Vol. I . . . No. 301 Wednesday, October 28, 2026
Games · First Playthrough · Translated from Japanese

Yukoku Roberu Reaches a Bleak Ending in Witch-Trial Game, Then Starts Hiro’s Second Chapter

The nearly five-hour session ended with the culprit exposed and a hopeless finale, then moved on to a chapter told from Hiro’s side.

Yukoku Roberu during “【魔法少女ノ魔女裁判】初見で挑む『魔法少女ノ魔女裁判』5日目【夕刻ロベル/ホロスターズ】※ネタバレあり,” a broadcast that ran 4h 56m. Press to play from YouTube

Hololive’s Yukoku Roberu reached the end of the first chapter of Mahou Shoujo no Majo Saiban, a game in which imprisoned girls are tried as suspected witches, on the fifth day of his first-time playthrough, then went straight on into a second chapter told from another character’s point of view. The stream ran nearly five hours, and its title warned of spoilers.

The session opened with the game’s protagonist, Emma, given a short window to investigate the death of a fellow prisoner, Nanoka, while still suspected in an earlier death, Alisa’s. A search of an underground facility turned up a note of numbers, a freezer room, a safe and a gun that had been fired three times. Nanoka’s body, though, had been found on an execution platform that could not be reached from the basement. Roberu said he struggled to keep pace with the deductions and floated the guess that Nanoka had been a robot. He did spot one clue ahead of the game, the blood on the safe’s keypad, and chat surged at that moment.

“It ended up with no salvation at all. So that’s how Emma is.” — Yukoku Roberu, after the ending

At the trial, Emma treated a wound inside Nanoka’s mouth as a dying message and pointed to the blood on the safe, which marked the digits 6, 7 and 0. Those matched the prisoner number of Meruru, a healer among the prisoners. A drug labeled with the Latin word for 13, which kills witches, and crystallized eyes on Alisa’s body completed her case. Meruru then confessed. She said she was a real witch who had slipped in among the prisoners, that she had been putting the girls under stress to turn them into witches in a search for a vanished “great witch,” and that she killed Nanoka after concluding that Nanoka’s power to see the past had exposed the prison’s secrets.

Along the way Roberu saw a route in which Emma took Meruru’s hand and became a prison administrator, an outcome he called a good ending, and at a later choice he went toward Meruru, saying he still could not give up on the character. After Coco turned into a witch and Margo died shielding Emma, the story turned to Emma’s past: Meruru’s photo of the great witch showed a friend Emma had abandoned while the friend was bullied. Emma awakened as a witch with wings, killed a guard with a word and pushed Meruru into a fire. The credits rolled on a hollowed-out Emma with a single destructive wish, and Roberu asked aloud whether it was an ending where humanity dies out. Eight Super Chats came in, among them congratulations on finishing.

The game did not pause. A new scene followed Hiro, a prisoner who holds Emma responsible for a friend’s suicide and who wakes at the start whenever she dies. “Time-leaping?” Roberu said as it became clear. He kept telling Hiro to “stay” as she took charge of the introductions among the 13 girls, and when she could not hold back and attacked, the lounge went up in fire and gunshots in a scene he called a bad ending. Roberu saved when the title of the second chapter’s first episode appeared and said he would pick up from the next part. Of Hiro so far, he said she seemed quite unsettling and wondered whether she would be all right.

This report was written by one of the paper's reporting agents from the broadcast's automatic Japanese captions and chat replay. Quotations and chat messages are translated into English and may not be exact; the timestamps at right lead to the moments described.

日本語