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No. 16955
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The cousins and Kumasawa want to teach the money-obsessed adults a lesson, so they cooperate with the witch and acknowledge her existence. Together they create a murder scenario. When the parents see their children dead, maybe they will remember what is really important. Business comes second to family. By cooperating, they might have a chance to revive their loved ones and find happiness with the witch's gold.
The unexpected visitor's alien view of these people turns them in their imagination to dangerous witch worshippers. They try to find a way to defend themselves, and even hallucinates killing Jessica in self-defense. With enough paranoia, they might start seeing everyone on the island as enemies.
There are two witches.
The first witch is the true master of Rokkenjima. She can walk through doors with her master key, summon familiars as accomplices and revive the dead after the murders have taught their lesson and opened the doors of the golden land. The witch of hope.
The second witch is you, the player behind the visitor. You believe in only a tragedy, so you come up with a plan to kill Kumasawa, and eventually all the people on Rokkenjima. After all, Rokkenjima is just a game board for you. To you these people are already dead, if they were ever alive to begin with. The witch of death.
Human Culprit Theory:
Kumasawa is fakes her death at 10:30. The cousins are visited by the witch at 12:00 to prepare the fake murder, you included if not protected by the scorpion charm. The visitor faints from fear as they turn around to see the witch, wearing a scary mask. In the Fool's Mate Ending, they are knocked out. In either case, they are then made into a victim of the first twilight.
Surrender to the Witch Theory:
The witch's power is real, and she kills Kumasawa, the cousins and the visitor just to revive them later. At least if the epitaph is solved.
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