The first playable case drops you into Grasse, Provence, during the midnight rose harvest. It’s humid, heavy, and the valley smells like money, tradition, and the lies that try to hide inside a perfume flask.
The map and timeline above (/grasse.svg) set the scene: four anchors (Maison Vasseur, Rose Fields, Villa Ravel, old tanneries) and five beats from leather-stinking past to perfume capital present. Everything that happens in this case is tied to those places and that history.
What you actually do
You start with a lean desk: the Grasse map, a few clippings about the family dynasty, and the basic tools of a nose who still trusts physics. Each lead unlocks new evidence; when you finish one, it slides into the drawer and the desk clears for the next. Follow your senses, then validate with the instruments—don’t jump straight to answers.
Why it matters
Grasse wasn’t born elegant. It was a leather town that stank so badly they planted flowers to mask the smell. That tension—between dirty origins and “pure” luxury—is still the motive for every move in this case. The map keeps you oriented; the timeline reminds you why people here will do anything to protect a scent.