Detective Redwing
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Detective Redwing

The dossier

Who, with what, and where

Each of the five guests held exactly one item and spent the evening in exactly one room. No two guests shared either.

Evidence

What you have learned

Some evidence arrives in code, and each clue says which kind. This evidence is enough to name the killer with certainty. Each wrong accusation unseals one extra hint below.

    Your notebook

    Cross off the impossible

    Tap a square once for ✗, twice for ✓, three times to clear.

    Accusation

    Name the killer

    Suspect
    Weapon
    Location

      How to play

      Every day there is one new murder at Redwing Manor. Five guests, five items, five rooms. One guest is the killer.

      1. Read the scene and the evidence. Use the dossier: height, handedness, how heavy an item is, and whether a room is indoors.
      2. Crack the coded evidence. Each day of the week brings different codes: anagrams, trivia, general knowledge (Merlot and Malbec point to the Wine Cellar), number codes, Morse, mirror writing and shifted-letter notes. Coded notes come with a decoder: you work out which tool cracks it. Anagrams come with letter tiles, and number and Morse codes with a code card.
      3. Mark your notebook. Each guest pairs with exactly one item and one room.
      4. Accuse a suspect, weapon and location. You have 6 accusations.
      5. A wrong accusation tells you nothing except that you were wrong, and unseals a hint.

      The opening evidence is always enough: pure logic reaches exactly one answer before any hint. A sharp detective solves it in one.

      Your record

      Solved on accusation

      Case files

      Missed a day? Earlier cases stay open. Practice cases do not count toward your record.