The Knucker of LyminsterOne hour to the flood

You come along the top of the dyke to Sallow Brook with the pie held out in front of you like a man carrying a lamp, and the knight is there, on the far bank, not drowned and not eaten, sitting beside a lame horse. He has seen you. The thing in the reeds between you has not; it is asleep. The pie goes down on the bank. The vicar's slip says how the thing is woken, and it is not from here: you run.

Step Three: the ropes

Six bell ropes with striped sallies hanging in a stone ringing chamber at dusk, a lantern on the bench and marsh light through a narrow window

Six bell-ropes hang in the tower at Lyminster, and the story the village tells is that the night the beast was first bound they tied all six together and let them down into the Hole, and never found the bottom. The vicar's slip says the ropes are what it comes to: ring the six as they were rung that night, once each, and it comes up the dyke to whatever is on the bank. The sexton has left the tower door open and the lantern lit.

The slip, in the vicar's hand

Ring it wrong and the water comes up another mark.

Tap the ropes in the order the slip gives, and ring.

Rung so far: nothing yet

This step, in words

Six buttons, lightest to heaviest: Treble, Two, Three, Four, Five, Tenor. Tap them in the order you want them rung; the order so far is read out after each tap. Ring commits the six; Let go clears them. The slip's six rules are the whole puzzle and are printed above the ropes.

Say it out loud. Go through.