The Lost Crown
The
Lost Crown
by
Jonathan Boakes and Darkling Room
Walkthrough by
MaGtRo March 2008
Gameplay:
This is a third person point and click game. Before the game starts; see a
display and sound selection frame. The display frame has device, colors and
antialiasing choices. The sound has a choice of the sound device.
The main page shows a
Tarot card and a coin. Click on the Tarot card to show the main menu: Begin Your
Quest starts a new game, Relive Your Past brings saved games up and The Options.
The coin has Go Back or Quit depending on when it is clicked. The Options has a
selection for subtitles.
In game screen, move the
cursor to the top to see a Tarot card. Make Your Choice brings the Game Menu.
The Game Menu has Continue, Relive your Past, Save your Future and The Options.
To exit the game menu, click on Go Back coin and it changes to Quit.
Bring the cursor to the
bottom of screen to show the inventory. Right click of an item shows a close up of
the item or hear a description of the item by Nigel.
Double click the
destination cursor speeds up the transition to the next screen.
An updater can be found here:
I would like to thank Jonathan for the guidance he
has given. Another masterpiece, Jonathan! Bravo!
Mr. Hare. Mr. Crow.
Report! Danvers heard and seen too much.
Where, sir? Where is
he going? He’s going nowhere.
Friday, April 28
Day
One: On the run…
SedgeMarsh Train
Depot:
Nigel Danvers
approaches the stationmaster. Remember Nigel in Dark Fall 1?
Talk to the stationmaster completely. Learn about the Sleepwalker, the train.
There’s a young lady that might have gone to the Fens. Spring tides
flood the marsh. No return passenger for this train.Go to the other end of
the train at top of screen. Look around. Check the 2 posters in the waiting
area: The Broads and Saxton. Check the beer barrels destined for The Bear.
Click on the depot signs.Go back to the front
of train and take the left path away from the train. Try to go left but he
does not know where to go. Go back to the depot and talk to the stationmaster
at back of train. Learn about the path that leads to Saxton through the Fens.
Treasures are mentioned. The stationmaster gives the young lady’s wallet found in the train.Inventory: Right click to look
close or hear a description of the inventory items at bottom of screen. Read
the report by Mr. Hare that talks about the rip in a chasm. Printout
1 is the attempt by Nigel to hack the Paranormal Division computer.
Printout 2 shows Nigel getting 2 images before access denied. See 2
Hadden images of the chasm reported. One shows the chasm and the other, the
entities reported in the chasm rip. Check Danvers ID Hadden Industries.
The back has a work phone number: 0207 555 5714.Read Day one of Danver’s
diary. It has a list of things to do.
Fens – SedgeMarsh
Nature Reserve:
Go to front part of train and left to the path going to the Fens. Hear the train
leave.
Check the
wallet of Lucy Reubans, student at UCEA (United College East Anglia) in
inventory. Take
note of the 2 part return ticket on the train.Fens: Look close at the
poster of the SedgeMarsh Nature Reserve. Take note of the Flora and Fauna
described. Study the map.Go left on the
walkway. See Lucy walk the marsh partly hidden by the reeds. Look at the
water. Go to top and around to the next junction. Note the predominance
of the Azurian Fritillary that cause lethargy, dizziness and promote cancerous
growths. Click-look at the carving on the stone. Go forward to the next split
in the path. Try to talk to the man using the binoculars behind the blind.
Look through the blind at what he is looking at – a heron.Go to top right and be
at the edge of the North Sea. Pick up the piece of a sign right of the
walkway on the sand.Martello Tower: Go back and take the
top path again. Take the left path at the junction. Continue left to Martello
Tower. Pick up a second piece of a sign on the ground. Go right and see
the sign with a piece still attached in front of a cave. Pull back and go
right. Take the 4th piece of the sign from the ground. Nigel refuses to
go right. Go back to the broken sign by the cave.Broken Warning Sign:
The object of the puzzle is to put together the sign with the found pieces.Arrange the attached
piece to fit the indentation. Right click turns it counterclockwise and left
click turns it clockwise. Click-hold moves it faster.Place the next piece
to match the indentation and the break.Do this for all the
pieces. When done correctly, the pieces hold together and a ding is heard.
