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Offline EvaRiaTopic starter

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The Witch's Game - By EvaRia https://elementscommunity.org/forum/index.php?topic=51086.msg1095976#msg1095976
« on: September 09, 2013, 08:31:25 am »
:fire :darkness The Witch's Game :darkness :fire
(From Umineko no Naku Koro ni)



The Witch's Game is a pure battle of wits using nothing but text!

The game is played between two teams, the Humans and the Witch.
The Witch is the Game's Master, and everyone else plays on the Human team with the goal of defeating the Witch.

The Game Master will weave together a tale, creating a scenario in which one or more people are murdered in a mysterious fashion.
The game is centered around these mysteries.

The Witch's goal is to convince the Human team that the mysterious events can only be explained through the use of a Witch's Magic!
The Witch is allowed to use any amount of deception and illusions in their narrative to accomplish that goal. However, a witch can't be trusted!

After all, there's no such thing as magic right? The illusions shown in the narrative must have an explanation!
So, the goal of the Human team is to come up with an explanation, ANY explanation that explains how a human could have possibly committed the crimes.

The Human team wins if they are able to explain the crimes through human means.

However, isn't this too easy? You can just come up with any crazy explanation and claim that you have won...

But the Witch is given a single weapon to fight against these crazy theories!
That weapon is the Witch's Red Truth!

When the Witch speaks in red, it will be the truth.
When the Witch speaks the truth, it will be in red.


By using the Red Truth, the Witch is able to cut down opposing theories and preserve the illusion of magic.

Red statements are the only trustworthy words that a Witch will speak. They are the only absolute truth within this game.

In other words, if it's not in red, you have every right to doubt it!

The Witch may use the Red Truth at his or her own leisure.

If the human team asks a question, the Witch can choose whether or not to answer it in red.
If the human team asks for a statement to be repeated in red, the Witch has every right to refuse should he/she choose to do so.

It's the Witch's ultimate weapon!

However, isn't this a bit unfair, again?

If the Red Truth is the one thing in this game that can be trusted, what if the Witch never speaks in red? What if he/she just never drops a single solid footing for the human team to stand on, and vanishes forever within the shadow of illusions?

With no lead, the humans stand no chance, which is why they are given a weapon of their own!

That weapon is the counteracting Blue Truth!

A blue statement must provide a complete theory on how a mystery is possible for humans.
If the blue statement is valid, then it MUST be countered in red, or the Witch must forfeit that mystery to the Human team.


In other words, if the Human team can land a Blue Truth for every mystery in the tale that the Witch is unable to counter, it is their win!

There is no limit to the amount of Blue Truth you can say, as long as it provides a valid human theory, you can fire away.



That's the game's premise. If it doesn't make sense to you, don't worry. Once you give it a try you'll understand how it works very quickly.

The remaining rules are just some logistical guidelines to follow.

There will be one Witch and Game Master for each game session.
The Witch's Red Truths will be spoken in Bold and the colour "red".

Everyone else is on the Human team.
The Human team's Blue Truths will be spoken also in Bold and the colour "dodgerblue" (This one you have to type out).

Should the human team win, the person who lands the final blue truth can decide the next Witch.

The last thing is a guarantee of fairness in the game. As this must be a fair game in nature, the Witch must have an appropriate line of "logic" for the Human team to find. In other words, to be a fair game, the human team needs to have a fair chance at winning.

Any situation where a Witch's red truths make it truly impossible to construct a blue truth is called a "Logic Error". It is the one thing the Witch cannot allow to happen on their gameboard.

In any situation where you don't trust the game itself and suspect a Logic Error has occurred, we can call in an "Observer".
The Observer will check that the Witch's Logic is still valid and does not contradict any of the prior red truths.

I feel we should be able to trust each other enough to avoid this happening though. There really shouldn't be a reason to cheat.

Understand? Then let's give this a shot!



I will be the first Game Master. Since I've done this before it's best this way to give everyone a chance to figure out how everything works.

I won't be holding back, so come at me with everything you've got!



The First Game

It's in the middle of the summer holidays. You're on a road trip with three of your older cousins: Bill, Bob, and Fred. (Your cousins have some really common names, don't they?)

You've been on the road for a while, and one look at the sky tells you it's about time to find a place to stay. Fortunately, Fred has already made arrangements to spend the night in an acquaintance's house along the way.

Eventually it appears that you've arrived at said house, as Bob starts to pull the car into a long driveway.

