CLANDESTINY - Part 2 Original author unknown, edited by Peter Clark @~Continued from Issue 57 Now we go on to the next section. You should get some advice from Angus here. Now hitch to the Foyer, turn right and click on the suit of armour to get the shield puzzle. The object here is to select nine groups of five symbols (one of each of the five symbols on the shield:- Star, Spade, Clover, Cross, Moon) Problem is the groups must be connected to each other so there can be no spaces in between selected symbols. Once you've selected a group it turns white and none of its member symbols are accessible any longer. To solve it click on the symbols in the cross in this order:- 20 19 1 21 18 2 22 17 3 26 25 24 23 16 4 6 7 8 27 29 30 34 35 5 11 12 9 28 31 32 33 36 15 14 13 10 37 38 39 41 40 45 42 43 44 The suit slides up and another suit of armour appears. This one has a yellow heart. Click on the heart to find another secret passage to the Armory. There is no need to go there at the moment so just turn so the stairs are in sight, click on the stairs, go left, though the arch, down the set of stairs and click on the door of the Games Room. The answer to the riddle here is AND. Go ahead into the room to see another video clip. Turn left and click on the forward beckoning hand that's on the right side of the screen. (Not the door). Now turn right and click the throbbing brain cursor on the fountain. You get a frog puzzle. This is fairly easy. If the pads are set up as below:- 1 7 2 6 3 5 4 Click on the frogs in this order:- 3,5,6,4,2,1,3,5,7,6,4,2,3,5,4 Now do a 180 and go forward and though the door. Andrew and Paula run into a rat who asks an obvious set up question which Andrew doesn't fall for but Paula does and she ends up falling down the dumb waiter. Click on the little door in the wall and follow her down the dumb waiter. You finish up at the bottom of a stairway. Turn right and you're at the door of the Wine Cellar. Click on it and get another riddle. This one is in two parts. First decode it then rearrange it. To decode it, the letters below are Roman numerals indicating alphabetical positions. To decode each click first on the appropriate letter in the alphabet above, then on the Roman numeral that matches it. So, the original sections say:- XXV XIX XIX XX XIV IX V IV. This corresponds to 25 19 19 20 14 9 5 4. So the letters to click on from left to right are:- Y S T N I E D. Now rearrange these letter by first clicking on the letter that you want to move and then the spot where you want the letter to go. You should finish up with the word DESTINYS. Now you get to the Wine Cellar and meet Auld Sot, the drunken ghost. Now go forward, right, forward, left and cook the brain icon on the wine rack. This is the second of the artificial intelligence games. The object of the game is to make a path from one side to the other before Auld Sot does. The game is fairly easy as you are playing against a drunk! There must be many ways to win this game so I'll leave this one up to you. If you cannot manage it, use the TIPS section. When you have won the game, walk on through the secret panel that opens and Andrew will run into Fiona, yet another ghost. There follows another video clip and, when it finishes walk in the direction that the three ladies are walking but don't go towards the tomb that they are pointing towards. Go to the gate on their right then forward, left and click on the door to play Statue Paths. This one is another Knight type chess puzzle. You have to move the Knight with the pink bit on top across to the door on the other side. If you move the knight to any square where it can be captured by the black pieces you will lose and have to start again. So, if the board is set up as follows:- 1 2 3 4 5 6 7 8 A B C D E F G H Then click on the squares in this order:- F1, G3, E2, C1, D3, C5, E6, F8, G6, E7, C8 and A7. Now go forward through the arch, forward through the door and click on the next door. The answer to this riddle is WITHIN. When you go through this door you'll run into the ghost of the Jester and his puppet. After his speech, go though the arched door to find the Gears Puzzle. This is the old Towers of Hanoi game. Click the cursor on the gears. Now assume that the spindles are numbered 1, 2 and 3 from left to right. Click on the gears in this order (If there's only one place that a gear can move when you click on it, it goes there automatically. If it can move either of the other two, then click on the spindle you want to move it to when you get the pulsing eyeball icon) To solve the puzzle click on the gears in this order:- 1 to 3, 2 to 1, 2 to 1, 2 to 3, 1 to 3, 2 to 3, 1 to 2. 