Nigel reads the warning.
Fenland Eye:
Enter the cave to the next side.
Read the newspaper
seen on the sand floor. Learn about the treasure hunters that would be in
Saxton. Professor Hardacre is Saxton’s expert. Look close at the monster
depicted on the wall.Gate: Go left of the sea
monster on the wall and read the
newspaper about the Spring tide’s effect on the cemetery and the corpses. They
are floating into the sea. Look through the gate by clicking on the top of the
bars to get a close up. Hear sounds and shadows walking inside. Exit the cave.
Saxton Shores:
Look at the abandoned,
desolate
building above the cliffs.See a young boy trying
to get a teddy bear in the water. His tricycle is nearby. You cannot go to the
boy.Go left to Saxton Shores
edge. See and talk to a lady with her dog George completely. It sounds that
Nigel is expected in Saxton. See something in the water.Go back and see that the
boy is gone. Maybe the one floating in the water?
The Beach:
Go diagonal right at side of cliff and be at the Beach.
Saxton Caverns:
Go right and see a cave. Enter and forward. Nigel does not want to go any
farther. It’s too dark to see. Exit back to the Beach.Go right pass the steps and another right to see the lobsters and bottles on
the fishing boats by the harbour wall.Go back and climb the steps
to town.
Harbour wall:
Go left and walk the top of the harbor wall until the end.
Read the plaque on the
wall about the contribution of Frederick Ager of Northfield. Look at the abandoned
building (Old Net Store) we saw earlier. Pan right to see the pine trees above the cliffs.Go back to the right. Look at the no swimming sign. Look at the
Missing Cat Watch poster. Nigel notes the phone number.
The Bear:
Go right and check the swinging sign.
Look close at
the menu left of the door. Read the history, menu and lodging detailed on the
poster. That made me hungry. The Harbour Cottage is closed indefinitely. Enter
the Inn.Talk to Morgan Mankle, the
landlady completely. Get a bottle of water. Nigel rents the Harbour
Cottage and gets a key to the Cottage. She also gives a map of
the town. Study the map.Check the fireplace
left of the room and see a cat warming in front of a roaring fire.Check all the
pictures: Church, The Bear and Harbor wall. Check The Ballad of Tom Oliver
reminiscent of Dark Fall 1.Go through the open
doorway and check the painting and the bathroom doors.Go right to the dining
room area. Check the clock that stopped at 9 o’clock. Go right and check the
live lobster selection. Look and get a Rhys Branwen Saxton Snappers
leaflet. Read both sides of the leaflet in inventory. See pictures of post
office box, Celtic cross, wild garlic and pine trees. The Picture contest will
be shown at the Bear and the winners announce on May Day night.Exit the Inn.
Quayside:
Go to the top of the screen to Quayside.
On the way to the
Cottage, talk to the man in white shirt. He is a reporter. He’s holding a PDA.Seat:
Go left. Professor Hardacre calls and talks to Nigel. Well…
Harbor Cottage:
Go to the white house at right and look close at the sign. Use the cottage key
on the door.
Living Room:
Oh My! Check the telephone and see that it is disconnected. The drawers are
empty. Check the switch left of the hutch and see that no electricity.Hallway:
Go to the hallway.Check the lintel
decoration of the doorways. There’s a windmill carved into the wood. Check the 3 desolate
pictures on the wall.At the end of the hallway, check the wall. There’s
something not quite right about the wall.Kitchen: See blue plates
and a book on the hutch.Check the drawer of
the table. Read the Auction information about Harbour Cottage. Read the
history of the cottage on the other page. Edward Molina, a Spanish immigrant
originally owned the cottage.The door at top left
is inaccessible. Exit the kitchen.Bathroom:
Enter next door and check the tub. Check the things on
the cabinet and the mirror. Exit the bathroom.Go towards the living
room and
hear something break. Go to the kitchen and check.Kitchen:
See that a plate fell off the hutch to reveal a Guest Book. Look at the book and
read not a Guest Book but a journal.It is Eduardo de
Molina’s diary on March 14-28, 1952. Christina is his wife. She arrived and
got sick within 2 weeks. The other pages before
and after appears to be blank.Go back to the living
room.Stairwell:
Check the newel post of the staircase. It also has the windmill design.