When the house comes into view, you drop your jaws.

The house is MASSIVE. It's a full blown mansion. Whoever lives here is obviously incredibly rich.

Bob parks the car in front of a large gate. Everyone leaves the car and walks over.
Fred rings up the pager. You hear a few quick words exchanged, and then a loud click as the gate is unlocked.

There's an ominous creak as Fred slowly opens the large gates. Upon closer inspection, the whole mansion is incredibly eerie. The garden is overgrown, the paint is peeling off the walls, and the whole place looks almost abandoned.

"Don't tell me there's only the one guy living here?" You ask nobody in particular.

Bill grins and answers. "Yeah. He's a bit of an eccentric. Don't worry, despite everything he's still a pretty nice guy."

"And it's okay to just stay in this place overnight? For free?" You're somewhat skeptical of the idea.

Bill laughs. "No, we'll be staying in the guesthouse just around the back. He doesn't let anyone into the actual mansion."

All of you walk up to the front door anyways. "We just need to pick up the key to the guesthouse," Fred explains.

He knocks on the door, once, twice, three times. You hear a raspy voice coming from the other end.

"Yes?? Who is it??."

"It's just us. We're here to pick up the key to the guesthouse."

The door opens and suddenly there's a face staring you right in the eyes.

"And WHO are you??"

You shrink back intimidated. You try to answer but your voice catches.

Bob drops a hand on your shoulder and you relax a little bit. "He's just our little cousin. He'll be staying with us tonight this time."

The face smiles. "Ahh, is that it? I know, I'll trust the key to our little newcomer, why don't I?"

He hands you a key. You take it timidly, still a bit unnerved by the strange old man.

"'ank you..."

"Yes, thank you." Fred takes you by the arm and makes for the guesthouse. Everyone else thanks the man as well and follows after you.

As you leave, you hear the voice one more time. "Have a good night. And watch out for the witch..."

You soon reach the guesthouse, and are surprised to discover that it looks much nicer than the rest of the property.
The paint isn't peeling off the walls, the garden looks well maintained... The contrast with what you just walked away from is almost creepy.

"C'mon, open the door." Bob points to the entrance of the guest house.

You hold out the key, which glimmers slightly in the sunset. It's shiny enough to match the rest of the guesthouse.

The lock clicks and the door opens easily. The inside of the guesthouse looks just as welcoming as the outside.

The space is relatively small. As far as you can tell, only one floor exists.

Right as you enter the guesthouse you see a common room with a small table and a kitchen only just large enough to prepare a simple meal. A couch sits next to a tiny stone fireplace, where a stack of firewood sits in a neat pile.

Apart from the entrance, there are three more doors that each lead to a small bedroom. There was barely enough room for one bed and a small closet in each room, so you are surprised that each room has its own bathroom.

With only three beds, you sigh as you realize that you'll likely be the one stuck with the couch. Just as you finish your exploration, you hear Bob calling for you.

"Foods up!"

As it's getting late, dinner is just a simple sandwich. As you sit down to eat, you ask everyone the question that's been on your mind.

"So who is this "Witch" that we should watch out for?"

Fred explains. "They say that in this very guesthouse, there lives a Witch who practices dark magic..."

You gulp as you listen to stories about mysterious events and missing people.

Come to think of it, maybe that's why the guesthouse feels so different. All of a sudden, it becomes easy to imagine a Witch living secretly in a hidden basement, listening to our conversation even now...

Just as you're thinking of this, Bill stands up suddenly and declares that it's time to sleep. "Gotta hit the road early tomorrow, right? Let's try to be up by 8am!"

Just as expected, the three cousins quickly claim one of the guestrooms, leaving you in the central room on the couch.
Bill is to sleep in the room to the left of the entrance, Bob on the right, and Fred takes the room in the back.

You hear a click, then another, and one more as each of them lock their doors behind them. You gulp, terrified at the prospect of staying alone during the night with a Witch in the house. After locking the front door and checking that you still have the key, you lie down on the couch and close your eyes.

Despite being a bit scared, sleep comes swiftly. Before you know it, everything goes black.



In the dead of night, a Witch cackles to herself. "What have we here? These boys dare trespass on MY property?"
The Witch stands alone in the center of the dining area. She glances at the sleeping face on the couch.

"Hmm, this is a new face. Mayhaps I shall let you off today."

She turns to each of the guestroom doors.

"But what excuse can be found for the rest? Did they not heed my warnings last time?"

