CRIMESIGHT

CRIMESIGHT

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What does this thing do? A simple explanation.
By Silver1906
An explanation of the mechanics of every playable AI, all items, and all map events.
   
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Before We Begin
Please note that Konami has an official manual for Crimesight on their website. The purpose of this guide is to get the needed information across quickly and simply. If you are ever not entirely sure how something works, the official manual will fully cover that information.
AI Differences
SHERLOCK AI







Sherlock is playable in all modes. These are 1v1, 2v1, 3v1 and 2v2.
As a member of the Sherlock team, Sherlock will know when Moriarty steals control of one of his pawns.

He also starts with knowledge of two random Food locations. These are not necessarily the same as what other players will have.

Sherlock has no special abilities. He usually has the most controllable pawns of all AI, except for 3v1 where he has less as a singular player, sharing responsibility with two other Sherlock AIs.

The Sherlock team will always have at least one more pawn control than the Moriarty team. Sometimes an individual Sherlock may have the same or less than Moriarty, but the whole team is never lower.
  • Three controllable pawns in 1v1, compared to Moriartys two.
  • Two controllable pawns per Sherlock AI in 2v1, compared to Moriartys two.
  • One controllable pawn per Sherlock AI in 3v1, compared to Moriartys two.
  • Three controllable pawns in 2v2, compared to Moriartys two, Irenes one, and Watsons one.

MORIARTY AI







Moriarty is playable in all modes. These are 1v1, 2v1, 3v1 and 2v2.
As a member of the Moriarty team, Moriarty will know who the Target and Villain are, and cannot control the Target. In the 2v2 Mode, the Moriarty team will also have a secret chat.

Moriarty also knows the location of all Food, Weapons, and Unidentified Items.
Food is coloured Green, Weapons are Red, and Unidentified Items are Orange, containing any item that is not Food or Weapons.

Moriarty is guaranteed to be obeyed by any pawn he controls. This means that if Sherlock, Irene or Watson control the same pawn as Moriarty, they will be ignored.
If this happens, the Sherlock team will be informed that you stole command and that pawn will be marked as not being the Target.
Additionally Moriartys commands are so powerful he can force pawns to run a full three areas even when they are tired. This will instantly reveal them to not be the Target. This does not work if the pawn is Hungry, Injured or Critical.

Moriarty can give his Villain the Assail command when the Villain has a weapon and can reach the Target. During this action the Villain will move last and will follow wherever the Target goes, or will follow as far as their movement will allow. If the Target is not killed after this action, the Final Turn will begin.
Pawns will NOT eat or grow hungry when changing to the Final Turn.
During the Final Turn the Villain will NOT automatically assail, you will need to control them again.

Moriarty will always have less pawn controls than Sherlock except in 2v1, where the two Sherlocks will be equal to you separately but have more than you combined, and 3v1, where the three separate Sherlock players combined will have more than you.
  • Two controllable pawns in 1v1, compared to Sherlocks three.
  • Two controllable pawns in 2v1, compared to each Sherlocks two.
  • Three controllable pawns in 3v1, compared to each Sherlocks one.
  • Two controllable pawns in 2v2, compared to Sherlocks three, Irenes one, and Watsons one.


IRENE AI







Irene is only playable in 2v2.
As a member of the Moriarty team, Irene will know who the Target and Villain are, and cannot control the Target. In the 2v2 Mode, the Moriarty team will also have a secret chat.

She also starts with knowledge of two random Food locations. These are not necessarily the same as what other players will have.

When it comes to controlling pawns, Irene acts like a Sherlock team player. This means that if Irene and Sherlock or Watson control the same pawn, the command that is obeyed is random and the Sherlock team will not know Irene was the other controller.
Moriarty will also override Irenes commands, but the Sherlock team will not be informed of this.

Despite being on the Moriarty team, Irene cannot break fuse boxes or assail Targets. If one of Irenes pawns discovers a fuse box Moriarty can still break it as if he found it.
  • One controllable pawn in 2v2, compared to Sherlocks three, Moriartys two, and Watsons one.

