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Game Name : Sacred Ground
System : Macintosh
Date Added : 2002-10-12 00:46:42
Views : 14169
Walkthrough : 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: ¥ Case assignment at Police Headquarters (1 hour) ¥ Investigation of crime scene (15 min. per photo or order) ¥ Interviews of potential leads (up to 15 suspects) (15 min. per question) ¥ Visit to the library to review articles, videotapes (15 min. each read) ¥ Visit to the Mongoose Tavern for local gossip (15 min. per question) ¥ 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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