"Tonight, they shall learn the limits of my patience. And let it be a warning to the little one, not to show his face again."

She walks slowly over to Bill's room. The door is locked, but that means nothing to a Witch. She traces a pattern with her hand and disappears, rematerializing on the other side of the door.

The Witch is not here to show mercy today. A knife appears in her hand, and without hesitation she plunges it straight into Bill's heart. He doesn't have time to wake up or scream. An instant death.

One by one, she repeats the same motions with the other two cousins. Then, with one last cackle, she fades into the night.




You feel the light shine on your eyes, and wake up. Despite everything, you actually slept quite well. You glance at the clock.

9:00am.

Wasn't the time to wake up supposed to be 8? Why isn't anyone else around?

You walk over to Bill's door and knock. "Bill? Are you up?"

There's no answer. You call out again to no avail. You try the doorknob, but the door is locked.

In the pit of your stomach you begin to feel a sense of dread.

You dash over to each of the other rooms, calling your cousins' names. Silence is your only answer, made stronger by the rattling of the doorknobs as you try each door.

You recall the stories from last night. Those who stayed in the guesthouse have never come out alive...
It can't be. Those were only stories right? Is there really a Witch? Did she do something to them!?

You have to make sure.

You unlock the front door, and run around do Bill's window.

Then you scream.

The curtains are open. And lying on the bed is a body that can only be Bill's, in a pool of red liquid that can only be blood.

You panic. You rattle the windows but they're locked from the inside.

With no other option you grab a rock and smash the window. Reaching the lock inside, you open the window, you climb in.

There's blood everywhere. In the middle of it all is a body, which you recognize can't be anyone but Bill. You yell in desperation and swear revenge at the attacker.

But there's nobody in the room.

You realize that Fred and Bob didn't answer either.

You rush around the outside again and smash each of their windows to get inside. The situation is the same for all of them.

A huge amount of complex emotions eat at your mind.

Sadness over the incomprehensible thing that just happened.

Anger at the unknown assailant.

But most importantly, fear...  Fear that you'll be next.

You rush back into the guesthouse, slam the door shut, and lock up.

Hiding under the table, your thoughts turn back to what you just witnessed.

Who could have possibly done this? You remember that the windows and doors were locked, so it couldn't have been just anybody...

In the first place, you locked the door to the guesthouse. How did they get in? And they must have passed you in the common room, so...

Why aren't you dead yet?

These thoughts lead you to an inevitable conclusion... That the story about the Witch is true, and that this is only possible through the use of dark magic.

But can you really believe that? Just accept that magic exists?

.....

It is now 12:00 PM. Let us begin our game, humans.
« Last Edit: September 10, 2013, 07:01:22 am by EvaRia »

Offline EvaRiaTopic starter

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Re: MOVETO: [Forum Games] The Witch's Game by EvaRia https://elementscommunity.org/forum/index.php?topic=51086.msg1095977#msg1095977
« Reply #1 on: September 09, 2013, 08:32:49 am »
Here I will list all the red truth I've spoken, for your convenience. Use this to plan your arguments.

- The owner of the mansion is not a culprit.

- A culprit in this game is defined as "One who has murdered one of the game's victims."

- No more than two keys exist that can lock or unlock a door within the guesthouse. One of these keys is currently within your possession.
*There are no more than two keys total.

- No more than one master key to the guesthouse exists. The only person who could possibly have such a master key is the owner of the mansion.
*This disallows any situations where such a master key would change hands, even temporarily.

- Any key that is not a master key can only be used to lock or unlock a single door.

- It is forbidden for hidden passages to exist.

- From the moment you parted ways, the owner of the mansion never actually left the mansion.

- Other than through a door or window, there exists no method through which it is possible for a human to enter any of the three guestrooms.
*There is also no such method to leave the rooms.
*This refers to the game in its entirety. At no point in time was such a method possible.
*This includes cases where a human partially enters or exits the guestroom. In other words, the only way for a human to be both inside and outside the guestroom simultaneously is at an open door or window.

- There's no way you could stay asleep if multiple people entered the room and started knocking loud enough for the cousins to answer the door.

- Other than you, the three cousins, and the owner of the mansion, no person exists in the area who the three cousins would recognize.

- There's no way any of the cousins would simply open a window for a stranger.

- No victim died as a result of suicide. I will extend this to accidents, heart attacks, or any other way of dying without the will of a separate killer.

- Each of the three bodies you discovered was unmistakably dead.
*This is at the time which you discovered each body.

