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Sadie's Personality, Dream Points, Endings, and Achievement Questions


sonic-nancy-fan

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There have been several mentions about how keeping Sadie's morals or straying from them effects the ending but it has also been mentioned how having varying Dream points, probably increments of ten (100, 90-99, etc), effect the endings too. I have a decent amount of questions about how the ending system works and things related to that, but it also seems as if the developers want some aspects of the mechanics to remain secret, and that is perfectly fine. Any questions answered are appreciated but I understand if the development team does not want the answers known.

 

  • How many varying romance endings are available for each guy?
  • Do the endings vary in increments of 10 Dream points? (ex, the 100 ending is different from the 90-99, and that's different from the 80-89, etc.)
  • If the answer to the above question is yes, is there a different ending for all increments of 0-100? It would take a lot of effort to purposely fail that many +Dream challenges.XD
  • Which takes priority, the amount of Dream points or Sadie's morals/responses?
  • If someone were to get 100 Dream points but did not uphold Sadie's character, would the ending be different than if they had chosen answers more closely related to Sadie's personality? Is the answer to that question the same if they got 90 Dream points? Etc.
  • At what point in the game do the moral choices Sadie makes effect the endings? Is it once on the Dream route or is it from the start? Some options that give +relationship clearly seem like they are against what Sadie would want (many can be seen in Sterling's route).
  • Related to the previous question, should one keep to Sadie's character at the expense of +relationship in order to get a better ending?
  • Are there multiple friendship endings for each guy or is there just one?
  • If there are multiple variations, do they follow the same rules as the Dream points? Because some +relationship choices seem really against Sadie's character, (darn you Sterling and your thieving ways lol).
  • Do the Anna and Evelyn routes have variations? If so, do they follow the same method as the Dream route?
  • Does the main story line have variations? If so, does it follow the same method as the Dream route?

     

Now on a less controversial topic, here are some questions about some of the achievements.XD

 

  • For the 'All Adventures!' achievement, to 'Complete every Adventure in a single playthrough', does that include every individual guy's capers, does it mean all side capers, or does it literally mean EVERY caper possible?
  • For the '(blank) Expert' achievements that say 'Completed every adventure in (blank)', does that include the Guy's capers? Also, must this be done in one play through or can it be in separate play throughs?
  • For the 'Loved by All, Romanced by None' achievement that says 'Maxed out all Relationships, kept Dream of Family', does this have to be done completely in one play through?
  • For the 'Everybody's Best Friend' achievement that says, 'Maxed out all Relationships', does this have to be done completely in one play through

     

Again, I understand that the developers want to keep some of this secret so do not feel obligated to answer any questions you do not want to. I appreciate anyone who read this far. :)

 

Also, on a more pure curiosity note, can someone give a hint as to what route Sadie uses a brick as a weapon and which route she uses a bullwhip or if they are side capers? I have yet to see those events, but since one of the Steam emoticons is a brick, I'm assuming that the brick scene is very memorable. :D

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Sonic Nancy;

 

I will definitely forward this over to the Team for comment- you are right, though, some of this is secret. :)

 

I will try to answer some, though!

******

  • How many varying romance endings are available for each guy?

Essentially 11, if I recall correctly. The same number of Friendship endings exist.

  • Do the endings vary in increments of 10 Dream points? (ex, the 100 ending is different from the 90-99, and that's different from the 80-89, etc.)

Yep, every 10 points.

  • If the answer to the above question is yes, is there a different ending for all increments of 0-100? It would take a lot of effort to purposely fail that many +Dream challenges.XD

A *slightly* different ending exists for each- the 100 point ending is the most dramatic change, but they all vary.

  • Which takes priority, the amount of Dream points or Sadie's morals/responses?

I believe the Dream points.

  • If someone were to get 100 Dream points but did not uphold Sadie's character, would the ending be different than if they had chosen answers more closely related to Sadie's personality? Is the answer to that question the same if they got 90 Dream points? Etc.

If I understand correctly, it is primarily Dream.

  • At what point in the game do the moral choices Sadie makes effect the endings? Is it once on the Dream route or is it from the start? Some options that give +relationship clearly seem like they are against what Sadie would want (many can be seen in Sterling's route).

Moral choices primarily are reflected through the Gifts.

  • Related to the previous question, should one keep to Sadie's character at the expense of +relationship in order to get a better ending?

This is a tough one to answer because, as you'll see, there is a long arc for the Story. What you consider the best ending in 1931 may not be the way to get what you might think is the best in 1932. It's really more about what you think Sadie should do.

