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 Crimesight Cheats

 
   
 
 
Crimesight

Cheat Codes:
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Submitted by: David K.

Basic Guide For Beginners:
--------------------------
Written by Atlas

On game start, a Killer and Victim will be selected randomly from the pool
of pawns. Moriarty is told exactly who these people are and needs to 
manipulate the Killer, with a weapon, onto the same square as the victim – 
Sherlock’s game is figuring out who they are based on context clues and 
process of elimination.

The game is split into 3 days, with 3 phases each. If the game goes that long, 
there is a 10th phase in which Moriarty gets one more turn to try to get 
everyone into position, after the final deduction. At the end of each day, 
all pawns with no food will become hungry and be limited to 2 movement squares 
apiece. Sherlock will also reveal whether or not the Victim and Killer are 
within 3 pathable squares of each other.

In each phase, Moriarty and Sherlock will simultaneously select pawns to move 
around the board. Sherlock gets to move any 3 pawns, while Moriarty can move 
2 pawns – but not the designated Victim. Ties go in favor of Moriarty, but 
will rule out that pawn as a Victim. Any pawns not moved by a player will 
move automatically and randomly.

Moriarty has a special action called Assail – once he selects this, the 
Killer will go last in the turn order and will attempt to move directly to 
the Victim for the kill. If the Killer is unable to kill the Victim on this 
turn, both the Killer and Victim will be revealed to all players and a final 
turn is played to determine who wins.

What the rules really mean / What do I need to pay attention to?

The biggest swings in the game will occur at the end of each day

Easily the most impactful point of the game are the day end deductions, 
where Sherlock lets you know if the Killer and Victim are 3 pathable squares 
apart or not. If there are only a few people who are possible killers, you 
want to ensure they are all either within 3 squares or all too far away to be 
included in the deduction – having your suspected killers separated during 
the deduction can result in the possibilities narrowed to one, which will 
instantly trigger the final turn. If your Killer is too far away at that 
point or there are too many bystanders nearby, that can be an instant loss.

Make sure your important characters have food before the end of the day

Moriarty has vision of what nodes have food and weapons, so it is 
comparatively easy to ensure the Killer has food and doesn’t become hungry 
at the start of the next day. Not only will you be more likely to be out of 
position because of the end of day deduction, when you’re moving to Assail 
you will want to be able to do full 3 move turns – otherwise it becomes 
extremely easy for the Victim to stay out of range.

This also means it is extremely advantageous to try to deny food to the 
Victim – if they are limited in their movement, it becomes much easier to
catch them during the final Assail if you get to a point where you need 
to use it.

Sherlock does not have vision of which nodes are food and weapons, so 
your goal is to search as often as possible. You can also use food and 
medicine from other pawns on your suspected Victim, which can help them 
regain their mobility.

-=How do I Sherlock?=
* Pay attention to your UI
* The game will keep track of all the confirmed tells – in practice, every time 
  you lose a pawn movement conflict you learn that the pawn is not a Victim, 
  since Moriarty can’t move Victims. You can often use this to eliminate the 
  pool of Victims, and learn exactly who it is you need to be protecting.

-=Take advantage of your nightly deduction=-
The nightly deduction is your best tool for determining roles – if you have 
a good idea of who the victim is and have narrowed down who you think is the 
killer, it becomes easy to manipulate the pawns to only have a few of them 
on each side of the 3 pathable square rule. Once you know the likely Killers 
and the Victim, it becomes easy to keep bystanders nearby to prevent the murder.




How do I Moriarty?:
-------------------
-=Feed your Killer
In this game you get 10 turns to put your Killer in the same square as the 
Victim with a weapon in their hand – but you only get 3 turns to get them 
food before they become hungry and you can’t move them as far. This means 
your number one priority is to make sure your killer has food by the end of 
each night phase.

-=Starve the victim
Going along with the last tip, it is an extreme advantage for you if the 
victim isn’t able to move as far each turn – so if you have a pawn nearby 
that isn’t going to be relevant anyways but you can use them to steal a 
likely food source from the victim, that can pay dividends down the road 
when it comes time to corner and kill them.