- There's no way you wouldn't notice someone trying to sneak past you in the common room.

- No method exists through which it is possible to kill someone inside one of the guestrooms from outside the room.

- Without the use of a key, no method exists through which it is possible to unlock a locked guestroom door from outside the room!
*It's also not possible to lock a door from the outside without a key.

- It is impossible to enter or exit a room through a locked door without first unlocking it!

- No key exists that can unlock a guestroom window! The windows are locked without the use of a key!

- Without a doubt, the key in your possession is the key for the front door of the guesthouse!

- Neither you, nor one of the cousins is the owner of the mansion! He is, without a doubt, a different person!

- It is forbidden for the detective to be the culprit!!

- No more than two culprits exist.

- No key exists that can lock or unlock a door to any of the three guestrooms.

- When you woke up, each of the three guestroom doors were locked from the inside using a sliding bolt.

- In this game, a culprit cannot die.
*In order to qualify as a culprit, it has to be living and breathing! This means that any dead segment that the culprit leaves behind in the room no longer qualifies as a culprit.

- When you woke up, each of the guestroom windows was locked from the inside.

- A window locked from the inside represents a "perfect seal".

- The definition of a "perfect seal" states that it is impossible to enter through a sealed entrance without first breaking or removing the seal.
*It is not possible to move through a perfectly sealed passage without first removing or breaking the seal.

- No method exists through which it is possible to perfectly seal one of the guestroom windows from outside the guestroom.

- Without breaking the seal, no method exists through which it is possible to remove a perfect seal on a guestroom window from outside the guestroom.

- No method exists that can open a window in the common room. They are designed in a way that does not let them open.

- Any method of knocking on a guestroom door loud enough to wake one of the cousins is also loud enough to wake you. I will extend this to any other method of gaining the cousin's attention, not just knocking.

-Each guestroom is divided into three sections: the bedroom, the bathroom, and a small closet.
All three sections are part of the guestroom. Moving between sections does not qualify as leaving or entering the guestroom.

- Each bedroom contains a bed, a small chest of drawers, and a single window leading outside.
There are three doors in each bedroom, two leading to the other sections and one leading to the common room.

- Each bathroom door can only be locked or unlocked from inside the bathroom.
Each closet door has no built in method for locking or unlocking it.

- A locked guestroom door is a "perfect seal". No method exists to break or remove a perfect seal on a guestroom door from outside the guestroom.

-The body which you discovered in Bill's room belongs to Bill.
The body which you discovered in Fred's room belongs to Fred.
The body which you discovered in Bob's room belongs to Bob.

- The guesthouse only consists of a single floor. No basement or attic exists within the guesthouse.

- Each victim died an instant death. There was no time for them to react or perform any action after attacked.

- The only route between any of the three guestrooms within the guesthouse is through the common room. No other route exists within the guesthouse.

- No more than one culprit exists in this game.

- Your memory aside, people really were murdered.

- The one window in each guestroom leads to the bedroom. No other window exists in each guestroom.

- Your memory is accurate to the narration in the story. Nothing has been done to alter your memory.

- No master key exists for the guesthouse. Any key to the guesthouse is for the front door only.

- In this game, only another culprit can assist or otherwise cooperate with a culprit in murder.

- When you checked and entered each guestroom, other than you and the respective cousin, no human existed within the room.

- When you checked and entered each guestroom, the respective door to the common room was locked from the inside.

- Only a human or witch can qualify as a culprit. No other possibility for a culprit exists.

- There are small differences, but for the purposes of this game this image is an accurate representation of the layout of the guesthouse.
[LINK]

- Both the moment when you woke up and when you came across each window, the windows were perfectly sealed from the inside.

- No form of autonomous device or artificial intelligence is capable perfectly sealing a door or window. I will extend this to weather, natural forces, animals or any other method which does not require the direct action of a human or use of magic.
*The definition of a "direct action" required to perfectly seal a door or window includes a prerequisite of direct physical contact. Any inclusion of a device or third party to seal a window is considered indirect.

- The moment when each victim died, both the murderer and the culprit were in the same room.

- Each victim was stabbed by a knife. No other method of murder was used.

- As no keys to the guestroom doors exist, no method exists through which it is possible to perfectly seal a guestroom door from outside the guestroom.

- From the moment you entered the guesthouse until the moment you woke up in the morning the next day, not once did you leave the guesthouse.

- Perfectly sealing an entranceway from the inside requires that the one doing so be inside the room at the exact time it is sealed.