  • Are there multiple friendship endings for each guy or is there just one?

Just like Romances, there are multiple. 11, I believe.

  • If there are multiple variations, do they follow the same rules as the Dream points? Because some +relationship choices seem really against Sadie's character, (darn you Sterling and your thieving ways lol).

They do. :)

  • Do the Anna and Evelyn routes have variations? If so, do they follow the same method as the Dream route?

No, I don't believe so. That will be corrected either in 1932, or eventually a change in 1931.

  • Does the main story line have variations? If so, does it follow the same method as the Dream route?

It does, and it follows the same rules.

  • For the 'All Adventures!' achievement, to 'Complete every Adventure in a single playthrough', does that include every individual guy's capers, does it mean all side capers, or does it literally mean EVERY caper possible?
  • For the '(blank) Expert' achievements that say 'Completed every adventure in (blank)', does that include the Guy's capers? Also, must this be done in one play through or can it be in separate play throughs?
  • For the 'Loved by All, Romanced by None' achievement that says 'Maxed out all Relationships, kept Dream of Family', does this have to be done completely in one play through?
  • For the 'Everybody's Best Friend' achievement that says, 'Maxed out all Relationships', does this have to be done completely in one play through

I'll have to ask on these!:)

Also, on a more pure curiosity note, can someone give a hint as to what route Sadie uses a brick as a weapon and which route she uses a bullwhip or if they are side capers? I have yet to see those events, but since one of the Steam emoticons is a brick, I'm assuming that the brick scene is very memorable. :D

From memory, I believe they are side capers, and only in specific routes.

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Well, you basically answered all of my invasive questions, thank you so much. However, I have some follow up questions:XD

 

  • When you said, 'Moral choices primarily are reflected through the Gifts', do you mean like the gift options at Christmas (EX:In Roland's route, a silk scarf or white gloves for Sadie or a diary or compass for Roland) or do you mean something else when you say 'gifts'? Basically, could you explain 'gifts' in more detail. I'm probably just forgetting something simple but I don't really know what you mean. :D
  • If the above question really does mean the gifts at Christmas, how drastically do they impact the endings? Dream points seem to overrule decisions like that so would they even amount to much?
  • I believe that the plan for 1932 has your saves transfer so whatever ending you got will be the one that starts up, but even so, is there an ending for each guy that is considered canon above the rest by the developers? I would assume that if there is one it would be the 100 ending but you never know (since Roland's 90 was more pleasant than the 100 for example).
  • If there are 11 relationship endings, and yet according to popular theory (or confirmed somewhere I have not read), you have to have 30 points for your guy by Christmas (not Sterling), how could you start their path with less than 30 points to get the 0-9, 10-19, and 20-29 endings? Is the 'must have 30 points by Christmas' theory inaccurate?
  • If the '30 points' is accurate, how many are needed for Sterling since his relationship starts later?

Unrelated questions:

  • Do you have to complete the 'main adventure capers' until you get on a guy's route or do you not have to do them to progress? The internet seems to think you have to do the main stories until Christmas time but I'm not sure.
  • If the answer to the above is yes, do you have to do the main story lines for Sterling until you officially get together since he starts later?
  • If the first question is a yes, do you have to keep doing the main story line throughout the entire + relationship/friendship routes for the guys? What about Anna's and Evelyn's routes?
  • Is there any particular reason that Sterling's route seems significantly harder than the other routes? You start the relationship later with him than the other guys and yet he seems to be the one most actively pursuing Sadie. Is there a reason behind this madness?XD
  • Do the newspaper articles at the end of capers ever change based on your choices or will they always be the same so long as you finished the caper?

Achievements:

  • The 'Donut Sadie' achievement. I know you get it really early on but I cannot for the life of me remember how you get it and the description, 'A scrumptious achievement' does little to refresh my memory. If you don't remember, you don't have to ask the development team for my bad memory lol.

 

For the achievements, the descriptions I asked about just so happen to be some of the ones I found online and did not take directly from Steam so they may not be 100% accurate... :wacko: Let's hope they are~

 

I really appreciate your answering my text blocks of questions. The mechanics behind the game are fascinating and when I think I understand them, it turns out I don't or only partially do. You answers to my original questions were really helpful. :wub: I hope I'm not annoying you.

