MYSTERY OF THE DRUIDS - Part 2 Solution by Peter Clark Concluded from last issue Part Two - A Thousand Years Ago. You are still on the island in the centre of the Twelve Bridges but it is now in good shape and in use. Two soldiers approach you and you are captured. This part is now played as Melanie. Soldier's Camp. Go to the left and find a cookery book. Read the recipes then go into the Dining Room and talk to the soldiers. It seems that you have been mistaken for a Danish spy. Go into the Kitchen and return again to the Dining Room and you learn that it is pay day and the soldier has a bag of one ounce silver pieces hanging on the bag of his chair. Talk to him and get the conversation around to where you are able to offer to make a love potion for him. When he becomes friendlier, take a coin from the bag on his chair. You now have to make the love potion. Go back into the kitchen and look at the shelves to the left of the fire. On the bottom shelf you will find a copper pan. Take this and put it on the balance. Go back to the shelves and pick up some of the herbs from all of the pots on the middle shelf. You can get a description of each one by right clicking on it in your inventory. What we have to do is to mix up a sleeping potion rather than a love potion. In the recipe book you will find that you need crimson and some other colours. We have to test the herbs to see what colour they produce in water. Go to the bench by the door and pick up the wooden bowl. Dip it in the cauldron on the fire to fill it with water. Now test each herb by crushing it into the balance pan. (Just click the herb on the pan to do this.) Now use the crushed herb on the filled bowl in your inventory. You can empty the wooden bowl into the barrel by the table between tests. You will find out that there is no green herb but you can get this by mixing blue and yellow. The solution is: - two ounces of cinnamon, two of the unknown herb and one of aniseed. The mixture should turn clear. Now go and give this to the soldiers. They get sleepy but do not immediately sleep. Go into the kitchen and then return to find them sleeping like babies. Get the key from the blonde soldier and then go left and try the door. It is locked so go down the cellar steps and you find Brent. Talk to him and let him out of the cell. You know that the other door upstairs is locked and you do not have the key so go over to the large crates and try to move them. You cannot but Brent comes to help and you find a secret passage behind them. This looks like a maze but just keep following Brent's voice until you get captures again. Now you revert to playing as Brent and wake up in a monastery. In the Monastery. Look around the room and make sure that you look out of the windows. When you do this a monk enters the room. He introduces himself as Maglor and tells you that you were expected. There is a lot of dialogue here, which lets you know that you have only a short time before you and Melanie are to be executed. You must find the room with the crystal ball in it. You are told that you have free run of the monastery. Leave the room and go into the room next door. Maglor is here so talk to him about everything then look into the next room. This is a food store. Go further on and you see three doors. The one up the steps leads to a strange room with a large locked door. The centre one is unavailable to you and the right hand one has some books on a table and a fire that has gone out. Go back towards your room and then go right. Go through the door on the right of the screen and you will be outside. Go up to the right of the screen to the Blacksmith's. Talk to him about everything including anything strange that has happened recently. Now look in the back of the shop and you see a shield with the same symbols on that you have seen before. Go out and look at the other side of the shop and you see that the chimney is blocked by a birds-nest. Go back past the blacksmith shop and the door into the monastery and you will see a vegetable garden. Look closely and you see a drain by the edge. There is also a rusty pipe that terminates by the vegetable patch. A bit further on you find stables, hay, a pitchfork and a cistern full of water. Go back inside the monastery and through the double doors on the opposite side of the passage. This is some sort of meeting room. Look at the far end and you see a sort of frame with sliding balls on. Back near the door the large table has the same symbols on as you saw in the blacksmith's shop. There is also a smaller door that leads into the Library. In here you will meet Melanie again. Talk to her and she persuades you to keep on looking around the monastery. Leave the meeting room and work your way around the monastery looking in each room. Next-door is the kitchen, complete with rats. On a bench by the door is a metal crucible. Pick this up and then open and close the serving hatch into the next room. Near the hatch you