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Druid teamwork

Order of the Sinking Star cover

These four team rooms use the Druid to freeze a Goblin or, in one room, turn the Wizard into a movable crystal. Plant labels T1, T2 and so on keep their labels after transmutation. In the final room, the gold 1 badge marks native crystal C1. Arrows follow the displayed board. Each arrow is one directional input; when the Druid casts toward an adjacent target, he stays on his tile. The Wizard-and-Druid room uses a rotated map.

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Priestess, Warrior and Druid: freeze both Goblins

Section titled “Priestess, Warrior and Druid: freeze both Goblins”
The Priestess, Warrior and Druid start together near the lower-left. Goblin M1 and M2 occupy separate lanes; a gate and three exits are on the right.
  • Gate
  • Exits E1–E3
  • PR Priestess
  • WA Warrior
  • DR Druid
  • Goblins M1–M2
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Hint

Keep the Priestess next to the Druid during both freezes. Freeze M1 first, then move across to M2. The Warrior can push the frozen M2 to help open a path; leave both Goblins frozen until the heroes reach their exits.

Solution
  1. Priestess goes ←; Warrior →; Druid takes ← ↑ ←. Priestess then goes ↓, Warrior ← ↑, and Druid ← at step 9 freezes M1.
  2. Priestess moves → →; Druid → →; Warrior ↓; Druid follows → → ↑ →. The final rightward transmutation at step 18 freezes M2 and opens the gate.
  3. Warrior pushes M2 with → → → → at steps 19–22. Druid moves ↑ at 23; Warrior takes → ↓ → → at 24–27, Priestess moves ↓ at 28, and Warrior goes ↑ at 29. All three exits are occupied: Druid E1, Warrior E2, Priestess E3.

If the Druid is not next to the Priestess when freezing M1 or M2, Undo and bring her alongside before the transmutation.

Images show selected video checkpoints; the first frame is the starting position.

P4 starting-layout frame for Priestess, Warrior and Druid, with actor and exit markers.

At 07:13, the selected frame shows Priestess, Warrior and Druid in the room’s starting layout.

Check: The markers identify the visible heroes and exits; no input sequence or later state is inferred.

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Full direction sequence

  1. PR Priestess ←
  2. WA Warrior →
  3. DR Druid ← ↑ ←
  4. PR Priestess ↓
  5. WA Warrior ← ↑
  6. DR Druid ←
  7. PR Priestess → →
  8. DR Druid → →
  9. WA Warrior ↓
  10. DR Druid → → ↑ →
  11. WA Warrior → → → →
  12. DR Druid ↑
  13. WA Warrior → ↓ → →
  14. PR Priestess ↓
  15. WA Warrior ↑

Priestess, Warrior and Druid: release the pair after lining it up

Section titled “Priestess, Warrior and Druid: release the pair after lining it up”
The Priestess, Druid and Warrior start side by side below two separated Goblins. The monster gate and three exits lie at the far end of the long lane.
  • Gate
  • Exits E1–E3
  • DR Druid
  • PR Priestess
  • WA Warrior
  • Goblins M1–M2
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Hint

Freeze M2 while the Priestess is alongside the Druid, then use the Warrior to move that frozen Goblin as a buffer. Do not release it until it and M1 face each other on the same lane. The pair clear each other when the Druid unfreezes M2, opening the gate.

Solution
  1. Priestess starts ↑ ↑; Druid goes ↑ ↑ ↑ and freezes M2 on step 5. Warrior takes ↑ ↑ ↑ ↑ ← ↓ ↓ ← ↓ → → → → → to push frozen M2 into the right-hand lane.
  2. Warrior continues ↓ → ↑ ↓ at steps 20–23. Priestess takes → → → → ↓ → → at steps 24–30; Druid moves → → ↑ → at 31–34, Priestess ↓ at 35, Druid → → at 36–37, then Priestess ↑ at 38.
  3. Druid goes ↑ on step 39 to release M2 while it is lined up with M1. M1 and M2 attack and clear each other, opening the gate. Take the exits with Priestess ← ← ↑ ↑ ↑ ↑ → → → →, Druid ← ← ← ↑ ↑ ↑ ↑ → → →, and Warrior ← ↑ ← ← ↑ ↑ ↑ ↑ → →. All three exits are occupied by step 69.

If the two Goblins are not lined up when M2 is released, Undo to the last frozen-Goblin handoff and realign them first.

Images show selected video checkpoints; the first frame is the starting position.

P4 starting-layout frame for Druid, Priestess and Warrior, with actor and exit markers.

At 08:29, the selected frame shows Druid, Priestess and Warrior in the room’s starting layout.

Check: The markers identify the visible heroes and exits; no input sequence or later state is inferred.

Open full-size image in a new tab

Full direction sequence

  1. PR Priestess ↑ ↑
  2. DR Druid ↑ ↑ ↑
  3. WA Warrior ↑ ↑ ↑ ↑ ← ↓ ↓ ← ↓ → → → → → ↓ → ↑ ↓
  4. PR Priestess → → → → ↓ → →
  5. DR Druid → → ↑ →
  6. PR Priestess ↓
  7. DR Druid → →
  8. PR Priestess ↑
  9. DR Druid ↑
  10. PR Priestess ← ← ↑ ↑ ↑ ↑ → → → →
  11. DR Druid ← ← ← ↑ ↑ ↑ ↑ → → →
  12. WA Warrior ← ↑ ← ← ↑ ↑ ↑ ↑ → →

Four heroes: use the Wizard as a crystal shield

Section titled “Four heroes: use the Wizard as a crystal shield”
The Druid, Thief, Warrior and Wizard start in a vertical group at left. One upward-facing Dragon is near the middle; four exits form a vertical column at right.
  • Exits E1–E4
  • DR Druid
  • TH Thief
  • WA Warrior
  • WI Wizard
  • Dragon D1; arrow shows initial fire direction
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The lowest exit, E4, is partly hidden behind the foreground wall; the green box marks its position.

