RedThread

RT field manual · issue 03

For internal use

The Investigator’s Guide

§01

Orientation

What this desk is, and how a file moves across it.

01·01

Read this first

Every case in the archive is a closed file that never sat right. Your work is the same on all of them: read what was recorded, examine what was kept, and put a name to what happened.

Nothing here punishes curiosity. Open everything. The archive keeps your notes, pins and findings on this device — only your verdict and score are recorded.

01·02

How RedThread works

Open
Pick a file from the Archive. Its briefing tells you what the desk already knows.
Read
Work through the record. Some passages arrive sealed — they open when you earn them.
Examine
Open evidence and put instruments on it. What you establish lands in the findings log.
Connect
Pin material to the board, string thread between pins, keep notes, order the timeline.
Accuse
When the theory holds, name the culprit. The file closes — or it doesn’t.
01·03

Three kinds of file

Record
A complete account, read as it stands. Reach the end, conclude the file, take the score. No board, no toolkit — just the record.
Thread
The standard file: story, folders of evidence, suspects, hunches. Follow the sequence and connect what matters.
Investigation
Evidence only. No guidance, minimal narration. You build the account yourself — the hardest and the highest-paying work.
01·04

Case progression

Files are gated by findings, not by time. A sealed section or a sealed envelope lists what it depends on; establish those findings and it opens on its own — you’ll hear it.

Some files fork. What you establish decides which version of events opens. A branch you didn’t take isn’t lost — re-examine the material and the file re-reads itself.

01·05

Expert mode

Thread and Investigation files can be taken under sealed conditions. Choose it on the case card before you open the file — never after. A sealed run has no hunches at all, keeps nothing (your board, notes and marks live in that tab and nowhere else), and gives you exactly one filing. Name the wrong person and it scores nothing.

Close it correctly and the whole score is multiplied — 1.4× on an Easy file, 1.6× on a Medium, 2× on a Hard.

One rule makes the rest of it mean anything: a file is only ever offered sealed if you have never opened it. Work it normally first, pull a single hunch, even just open the folder, and the sealed run on that file is gone for good.

There is no walking away, either. Leave the tab for more than three minutes and the seal breaks, and the run is filed as a miss — abandoning a sealed run costs exactly what naming the wrong person costs. The file stays open to you in Normal mode, but the multiplier does not come back. Take the mode when you mean to finish it.

A case can only be closed once, in any mode. Reopening a file you have already closed earns nothing.

§02

Field work

Handling the material: evidence, instruments, board, notes, chronology.

02·01

Evidence

Evidence lives in the folders beside the story. Photographs, documents, recordings, film — each opens on the examination stage. Assume every item was kept for a reason, including the ones that look like nothing.

Stamp files as you go (lead, alibi, suspicious) so the pile stays sorted. A stamped file is a file you’ve already half-thought about.

02·02

Tool kit

The instrument tray sits beside every opened file. A tool that can’t bite on this evidence stays dark.

Loupe M
Sweep photographs close. Scroll to focus.
UV lamp U
Kill the lights and sweep the beam. Ink hides.
Marker H
Drag across text worth keeping — it lands in your findings.
Stamps T
Classify the file: lead, alibi, suspicious.
Light table C
Lay two items over each other. Differences glow.
Audio bench
Scrub recordings; slow them down; listen under the noise.
Jog wheel
Step film frame by frame. The one frame matters.
Cross-index
Ask the archive what else mentions a name, a place, a time.
Imager
Acquire a recovered phone or laptop; verify the image, then restore and read the device.
Forensics kit
Swab, dust, test. Physical answers to physical questions.
02·03

Findings & dependencies

A finding is a fact you established with an instrument — a revealed phrase, a matched print, an enhanced face. The findings log keeps them; sealed content lists which ones it’s waiting for.

Stuck behind a seal? Read its dependency line, then go back to the evidence that could plausibly yield it — usually with a tool you haven’t tried on it yet.

02·04

Evidence board

The corkboard is where the theory becomes visible. Pin evidence, suspects and torn-out notes; string red thread between pins that belong to the same claim. When two pinned things can’t both be true, you’ve found the seam — pull it.

02·05

Field notes

The spiral pad in the dock is yours: leaves, flips, and no format. Write it down before it shifts. Tear a page out and it pins itself to the board — the fastest way to get a hunch where you can string thread to it.

02·06

Timeline

Chronology cards collect on the timeline board as you find them. Place them in order; the board tells you when the sequence holds. A timeline that almost works is the most valuable object in the case — the card that won’t fit is pointing at the lie.

