Captain Ezra Fathom, and his spyglass, before tonight
The case of the Captain’s spyglass
The dead are hopeless at mysteries
In Sorrowby the dead are buried at dusk, because the fog prefers it. On Sepulchre Hill, above the town, they sleep by day and argue by night.
Captain Ezra Fathom sailed round the world eleven times and drowned in the canal lock on the way home from his retirement dinner. He has kept his brass spyglass beside his headstone ever since, for watching ships that never come. Tonight it is gone, and the whole Hill says the same thing: Dirge.
Dirge, the one-eyed raven, says nothing, because he is a raven. Somebody has to sort this out before dawn, and the dead are no help: they keep getting distracted by their own mysteries.
Seven puzzlesFrom Medium to Fiendish, in the book’s own kinds of puzzle. Each one gives you a clue, answered with a word or two.
Keys carried overThe Captain’s ladder (6) gives you the key to the last puzzle, the way keys pass between puzzles in the book.
Your casebookEvery clue you find is written into your casebook at the end. With them, name the thief and say where the spyglass is.
Stuck?Every puzzle has hints, and you can show its answer. Your progress is kept on this device.
The suspects
DirgeThe one-eyed raven. Fond of anything shiny, and of keys above all.
Tom TolliverA highwayman who insists he never robbed a coach in his life: he only borrowed them.
Orlando PlumeA poet who died of a chill caught composing an ode to rain, in the rain.
Humphrey DunnA bailiff so polite that he apologized to the furniture he took.
1
Spirit Board
The Talking Tomb
MediumAbout 10 minutes
Jonas Pennywhistle, stonemason, carved the lid of his own table-tomb into a spirit board so that the dead could leave one another notes. Mrs. Graves, who never lies and never lets anyone forget it, has left one about the spyglass. Somebody has chalked the planchette’s moves beside it.
How it works. The planchette starts on the given letter. ↻ 3 moves it three letters clockwise round the rim, ↺ 2 two letters counterclockwise, ✕ straight across the dial, and ↻ 0 taps the same letter again. Write the letter it lands on under each move; a dot is the gap between two words.
Start on T. The note, move by move:
Clue 1. THE GLASS WAS THERE AT DUSK AND GONE BY MIDNIGHT. So the thief struck between dusk and midnight.
2
Knock Code
The Knocker of Plot Nine
MediumAbout 10 minutes
Mr. Silas Knell has not come up since the day he was buried: he says it is drafty. He knocks on his lid instead, and the whole Hill listens. Tonight he is knocking about Dirge, the one-eyed raven, who is everybody’s first suspect when anything shiny goes missing.
How it works. Each letter is two groups of knocks: the row first, then the column of Mr. Knell’s square. He fills it with his own name first, then the rest of the alphabet, so it is printed for you. I and J share a square. Each line of knocks is one word.
Mr. Knell’s square
Clue 2. DIRGE SLEPT IN THE CRYPT TOWER FROM DUSK TILL DAWN. The raven was asleep the whole time the glass went missing.
3
Ghost Testimony
Five on the Wall
HardAbout 15 minutes
Tom Tolliver, highwayman, insists he never robbed a coach in his life: he only borrowed them. Tonight he has borrowed the evening off, and five ghosts on the cemetery wall are arguing about where he spent it.
Hill rules. At moonrise each ghost decides whether to tell the truth or to lie, and keeps to it until dawn. The Misses Lorn always disagree, so on any night exactly one of the twins tells the truth. A truthful ghost says only true things; a lying ghost only false things. Tap a ghost’s button to mark it truthful or lying as you work.
Clue 3. Tom Tolliver was on the river road from dusk until midnight. If Ada told the truth, Ida would lie, so Plume would tell the truth, so Dunn would lie; but then exactly two would be lying (Ida and Dunn), which makes Dunn’s claim true. Contradiction. So Ada lies and Ida tells the truth: Plume lies, Dunn tells the truth, and the two liars are Ada and Plume. The Captain tells the truth, and since Ida is truthful, Tom was on the river road.
4
Mourners and Graves
Mourners at Moonrise
HardAbout 20 minutes
At moonrise the dead sit down beside their graves and trade the evening’s gossip. Each grave has exactly one mourner tonight, and each mourner sits on a letter carved in the turf. Tonight the gossip is about Mr. Humphrey Dunn, the bailiff so polite that he apologized to the furniture he took.
How it works. Put one mourner beside each grave (above, below, left or right of it), one mourner per grave. Mourners never touch one another, not even at a corner. The numbers count the mourners in each row and column. Then read the letters under the mourners, row by row from the top, left to right. Tap a square once for a mourner, twice to mark it empty.
Letters under your mourners: —
Clue 4. DUNN SLEPT TILL DAWN. The bailiff never left his vault.
5
Crypt Maze
The Way Through the Crypt
HardAbout 15 minutes
Mrs. Graves shows you the crypt under the Hill. The dead scratch notes on its walls for one another; only the notes along the true way through are meant for you. The rest is old gossip, most of it about Dirge.
How it works. There is exactly one way from IN to OUT that never goes back on itself. Read the letters along it, in order. Letters in dead ends are old notes: ignore them. Tap squares to shade your path.
Clue 5. THE THIEF LOVES THE MOON. Whoever took the glass wanted a closer look at the moon.
6
Epitaph Puzzle
The Captain’s Ladder
FiendishAbout 20 minutes
To pass the centuries, Captain Fathom chalked a word ladder on his own headstone: from GLASS to SPOOK, one letter at a time, every rung a word. He chalked a clue for each rung as well, but he wrote them down as they came to him, which was not in order.
How it works. Change one letter at a time; every rung is an English word. GLASS is the first rung and SPOOK the eighth.
The Captain’s clues, in no order (tap one to cross it off)
At midnight the ghosts lifted the Talking Tomb’s planchette and found a page of verse underneath: unsigned, and written in the Vigenère cipher, which every poet on the Hill uses so that the others cannot steal their rhymes.
How it works. Write the key over the cipher letters, again and again (letters only). Shift each letter back by its key letter’s place in the alphabet (A = 0, B = 1 … Z = 25).
The Vigenère table (find the key letter’s row, then the cipher letter; the column above it is the plain letter)
Clue 7. O moon, I borrowed the Captain’s glass to see your face the closer. I hid it in the hollow yew till morning. Forgive me, Captain.
✦
The final question
What the Dead Know
Dawn is coming up the Hill, and the dead want an answer before they go to bed. Here is everything you found tonight.
The Talking TombNot solved yet.
The Knocker of Plot NineNot solved yet.
Five on the WallNot solved yet.
Mourners at MoonriseNot solved yet.
The Way Through the CryptNot solved yet.
The Captain’s LadderNot solved yet.
Verses Under the PlanchetteNot solved yet.
The question. Who took Captain Fathom’s spyglass, and where is it now?
At dawn. The Captain has his glass back by dawn. Plume reads him the ode as an apology; the Captain says it is the worst thing that has happened to him since drowning. Dirge, insulted that anybody suspected him, steals a key out of spite.
Owlbrook Grim Tales · Book Four
Seven Nights Dead
You have been murdered. You have seven nights to find out who did it.
Tonight was one night on Sepulchre Hill. The book has seven, and a murder at the end of them: your own. Spirit boards, knock codes, lying ghosts, memory nonograms, mourners and graves, crypt mazes, epitaph puzzles, ledger ciphers, alibi timelines and floor plans: 49 puzzles, a “What the Dead Know” question every night, and a final accusation. Every puzzle has exactly one answer, checked by computer, with hints and full solutions in the back.
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