can pick up a bunch of herbs. If you go into the next room, there is a monk there who will not speak to you. The next room should be Serstan's. Go inside and talk to him until he throws you out. The next room has its fire lit but there is nothing else here of interest. The room next door should be full of candles. Take some and return to the room where the fire was burning. Put the crucible on the fire and the candles in the crucible. You will end up with a block of wax. Return to the outside and place the bunch of herbs over the drain in the vegetable patch. Turn the tap on the rusty pipe and then go to the water cistern. Turn on the tap here and the water flows into the vegetable patch forcing some earthworms to come out of the ground. You can now return to the vegetable patch and pick them up. Go back to the blacksmith's shop and climb onto the roof. Drop the worms to attract the bird from its nest and then push the nest from the chimney. The forge now starts working and you can go back and talk to the blacksmith. He is grateful and says that he will help you in the future if he can. Leave and go back around the blacksmith's to where you see a chopping block and an axe. There is a chip of wood on the block. Take this and return inside the monastery. Go to Serstan's room again and talk to him. You will be thrown out again but go inside again and ask him if you can watch him work. You will agree and you can have a good look at the pictures and the views from the windows. In the wall behind Serstan there is a secret compartment. It is just to the right of the window and just below the level of the bottom sill. Look in it and you see that it is currently empty. Put the chip of wood into the open compartment. Now leave and go to Maglor. Ask him if he can get Serstan out of his room long enough for you to have a real search around. He agrees to try and leaves. Go back to Serstan's room and you find that he has left. Because you put the chip of wood in the back of the compartment, it has not closed completely and you can open it again. Take the red chest and put it on the stool. Open it and take out the key. Use it with the wax block to get an impression then put the key back in the chest, take the chip of wood from the compartment and then replace the chest and the block so that everything looks as though it has never been touched. Take the impression to the blacksmith and convince him to make a key for you. This will take time so go back to the library and talk to Melanie for a while to see what she has discovered. Now you can go and get the key from the blacksmith. Go back into the monastery and through the door at the top of the steps into the room with the blue glow. You can use the key to open the locked doors but SAVE YOUR GAME FIRST. Maze. This is a rotten maze, as going in one direction and then retracing your steps does not necessarily bring you back to your starting place. There are symbols by each doorway that might have some bearing on how the maze is solved but I did it by trial and error. It took a long time but this is the way to do it. Underlined directions mean that you should go back the way that you came. Right, Centre, Right, Right, Left, Left, Third, Centre, Right, Right. Crystal Ball Room. Cross the open space and you find a wall with stone carvings on it. Look at them then turn around and close the wooden doors. The stone eye will open revealing the room in which you can find the crystal ball. Look in the ball and you see Stonehenge but it is still in ruins. Is this right? Look around the perimeter of the room and you see two pieces of equipment similar to that seen in the Conference Room. One is broken but the other seems in good shape. Leave the room and go back through the maze. You do not have to solve the maze each time that you need to get to the crystal ball thank goodness. Go into the Conference Room. Monastery. Go back to the Conference Room and talk to Maglor. He tells you that the ball and rod objects are, in fact, calendars. Look at the one in the Conference Rom and you see that the balls are arranged in segments. From the bottom rod upwards, they are placed in the 5th, 4th, 3rd, 2nd, and 1st segments. Remember this, as you will need it later. Go back to the room with the crystal ball in it and set the calendar there to the same as the other one in the Conference Room. Look in the ball and Stonehenge will be seen in good order. Go back to the calendar and set the ball on the top rod to six, leave the second one where it is and set the third one down to three. Look in the crystal ball again and you see some sort of sacrifice taking place. Go back and find Maglor. He can be found in your room. Talk to him and Serstan who is after you will interrupt you. Lock the door and take the sheet from the bed if you haven't already got it. Use it on the candle to make a parachute and jump from the window towards the temples that you can see in the distance. Serstan