Hi, welcome to this post, This Rough Justice: ’84 – Case Mechanics Challenge Guide was written to be useful to you, and we hope you will find that to be the case.
In Seneca City, there are special “missions” that appear on the map and involve different tasks, storylines, and decision-making. These missions are bundled together as a “caseload” and are given to players by case officers who specialize in specific types of cases. Each caseload contains multiple cases for the player to complete.
To help your agent succeed, pay close attention to the clues you encounter as you progress through the case. These clues will suggest which stats are most important and which gear cards might be helpful. Keep in mind that when an agent accepts a case, their Action Points will be deducted, with the amount depending on their proximity to the case.
To choose the best agent for the job, review the agent roster at the bottom of the screen, which provides stats for each agent.
There are presently four case officers available. Each case officer specializes in a particular type of case type.
Hank = Security
Larry = 24/7
Penny = Repossession
Vijay = Fugitive Recovery
Leveling Up Case Officers
By completing caseloads from case officers, their level can either increase or decrease (as seen below).
When leveling up case officers, additional agency-wide bonuses are applied. These bonuses vary from case officer to case officer and from level to level.
Contracts have 3 different tiers of difficulty which are denoted by color. White is Tier 1, Blue is Tier 2 and red is Tier 3. The tier difficulty is defined as an increase in the challenge but also an increase in potential rewards.
Each case has a client or “quest giver” which introduces the case specifics.
During the day informant icons may appear. At the first hour of the night, the informant icon disappears.
The player needs to pay the informant to unlock a Moonlighting case.
After payment, the case is readable but can’t start it until the night
At the first hour of the night, the contract can be started
At the first hour of the day, the night contract disappears if it’s not accepted.
Security cases typically involve the safekeeping of objects or individuals.
The dice roll mechanic for security cases is referred to as “4 & Up”.
This means that a 4, 5 or 6 is required for a “success”
This contract type specializes in puzzles. Although less lucrative than other case types, puzzles provide an ideal opportunity to train.
Every puzzle offers something different; some use logic while others require reflex-based thinking.
Puzzle challenges are graded according to difficulty level; for example, if you receive a case classified as Tier 3, expect a puzzle of that same difficulty level. As the difficulty increases with each successive tier level, more challenging puzzles become available as additional obstacles for real challenge seekers.
For an extra bit of an edge there are even higher difficulties available that put your abilities through rigorous trials!
These cases involve investigating and tracking the known locations of wanted fugitives and apprehending them.
Up to three cases will be available at any one time. You can select 1 per caseload.
There are 3 different risk factors, low, medium, and high. This represents the increase in difficulty level as well as the potential rewards.
Fugitive cases can be a mixture of puzzle challenges or dice rolls.
These case types occasionally appear and are not tied to a case officer.
No challenges are required for this case type, so which agent you send is irrelevant. These cases pose moral dilemmas, which can give you some interesting rewards. Be warned, though, Case Officers frown upon this case type, and you’ll lose reputation will all Case Officers.
- This case type does not have a Case Officer.
- Economic incentive is higher with this case type
- Spawning is randomized
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