Next on the list is the historical mystery, Lord Bellwater’s Secret.
On a separate legal point which had been raised on behalf of Sir Archibald’s son, the judge ruled that the naming of a horse in one’s will was not, in itself, evidence of insanity, and that the terms of the will could not be contested on those grounds. “If everyone who preferred their horse to their son was to be certified insane,” declared Judge Williams, “There should not be asylums enough to house them all.”
I don’t have too much to comment on here: this is a nicely compact game where every puzzle is solvable. (Compared with some of the other games in the competition, puzzles that are solvable are indeed significant.) This may be because the puzzles repeat pretty familiar information-hiding tropes, but for me it was a bit of a mental relief.
My only issue occured with the last puzzle, which was a change from all the previous ones. I knew what I had to do, but for it to work I had to see something from a specific vantage point (with an action that wasn’t hinted at).
Still, there’s a solid ending and my only regret is I didn’t get to spend more time in the world universe.
Do be sure to read the historical notes. It’s nice to see the author was aware of the minor anachronisms, and he even thought about details like “would there be enough light to see by on that particular day of the year”.