When Seagulls Cry Episode 5: End of the Golden Witch
October 4 and 5, 1986. The Ushiromiya family has gathered on the private island of Rokkenjima for their annual family conference. Chief on the agenda concerns the struggle for the inheritance assets of the ailing family head, Kinzo. But as the family is trapped on the island by a typhoon, they receive a letter claiming to be from the rumored witch of the island, Beatrice, and mysterious events begin to occur.
Battler assumes control of the sixth game, wielding his new golden truth as he parries the logical blows of the detective-and-witch, Erika Furudo. For Battler, what began as a contest over the existence of magic has become a fight to revive the fiery, vibrant Beatrice of his early clashes on the game board. The logical loops and rules of the game were already complex, but now as the game master, Battler must quickly learn how to shape the events to his and Beatrice's ultimate ends without getting locked in a closed room by Erika, the Witch of Truth! (Source: Yen Press)
The time for logical debate and magical feints has come to an end; the revelation of the truth about Beatrice the Golden Witch is at hand. To facilitate this, game master Bernkastel has chosen Will Wright the Mage-Hunter to step onto her board and answer a single question: Who killed Beatrice? Joining him in the game is Lion Ushiromiya, Krauss's firstborn and heir, whose role is a mystery in its own right. Will's line of questioning draws together the stray strands from all the previous games, twisting them into a thread of truth, revisiting Kinzou's first encounter with the young Beatrice and working through the legends that have since sprung up around her... (Source: Yen Press)
It's time once again for the annual family gathering on Rokkenjima! Ange Ushiromiya is just getting over a cold, but that won't dampen her excitement at seeing her cousins again! Granddad couldn't be more thrilled to see his beloved grandchildren and throws a special Halloween party where everyone gets lots of treats! By lunchtime on the first day, the aunts and uncles are chatting up a storm, and the cousins are eagerly planning the afternoon's fun. It's the very picture of a happy family-one that in no way resembles the bickering, bitter Ushiromiya clan! What is going on?! (Source: Yen Press) *Note: Includes 4 extra chapters.*
This chapter introduces Battler's sister Ange as a secondary protagonist, who was absent from the 1986 Ushiromiya family conference and was taken in by Eva, the only survivor of the Rokkenjima Mass Murders. The narrative shifts between the gameboard and the outside world, showing readers the impact of the incident on Ange's life and exploring her relationship with Maria and magic through Maria's diary.
Having become the new Game Master at the end of End of the Golden Witch, Battler is tasked with the creation of his own game board as a way of demonstrating his understanding of Beatrice's game. Beatrice is also reborn, but her new self lacks the memories of the original and possesses a timid personality. Battler's game has a focus on the couples George and Shannon, and Jessica and Kanon, who participate in "Love Trials" to determine which of their relationships will succeed. Beatrice joins these trials as part of her quest to discover who she once was and meets another version of Beato while Erika takes on Battler's game. Alongside these events, Ange reads a manuscript by the mysterious forger Tohya Hachijo, the author of the tales of the third to sixth games.
A compilation of additional tips written by Ryukishi07 outside of the games. Several of the stories are humorous in tone, but the more serious ones may be considered canon.
Beatrice is dead, her soul shattered by Battler at her own request. Though her body sits across the chessboard, she is no more than a husk of the laughing, impulsive witch she once was. Lambdadelta is more than happy to preside over the fifth game, and Bernkastel willingly steps in for Battler as he takes his leave to collect his thoughts. But two witches can cause all manner of mischief when left to their own devices, especially when they care as little for rules as Lambdadelta... (Source: Yen Press)
