The Mystery of the Druids - Part 2 Walkthrough by Tally Ho Concluded from last issue Arthur Blake Take the book to Arthur Blake and let him translate the parchment for you. Talk with him and Melanie, who seems a bit over-protective at the moment. Suddenly, in the midst of the conversation, a tremor begins, frightening you into leaving. The house is struck by a shell, or a bolt of magic or something, and erupts in flames. Blake is lost. We have nothing left to do but head for twelve-bridges and try to save the world . . . . WORLDS! Twelve-Bridges Have some conversation but don't get too-too personal. After all, we are professionals. Go look at the Caution sign, and take the boards with you. Head up the only available bridge, the one that appears to be in the best repair. Use a board to create a temporary bridge. Use the other board to step forward. Keep cycling the boards until you get to the other side. Melanie will follow, barely escaping the ultimate collapse. There's no going back now. Have a look at those scales. That mechanism should lift the door, if we can find the correct weight. Do we have anything that might weight more than it looks? Something magical perhaps? Put the amulet in the tub and up it goes. You can't just walk in and leave the amulet behind however, you need to prop up the door so you can take it with you. Use the remaining board to hold up the door. Crouching down, you and Melanie go inside and look around. More Druid symbols on the floor, and another tub. Go back outside to the scale and remove the screw on the left side, taking it and the heavy hook with you. Then go into the tower and pull the wooden board out from under the door, allowing the tub and hourglass to rise. Look closely at the hourglass, and remove the screw, using the broken scissors. Put the hook into the square opening, and enjoy the scene! Part Two: One Thousand Years Ago The Soldiers' Camp You arrive, seemingly where you left off, at the Gate of the Worlds. Upon looking outside, however, the bridges appear intact, nearly new. Some soldiers approach. Ooops, they are not so friendly. Melanie finds herself in a medieval kitchen. Look to the far right for a cookbook. Read the recipes. Go into the dining room and talk with the soldiers. They believe you are a Danish spy preparing for an invasion of England. No wonder they're unfriendly. Go back to the kitchen, then return to the dining room. It's payday, and the mood has greatly improved. They mention one-ounce pieces of silver. An ounce-weight could be useful. Talk with them, offering to make a love-potion, and compliment them on their equipment. Then, as the soldier is more relaxed, take a coin from the pouch hanging from the back of his chair. Find it just under his elbow as he drinks. Back to the kitchen, wench! They are expecting a love-potion, but would seem prudent to concoct a sleeping drink instead. Go to the shelves at the left of the fireplace and take a copper scale-pan from the bottom shelf. Put it on the scale. From the middle shelf you can pick up several herbs. Right-click in your inventory to get a description of each one. From left to right: menthol, unknown leaves, cinnamon, fleshy leaves, anise, and spongy leaves. Well, that's not much help, the recipe calls for crimson (red) and other colors. We will have to test the herbs to see what color they turn when wet. On the table by the door is a wooden bowl. Take it and use it to scoop water from the cauldron. Don't you just love it? She puts a bowl of boiling water in her pocket! What will they think of next? Anyway, go to the scale and put the coin in the right side. Choose an herb, crush an ounce of it and put it back. Then, in inventory, put the crushed herb into the water bowl to learn what color it becomes. The recipe says one ounce crimson, one of golden, and two of ounce and ounce makes green. We find out that there is no green herb, but we know that blue and yellow create green; thus another yellow and one blue would do the job. Here's the colors: Menthol=white; Unknown=yellow; Cinnamon=red; Fleshy=light brown; Anise=blue; and Spongy=violet. Crushing and adding one ounce at a time, it calls for two cinnamon, two unknown, and one anise. There, the water turns clear. Time to feed the boys on the home front. They get groggy, but do not sleep. Go to the kitchen for a moment, and return to find them passed out. Take the key from the blond fellow. You can look at the left-hand end of the room if you like, but the exit is locked. Go down the cellar stairs to find Brent whining in his cell. Let him out. If you tried the key upstairs, you know it's the wrong one. Go left, to the big crates. They're