Balcony:
Climb the stairs. Check the pictures and the window. Hear a thumping sound.Bedroom:
Chest:
Look at the chest at the foot of the bed. A cat is in there. It might be the
missing cat in the poster!We need a key. Look around. Look
close at the stag’s head on the wall. There’s something in its eye. Click
and get a key.Use the key on the
chest at the foot of the bed. Uh oh! It’s empty but the noise stopped.Table:
Check the table and see some money, The Bear paid bill and empty photo
album.Wardrobe: Open
the wardrobe.
Nigel tacks the Hadden documents inside the wardrobe. Check the empty
drawers at the bottom of the wardrobe.Check the window and
the light switch. Look close again at the deer head and see that it was
donated by Frederick Ager.Bed:
Check the bed and Nigel’s sleeps.
Night One: First Impressions
Nigel wakes up and
hears the Saxton Bell. See a list of things to do in Nigel’s journal. There’s a lit candle on the
table! Click the wick of the candle on the table. Has someone
been here?Go down the stairs.
Hear a knocking sound.Living Room:
Someone has been here. The place is a bit clean. Automatically read Morgan
Mankle’s letter.The knocking on the
door continues. Exit the house.
Harbour wall:
See flashing light
coming from the kitchen window. It is flashing a Morse code: 3 short, 3 long,
3 short – SOS.See a man walking
away. Follow the man. The man is Prof. Hardacre. Listen to what he says. He warns Nigel about the
Fens. He says to walk tomorrow through the Fen Land Eye.Go back to Quayside.
The Bear:
PDA:
Nigel sees Alex Spitmoor’s PDA on top of the barrel. Pick it up and check the
one new message. It mentions about the culprit and charade. Go back to Main Menu.
Click on any icon and see a log. It talks about Nigel.Inn:
Enter the Bear. Talk to Morgan Mankle completely and learn about May Day Fayre.
Check the cat by the fireplace.Go through the open
doorway. Hear laughter and festivities. Go to the other room. The room is
empty. Check the clock. Exit the pub.
Quayside:
Go towards the cottage. Talk to the man up the ladder
putting up bunting. Go right from the man. Go forward to the
bridge ahead and go right across the bridge.
Coast Path:
Take the Coast Path to the right.
Talk to Lucy Reubans
completely. Automatically give her the wallet.Look inside the window
right of the phone booth when the light comes on. See a typewriter and wine.Phone Booth:
Enter the phone booth.Automatically take the press pass of Alex
Spitmoor. His phone number is on the back of the card. Use Alex Spitmoor’s
card on the phone. He’s out right now.Use Nigel’s Hadden ID
on the phone and automatically use the phone. Talk to Hadden completely. Nigel
ended up agreeing to do paranormal research. Hadden advises to scry and follow
the old ghosthunters way. He will
send a gift to Nigel tomorrow.
Night One: A pawn in Hadden’s game
There’s a new list of
to dos in the journal.Go back to the left
and then to the Harbour. Go down back towards the cottage.
Harbour Cottage:
Enter the cottage using the key.
Bathroom:
Go to the bathroom. See a shadowy figure at the corner. Turn on the lights and check the dress form at the corner.Look close at the
bathtub.Scry –
Look close at the mirror. Use the water bottle on the mirror. Watch and see a woman
with long hair appears.Kitchen:
Enter and check the flashing of the lamp. No, it doesn’t form a Morse code.Hallway:
Go to the end of the hallway and see a picture frame shape on the wall. The
air smells like rotten flesh. Hear weird sounds.Living Room:
Go back to the living room.Séance: Click on the
cup. The cup moves in place for yes and farther away for no.Nigel is not alone
here. The
spirit definitely wants help but is not trapped here.Check the phone. Hear
static and tapping. Hear also someone reciting (The Traveler) Is there anybody
there… ?Bathroom:
Check the bathroom and tub again. You might or might not see hair in the tub.