WATSON AI







Watson is only playable in 2v2.
As a member of the Sherlock team, Watson will know when Moriarty steals control of his pawn.

He also starts with knowledge of two random Food locations, plus an additional location from his ability. These are not necessarily the same as what other players will have.

Watson will learn the location of an extra Food item at the start of each command phase as long as a Food item visible to Watson was collected during the previous turn. An extra Food item is automatically shown during the games first command phase, essentially meaning Watson starts with three Food locations known.
It is important to note this effect does NOT stack, so if two or three of Watsons visible Food was collected in the previous turn, Watson will still only learn of one new one.
  • One controllable pawn in 2v2, compared to Sherlocks three, Moriartys two, and Irenes one.
Items and Interactables
FOOD


Food can be picked up from Green Points of Interest, or by chance from Orange Points of Interest if you're not Moriarty.

Eating Food will completely remove all Hunger ailments the pawn currently has.

A pawn will automatically eat a Food item in their possession at the end of a night. You can also select the 'Use on Self' option to eat before the night ends, but the pawn will still grow hungry the next day.

You can also select 'Use on Another' to feed another pawn. If multiple hungry pawns are in the same area, it is random who gets it.

MEDICINE


Medicine can be picked up from Orange Points of Interest.

Consuming Medicine will completely remove all Injury ailments the pawn currently has.

You can select the 'Use on Self' option to take the medicine.

You can also select 'Use on Another' to give it to another pawn. If multiple hurt pawns are in the same area, it is random who gets it.

TEAR GAS SPRAY


Tear Gas Spray can be picked up from Orange Points of Interest.

There will be a number of arrow options depending on the number of reachable areas next to you. Choosing an arrow direction will spray Tear Gas in that adjacent area.
A pawn ending their turn inside Tear Gas will get an Injury, but may walk through it with no issue.

NOTE


Notes can be found in Orange Points of Interest.

Once discovered it will reveal the location of a random Food or Weapon Point of Interest.

SECRET PASSAGE


Secret Passages can be found in Orange Points of Interest.

Once discovered it will reveal a wall to have a 'secret passage', which will appear as a blue door in the command phase. Interacting with this will consume the pawns turn, but will open up a path that can be traveled through the next turn. It's worth noting that Wolves and Assailing Villains can travel through these paths during the same turn they're opened, unlike normal pawns.

FUSE BOX


Fuses Boxes can be found in Orange Points of Interest.

If a uncontrolled pawn or a pawn controlled by the Sherlock team finds a Fuse Box, it is safeguarded and nothing happens.

If a pawn controlled by the Moriarty team finds a Fuse Box, it can be interacted with by Moriarty in a future turn to tamper with it.
Once tampered with, the lights will turn off at the start of the next command phase. While the lights are off the conditions for a murder change to no witnesses in the same area, rather than no witnesses in the same room.

Lights can be restored by commanding a pawn to fix the lights at a different Fuse Box, or by waiting two turns.

Certain maps have outside locations. In these locations the lights cannot go off, meaning the conditions for murder do not change in them.
Map Events
GAS LEAK


Gas Leaks can occur randomly a certain amount of times depending on the settings of your lobby.

When a Gas Leak occurs, an entire room becomes filled with dangerous gas for three turns. A pawn ending its turn in a gas filled room will gain an Injury.

These gassed rooms will have a special Point of Interest in them that will fix the Gas Leak if a pawn is commanded into it.

WILD DOG


Wild Dog attacks can occur randomly a certain amount of times depending on the settings of your lobby.

Wild Dogs only appear at the end of a turn in rooms with windows.

At the end of each turn other than the one it appears in, the Wild Dog will attack the nearest pawn within three areas, or wander randomly if no pawns are within range. Wild Dogs ignore pawns in Critical condition.
Wild Dogs are NOT on the Moriarty team and will attack the Villain.
Wild Dogs can travel through doors despite being dogs.

Pawns can be commanded to attack a Wild Dog to knock it out. They do not get back up.