On the Subject of Cruel Murder

This module is powered by the relentless soul of a murder victim. The only way to set it free is to solve the case so the victim can finally move on to the afterlife. Many before you have tried to connect the dots, and they all failed. Will you fare better than them?

Welcome, Detective Parker. You have been assigned as the new detective for a long-unsolved murder in this area. The ghost has been terrorizing everyone in here, and that is becoming quite a burden for us and everyone in this town. Many have tried to solve the case and failed, but maybe your knowledge can get us closer to a peaceful conclusion. The victim really needs to take a break as well. We can't just leave them stuck in this hell of a place forever.

  • To solve the case, provide the correct crime scene layout based on all of the clues deduced from the module. After that, select the correct suspect, victim, weapon, motive, evidence, and disposal method to finally solve the long-unsolved murder case.
  • The top display will show what is being observed at the moment. There are three modes given by the display. The mode could either be Rooms, Clues, or The Journal. By default, the Rooms section will be first displayed by the top and middle displays. Pressing the top display will allow you to switch to the next mode on the module.

Detective Observation: Rooms

  • During this mode, the middle displays will show different room names on the manor where you found traces of potential evidence for the suspect.
  • The room names have also been color-coded so that they can be associated with certain criteria.
  • Use the buttons beside the displays to show the rooms that were noted. There are 6 unique rooms that can be shown in total. The only exception to this is if a display is white color-coded. In that case, the total room will decrease by 1, and that display's buttons will not function.
    • If the color of the room shown is a primary color, the room that is associated with it is linked to a Suspect-Oriented Clue.
    • If the color of the room shown is a secondary color, the room that is associated with it is linked to a Victim-Oriented Clue.
    • If the color of the room shown is White, both rules above apply.
  • The manor layout has been provided so that the associated clues that follow will be correctly associated with each room.

The Manor Layout

Red TowerAttic's StorageMaid's RoomAttic LandingButler's RoomBlack Tower
Red BedroomBlue BathroomBlue Bedroom3rd Floor LandingPurple BedroomWhite Bedroom
Gold BathroomMaster Sitting RoomMaster Bedroom2nd Floor LandingNurseryChildren's Bath
Garden RoomKitchenDining RoomGrand FoyerParlorLibrary
Meat LockerPantryWine CellarBasement HallExercise RoomFurnace Room
VaultThe ChamberArmoryGround Floor EntranceWorkshopSupply Room

From the top-most floor to the bottom-most floor, the associated labels for each of them are: Attic, Guest Bedrooms, Family Bedrooms, Main Floor, Basement, and Ground Floor

Note:

  • The rooms that were noted will always contain the following: 2 rooms from the Attic/Guest Bedrooms, 2 rooms from the Family Bedrooms/Main Floor, and 2 rooms from the Basement/Ground Floor.
  • If a white color is shown on a room, the 2 rooms from a compatible category will just become 1 room instead.
  • 3 rooms is the minimum number of floors that can be shown on the displays (assuming all the room colors are white).

Detective Observation: Clues

  • During this mode, the middle displays will show different clue associations that were collected from the residents of the manor.
  • The displays will show a clue that will help you solve the mystery. You can press any of the respective display buttons to move to the next or previous clue.
    • The first clue on a display will always show the color red.
    • The last clue on a display will always show the color white.
    • Both colors will never appear in the middle of a clue sequence.
  • To start a blank crime scene layout, generate a 6x6 board that is filled with all the objects associated with each room:
Suspect-Oriented ClueVictim-Oriented Clue
Room from Attic or Guest Bedrooms
Evidence
Victim
Room from Family Bedrroms or Main Floor
Suspect
Motive
Room from Basement or Ground Floor
Weapon
Disposal

Clue List:

Suspect
Fred
Boris
Maurice
Portia
Ophelia
Harriet
Gerald
Victim
Rolly
Stella
Nancy
Cordelia
Lawrence
Gus
Evelyn
Weapon
Knife
Laudanum
Noose
Rat Poison
Axe
Revolver
Syringe
Motive
Inheritance
Money
Insanity
Anger
Jealousy
Jewelry
Coverup
Evidence
Hair
Button
Glove
Receipt
Footprint
Fingerprint
Blood
Disposal
Acid Usage
Barrel Usage
Burning
Burying
Mutilation
Freezer Usage
Trash Bag Usage
  • Clues given on the display will give an association to two objects on the board.
    • If the connection node in the center of the clue is filled, the two objects are vertically aligned with each other. The left one in the connection is on the top, and the right one in the connection is on the bottom.
    • If the connection node in the center of the clue is empty, the two objects are horizontally aligned with each other. The left one in the connection is on the left, and the right one in the connection is on the right.
  • Generate a crime scene layout using the board and all of the given clues. There is only one unique answer.

