Part 17: Day 4 Part 3: The Crypt
I know you were all on the edge of your seats about that riddle. The first order of business in this update is to solve it with Timmy. And the final order of business will be to blackmail Rhys Branwen!
OK. We have our translation, and Sally Forth guessed the solution, but it'd be no fun for Timmy if Nigel were to walk up and blurt out the answer. For once, Nigel makes a good social decision and we get to talk through the riddle and solve it together.













We now give the paper to Timmy and he'll read us the other half of the clues.















Ta-da! I liked the riddle. Sure you can click through dialogue to get the solution, but if you're like me you spent a little time trying to solve it on your own. The game actually gives you a little hint, if you've been looking at everything! (It's in one of the pictures from the previous update.)
Actually I really like that Boakes used an Anglo-Saxon riddle (in Anglo-Saxon language). I was looking them up on the internet and there's a number of them which are known. It's certainly much more interesting than the ones most of us have heard before, and the solution (swallows) seems very English. I think barn swallows and such are very British birds, and it's nice to note that even way back in the day the birds had a good relationship with humans. It's a nice little tie to the past.
OK, OK. We now have a tower key! But just keep that in mind, because we're not using it yet. Let's go see what Nancy thinks of our success re: Thomas.









































Man I feel really bad for these kids. I know the concept of them being dead the whole time isn't super original or anything, but I know I'd be a ghost in their situation. Sent away from home, dad in the war, no contact with him, and then a suspicious death? I want to help them out probably more than anyone else I've helped out so far.
... but I'm not really sure how I can get them a letter from their dad. Any ideas? Have a think about it before you go any further.
OK, maybe we should check that tower, now that we have a key and we're a bit stumped.

I'm not really sure how Nancy heard any bells (possibly from weddings happening around them they weren't aware of?)... maybe she just heard the ones that haven't fallen or gotten cobwebby? I get the impression Mr. Russett may not have been in here in a while.
There's a contraption on the table in the lower-right. Nigel can look closer but it doesn't do anything.
We can check downstairs...

No luck with the door, but we can grab that wheel thingy. We can also climb up to the top of the tower:

... hmm.
If only Nigel had some kind of... far-seeing device! But where would an ex-graphic designer from a London tech corp get that kind of thing out in the countryside?

I don't remember the Agers wearing a coat or hat quite like that.... maybe we should check it out. A short walk later:

This one isn't in Old English, but it's a good idea to copy it down anyway.

See if you can spot all the differences in Nigel's transcription, haha. He got a little dramatic at the end I think. Then again it does sound kind of like a suicide note.
Let's go see the kids and deliver this last letter from their dad.








Aw.

Let's see what's in that shed.

An Ager notebook, eh? Bunch of shed-hiding creepers. I also grab that container of fuel.


Right, well, if you haven't already guessed what's in the player's near future, you haven't played many video games. If you haven't guessed, hold on! It's gonna be exciting!
We can now revisit the church interior AND the tower interior, but first let's chat with Mr. Russett again.
































Mr. Russett is one of my favorite characters. He seems kinda weird at first but he's actually a super-decent person. He's trying to give Nigel good advice, but Nigel is having none of it.
If you guessed we can use that fuel to power the machine in the tower, you're right! Let's go do that first, because this thing is heavy.


Puzzle: solved. Let's just check one thing first:

Since the boiler is working now, we can go downstairs and try that creepy door to the crypt.
The door is pretty boring, it's a 5-button puzzle where you just have to figure out the right order via trial-and-error and sound cues. But on the other side....

This is actually kind of a creepy little area. Nigel has to use his camcorder again, and if you don't think wandering around in the dark in a haunted crypt is spooky, we can't be friends. Here is a Youtube of this part! Exploring Ulcombe Crypt(4 minutes)

And this crypt is defintiely haunted. The first time Nigel rounds a corner, the screen flashes and we get a brief glimpse of:

It's also howling in pain. At least until it disappears a second later. We can poke around a little more, check out some of the cheery stuff on the walls:


But if you're down here very long, some prankster ghost starts hucking rocks at you.