- ANY other method is considered perfectly sealing from the outside and is not possible in this game.

- For ANY method where the human unsealing one of the guestroom doors is outside the room at the exact time it is unsealed, it is considered "breaking or removing a perfect seal on a guestroom door from outside the room" and is not possible.

- No method exists through which it is possible to destroy or render useless any key for the guesthouse.

- You would be able to tell if a window had been broken and then repaired.

- Windows open outwards.

- It is forbidden for supernatural agencies to be employed as a detective technique.

- It is forbidden for unknown drugs or hard to understand scientific devices to be used.

- There are exactly three victims in this game!

- Bob is dead!
- Fred is dead!
- And of course, Bill is also dead!

- A "victim" in this game is defined as a human in the story who has been murdered by one of the game's culprits.

- It is forbidden for a character to disguise themselves as another without any clues.

- In this game, only a victim can die. Therefore, deaths of non-victims cannot be used as a basis for a theory.

- Each cousin slept in a separate room.

- Knox's Tenth!
It is forbidden for a character to disguise themselves as another without any clues.

- Knox's Ninth!
It is permitted for observers to let their own conclusions and interpretations be heard.

- Knox's Eighth!
It is forbidden for the case to be resolved with clues that are not presented.

- Knox's Seventh!
It is forbidden for the detective to be the culprit.

- Knox's Sixth!
It is forbidden for accident or intuition to be employed as a detective technique.

- Knox's Fourth!
It is forbidden for unknown drugs or hard to understand scientific devices to be used.

- Knox's Third!
It is forbidden for hidden passages to exist.

- Knox's Second!
It is forbidden for supernatural agencies to be employed as a detective technique.

- Knox's First!
It is forbidden for the culprit to be anyone not mentioned in the early part of the story!!

- The old man who gave you the key qualifies as the owner of the mansion.

- No human exists who can hold the title of "Witch".

- The person who answered the gate and gave you the key are one and the same. It is not the case that a separate person answered the pager.

- The humans mentioned in the story include only you, the three cousins, and the man who gave you the key.
In short, no other possibility for a human culprit exists.\

- You qualify as the detective.

- All three victims were murdered at some point after you and the three cousins entered the guesthouse in the story.
It is not the case that a victim had died before that point.

- In any case where a character mentioned in the story commits suicide, that character will qualify as both a victim and a culprit. After all, they both murdered a victim and were killed by a culprit.

- At no point in this game does one character attempt to disguise themselves as another.
As such, there are no circumstances in which you would mistake one character for someone else.

- It is not the first time that your three cousins have visited the mansion.
« Last Edit: October 11, 2013, 05:00:27 am by EvaRia »

Offline Fippe94

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Re: MOVETO: [Forum Games] The Witch's Game by EvaRia https://elementscommunity.org/forum/index.php?topic=51086.msg1095992#msg1095992
« Reply #2 on: September 09, 2013, 12:28:53 pm »
Awesome, I watched that anime a couple of years ago! Let's start with a normal question: Are each key still inside the respective room?
Try Fragments, my card game!

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Offline EvaRiaTopic starter

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Re: MOVETO: [Forum Games] The Witch's Game by EvaRia https://elementscommunity.org/forum/index.php?topic=51086.msg1096147#msg1096147
« Reply #3 on: September 10, 2013, 05:12:29 am »
Are each key still inside the respective room?

I see you're drawing some interesting conclusions already.

The nature of the question leads me to refuse an answer.

I won't say why.

Offline mwaetht

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Re: The Witch's Game - By EvaRia https://elementscommunity.org/forum/index.php?topic=51086.msg1096148#msg1096148
« Reply #4 on: September 10, 2013, 05:26:33 am »
In a related vein to the previous question, I guess I should get the most obvious proposal out of the way. I propose that the eccentric had duplicate copies of the keys. Using them, he unlocked each door, killed the people within, and locked them back up, leaving one person alive, possibly so that there would be a witness to spread the legend of the witch.

Amidoinitrite?

Offline EvaRiaTopic starter

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Re: The Witch's Game - By EvaRia https://elementscommunity.org/forum/index.php?topic=51086.msg1096153#msg1096153
« Reply #5 on: September 10, 2013, 05:42:39 am »
I propose that the eccentric had duplicate copies of the keys. Using them, he unlocked each door, killed the people within, and locked them back up, leaving one person alive, possibly so that there would be a witness to spread the legend of the witch.

