Red String

The four guests

Last night's rooms

What they held

Pick a guest to start a string.

Explore to hear clues. Your strings are your deductions.

This morning

Walking or asking takes one hour. These are this morning's locations.

Collected clues 0 heard

    Case file

    Open

    All games

    The accusation

    Who was in the room?
    Holding what?

    Case closed

    look → listen → connect

    Follow the evidence

    Name the person who was in the room where the body was found, and what they were holding.

    1. Explore and ask for clues. Walking or asking takes one hour.
    2. Tap a guest, then a room or object to tie red string. You can also drag from a portrait. Use Rule out for a no, or Clear to undo a guess.
    3. Accuse when you know who was in the room with the body, and what they held.

    Every guest had one room and one object. Your strings record your guesses; they do not reveal the answer.

    Full rules, examples & other investigations

    The rules of every case

    The house

    Two rooms upstairs, two downstairs. Two rooms on the same floor are next door to each other. Directly above means the upstairs room on the same side (left above left, right above right).

    Questioning, the morning after

    The household is spread around the house and grounds. The morning map shows who is where. You start in the Front Hall. Tap a place joined to yours to walk there, then use the question button below the map. Everyone has two things to say, and the second comes after the first. Each statement is saved in Clues. Where people are this morning has nothing to do with where they were last night.

    The clock. Walking to the next place takes an hour, and so does every question. The inspector arrives at dawn, and then you must name someone. Every case leaves a few spare hours beyond the quickest route. In the case file, tick Unhurried to play new cases without a clock.

    You don't need to hear everything. When the case closes, you'll see how many statements, and how many hours, were really needed.

    From the archive

    The three original Mystery Hunt cases, with their original rules: visit places on a small map to collect one clue each, within a few turns, then make a single guess.

    The Casebook

    Eight written cases, each harder than the last: more facts are needed, more of what you hear is beside the point, and there are fewer spare hours. Solve one to open the next. New case gives you an endless supply of others.

    Marking the board

    Tap a guest's photograph to select them, then tap a room or object. Tie string marks yes, Rule out marks no, and Clear returns it to unknown. The marks on cards belong to the selected guest. Red string only means what you have marked yes.

    Use Guests, Rooms and Objects to move around, or scroll the board. Overview shows everything; tap a group name to return to a readable size. You can drag from a portrait to tie a string, but two taps do the same thing. Escape cancels a drag or selection. Undo restores your previous deduction, including automatic crosses.

    With one room and one object each switched on in the case file, a yes crosses out the other unknown options. Re-selecting a guest follows only that guest's strings. Dashed lines show the truth after a verdict.

    Thinking it through

    “Vale was upstairs all evening.” Cross Vale out of both downstairs rooms.

    “Whoever had the candlestick was upstairs” and “Crane was downstairs.” So Crane didn't have the candlestick.

    “Either Ashby or Quint had the teacup.” So the other two didn't: cross them out on the teacup.

    When three pins on a card are crossed out, the fourth guest is the one. Tie the string.

    Accusing

    When you're sure, press Make the accusation and choose a person and an object. You get one try. Get it wrong and the case goes cold, and the board shows you the truth.

    The Casebook

    Written cases, in order. Solve one to open the next.

      From the archive