๐ฟ Six gentle mysteries in the imperial palace ๐ฟ
Read the signs. Trust the herbs. Prove it with evidence.
No timers, no dead ends โ only careful eyes
and a well-kept casebook.
You are the palace apothecary. Solve 6 cases: odd illnesses, mix-ups and small palace puzzles. Nobody here is wicked โ every case ends with the truth, a remedy, and usually tea.
Tap the glowing sparkles in each room. Every sparkle is a clue โ it is written into your Casebook (๐, top right). Some clues are the key evidence; others clear an innocent person's name. Find them all before you accuse anyone.
Open the Herbarium and read the signs (the symptoms). Choose which herb or cause explains them, then choose the right remedy. Wrong guesses cost a little score โ never the case. What you prove here unlocks the right to accuse.
In Present & Accuse, first present the key evidence (tap the clue), then name who is responsible. Accuse without proof and the court simply shakes its head. Accuse the wrong person and you earn a strike โ three strikes and you must step back and re-thinkโฆ but your clues are never taken away. A case can never be lost.
Every solved case earns a surprise gift of gratitude and a new herb for your collection. The final case asks for two pieces of evidence โ the court will want the full story.
Tap / click everything. P or โธ pauses. โ reopens this guide at any time.
Before the whole court, the Emperor places the Golden Mortar in your hands: "For the apothecary who reads a leaf the way others read a letter."
Six cases closed. Six remedies given. Not one innocent accused and held. The casebook closes โ but the palace, being a palace, will surely need you again.
The kettle is on. The clues will keep.