While he is indeed quite eccentric, the owner of the mansion is not a culprit.

It would be reasonable to think however, that he keeps a master key on his person at all times.

To clarify: A culprit in this game is defined as "One who has murdered one of the game's victims."

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Re: The Witch's Game - By EvaRia https://elementscommunity.org/forum/index.php?topic=51086.msg1096158#msg1096158
« Reply #6 on: September 10, 2013, 06:32:06 am »
Ah, makes me want to make some popcorn and read some Detective Conan.

Seeing as how the witch let us off for being there for the first time and how the others have been warned by her before, they had been there before. Since Fred and the mansion owner knew of the witch, surely she had killed before (maybe even someone with our 3 cousins on their first trip). Also, the guesthouse has been kept well, as opposed to the owner's lack of tidiness of his mansion.

I propose a previous guest had been with our 3 cousins or before, and had stayed in the gueshouse. (referring to as a she since disguised as a witch) More directly, this previous guest faked her death to create the story of the witch, lived in the house while keeping it kept well, and murdered our 3 cousins (using her access from staying in the guesthouse before) to keep her secret.

Offline EvaRiaTopic starter

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Re: The Witch's Game - By EvaRia https://elementscommunity.org/forum/index.php?topic=51086.msg1096159#msg1096159
« Reply #7 on: September 10, 2013, 06:47:52 am »
I propose a previous guest had been with our 3 cousins or before, and had stayed in the gueshouse. (referring to as a she since disguised as a witch) More directly, this previous guest faked her death to create the story of the witch, lived in the house while keeping it kept well, and murdered our 3 cousins (using her access from staying in the guesthouse before) to keep her secret.

Let's tighten these locks a little bit.

I assume you are proposing that our "Extra" guest is simply using her own master key to unlock or lock the rooms.

No more than two keys exist that can lock or unlock a door within the guesthouse. One of these keys is currently within your possession.

No more than one master key to the guesthouse exists. The only person who could possibly have such a master key is the owner of the mansion.

Any key that is not a master key can only be used to lock or unlock a single door.
« Last Edit: September 10, 2013, 06:59:22 am by EvaRia »

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Re: The Witch's Game - By EvaRia https://elementscommunity.org/forum/index.php?topic=51086.msg1096161#msg1096161
« Reply #8 on: September 10, 2013, 07:07:41 am »
I was just wondering how the doors/locks worked, so thanks for those answers :P

Here is how it could have been: The culprit started to knock on one of the windows to one of the cousin's room. The cousin opened, and were then killed and the murderer entered thotugh his room to the hall. Then he proceeded to kill the other two by knocking on the doors to then make them open (since they would simply believe it's one of the others living in the house) and then kill them. He takes all the keys and uses them to lock the doors again. He then hides somewhere in the hall
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Re: The Witch's Game - By EvaRia https://elementscommunity.org/forum/index.php?topic=51086.msg1096163#msg1096163
« Reply #9 on: September 10, 2013, 07:15:17 am »
Here is how it could have been: The culprit started to knock on one of the windows to one of the cousin's room. The cousin opened, and were then killed and the murderer entered thotugh his room to the hall. Then he proceeded to kill the other two by knocking on the doors to then make them open (since they would simply believe it's one of the others living in the house) and then kill them. He takes all the keys and uses them to lock the doors again. He then hides somewhere in the hall

Blue Truth invalid. Reread my Red Truth and think about it carefully again. There's no room for a culprit to take this line of action.

After all, to repeat myself, there are no more than two keys total.
« Last Edit: September 10, 2013, 07:34:26 am by EvaRia »

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Re: The Witch's Game - By EvaRia https://elementscommunity.org/forum/index.php?topic=51086.msg1096165#msg1096165
« Reply #10 on: September 10, 2013, 07:35:40 am »
Ok, misunderstood how the keys worked (thought there were no more than two keys for each door), so here comes another theory:
There is a secret passage to each of the three rooms. The culprit used these passages to enter and exit the rooms.
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Re: The Witch's Game - By EvaRia https://elementscommunity.org/forum/index.php?topic=51086.msg1096167#msg1096167
« Reply #11 on: September 10, 2013, 07:54:57 am »
Ok, misunderstood how the keys worked (thought there were no more than two keys for each door), so here comes another theory:
There is a secret passage to each of the three rooms. The culprit used these passages to enter and exit the rooms.

It is forbidden for hidden passages to exist.

 

anything
blarg: