Rosè and the Husky's Trail
By @🥀𝓡𝓸𝓼𝓮
Gather evidence and interrogate suspects with the help of a husky to solve the disappearance of Mara Voss.
How to play
- Select a location from the map to investigate the scene.
- Choose actions to search for clues or question the suspects.
- Watch the husky for hints about where to look next.
- Review your gathered evidence in the Case File drawer.
- Accuse the correct suspect with the right motive to win.
Controls
- Touch
- Tap locations, choices, and menus to investigate and interrogate.
- Keyboard
- Not supported.
- Mouse
- Click locations, choices, and menus to investigate and interrogate.
More about this game
In Rosè and the Husky's Trail, your goal is to find the missing Mara Voss before her trail goes cold. You investigate three locations—the Voss Apartment, The Blue Hour club, and the East Rail Depot—gathering clues and interrogating suspects. Your husky companion provides hints after a short delay to guide your search. You must collect enough core evidence to make a strong accusation, tracking your progress in the case file. The run ends when you correctly name the culprit and their motive from the accusation menu, closing the case.
Tips
- Wait for the husky's hint; it appears after a 450-millisecond delay and points out specific areas of interest in the room.
- You need to secure 5 core clues to build a strong case, which unlocks the ability to confront suspects with hard evidence.
- If a suspect's composure drops to 0, it resets to 4, so try a calm question to reveal more information without pushing too hard.
Questions
How do I know when I have enough evidence?
The status bar shows your secured evidence out of the required 5. The lead text changes from 'Cold trail' to 'Strong case' when you have enough.
What happens if I accuse the wrong person?
Your theory is rejected, and you are told why the suspect or motive doesn't fit the evidence. You can then continue investigating the remaining leads.
How do I open locker 214?
You cannot inspect the locker until you find a clue that points to its number, such as the torn claim ticket from the apartment or the matchbook from the club.