heavy, but the two of you are up to the job. Find the secret exit and proceed. It looks like a maze, but don't worry. Just proceed, following Brent's voice until "Groan ..." You are seized, not to be seen as Melanie for a while. In the Monastery Halligan wakes up in the monastery. Looking around, there is a yoke on the floor (no thanks), a bed, and a great view. Turning away from the view, we are greeted by Brother Maglor. He is friendly, it seems, and informs us that our arrival was expected, and that it's our responsibility to save the world ... WORLDS! Serstan is the bad guy, and all the things Blake warned about are true, and we are in the thick of it. We will have the run of the place, that is, until the day of our execution. Huh? Nobody said that was part of the deal. Seems we need to find the room with the crystal ball. The first room on the left (Halligan's right) is Brother Maglor's. Go in and talk to him as much as possible. Serstan has perfected the ritual and must be stopped. It will take place at Stonehenge, only 2 days and six hours from now. We are probably honored guests, if you get my drift. The next room is a storehouse for foodstuffs. Mind the rats! Next view down shows three doors. The one on the right has books on a table, and the fire's out. The middle door is not accessible, and the one up the steps leads to a mysterious room with a huge portal, barred and locked. Go back out and around the corner by your room. The first door on the right (H's left) goes outside to the interior courtyard you saw out the window. Go right (H's left), and visit the blacksmith. Talk to him about everything, including his village, and unusual things happening. Look around the back of the shop and see the shield with the same symbol; wavy lines and an X. Outside, look at the other side of the shop and see the chimney blocked by a bird's nest. No wonder the fire doesn't burn. Go back and investigate the other end of the courtyard. There is a garden, a drain, a rusty pipe, further on there are stables, hay and a pitchfork, a cistern full of water, and a valve. I feel a plan coming on, but what? Time will tell, I'm sure. Go back inside. Across the hall is a large double door. Look in, and find a large conference-table, complete with familiar signs. At the far end is a device like a slide rule. We need clues to solve that one. The small door leads into the library. Guess who's doing her homework? Melanie convinces us that she is doing the right thing, and persuades us to keep looking around. Next door is the kitchen. Eeek! Mind the bloody rats! Where's Garfield when you really need him? Over on the right sideboard is an iron crucible. Take it. Over on the other side of the room, past the stove, is a table with some herbs. Take them. See the hatch to the dining room? You can open and close it. You can also open and close it from the other side, which is obviously the next room. There is someone sitting there, but he does not talk to us. The next room is Serstan's. Enter and talk with him, You will find you just how imperious he is. He kicks you out. Next roon, the fire's working, but little else to do. Next, you will find the candlery. Take some candles and go back to the room with the working fire. Place the crucible on the fire, then the candles in the crucible. You have a block of wax. Go back outside to the garden. Put the herbs on the drain, blocking it. Turn the valve on the rusty pipe. Then go all the way back to the cistern and open the valve, letting the water flood the garden and drive some earthworms out of the soil. Take the worms. Go to the far side of the Smithy's shop and climb up to the roof. Put the worms on the roof, luring the crow away from her nest. Pull down the nest, allowing the fire to work properly. Speak to the smith. He is grateful, sort of. He might help someday. Go around back of the shop again, farther until you find a chopping block and axe. Take a chip of wood from the block. Go back inside and visit Serstan again. He throws you out. Visit him again and ask to watch. He doesn't care, as long as you don't touch anything. Notice the artwork: Three of the four pieces that you saw in Sinclair's house. The view out one window shows the garden and cistern. The other window reveals the sea, the garden and a stairway. Find the Secret compartment in the wall behind Serstan, just to the right of the window. Put the piece of wood in there. Now go visit Maglor and ask him for undisturbed access to Serstan's room. "That settles it." Grudgingly, he will try. Return to Serstan's empty room. Serstan has closed the secret compartment with a block. Must be something valuable in there. You