Bedroom: Go to bed.
Saturday, April 29
Day 2: A new face in an old town
Room of Nightmare:
Nigel has a nightmare of being in a room with a bloody sickle. On the wall is a
picture of 4 men in black with blood red evil eyes and are wearing hats.Living Room:
Go downstairs.See the Saxton Times
newspaper and poison pen letter 1 dropped through the mail slot. Read the
newspaper about the missing cats and the letter.Let’s check the town.
Exit the Cottage.
Station Lane:
Go right behind the crates and the seagull. Go towards and cross the bridge to
go right. Take the path at top.
Lighthouse Cafe:
Look close at the Lighthouse sign. This is the place that will give the free
meals mentioned in Morgan’s letter.Go forward, look on
the window and see yummies. Enter the cafe and come out with food in
inventory.The Ark:
Continue to the right. Check the place across the window that has a circle and
cross.See the lady met at
the shore doing her gardening. Talk to Nanny Noah with her dog, George completely.The wall across the
house is the museum wall. Learn that she avoids the antique store and that Bob has a workshop.Nanny Noah invites
Nigel for tea this afternoon. Show her any item to get some comments. Click on her again to
change dialogues.Museum:
Go forward to the end of the road.Check the Museum. Click on the Saxton Bell at top of the building and was
built in 1890. Enter the walls and see that the building is closed. Check
and click on the carving on the stone of a
winged stag with a crown above and on the neck.Saxton Food Stores:
Note that the sign of the Food Store has 3 Crowns.Go back to the
intersection.
Coast Path:
Go forward to Coast Path.
Alex Spitmoor the
journalist: Talk to the journalist standing by the phone
booth. He has his handy PDA and is watchful.Bob Tawny, the smith:
Go forward the path.Cairan the pig:
Enter the first entryway at left and meet Cairan the pig. Give her the food in inventory by placing it on the shelf.Bob the smith:
Enter the next entryway and meet Bob Tawny. Talk to Bob completely.He will meet Nigel at
the pub. He fixes things.He sounds like he’s
enamoured with Nanny Noah. Nanny Noah lost her son a long time ago in the sea.
Ah… Maybe the boy had a tricycle.Look at the picture on
the wall of Rose and Cole. Read the poem tucked left of the frame of Cole’s
picture.
Quayside:
Go back to the cottage. Go left and take the Harbour road at intersection and
be at the quayside.
Seat:
Go to the door of Harbour Cottage and see a letter tucked behind the pipe.
Take and read the letter from Lucy.Go left and talk to
Lucy Reubans. She mentions the caverns and Hardacre. Learn about other
townspeople.
Saxton Caverns:
Go pass the Bear Pub and down to the beach. Go left by the steps and enter the
cave.
See a lantern.
Continue forward and talk to Professor Hardacre completely. He says he did not
meet with Nigel last night. He repeated what he said last night. Hmmm…Go right and forward deeper in the caverns. It gets too dark to go on.
Exit the area and
Hardacre mentions that the Stationmaster has a package for Nigel.Exit the caverns. Go
back to the Quayside.
Quayside:
Go right towards the bridge. Go forward to the road.
Saxton Train Depot:
Go to the alley pass Gruel’s Antiques. We’ll check that shop
later.Look at the poster on
the wall. Enter the depot and talk to the Stationmaster completely.He warns about the
rail tracks at night. Learn about his father, the falling pictures and the
story of the disaster of the Great Crash of the Apple Train owned by Gurney.Pickup the Hadden
package on the chairs at left.
Harbour Cottage:
Go back to the cottage.
Hadden’s gift:
Open the box. Read Hadden’s letter. Take the equipments inside the box.