They don't do any damage, but they do sound a little bit like they're damaging the camcorder. Soon enough Nigel stumbles upon this broken candlestick, which I grab:

And this broken coffin, which I pry open:

And this horrid corpse holding a book, which I wrench from its hands to read:


Yes okay that was worth it.
Elsewhere in the crypts:

Hmm. This is a puzzle, you have to rotate those panels so they show the correct moons to match the corpse-book poem. In that picture I've already rotated these panels into their correct positions (waning, scythe, new), which opens a pair of heavy doors behind us:

Inside of which is....

Another sinister black mist which means I still have some work to do. What was that Mr. Russett said about Nathaniel being sealed in? Well, he won't mind us messing about. Goddamn Agers. I wasn't finished inside the church yet, which is where this puzzle is solved- so let's retreat and wrap up the loose ends.

OK, back into the church. Now that Nancy's gone, we can check out her gramophone. It has a spiritual photo for us, and an audio recording! Rather than a YouTube I made a Tindeck.



Listening back to the tape reveals a totally different recording, some sinister-sounding organ music.
There's also this little alcove in the church, which I could have shown you before, but didn't:


That's right... it's.... a MUSICAL PUZZLE

At least this musical puzzle is titled "To My Dark Lord & Master." It's a hymn I swear!
Look I'm just going to fast-forward this part because I hate these. I have to send Nigel behind the organ and attach the wheel-valve (from the tower basement) to the steam pipes in order to make the organ work. I actually have to time his traversal of the passageway to avoid steam bursts, which was an interesting effort, but considering it's still just one slightly delayed click it's barely worth telling you about.
Then I have to piece together what to play. Most of the notes are attached confusingly on that serpent drawing in Nathaniel's notebook- the other two I have to determine from the gramophone recording, which plays the relevant bit from To My Dark Lord & Master. Then I have to use the piano key diagram to figure out which one is F# or whatever. Look, I just made a YouTube of the important bit, which is actually really funny because of a programming flub: To My Dark Lord & Master (1 minute)

TOOT TOOT I played a ghost song!

Ulcombe church is now free of it is dead.

Mr. Russett's still here, so he's not dead.

Crypt howler is still here, so it's not dead either.

Rock throwing ghost is still here too! Maybe a Satanic pipe organ refrain is pretty bad at expelling the dead? Do you think?

Well, the black mist isn't here any more, which doesn't make a lot of sense because I'd have thought that playing an evil dude's favorite song to his dark lord and master would actually make him stronger, not exorcise him, but okay. That means we can approach and take a photo of the symbol on the wall behind Nathaniel's skeleton.

Why do we get the last symbol in this way, when all the others are clearly associated with freeing the ghosts of innocent victims? I don't know. My head hurts. Let's go home.


Okay wait.
This is the best moment in the whole game.
I'm not sure if you're ready for it. Do you feel ready? It's a good moment. You'll feel really good about it.
OK. I think I've prepared you. Let's leave the tower.


MR. TIBBS! He's okay!



Nigel's not willing to scoop him up and carry him back home, so we have to find another way. an adventure-game way. What do you think will encourage Mr. Tibbs to follow us? We've seen something inside the church that will do the trick.

Cats love mice, and there's a mousetrap right here! Nigel kept his broken candlestick, so we can use it to snap the trap and get.... a piece of Stilton cheese.
Now that we have the cheese, Mr. Tibbs will happily follow us back to Saxton! But first, Nigel's PHOTO CONTEST ACE IN THE HOLE:

Just in case Rhys needs reminding about who is bringing his kitty cat home, while he's judging the contest.


















Before we go, we get the meaning of our newly-acquired symbol:

And of course we drop our last few photos, including the one of Mr. Tibbs, into the submission box.