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Sonic Nancy;

 

Sure, our pleasure! :)

  • When you said, 'Moral choices primarily are reflected through the Gifts', do you mean like the gift options at Christmas (EX:In Roland's route, a silk scarf or white gloves for Sadie or a diary or compass for Roland) or do you mean something else when you say 'gifts'? Basically, could you explain 'gifts' in more detail. I'm probably just forgetting something simple but I don't really know what you mean. :D

Oh no, the gifts she receives for her birthday. :)

  • I believe that the plan for 1932 has your saves transfer so whatever ending you got will be the one that starts up, but even so, is there an ending for each guy that is considered canon above the rest by the developers? I would assume that if there is one it would be the 100 ending but you never know (since Roland's 90 was more pleasant than the 100 for example).

Hmmmm. I don't think any of them are considered canon.

  • If there are 11 relationship endings, and yet according to popular theory (or confirmed somewhere I have not read), you have to have 30 points for your guy by Christmas (not Sterling), how could you start their path with less than 30 points to get the 0-9, 10-19, and 20-29 endings? Is the 'must have 30 points by Christmas' theory inaccurate?

No, it is mostly accurate, although the conditions do vary- originally, you could *lose* points, which is why those were written. Now, I think you cannot see them.

  • If the '30 points' is accurate, how many are needed for Sterling since his relationship starts later?

I do not recall. :(

  • Do you have to complete the 'main adventure capers' until you get on a guy's route or do you not have to do them to progress? The internet seems to think you have to do the main stories until Christmas time but I'm not sure.

I think you do have to do them, yes.

  • If the answer to the above is yes, do you have to do the main story lines for Sterling until you officially get together since he starts later?

I believe yes.

  • If the first question is a yes, do you have to keep doing the main story line throughout the entire + relationship/friendship routes for the guys? What about Anna's and Evelyn's routes?

I think yes for the guys, no for Anna and Evelyn. But I may be wrong.

  • Is there any particular reason that Sterling's route seems significantly harder than the other routes? You start the relationship later with him than the other guys and yet he seems to be the one most actively pursuing Sadie. Is there a reason behind this madness?XD

Well...he certainly flirts the most, anyway. Let's say...he's the most difficult to trust. ;)

  • Do the newspaper articles at the end of capers ever change based on your choices or will they always be the same so long as you finished the caper?

They are the same, I believe.

  • The 'Donut Sadie' achievement. I know you get it really early on but I cannot for the life of me remember how you get it and the description, 'A scrumptious achievement' does little to refresh my memory. If you don't remember, you don't have to ask the development team for my bad memory lol.

Hahaha! I don't recall the exact circumstances, but all you need to do is eat a donut. ;)

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Again, thank you so much for answering all of my questions. :)

 

So, about the gifts and morals.XD If the moral actions are most reflected through what gifts Sadie receives:

  • I kind of already asked this, but when do the moral decisions Sadie makes start changing what the gifts will be/the ending? Is it from the get go or once a route officially starts?
  • 'No, it is mostly accurate, although the conditions do vary- originally, you could *lose* points, which is why those were written. Now, I think you cannot see them.' So the 0-9, 10-19, and 20-29 relationship endings cannot be seen anymore? If so, are there different endings that make up for that to total 11? (I could have misinterpreted what you meant by that... :wacko:)
  • Do moral decisions only matter in 'main' capers? For example, Roland in India. He has his main adventure caper and he also has 'The Great Game Adventure' where relationship points can be gotten. Do interactions with him in 'The Great Game Adventure' effect the morals?
  • Related to the above question, are morals a concern in side capers? For example, should I be worried which options I chose during 'The Library Adventure' or does it not matter?
  • Related to the above question, are morals only taken into account when DIRECTLY interacting with one of the guys? In several of the guy's capers, Sadie is on her own for a bit and can make her own decisions that the guys would have no real knowledge of. Do decisions not seen by the guys, or other people for that matter, effect the ending/morals?
  • Does how you solve an obstacle effect morals? For example, in Roland's Egypt caper, one time you can use Deception, Magic Tricks, or Fisticuffs. None of them give any clear benefits over the other but does it make some underlying difference? EX: Would making smoke appear and running secretly be better than getting in a fist fight or lying?

 

Long drawn out question and explanation here: If moral decisions effect gifts/endings, I can think of a few ways to interpret that, (mainly for the relationship paths).

  • A: The moral decisions are never decisions that effect relationship points and are the seemingly unimportant decisions.
  • B: Moral decisions are the ones that effect the relationship points because getting +1 points or not getting +1 points will naturally effect which ending you get
  • C: Moral decisions can be either as some will effect the relationship points visually and others will effect the ending in some internal game mechanics way. However, this goes into the whole 'If nobody is around to see you make a decision, who is to say you chose to break through a priceless window or found another way through? ' situation I kind of asked above.