-=Dodge the nightly deduction
The thing that will trip you up the most in this game is the nightly 
deduction, where Sherlock checks for the Killer and Victim within 3 squares. 
It is extremely important then to assess which Killers are still available 
and make sure that they are either ALL within the 3 squares, or ALL outside 
of the 3 square range. Otherwise you may find yourself in a situation where 
the killer is one of only a few possibilities – or worse, only a single 
possiblity which will trigger the final turn and cause you to lose the game.

-=Non 1v1 games – what do I need to know?
3v1: The game plays exactly the same, except the 3 Sherlock turns are split 
among 3 different players who each receive one. You will have to coordinate 
your movements via the ping system, but Moriarty will also be able to view 
your communications (unless you figure out who he is and block him).

2v2: The two Sherlocks receive 2 actions each, with Moriarty keeping 2 
actions and all the powers he has in the 1v1 game. The other character is 
Irene, who works with Moriarty and has only 1 action. She is also unable 
to use fuse boxes. However, if she seizes control of a pawn the Sherlock 
players are NOT notified, which means she should probably be the one to 
move the killer around as it will not update the UI to show them as a 
non-victim in the event of a movement 
conflict.

-=I don’t have the game yet – what is it?
This game is essentially an asymmetric boardgame in which both players 
act simultaneously. The two teams are:

Sherlock – You enter the game with no role knowledge, and must make 
deductions based upon the actions of the other player. These can be soft 
tells such as observing a pawn following another one suspiciously, or 
more obvious ones such as a pawn moving in a way that would normally be 
impossible or the other player seizing control of a pawn you attempted 
to move.

Moriarty – You have less moves than Sherlock (2 as opposed to his 3), but 
as you move simultaneously, any conflicting orders to a pawn will be won 
by you. You have full knowledge of the Killer and Victim, and your goal 
is to engineer a situation where the Killer, in possession of a weapon, 
is on the same square as the Victim with no bystanders able to intervene. 
Your only restriction is that you are unable to move the designated Victim.

The game has a UI that will keep track of any confirmed tells, which is 
visible to both players. For example, if Moriarty moves a pawn and seizes 
it from Sherlock, the UI will update to show both players that this pawn 
can not be a Victim (since Moriarty is not able to move Victims).




Tips and Tricks for New Players:
--------------------------------
Written by Guide

Here you can find few useful unmentioned stuff.

-=Beginners Tips=-
* Click close in the upper right of subtitles to skip all, speeding up 
  gameplay for all.
* Secret doors still block LOS between rooms when opened, like walls. Rooms 
  remain the same and you have to be inside the same room to be a witness.
* Moriarty can sprint a pawn without ailments at any time.

-=Bonus=-
Directly spraying a pawn with tear gas and trapping a secret door are both 
mentioned in passing, but do not seem to be possible. Pawns take damage if 
they the end turn in gas, and secret doors only allow movement between rooms.

-=Basic Sherlock tips=-
* (4 player mode) Communicate with your team as much as possible, its how you 
  figure out who is playing as Moriarity.
* Beware of being fooled in the last turn when its a vote tiebreaker. If 
  someone stalked target 99% of the game, they were probably the killer. 
  Moriarity+Irene votes will show up so they can mislead you but do not 
  count. The killer needs to be voted by Sherlocks(not sure how many in 
  multi-sherlock games, but I’ve confirmed 1 sherlock vote isn’t enough in 
  4 player mode with 3 sherlocks)

Unknown stuff related to food timing

I’ll add if I discover anything related to manual feeding here. E.g. when 
they next get hungry, how many hunger afflictions are removed, etc.

-=For now=-

It seems that if you feed a pawn with 2 critical hunger afflictions at night, 
the next day they’ll be hungry. Effectively losing 2 hunger for 1 food. Note 
that this is the same result a hungry pawn gets anyway if they auto eat food, 
they’ll be restored to full next day(lose 1 hunger and negate 1 hunger), which
is efficent food usage.
 

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