can pull out the block because the little piece of wood prevented its being seated properly. Take out the red chest and place it on the stool. Open the chest, take the key and make an impression in the wax. Put the key back, take the wood chip out of the hole, and replace the chest and block. You want the room to appear undisturbed. Go to the Blacksmith and convince him to make a key from the wax impression. It will take some time, so let's visit Melanie and see if she has learned anything. She has, but it's not much help. The main reason for seeing her is to allow the smithy enough time to cast the key. Go back and get the key. Make your way to the large doors that are locked and barred. Unlock both padlocks and remove the beam. Enter. Okay, does anyone hate mazes more than I do? This one's a real doozy! I cannot take credit for solving it. What makes it difficult is the fact that going back the way you seemingly came does not necessarily take you backwards. You can end up at a different location. In fact, the path you need to take actually has you stepping into the door you arrived at four times. The shortest path is only ten steps long, if you do it correctly. If you have the (insanity) patience, you could map the maze functions and figure it out, because each node is coded with a runic symbol. Probably they relate to the way the maze works, but I'll leave that up to the more intrepid player to discover. For a quick route through this mess, you enter at a three-door gate. The blue glow is seen in the background. Take the Right doorway. The complete solution is Right, Centre, Right, Right, LEFT, Left, THIRD, Centre, RIGHT, RIGHT. The CAPITALS instructions indicate that you turn and go back into the same door. Cross the open area and discover a stone wall decorated with relief carvings. Examine them. Turn around and close the wooden door, and the eye will open, revealing a tunnel. You have found the Crystal ball! Look into it. Huh? Stonehenge, but it should be intact, not in ruins. Look around the perimeter of the room. You find two rod-and-ball devices similar to the one in the conference room. One is whole, the other destroyed. Let's go back into the monastery. Maybe we can find Maglor and get some enlightenment. Look in the conference room. He is there, next to the Library door. He tells us that those devices are calendars, and that Serstan controls things by adjusting them. We learn that the current date is represented on the calendar in this room. Let's have a look. If this thing is a calendar, then the segmented bars must represent weeks, days, months, or whatever the Druid calendar was composed of. The top bar has 14 segments, the second 6, the third 4, the fourth 8, and the bottom one 12. The balls are set, from bottom to top, 5, 4, 3, 3, 2. That should be easy enough to remember. Go to the crystal ball room. Don't worry, the maze remains solved. Set the calendar to match the one upstairs, ignoring the two new rods that Serstan installed at the top. Start from the bottom and set them 5, 4, 3, 2, 1. Look in the crystal ball now. Apparently the calendar here controls the view in the crystal ball. Stonehenge is in good condition. Now set the calendar for the time of the ritual; two days from now, so slide the ball on the third rod (days) from one to three; the second one represents day and night, so it's already correct, and the top rod should be on six, for the hours. Now look in the crystal ball again. Oh! Better go find Maglor and tell him what's up. Go to your room; he will find you. You talk, and Serstan decides to put an end to your antics. Take the bedsheet, make a hole in it with the candle, go to the window, and click on the temple in the distance. Geronimo! The makeshift parachute works remarkably well, given the circumstances. Unfortunately, Serstan hurls a magic bolt and hits Maglor in the back; you land in the stream. Go back and find Maglor. He is badly injured, and when you convince him you can help, he suggests mistletoe. It's nearby, at the base of a tree (mistletoe usually grows high up in a tree, we'll forgive them) behind some nettles. Use the gloves to part the nettles and grab the mistletoe. Too late. Maglor is gone. Take the gyro-top from his pocket and go into the Left Temple. The Left Temple Inside the entrance is a table with circular scratch marks. Use the top, and the cylinder opens. Go in, and it turns, depositing you in another area. Enter it again, and you see a column. Take the flint. Go up the stairs and take the scoop. Into the cylinder twice, and see a leather flask. You can't pick it up. Upstairs, take the small shovel. Into the roundabout twice, and on