1 to 2, 3 to 1, 3 to 1, 2 to 1, 3 to 2, 3 to 2, 3 to 1, 2 to 3, 2 to 3, 1 to 3, 2 to 3, 2 to 1, 3 to 2, 3 to 2, 3 to 2, 3 to 2, This will complete the puzzle and Andrew and Paula end up on a counter weight which drops down into the Dungeon. This is the start of the fourth part of the game. Click on the door in front of you. Angus gives you yet another riddle. The answer is WIN. Now go in and click on the brain icon on the skeleton. This is a two part puzzle again. You start with the arms section which is a bit like the soup problem earlier. You must make a word from the letters and each letter must be attached to the previous one. To solve the first part, click on the letters in this order:- D, I, S, M, E, M, B, E, R, M, E, N, T, S This unlocks the arms. The skeleton sits up and points to his legs and you get a similar puzzle. Start with the "S" near the middle of the puzzle then click on these letters:- S, T, R, A, N, G, U, L, A, T, I, O, N, S the skeleton leaps up and runs away. This awakens Torquil, the Black Baron, a real fun guy! Turn around until you see the guillotine. Now turn right once and go forward twice (Into the rectangular hole) Here is another door and the answer to the riddle is SLAYS but you have to click on one letter in each of the words to get it. (i.e.) The "S" in Wrist, the "L" in Scotland etc. to complete the family motto. The door won't open just yet. First you must complete another puzzle and this is, I think, the worst one in the game. Note the round dial below. To open the lock you've got to get the four stones in the slot in the dial to match the symbols that are vertically aligned with them. In other words, you have to have blank stones on the left and right side stones, a left pointing arrow on the second stone from the left, a lightning symbol on the second stone from the right. This can be murder to solve so here's how:- Assume that stone #1 is the first stone to the RIGHT of the dial stone. Stone #20 being the rightmost stone in the dial, and the stones numbered like this:- 11 10 9 8 7 6 12 5 13 4 14 3 15 { Inside dial. } 2 16 17 18 19 20 1 So here's how to do and, and remember that if you make just one mistake you've had it and will have to start again. Now the rules. For each of the following steps follow this procedure. First click the eyeball cursor on the dial BELOW the stones in the track. This causes the dial to rotate 180 degrees. Then click on the stone indicated below and the click on stone #20 (the rightmost stone in the dial) Now move on to the next step and repeat the procedure (i.e.) Click BELOW the stones in the dial to rotate it, click on the stone indicated, then click on stone #20. There are 14 such repetitions of the procedure you must do in order to win the puzzle. The stones you click in step two of each procedure are as follows:- 1st>6, 2nd>4, 3rd>19, 4th>5, 5th>4, 6th>7, 7th>3, 8th>19, 9th>4, 10th>10, 11th>5, 12th>3, 13th>18, 14th>8 If you've followed the steps exactly the door will open and you go on through down below. Now, figuring that it's the end of his life, Andrew asks Paula to marry him and she comes out with "HELL NO!" and to make matters worse the game is still not over. There is now a long video sequence where all Andrew's ancestors turn up and give him gifts and say a short phrase, then you're left in a room with very few choices of what to do next. Turn to face the Beast Door and click on it. You finish up with portraits of twelve ghosts each of whom gave you a gift and said a phrase. To solve this puzzle you must put the ghosts in the correct order for their combined phrase to make sense. To position a ghost, click his or her portrait and they will repeat their little bit of phrase, then click on the position in the twelve where you want the ghost to go. So if the 6 wide x 2 deep grid is numbered:- 1 2 3 4 5 6 7 8 9 10 11 12 The order of ghosts is:- 1 Magnus Og (The orange haired chap) 2 Jester (Obvious) 3 Rohaise (The redhead) 4 Gram Grizel (Purplish woman with boils) 5 Torquil (Blue boy with long tongue) 6 Dame Jennet (Older woman) 7 Monster Child (Obvious) 8 Captain Hugh (The one with the patch) 9 Auld Sot (The drunk) 10 Fiona (The little girl) 11 Sir Thomas (The one with the dark moustache and eyebrows) 12 Buffalo Macphiles (Older chap with moustache) Now they recite the whole phrase in order:- "Unless the fates be faithless grown and prophet's voice be vain, where'er is found this sacred stone the Scottish race shall reign." Now the end game video runs and you end up with a large stone and twelve ghosts plus Angus in your car. The castle collapses and your girlfriend refuses to marry you. As the car drives away it is chased by a raven....A sequel maybe? GAME OVER - o -