I'm guessing the answer is C since that is the most complex answer and this game is complex.XD

I really do appreciate your putting up with my long, drawn out questions about your game's mechanics

 

'Let's say...he's the most difficult to trust'
I don't know, I feel like a British man who seems to be following Sadie around and who she probably eventually realizes (I'd like to hope so anyway) broke into her house may come off as a little less trustworthy (at least to start off with) than a playboy who is in a prank war with a college professor. Who am I kidding, Sadie trusts Roland more because of his accent. :D

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Sonic Nancy;

 

  • I kind of already asked this, but when do the moral decisions Sadie makes start changing what the gifts will be/the ending? Is it from the get go or once a route officially starts?

From the beginning.

  • 'No, it is mostly accurate, although the conditions do vary- originally, you could *lose* points, which is why those were written. Now, I think you cannot see them.' So the 0-9, 10-19, and 20-29 relationship endings cannot be seen anymore? If so, are there different endings that make up for that to total 11? (I could have misinterpreted what you meant by that... :wacko:)

No, I think only 8 out of the 11 can be seen. I am not 100% sure, but I think so.

  • Do moral decisions only matter in 'main' capers? For example, Roland in India. He has his main adventure caper and he also has 'The Great Game Adventure' where relationship points can be gotten. Do interactions with him in 'The Great Game Adventure' effect the morals?

Everything counts, including side Capers.

  • Related to the above question, are morals a concern in side capers? For example, should I be worried which options I chose during 'The Library Adventure' or does it not matter?

Yep!

  • Related to the above question, are morals only taken into account when DIRECTLY interacting with one of the guys? In several of the guy's capers, Sadie is on her own for a bit and can make her own decisions that the guys would have no real knowledge of. Do decisions not seen by the guys, or other people for that matter, effect the ending/morals?

Everything can be a factor.

  • Does how you solve an obstacle effect morals? For example, in Roland's Egypt caper, one time you can use Deception, Magic Tricks, or Fisticuffs. None of them give any clear benefits over the other but does it make some underlying difference? EX: Would making smoke appear and running secretly be better than getting in a fist fight or lying?

In a few cases it matters. I don't know how many, though.

Long drawn out question and explanation here: If moral decisions effect gifts/endings, I can think of a few ways to interpret that, (mainly for the relationship paths).

  • A: The moral decisions are never decisions that effect relationship points and are the seemingly unimportant decisions.

They can be both.

  • C: Moral decisions can be either as some will effect the relationship points visually and others will effect the ending in some internal game mechanics way. However, this goes into the whole 'If nobody is around to see you make a decision, who is to say you chose to break through a priceless window or found another way through? ' situation I kind of asked above.

The endings are primarily created by the Relationship Points. The moral decisions impact 1932, primarily...

'Let's say...he's the most difficult to trust'
I don't know, I feel like a British man who seems to be following Sadie around and who she probably eventually realizes (I'd like to hope so anyway) broke into her house may come off as a little less trustworthy (at least to start off with) than a playboy who is in a prank war with a college professor. Who am I kidding, Sadie trusts Roland more because of his accent. :D

Hahaha!

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'The moral decisions impact 1932, primarily...'

That ellipsis is alarming.XD

 

So, to summarize, basically everything has the possibility of effecting Sadie's moral standing and you just have to hope you chose right lol. For the time being, I think I'm done questioning the game mechanics. Thank you for replying to all of my conspiracy theories :wub:.

 

A suggestion/comment:

'Does how you solve an obstacle effect morals? For example, in Roland's Egypt caper, one time you can use Deception, Magic Tricks, or Fisticuffs. None of them give any clear benefits over the other but does it make some underlying difference? EX: Would making smoke appear and running secretly be better than getting in a fist fight or lying?

 

In a few cases it matters. I don't know how many, though.'

I can understand where running away would make more sense than getting in a fist fight (for example), but, for Sterling's route especially, sometimes it is really hard to get past the challenges needed so making it so which way you choose to pass them effect the morals is troubling. In Sterling's route especially, it isn't so much 'which skill did you choose to beat the challenge', it's more like 'which skill do you have at this moment that may possibly be high enough to pass this challenge successfully'. I know that you said that the moral's really don't effect things that much, but you also said that in 1932 they will effect it more. If that is the case, maybe consider taking into consideration how people who are new to the series or do not want to look at guides may raise skills that won't help in a caper, have to try to inspire whatever skill they can at the last minute to pass a challenge, and then wind up having an altered ending because they fought instead of ran a few too many times. Just food for thought. ^_^

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