fires a fireball at you and Maglor is hit. You land o the bank of a river near the temples and he lands in the forest. Go back and find him. He tells you that he needs some mistletoe. There is some near him by a tree. Use the gloves to get through the nettles and pick some. When you take it to Maglor, you find that he is dead. Take the spinning top from him and go into the left hand temple. Left Hand Temple. Inside the door is a table with some scratches on it. Use the top on the table and a door opens in a cylinder. Go inside the cylinder and it will turn. When it stops, go back inside again and then you should find yourself standing near a set of switches on the floor. Press the centre one and go back inside the cylinder. When it stops you should see a column with a flint on top of it. Take the flint and go up the stairs. Take the scoop. Go back inside the cylinder and take two turns and you should see a leather flask. You cannot take this so go up the stairs and get the small shovel. Go back inside the cylinder and take two turns again. Now you should find a bowl of water on the column. Use the scoop to pick some up and go up the stairs again. There is another flint here but you don't need it, as you should already have one. Go back inside the cylinder and take two turns again. On the column this time is a bowl of earth. Use the small shovel to get some and then go up the stairs to get the bellows. Go into the cylinder again and this time take four trips to get back to the leather flask. Use the bellows on it to get some air and then take the cylinder again until you get back to the entrance. Leave the temple and go to the right hand one. Right Hand Temple. In the centre of this Temple is an altar. It has a key on it but a force field prevents you from taking it. Work your way around the Temple in an anticlockwise direction. The first room that you come to has a container in the centre filled with straw. On its right side is a padlock. Examine it and you see that it has the symbol of the Amulet on it. Use the amulet on the lock to open it. Lift the lid and use your flint to set fire to the straw. Take the torch from the wall and light it in the straw. Now close the lid and light the fire in the grate below the bowl of straw to start it. Look out of the window and you see a pillar and hear a sound that could be fire. Go to the next room and use the bellows on the hole at the top of the globe. Light the fire underneath and then look out of the window at the pillar. You hear a sound that could be running water. Go past the locked door to the next room and open the top of the globe. Pour in the water from the ladle and light the fire beneath it. Look out of the window at the pillar. The sound you hear this time is of wind blowing. It could be steam. In the last room, open the globe and put the earth in it. Light the fire and look from the window again. You hear the sound of wind again. The force field around the key will disappear and you can now go and get the key. Use the key to unlock the door and go down the steps. There are slits in the wall at intervals as you descend. They contain tiles that you must collect. There are usually two of them close together and, at the bottom; you should have collected eight of them. There are four rooms arranged in a circle here and in each there is a pedestal and a pillar each with a place for a tile to be laid. You have eight tiles with symbols on them. One has three horizontal lines. This is the symbol for Earth. You have three each with three upright "S"'s on it. This is the symbol for Air. You have two pairs of tiles. One pair has two wavy lines on. This is the symbol for Water. The last two have "S"'s above crosses. This is the symbol for Fire. Work your way around the temple in an anti clockwise direction and, in the first room put an Earth tile in the pedestal and an Air tile on the pillar. The second room should have a Fire tile in both places. The third room should have Air on the pedestal and Water on the pillar. The last room should have the Water tile on the pedestal and an Air tile on the pillar. The shield will drop if you get it right and you go and take the staff from the altar. Serstan will enter and you negotiate with him for both your and Melanie's safety if you give him the staff. He agrees and sends you back to your own time. Stonehenge. You find yourself back at Stonehenge with Melanie. The ritual has started and it seems that you cannot prevent it. Serstan said gave you his word that neither you nor Melanie would be harmed. If that were proved to be false, the ritual would not ahead. Take the broken hedge cutters and stab Melanie with them. The ritual comes to and end and you are presented with a scene of Sinclair cutting his own throat. We have, however, done for Melanie. Or have we? Take the mistletoe and use it on her. She is miraculously saved and you can sit back and watch the end sequence as you have completed the game. - o -