02·07

Interview room

Some subjects can be brought in. Ask what the file lets you ask — questions open up as your findings do — and slide discovered evidence across the table to see how they take it. The same exhibit lands differently once you’ve broken their story, so mind the order.

Every answer is filed as a statement — ordinary evidence you can then work with the Marker and Cross-index. The lie you can’t catch in the room, you catch afterward on the page. You get one sitting with each subject; when you conclude it, they’re gone.

02·08

Newspaper morgue

When a case keeps them, the archive holds back editions of The Trallaght Standard. Request a date, read the paper, and take the scissors to any article — the clipping files itself with your evidence.

Most of it is just the city talking. The cutting that matters won’t announce itself; you find it the way you find anything — by working it with a tool, not by cutting it out.

02·09

Crime scene

Some cases open the floor plan. Place people and objects where testimony says they stood, set the doors as they were found, and use measure and sight line to see what the room allows. Moving pieces around proves nothing on its own.

A claim you’ve read appears in the reconstruction panel. Set the scene as the witness describes it and run the test: if the geometry won’t back their words, that contradiction is yours. You can only test testimony you’ve already found.

§03

Assessment

Scoring, hunches, forks in the record, and the questions everyone asks.

03·01

Case scoring

Base
Easy 50 · Medium 100 · Hard 200, banked when the file closes correctly.
Wrong accusation
−10 from the eventual score, per prior attempt on the case.
Hunch pulled
−10 each. Counted at the desk, not on your honour.
Floor
A score never goes below 0. Record cases pay full base on conclusion.

Time on the case is kept for the standings, but it doesn’t touch the score. Read slowly.

03·02

Hunches

The Hunches panel hangs off the lead ribbon, and every hunch belongs to a lead. Only the hunches for the lead you’re on can be bought: the ones ahead stay sealed, and the ones behind run down with the lead you left. So you never have to buy a nudge you don’t need to reach the one you do. Each pull costs 10 from your eventual score and can’t be un-pulled. The intended use: when you’ve been circling for a while, buy the nudge and keep moving — a closed case at 90 beats an open one at 100.

03·03

Branching investigations

In branching files the record itself reacts to your findings: passages open, others stay shut, and two investigators can leave with different accounts of the same night. If a thread of the story feels absent, it probably is — the archive is waiting on a finding you haven’t made.

03·04

Frequently asked

Wrong accusation?
The file stays open. Accuse again when you know more; each miss costs 10.
Where are my notes?
Notes, pins and findings live in this browser, per case. Clearing site data clears the desk.
Nothing unseals?
Check the sealed item’s dependency line, then re-run instruments on related evidence.
Too loud / silent?
The speaker toggle lives in the top bar on every page.
Genuinely stuck?
Pull a hunch, or work the Detective Reference below — most locks in this archive answer to it.
§04

Detective reference

Carry cards. Ciphers, forensics, and how to think when the file fights back.

Caesar & ROT13

04·01

Every letter slides the same distance down the alphabet. Only 25 shifts exist — brute force is a legitimate technique.

Plain
ABCDEFGHIJKLMNOPQRSTUVWXYZ
Shift 3
DEFGHIJKLMNOPQRSTUVWXYZABC
ROT13
NOPQRSTUVWXYZABCDEFGHIJKLM

ROT13 is shift 13 — apply it twice and the text returns. If a decode is its own encode, it was ROT13.

Simple substitution

04·02
1
Count letters. The most frequent symbol is probably E, then T, A.
2
One-letter words are A or I. Three letters, often: THE, AND.
3
Doubles are usually LL, EE, SS, OO.
4
Guess a common word, lock those letters, and let the rest fall.

Frequency analysis

04·03
English, most → least
E T A O I N S H R D L U

If a cipher’s counts match this curve, it’s a rearrangement (transposition). If the curve is flat or shifted, letters were replaced. That one observation picks your method.

Morse code

04·04
A.-
B-...
C-.-.
D-..
E.
F..-.
G--.
H....
I..
J.---
K-.-
L.-..
M--
N-.
O---
P.--.
Q--.-
R.-.
S...
T-
U..-
V...-
W.--
X-..-
Y-.--
Z--..

Listen for it too: short/long knocks, flashes, clicks in a recording. Three short, three long, three short is never an accident.

Book ciphers

04·05

Number triplets like 14–3–7 read as page–line–word against a specific book. The book is always somewhere in the case — a title mentioned twice, a volume in a photograph. Find the edition first; the numbers are the easy part.