Day 2: We have technology
New set of things to
do is seen in Nigel’s notes.Paranormal equipments: Read the Gadgets
leaflet to know more about the equipments.The EMF meter is used to
detect and measure the electromagnetic field.The Night vision Camcorder
detects and reads infrared light.The Digicam or camera takes pictures and also
develops it.The voice recorder is an EVP (electronic voice phenomena)
recorder of unexplainable sounds heard during playback.Let’s play with the new toys.
Bathroom:
Hear a voice that says ‘here’. You will hear that on locations of interest.Use the digicam
on the tub and see a streak of light. Use the digicam on the mirror and get a
picture of a beautiful face.Hallway:
Use the camcorder and the digicam on the wall at the end of hallway. See a
frame of a doorway.Living Room:
Use the digicam on the cushioned chair. See a picture of a sad man.
Balcony:
Climb the stairs and while at the balcony, click on the ceiling. Use the digicam on the rafters/beams. Is that a face on the wall?Bedroom:
Go to the table and Nigel places the pictures in the album and the cassettes
on the box. Click on the album and box to review what you have collected.Exit the house.
Saxton Caverns:
Go pass the Bear Pub and down to the beach. Go left by the steps and enter the
cave.
Enter the cavern and
see Hardacre still at work. Go right and forward until the dark area.Cave passage: Use the Night vision
camcorder and go forward. At each step forward, look right and left to see
ancient carvings on the wall. There is a crown on one of the left walls 3
clicks from the start of the night vision passage.In a wider area of the
cavern 4 clicks from start of night vision passage, see planks on the left
side. Take a plank.Go forward once and
see a sea monster etched on the wall. To the left is an opening and another one at
right. Enter the right one behind some lobster traps.Chasm:
See a chasm (abyss). Click on the left and see an etched hand pointing to the
right on the wall. Click back to the right and see a narrow passage left of
the chasm. Go forward once and see a crown carving on the left wall.Boulders: Look right and
see a pile of boulders across the chasm. Look down and place the plank on the
abyss.Cross the chasm. Take
the plank laid down the chasm and use it on the boulders. The boulders are
removed but the plank disintegrated. Stranded. Enter into a smugglers
hideout.Smugglers hideout (Grindle’s
Maw): See a cavern with loot, fire pit and a locked
chest.Fire pit: Hear a ‘here’. Use the dictaphone on
the fire pit and get a reading. Listen to the Smuggler’s recording in inventory and hear
the smugglers sing around the camp fire.Use the EMF reader on the fire pit. Note the numbers read on the dial below the meter.
Locked chest – Go and look close at the
locked chest.The locked chest has Roman numbered buttons. Enter the numbers read on the EMF
reading of the fire pit – 2513.Take and read the
journal of what happened to Captain Walter Spivey, the treachery of Gruel and
subsequent escape. There are old wines in the chest.Hear a sound. An oar
dropped down from nowhere. Take the oar. Exit the hideout.Chasm:
At the chasm, look up and see a hook at the ceiling of the cave. Use the oar
on the hook. Swing across to the other side.Turn left and forward
to exit the chasm area and be back at the main passage of the cavern.Tidal cavern:
Go forward, right and see light coming down from a hole on the ceiling.Siren: Go forward to the
light. Automatically, Nigel talks to the light. Talk completely to the spirit
woman.Take a picture and recording of the spirit woman.
Listen to the
recording of the Tidal Chamber – Bring me a Pasque flower.Turn around and
forward. Turn right when you see the lobster trap. Go forward to exit the
cavern.
Beach:
Go left from the cave. See a painter.
Go to Dr. Black
painting a scene. Try to talk to him.Look close at the
painting and see that he painted someone left of the desolate building and top
of cliff.
Fenland Eye:
Go to top of screen on the narrow path. Enter the cave on the right.
Grilled gate at
Saxton Caverns: Go left of the sea monster wall.Here! While (not in a
close look) one step away from gate, use the camcorder, recorder and then take
a picture in between the bars. Use the camcorder.Listen to the Saxton cavern gate cassette (help us)
and check the Saxton cavern gate picture (2 figures).Exit and go back to
town.
