE
                                        
  - Once the player has left the murder scene, another location becomes
  available, Tasker's office, located at his residence.

  - The player may go to the office to uncover other clues about his
  various dealings. Found in his office are:
  A receipt
  An unmailed letter
  A prenuptial agreement
  A note from Theresa Madrone
  A letter from his lawyer
  An answering machine with two messages

  - The answering machine plays two phone messages when the player clicks
  on it, in addition to bringing up a close-up with the photo and notes
  icon available. The messages are from Juan Vijil and then Randa Tasker
  (pleading for help).
  - Although these messages are not stored in the PDA, Tasker's is
  available for the rest of the game after visiting the murder scene.

  PART III: SECOND INTERVIEWS

  - RE-INTERVIEW SEQUENCE
  - All suspects interviewed in Part I may be re-interviewed, and are
  called out by halos blinking over their respective residences.
  - In addition, the Library, Police Headquarters, and Mongoose Tavern are
  available options, also with halos blinking.
  - The player must move cursor around the main map to figure out which
  leads are located where (name rollovers pop up as player cursors over a
  lit building).
  - Player selects subject to be interviewed by clicking once on their
  residence.

  - Establishing shot (640x480) appears, followed by the interview movie
  start and a text area displaying:
  - a list of available questions (two questions at any time)
  -end of interview selection

  - Player clicks once on each question and movie plays of the
  interviewee's response. This sequence continues until all the questions
  have been asked.
  - Player can ask whichever questions he/she chooses but once the Player
  ends the interview, he/she may not return to interview this subject.
  - After questions are finished PDA pops up with the case file.
  - Player may exit at any time by selecting the exit button on the PDA and
  player returns to the main map.

  PART III: SECOND INTERVIEWS - OVERVIEW

  CAST OF CHARACTERS

  MURDER VICTIM
  Martin Tasker

  POSSIBLE SUSPECTS (11)
  George Vesco
  Amy Tasker
  Juan Vijil
  Theresa Madrone
  Christine Belotta
  Thomas McClafferty
  Dan Longfoot
  Richard Whitefeather

  MONGOOSE TAVERN
  Charlotte Mabrey
  Graham Haggerty
  Clifford Lodgepole
  Carla Vedanta

  PART III: SECOND INTERVIEWS - LINKED QUESTIONS

  George Vesco
  Can you describe how you found the body?
  Did you touch the body or find a ransom note?
  Where were you around 2:00 AM?
  Where do you get the syringes for your insulin use?
  You bought a second home recently. Come into some money?

  Amy Tasker
  Where were you when your father met the kidnappers?
  Do not read this.
  Continue the interview.
  Were you aware of any financial pressure on Randa Tasker?
  Why weren't you straight with us about you and Dan Longfoot?

  Christine Belotta
  We know about the chemicals that you purchased.
  Were you blackmailing Randa Tasker?
  Do you have an alibi for the night Martin Tasker was murdered?

  Dan Longfoot
  George Vesco claims you threatened to burn Seven Arrows down.
  Did you have anything to do with the arson at Randa Tasker's store?
  Where were you at the time of the murder?
  Were you having an affair with Amy Tasker?
  They tell me at the station someone left you a gift on your doorstep.

  Richard Whitefeather
  Were you here at 2:00 AM on the night of Tasker's murder?
  The friend who owed you, did you ever help him gather scorpions?
  Did you feel you owed it to your daughter to get back at Tasker?

  Juan Vijil
  Why was Mr. Tasker making secret contributions to your campaign?
  Did you influence the judge in the Indians vs. Seven Arrows case?
  Were you working with your secretary when Martin was murdered?
  Do you have any horses here?

  Theresa Madrone
  Tasker was murdered around 2:00 AM. Where were you then?
  How serious was your relationship with Martin Tasker?
  Did Randa have any other secrets she was keeping from Martin?

  Thomas McClafferty
  No one can remember you at the Mesa Cafe between 11:15 and 12:00.
  Martin was using you to funnel money to Juan Vijil, wasn't he?
  What did you get out of the deal?
  Where were you when Martin was killed - between 1:00 and 3:00 AM?

  PART III: ARREST &  FINALE

  In order to arrest someone, the player must go to the arrest computer,
  located at police headquarters. Here, the player must fill out a document
  what the crimes where who committed them and how they were committed.
  Fortunately, the player doesn't have to write this from scratch. A
  standard form is provided with blanks that the player fills in from a set
  of choices. The places to be filled in are:
  Person to be arrested
  Crimes committed (one or two)
  How kidnapper entered Tasker residence
  When kidnapping occurred
  What was used to subdue Randa Tasker
  When murder occurred
  What was used to kill Martin Tasker
  When the murder occurred
  Whether the ransom money was really a motive
  The persons motive

  - After filling out all of these items the player can select the arrest
  icon (handcuffs). If the player has selected an invalid possibility (e.g.
  a confirmed alibi) some of the other supporting

  evidence isn't correct, the arrest will be rejected and 15 minutes will
  be subtracted from the time.

  If the arrest is approved, but it is the wrong arrest, either the chief
  will come on and tell you why it isn't the correct person and then take
  you off the case, or, in one case, you will go arrest the person and be
  stabbed for your work.

  If the arrest is approved and it is one of the two correct arrests, the
  finale movie sequence starts. First, you go to the persons location,
  then, after the arrest movie plays, you are told about a location where
  the hostage exchange will occur. When you go there, the finale movie
  plays, followed by various wrap-up activities.

  ARREST SEQUENCES

  CHIEF WEBER MOVIES
  Free Tibet
  Dan Longfoot

  ARREST MoVIES
  Richard Whitefeather

  FINALE
  Amy Tasker
  Thomas McClafferty

  NO ARREST SEQUENCE Martin Tasker (he's dead)
  Manuel Orrosso
  George Vesco
  Andrew Grissom
  Christine Belotta
  Juan Vijil
  Mark Kennedy
  Carrie March
  Theresa Madrone
  Wally Chandler

  HARDWIRED EVENTS

  CHIEF ALERT #2: RANSOM NOTE - Day 2, 10am
  CHIEF ALERT #3: PRODDING #2 - Day 2, 4pm
  CHIEF ALERT #4: MARTIN TASKER MURDERED - Day 4, 10am
  CHIEF ALERT #5: MCCLAFFERTY'S PRESS CONFERENCE - Day 5, 10am
  CHIEF ALERT #6: GO ARREST - Day 5, 2pm

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