Simple transposition

04·06

The letters are all there, just re-walked. Write the text into a grid and read it the other way.

Rail fence, 2 rows
HLOOL + ELWRD → HELLO WORLD

Try grid widths that divide the message length. Nonsense with familiar letter counts is transposition until proven otherwise.

Hidden text

04·07
Edges
Margins, backs of photographs, under stamps, along torn seams.
Acrostics
First letters of lines or sentences. Also last letters. Also every Nth.
Emphasis
Odd capitalisation, misspellings, words that don’t belong — they’re load-bearing.
Layers
Indentations from the page above; typewriter ribbon ghosts; what the Imager pulls out.

UV clues

04·08

Invisible ink fluoresces under the UV lamp U. Sweep slowly and cover the whole surface — especially the parts with “nothing” on them: blank margins, envelope backs, the space under a signature. A document with an unnatural amount of empty paper is an invitation.

Forensic observations

04·09
Rigor
Stiffness sets in 2–6 hours after death, peaks near 12, fades by 36. It brackets the hour.
Lividity
Blood pools where the body rests and fixes after ~8 hours. Pooling that contradicts position = the body was moved.
Glass
Falls on the side the force came from. Glass inside the room: broken from outside.
Blood
Drips fall round; motion throws tails. Dry and dark means hours, not minutes.

Timeline reasoning

04·10
Anchor
Fix the absolute times first — phone records, tickets, broadcasts, stopped clocks.
Chain
Hang every "twenty minutes later" off an anchor. Relative claims are only as good as their anchor.
Collide
Look for one person needed in two places, or a journey with impossible speed.
Suspect
Whoever supplied the times that collide is either mistaken or lying. Find out which.

Witness contradictions

04·11
vs. Evidence
Statements lose to physics. A witness who heard a shot through a wall that muffles one is wrong or worse.
vs. Each other
Two accounts of one moment should differ a little. Identical wording means rehearsal.
vs. Themselves
Retellings drift toward self-interest. Diff the versions; the edits are the confession.
Cui bono
When a statement conveniently closes a line of inquiry, ask who benefits from it closing.

Basic investigative thinking

04·12

Hold every suspect to means, motive, opportunity — and hold yourself to the harder rule: try to break your favourite theory before you accuse. A theory that survives your best attack is a verdict.

The detail that doesn’t fit is never noise. It’s the case.

§05

Investigation Rooms

Working one file as a team — the shared board, unlocks, verdict and voice.

05·01

Working a case together

An Investigation Room puts up to six detectives on the same file at once. Everyone reads and works the evidence on their own, but the board, the unlocks and the final verdict are shared — and a chat dock keeps the team talking.

Rooms are found under Rooms in the top navigation. They’re optional: solo play is unchanged, and Record files aren’t offered co‑op — there’s no shared board to work.

05·02

Open or join a room

Host
Pick a case, set the size (2–6) and voice, and open the room. You’ll get a six‑character code.
Invite
Share the code or the copied link. Others enter the code under Join.
Ready up
In the lobby everyone marks Ready; the host starts once at least two are set.
Rejoin
Drop out and the same code drops you straight back in — the room survives disconnects.
Leave
Use Leave in the lobby, or the pill top‑left during a case. The room lives on for the rest.
05·03

Shared, and private

Shared
The corkboard (pins & thread), every finding — including interview statements, newspaper clippings and verified scene tests — team chat & voice, and the verdict vote.
Private
Your field notes, tool work, an interview in progress, your scene reconstruction, reading position and highlights stay on your device.

When anyone establishes a finding, the sealed content it unlocks opens for everyone at once — you’ll see who cracked it. Move a pin and the team watches it slide, with a coloured cursor and a name on whoever’s dragging.

05·04

The team verdict

In a room the accusation becomes a vote. Any detective proposes a suspect; everyone gets an approve/reject on it, and it carries on a majority of those present. A proposal that stalls expires in about a minute and the investigation continues. Score is banked per member on the same scale as solo play — base by difficulty, minus prior misses and hunches pulled.

05·05

Chat & voice

The Chat plate joins the dock, bottom‑right. It has two channels: Text, always on, and Voice — peer‑to‑peer, audio only, opt‑in. Join voice to open your mic; nothing is recorded.

Mute / Deafen
Cut your mic, or silence everyone, without leaving the call.
Push‑to‑talk
Switch it on and hold Space to speak; release to go quiet.
Per‑voice volume
Trim any one teammate with their slider.
Devices
Choose your mic (and speaker, where the browser allows).