Day 2: A link to the legend
Go back to town and to
Quayside.
Quayside:
Go right towards the bridge. Go forward to the road at diagonal left.
Gruel’s Antiques:
See 3 crowns, a link to the legend on the store window. Enter the store.Look around. At the
far aisle, go the back of the store and meet Mr. Gruel and Jemima. Weird
man!Try to get a
coherent conversation. See a book in front of Jemima that has 3 crowns on the
cover. We need to get that.While Mr. Gruel covers
his face with Jemima and Jemima sings, take the locked journal.Exit the store. Check
the locked journal in inventory (right click) and see that it cannot be
opened.
Bob Tawny, the smith:
Go to end of Coast path. Enter the first
opening and give Cairan whatever food you have. Enter the workshop
next door. Ask Bob to open the book. Exit the store.
Celtic Corner:
Follow the cat that crosses Nigel’s path outside the workshop.
Talk to Rhys Branwen
completely. Meet Mr. Tibbs, the cat.Check the bookcase on
the right.Read the 3 volumes of about Unknown Anglia. Learn about 3 local
ghost stories: Mysterious Maiden at Ulcombe Lane, Gyb farm incident and Spivey
and the Failed Invasion.The middle books show one page of Anglo Saxon
symbols. Take note that something can be clicked on the page to identify it.The right 2 books are about the Festivals; take note
of Beltane since it is this Monday.Check the unique snake
candle holder on the counter and the entry box for the photo contest at end of
the counter. If you have taken any pictures that you want to enter, insert
them in the slot.Check the crystal ball
on your way out. See a future event, like Nigel with Hardacre by a cliff or
some other future scene.Exit the store and check the
grab boxes at front of store. Read about yews, its meanings and usages.
Read the King Time magazine and the games that will scare you silly. Ahem!Check the notice board
on the left of the path.
Meadow:
Go left and be outside of town.
At the bridge, look at the town from here and
identify the buildings.Go left and check the
lighthouse. The Saxton bell rings
1 PM.Go back up and left to
see the meadow. Go back over the bridge.
Bob Tawny, the
handyman/smith: Enter and ask Bob for the
William Ager journal. Exit and automatically be at the cottage.
Harbour Cottage:
William Ager’s
Journal: Read William Ager’s journal. The Agers lived in Raven Lane,
Northfield. Click on all the pictures and cover title before opening the next
page to read the entries.It mentions the
tracks, fens and death of Emily in a cave at Saxton Shores. She wanted a
Pasque flower. Emily is the ghost lady in the tidal chamber and William killed
her.It is time to go to the rail
tracks and SedgeMarsh station to investigate the Agers’ House.
Fens – SedgeMarsh
Nature Reserve: Exit the town.
Go to the beach,
Saxton Shores and enter the cave. Go right and left out to Martello tower. Go
right to the fens.Pictures: On the way, you might
want to stop at the blind where the man is located. Take a picture of the frog
on the edge of the walkway behind the blind. Also click to look at where the
man is looking at. Try to take a picture of the heron. If it is blurred, try again
when the heron moves closer to the left. You can submit them for the contest
later by placing them in Rhys’
entry box at the Celtic Corner.
SedgeMarsh Train
Depot/rail tracks: Go to the Station and forward to the
other end of the building.
Now that we have a
clue for this place mentioned in William’s journal, we can go further on the
tracks.On the way, see that
the signal light for the train tracks is covered by the wood. Remember the
stationmaster’s story about what happened to the apple train crash.Take a photo of the
signal post. Look at the photo in inventory.
Raven Lane:
Go forward and see apples and boxes by the rail tracks. Ah yes, the
stationmaster’s story…
Take the bridge beside
the tracks and go left.See that the main path
has a side road at right. The side road leads to an unknown place and the one through
the woods is the entry to Carrion Woods. Take the main path at
left.At the end, see a
letter on top of a post at right. Read the letter. The farmer BG
wants the wife to leave her husband Robert and come to Brock Farm. The path to
the left goes to Carrion wood.