Note:

  • It is possible that a room in the final crime scene layout will contain both a suspect-oriented clue and a victim-oriented clue, only a suspect-oriented clue, only a victim-oriented clue, or nothing.

Detective Observation: The Journal

During this mode, you are now able to verify your investigation. The Accuse button will also function in this mode. There are two layouts in The Journal. The first layout is called Layout Sequencing.

  • During this layout, the middle display will show a random room from the manor. The middle display buttons will also not function during this phase.
  • Based on the room shown on the middle display, submit the correct suspect-oriented clue on the upper display and the correct victim-oriented clue on the lower display.
  • If one or both of them has no corresponding object, submit a blank on the corresponding display.
  • If the objects given are correct, the middle display will change to a new room that has not been given by the module. If not, the detective will strike out that combination as invalid. Hey, not even the best can be 100% consistent.

After submitting the objects to all 36 rooms correctly, The Journal will move on to the next phase. The second layout is called Accusation Board.

  • During this layout, the display will initially show all the objects from the Suspect-Oriented Clue.
  • For each section, using the crime scene layout and the rooms shown in the Rooms mode, submit the object that was found in that room.
  • If no valid object is found in the room, perform the following rule:
    • If the last digit of the Case Codename* is even, keep moving to the right side of the floor until you encounter a valid object. If you ever reach the end of the floor, loop over to the other side.
    • If the last digit of the Case Codename* is odd, keep moving to the left side of the floor until you encounter a valid object. If you ever reach the end of the floor, loop over to the other side.
  • If you press Submit when the display shows objects from Suspect-Oriented Clue, the display will then change to show all the objects from Victim-Oriented Clue.
  • Perform the previous step once again.
  • If you press Submit when the display shows objects from Victim-Oriented Clue, the detective will verify the validity of the accusation.
    • If all of the objects submitted are correct, the case will be considered solved. Finally, some peace for everyone. Even you, I suppose. I hope you are doing much better wherever you are.
    • If that is not the case, the detective will strike down that accusation, and The Journal will show all the objects from the Suspect-Oriented Clue once again. Keep pressing on; you are the only one who has come close to solving the case. It's only a matter of time.

Note:

  • The Case Codename is the same as the Serial Number on the bomb.

Example Board

Rooms:

  • Display 1: Red Tower [Blue], Purple Bedroom [Magenta]
  • Display 2: 2nd Floor Landing [Green], Grand Foyer [Yellow]
  • Display 3: Pantry [Cyan], Furnace Room [Red]

Clues:

  • Hair ◆ Anger, Hair ◆ Ophelia, Nancy ◇ Hair, Stella ◆ Anger, Nancy ◇ Stella, Hair ◇ Gus, Evelyn ◆ Gerald, Stella ◇ Button, Footprint ◆ Gerald, Jealousy ◇ Money, Boris ◇ Money, Nancy ◆ Axe, Ophelia ◇ Gerald, Evelyn ◆ Laudanum, Revolver ◇ Axe, Money ◆ Ophelia, Jealousy ◆ Knife, Blood ◇ Footprint, Rolly ◇ Evelyn, Glove ◇ Footprint, Rolly ◆ Boris, Blood ◆ Boris, Ophelia ◇ Inheritance, Anger ◇ Maurice, Portia ◇ Money, Inheritance ◆ Burning, Lawrence ◇ Footprint, Harriet ◆ Burning, Barrel Usage ◆ Axe, Axe ◇ Freezer Usage, Mutilation ◆ Revolver, Lawrence ◆ Burning, Rat Poison ◆ Axe, Glove ◆ Burning, Nancy ◆ Coverup, Coverup ◇ Anger, Button ◆ Freezer Usage, Burying ◇ Laudanum, Button ◆ Noose, Gus ◆ Noose, Acid Usage ◆ Burning, Nancy ◆ Fingerprint, Footprint ◇ Cordelia, Gerald ◇ Fred, Gerald ◇ Insanity, Evelyn ◇ Receipt, Laudanum ◇ Syringe, Insanity ◆ Noose, Button ◆ Jewelry, Laudanum ◇ Trash Bag Usage

Crime Scene Layout:

NancyHair / StellaButton / Gus
Blood / RollyFingerprintGlove / LawrenceFootprint / EvelynReceipt / Cordelia
Boris / JealousyPortiaMoneyHarrietJewelry
CoverupOphelia / AngerMaurice / InheritanceGeraldFred / Insanity
Knife / MutilationRat Poison / Barrel UsageBuryingAcid UsageLaudanumSyringe / Trash Bag Usage
RevolverAxeBurningNoose / Freezer Usage

Answer:

Case Codename Example: 9A5NF7

  • Suspect-Oriented Clue:
    • Evidence: Button
    • Suspect: Harriet
    • Weapon: Syringe
  • Victim-Oriented Clue:
    • Victim: Evelyn
    • Motive: Inheritance
    • Disposal: Barrel Usage