Mystery of the druids Walkthrough





































The mystery of the druids walkthrough part 1- The Present

Due to the vast size of this game I have decided to split this
walkthrough into two sections, so if you are near the end of the
game you needn’t sift through pages of sections you have already
completed. I have also entitled appropriate stages of the game
for your convenience. This first section takes you up to the
point where you change to CD2 (The Past) after solving the 12
bridges puzzle.

The Beginning

The game opens with a cut scene of the chief reprimanding Lowry
and hands is case over to you, Brent Haligan. Now you take
control, talk to the chief and ask him about the skeleton
murders, he will explain that over the past few months there has
been two murders in London that are linked by only the skeleton
of the victim begin left. The chief will then explain that there
has been another murder in a nearby forest in London. Pick up the
matches on his desk then leave the room.
Leave his office and explore each room in Scotland yard, you
should find a Lab, Lowry’s room, The computer database room, Your
office, and of course the chief’s you just left. Enter your
office, and pickup everything in each draw, you should find a
Bottle of apple juice, a scarf, some evidence bags, and some
gloves.
Before you leave Scotland yard there is something to prepare for
later.
Go into the lab and at the back of the room you will find two
shelves, one on the right and one on the left. Go to the shelf on
the left and pick up the black bottle with the fingerprint powder
inside.
Now go to the other shelve and look closely (a magnifying glass
cursor will appear) at the middle bottles, now use your scarf to
clean them, if done correctly a message will say “10 minutes
later”.
Now you can leave Scotland yard and head to the forest.
Once there ignore the policeman and walk straight towards the
bones on the floor, take a closer look and locate the left
thighbone, (its to the left of the screen and is long and thin).
Use one of the evidence bags with the bone and return to Scotland
yard.
Take the bone to Chris (he’s the scientist) who is in the lab and
show him the bone.
He will then tell you to go and see his friend at the museum.
Head straight there



The museum

Again new locations so have a look around and get your bearings.
If you go to the door you will find it is locked. So go to the
far right of the screen outside the gates, and you will find a
tramp on pavement. Talk to him and he will tell you a woman went
into the museum this morning, take the empty bottle next to him
and leave, take note there is money in his hat!
Back to the lab and talk to Chris, tell him you “have things to
do here first” and he will tell you about the alcohol he has, Rag
him about this and eventually he will let you try some.
Watch as Haligan gets drunk and collapses.
When you awake Chris has left, now you can get that alcohol. Go
once again to the left hand shelf and use the fingerprint powder
on the middle bottles, on one fingerprints will appear, this is
the alcohol, put this in the empty bottle you collect along with
the apple juice and you have cider.
Return to the museum and to the tramp, now give the tramp the
cider and wait till he is asleep, now you can take his money.
To the very right of the screen outside the gates you will find a
phone box, enter the phone box and pick up the receiver. Insert
your money into the slot. You will find the number of the museum
in the phone directory in the phone box towards the front of the
screen, Haligan finds the number automatically, now dial.
At present speaking to the woman yields no results so end the
conversation and go and find Chris again. Talk to him and you
will soon find out who the woman is. Return to the phone and
redial, this time tell her you know her, she says she will meet
you at the door.
Go to the museum door, and watch the animation.

You are now in the museum, give Melanie the bone and you will
take control of her. Take the bone over to the strange looking
machine to the right of the screen, and place it on it, you now
have a slice of bone, you will also find a microscope next to the
slicing machine. Place the slice on the microscope and click on
the handle about eight times. Look at the bone and if she says
she can’t see it keep pressing the handle until she tells you see
can see gold in the bone.
Towards the bottom of the screen you will find a table with
several sharp implement on, compare the bone to the sickle, by
placing the bone on it.  
There is a book on the next table to your left, pick this book up
and she will read about the druidic rituals.
Now go back to Haligan and she will explain her findings. Once
again you take control of Haligan, She will mention a Mr Blake
when she is taking to you, ask if she knows his address, She will
tell you this. So exit the museum and head for Mr Blake’s house,
When you arrive I strongly suggest you save the game at this
point as many users have reported a bug whilst speaking to Mr
Blake, although I haven’t experienced this myself.

Click on the doorbell and Mr Blake will let you in, Encage in
conversation and he will begin to talk about the druids and the
‘Final ritual’. Question him about this and he will mention the
amulet of transformation, he also mentions a town it might be in
France in a castle. Leave for Portsmouth to catch the ferry to
France.

France and the amulet of transformation

Usually at this point you would rush to the castle but there are
some things we must do here first!
Talk to the fisherman about everything at first until he mentions
the captain. He will tell you he can be difficult, ask him how to
deal with him, and he will tell you to call him by his full Title
“Monsieur le Captain”, before talking to the captain talk to him
about his fishing, he will mention the captains cat.
Return to the portside and this cat will appear.
Now talk to the captain addressing him as “Monsieur le captain”
and ask him about the castle, he will tell you many useful things
including the power of sea salt in the druidic customs.
Now return to the portside once again, and if you click on the
bottom of the ferry you will see, sea salt. You can’t get it at
the moment so return to the portside. After a while the cat will
appear again and hide behind some boxes, at the point position
your self so you are between the oil barrels and the boxes,
towards the bottom of the screen.
Get your bag out ready to catch the cat, as soon as the cat stops
near you in the shadow put it in the bag.
This is quite tricky and may take several attempts.
Once you have the cat you must go to the fisherman and let the
cat out. Watch as the fisherman loses his bate.
Talk to the fisherman and convince him you will ‘look after’ his
fishing rod while he gets some more bate.
When he has left take his bucket and his rod and combine the two
items, so the bucket hangs off the fishing rod.
Now you can get that salt, go over to the salt and use your
bucket contraption to collect it.