Ager (Karswell)
House: Continue on the main path. See a house with a woman
gardening in front. Beautiful garden.
Gardens:
Go left and up to enter the path to the house. Talk to Katherine Karswell.Robert is upset and is
in his workshop. Join them for lunch of 7 pigeon and nut broth.Look at Jasper the
parrot hanging by the door. Look at the disk with symbol by the door – spring.Workshop:
Go right and enter the workshop. Try to talk to Robert. He’s still upset.Kitchen:
Enter the house through the door by the parrot.Cookbook: Go to the table left
of the fireplace. Read the cookbook and see the recipe for the 7 Bird and Nut
Broth.Check the paper wedged in the pages of the cookbook.
It states that winter is not the end of the year; it is the beginning of the
year.Katherine has taken
care of the pigeons, bacon and she is now picking bay leaves.Collect ingredients:
Nigel needs to get garlic root, chives, wood mushrooms and cobnuts. Study the
picture on the right to see what they look like.Exit the house and go
left to get to fence by the horse.Go left and see a
horse in the pasture. Take purple flowered chives left of the pasture gate.Go right pass the
Raven Lane sign.On the side road by
the tracks and the bridge, take cobnuts from the small tree at side of the
road.Go to the rail tracks
and pick the white flowered garlic plant from the side of the bridge.Go back to Raven Lane
and enter the Carrion Woods’ path uphill. Take wood mushroom around a
broken millstone. There’s an intact millstone at left.Exit the woods by
going left. See 2 more millstones. We’ll come back here later.Go back to the kitchen
of the house.At the kitchen, go to
the chop board on the table at center. You can ask Katherine for help in
identifying the plants or where they can be found.Cut the chives,
mushroom and garlic by placing them on the board one at a time. Place the
cobnuts on the mortar and pestle.Place all the prepared
ingredients in the boiling cauldron.Take note of the round
symbol right of the stove – winter.Katherine wants some
Hedgerow balm to add to the broth. She said there’s a picture in the bedroom.Bedroom:
Climb the stairs and look inside the bedroom.Look close at the
picture frame left of the window. The hedgerow balm is in the hedge.Look at summer
symbol plate below the picture. Look at the other items on the window sill and
the Karswell pictures on the wall.Go down and exit the
house. Go to the front of the hedge where the flowers are located. Pick the
hedgerow balm left of the white daisies at center of the hedge. You can pick flowers
from the garden if you want.Kitchen:
Go back to the kitchen and place the herb in the cauldron. Rest while the
broth is stewing. They have eaten.Workshop:
Exit the kitchen. Go to top right and enter the workshop.Talk to Robert
completely. What church? At the woods… The disks with symbols might be
giving directions…Check the table and
look at through the microscope. The piece of the broken millstone has
autumnal berry stains. Check the broken stone in the box left of the
microscope – autumn.Check all the scrolls.
See a drawing of the autumn stone and get a map of the Carrion Woods.
Read the flower drawing and the millstones. Take the sturdy oak sticks
behind Nigel.Exit the room, house
and go to the Carrion Woods.
Carrion Woods:
Go down Raven Lane and enter the path at left in front of the post with the
letter.
Study the map of Carrion Woods. See where the
millstones are placed.Based on volume 1 of the Countryside Festivals of
Antiquity book at Celtic Corner and paper inside Katherine’s cookbook, winter is considered the start of the year.Millstone 1:
Go close to the first millstone as stated in the map and the dots on top of
the symbol.Use the oak sticks on the millstone. Turn the
millstone with the winter symbol in front. Look at the hole on top and see the
next millstone.Millstone 2:
Go to the next millstone. Turn the millstone with the spring symbol in front.
Look through the hole on top and see tree trunks.Millstone 3:
Go right to the next millstone which is beside the broken 4th one. Turn
the millstone with summer symbol in front. Look through the hole on top
and see dense woods.Go back to the first
millstone and look through the hole. See the tower of Northfield Church. It is
added to the Carrion Woods map.
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| Winter | Spring | Summer | Autumn (broken) |
Northfield Church |