the column is a bowl of water. Use the scoop to take some. Upstairs is another flint. (you have one, you don't need two.) Two turns and find a bowl of earth. (The "Earth" looks like it's been through the horse. LOL!) Use the shovel to take some. Upstairs, take the bellows. Into the cylinder again, to the leather flask (four turns). Use the bellows to draw out the gaseous contents. It's Air, by the way. Into the roundabout until you come to the entrance, and leave the building. Go to the right temple. The Right Temple In the center of the temple is an altar, on which is a key you cannot take. It needs to be released somehow. Look in the individual rooms, starting with the one to the left of the entrance (H's right); proceeding counter-clockwise. The first room has a cage-like device with some straw in it. On the right side is a padlock. Close-up, it looks just like the Amulet of Transformation. Do you suppose? Yes, the amulet opens the lock. Open the cage, use your flint to strike a fire, take the torch from the wall above, and light the torch. Close the cage. Apply the torch to the grate below the basin to start the flame. Look out the window and see the megalith. Listen: It sounds faintly like fire out there, too. Go to the next room and see the vessel with the symbol for air. Use your bellows to put air into the chamber. Light the fire underneath, and look out the window to see the stone and hear water running. Hmmm: Fire and Air can make water? (Lightning?) Go past the locked door to the next room. The vessel has the symbol for water. Lift the top and pour in the water. Light the flame, see the stone out the window and hear the wind blowing. Hmmm: Fire and water can make air? (Steam?) In the last room, the vessel has the symbol for earth. Open it and put in the earth sample. Light the fire, and see the megalith and again hear the wind blow. Hmmm: Fire and Earth can make Air? (gases?) You see the magic shield around the altar turn off. Go to the altar, take the key, unlock the blue door and proceed downstairs. On the way down, you will come across some "slits in the wall." They contain stone tiles with the elemental symbols on them. There will be eight tiles in all. Some of them are hard to see. As a help, whenever there is one tile at a location, there is always another. Two sets look like this, and two are a different view, looking down. In that case, the easy - to - see ones are higher up, and the hard ones are just about shoulder - height. Gather all eight tiles and head into the chamber below. Take care, because of the stairs, your orientation is different. The elements are arranged in the same sequence as above, but whereas upstairs you entered between fire and earth, now you enter between earth and water. Look in one of the rooms. You will see a pedestal and a megalith. The object here is to distribute the tiles so that the pedestal receives a tile corresponding to the starting element as above; and the accompanying megaliths will receive a tile representing how the element is changed. So the first one you come to counter-clockwise should be earth. Place an earth-tile on the pedestal and an air-tile in the stone. Then, in the next room, place fire in both. In the third room, use air on the pedestal and water in the megalith. Finally, water on the pedestal and air in the stone. The shield drops, and you can take the staff from the altar. Serstan comes in, with Melanie as hostage. You negotiate with Serstan, and insist that he swear on his honour that nothing will happen to either you or Melanie. Then, he begins the ritual, and sends you through the gate of the worlds to the present. Off to Stonehenge, then, for it must be time for the ritual at Sinclair's hands. Cruel as it may be, there is only one logical way to disrupt the proceedings. Serstan swore that nothing would happen, so conscience set aside, and for the good of the world ... worlds; take your hedge-clippers and use them on Melanie. She dies; Serstan's vow is broken, and Sinclair falls victim to his own evil. The neo-Druids do not exist. Now are only problem is Melanie. Do we have any way to save her? Did we almost save Maglor? Hopefully, a thousand-year-old sprig of mistletoe will help. Ahhhhh! _________________________________________________________________ Just a quick note: when I arrived at the final scene, and Sinclair started to cut his throat, the game crashed. It was because I used the full install, and it is not quite complete. If you have this happpen, delete (or rename) the Disk2 folder, and replay the ending with the CD "The Past" in the drive. _________________________________________________________________ - o -