Hint

In this room, the Druid can turn the Wizard into a crystal. Have the Warrior push him into the Dragon’s upward line as a shield, then move the other heroes across the row below. The Thief pulls the Wizard-crystal right twice; the Druid restores him before the team fills all four exits.

Solution
  1. Warrior goes → → ↓; Wizard takes → → → ↑; Druid moves ↑ → → → ↓ ↓. At step 13, the Druid’s final down transmutation turns the Wizard into a crystal.
  2. Warrior moves ↓ at step 14, then pushes → at 15 to move the Wizard-crystal right one tile. Druid repositions with → → → at 16–18; Warrior then takes ↑ → → at 19–21. Thief routes ↑ ↑, → seven times, ↓ ↓ ← ←, then → →; those last two pulls at steps 35–36 bring the Wizard-crystal to the Druid.
  3. Druid restores the Wizard with ↓ on step 37. The Dragon remains alive in its original position; guide all four heroes to their exits by step 49.

If the Wizard is still a crystal as the group reaches the exit column, Undo to the two Thief pulls and restore him before completing the four exits.

Images show selected video checkpoints; the first frame is the starting position.

P4 starting-layout frame for Druid, Thief, Warrior and Wizard, with actor and exit markers.

At 09:55, the selected frame shows Druid, Thief, Warrior and Wizard in the room’s starting layout.

Check: The markers identify the visible heroes and exits; no input sequence or later state is inferred.

Open full-size image in a new tab

Full direction sequence

  1. WA Warrior → → ↓
  2. WI Wizard → → → ↑
  3. DR Druid ↑ → → → ↓ ↓
  4. WA Warrior ↓ →
  5. DR Druid → → →
  6. WA Warrior ↑ → →
  7. TH Thief ↑ ↑ → → → → → → → ↓ ↓ ← ← → →
  8. DR Druid ↓ ↑ → →
  9. WA Warrior ↑ → → ↓ →
  10. TH Thief ↓ →
  11. WI Wizard → →
The Wizard and Druid start far apart among plant T1 and native crystal C1. Goblins M1 and M2 occupy two lanes, with two exits at the far side.
  • Crystal 1
  • Plant T1
  • Exits E1–E2
  • DR Druid
  • WI Wizard
  • Goblins M1–M2
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Hint

There is one native crystal, C1, and one plant, T1. When the Druid turns T1 into a crystal, keep calling it T1; C1 is the only original crystal. The route changes C1 into a plant at step 39 and restores it to crystal form at step 42, then takes both heroes to separate exits. The map is rotated; follow its arrows.

Solution
  1. Wizard follows ← ← ↓ ↓ ← ↓ ↓ ↓ → at steps 1–9; Druid takes ↑ → ↑ ↓ at 10–13. The Druid’s ↑ at step 12 turns T1 into a crystal.
  2. Wizard takes ← ↑ ← ↓ ↓ → → at 14–20, and Druid moves ↑ ↑ ↑ at 21–23. Wizard then follows ← ↑ ↑ ↑ ↑ → ↑ at 24–30. Through step 38, the pair continue alternating along the displayed lanes: Druid ↑ (31), Wizard → (32), Druid ↑ (33), Wizard → (34), Druid → (35), Wizard ↓ (36), Druid → (37), Wizard → (38).
  3. Druid’s ↓ at step 39 changes native C1 into a plant. Wizard moves ← ← at 40–41; Druid’s ↓ at 42 restores C1 as a crystal. Druid continues ← ← ↓ ↓ ↓ ↓ ↓ at 43–49; Wizard takes ← ↑ ← ← ↓ at 50–54, then Druid moves ↓ ↓ ↓ ↓ at 55–58. Finish with Wizard ← →, Druid ↓, and Wizard ← ↑ ↑ ↑ ↑ ↑ → → ↓ →. Both exits are occupied at step 71; M1 and M2 remain alive and unfrozen.

If C1 is not restored to crystal form after step 42, Undo to that transmutation before following the final Wizard route.

Images show selected video checkpoints; the first frame is the starting position.

P4 starting-layout frame for Druid and Wizard, with actor and exit markers.

At 11:15, the selected frame shows Druid and Wizard in the room’s starting layout.

Check: The markers identify the visible heroes and exits; no input sequence or later state is inferred.

Open full-size image in a new tab

Full direction sequence

  1. WI Wizard ← ← ↓ ↓ ← ↓ ↓ ↓ →
  2. DR Druid ↑ → ↑ ↓
  3. WI Wizard ← ↑ ← ↓ ↓ → →
  4. DR Druid ↑ ↑ ↑
  5. WI Wizard ← ↑ ↑ ↑ ↑ → ↑
  6. DR Druid ↑
  7. WI Wizard →
  8. DR Druid ↑
  9. WI Wizard →
  10. DR Druid →
  11. WI Wizard ↓
  12. DR Druid →
  13. WI Wizard →
  14. DR Druid ↓
  15. WI Wizard ← ←
  16. DR Druid ↓ ← ← ↓ ↓ ↓ ↓ ↓
  17. WI Wizard ← ↑ ← ← ↓
  18. DR Druid ↓ ↓ ↓ ↓
  19. WI Wizard ← →
  20. DR Druid ↓
  21. WI Wizard ← ↑ ↑ ↑ ↑ ↑ → → ↓ →
Sources and credits

Room layouts and entity labels: PC r67121 game files. Druid and hero interactions: official PlayStation hands-on notes and the community PuzzleScript port. Selected video: 塞德莎, Heroes 3, part 4. Board artwork: Thekla, Inc.

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