Now you can go to the castle, when you arrive ignore the main
ruin and walk around the castle to your left at the top of the
screen. You will come to some steps, take these steps down to the
graveyard.
Use your file to open the gates, and you are in. The graveyard is
quite vast but in its centre you will find a wooden building, and
from this you can gage your position. Firstly find this building,
then take a second left, you will find several gravestones with
holes at the top. Place the salt on the top of one of these, it
does matter which, and crush it with your bone.
Find the wooden building once again and this time take a right,
you will find a castle shape monument, and throw the salt at it
and it will reveal a chest.
Open this to reveal the amulet.
Take it, go back to the portside, and ask the captain when he is
leaving and get on the ferry.

You are now in your cabin, and you must find somewhere to hide
the amulet.
On the ceiling near your closet you will find a ventilation
shaft, take a look at this and Haligan will spot a lose panel,
open the panel and place the amulet inside, he then says it will
be safe and you can now leave the room.

The ferry returns to England and you return to your cabin to find
it has been done over. Look in the flap and to your immense
surprise the amulet has been stolen.
Leave the room and go Back to Mr Blakes’ house, Explain what has
happen to him and he will mention the neo-druids, after further
questioning he will give you a name of a possible neo-druid group
‘the circle’.

Return to Scotland yard, and proceed to the computer database
room, talk to Janet and she will tell you in order to access the
database you will need a form signed by the chief. You will find
this form at the back of the room along with some other items you
will find useful.
Pick up the carbon paper, clipboard, stationary form, and the
computer database form. Now place the computer database form on
the clipboard followed by the carbon paper, and place the
stationary form on top. The bottom form still sticks out so you
need some scissors to even this out. Go to Lowry’s room and ask
him his extension, note the scissors on his desk.
Return to your office, and listen to your answer machine
messages. Dial in Lowry’s extension and replay the message from
the chief to him, Lowry has now left his room and you can get his
scissors. Cut off the access paper on the form and go and show it
to the chief, he will sign it, now take it to show Janet. Tell
her to search for a group called ‘the circle’, She will tell you
that the leader of the group is Lord Sinclaire and she will give
you his address, ask for a printout and pick it up out of the
printer just to the right of her. Now before you leave you have
to get a message to Melanie so she knows where you are. Exit the
room and make your way to the photocopier, just outside the lab
in the corridor. Make a copy of the printout you have been given
and post it through the letterbox at the museum. You can now
enter Sinclaire’s estate.

Sinclaires’ Mansion          
     
You will soon find if you use the speaker at the gate that they
aren’t just going to let you in, so go around the fence to the
left. Here you will find a gardener using some rather useful
shears. Use your matches on the bush nearby and the gardener will
rush off to leave you to collect them. Once you’ve done this head
to the other side of the fence to the right of the main gates,
look closely at the surrounding fence and you will focus on a
part of it. Now use the shears on the bush, it will reveal a wire
fence, use the shears on the large wires and your scissors on the
small ones. Both will break but don’t worry you no longer need to
cut with them. After you have cut the wires prise the fence open
with your gloves on each side to reveal a hole. Now you need to
insulate this electric fence, use the scarf and put it in the
bags you have, now place this in the hole. You can now walk
through.

After the animation that follows, you will find yourself locked
in a room in the mansion. If you look closely at the picture hung
over the bed, nighttime will arrive.
Take this picture off the wall, and use it to prise the nail out
which the picture hung on.
Now use the nail to separate the canvas from the frame of the
picture.
If you look closely at the door you will find a gap at the
bottom, take a closer look and you will crouch down.
Use your nail to remove the tiles on the floor, this only works
if you use the nail with the bottom left corner of the left most
tile. He then removes all the tiles you need to. Place the canvas
from the picture in this gap where you have removed the tiles.
Now go back to the door and use the key in the keyhole (again
this has to be precise to work) and the key will drop out on the
other side. Pull the canvas you laid under the door, pickup the
key and open the door.
   
You must now find the back door to the woods where you heard the
scream, so take the stairs downwards and head towards the back of
the hallway, you should see a small door on your left, open the
door and walk in. The room has a laid dinner table and an open
window, ignore the table and exit out the window. Watch as you
witness a druidic ritual killing, although you end up getting
more involved than you had imagined.

You now once again take control of Melanie, go to the mansion and
go to the hole Haligan made, but don’t go through the hole yet, I
strongly suggest you save at this point as you can die in a few
seconds if you don’t get it right!
Go through the hole and you will pickup some stones, throw a
stone to the bush furthest left and wait as the guards go to
investigate, when they are out the way walk to the open window,
don’t run or you will get caught!
If you did this successfully you will be in Sinclaire’s study) if
not you will be dead by now.) On the wall closest to you, you
will find a picture and a strange, gold, spinning device. This
device opens the secret hiding place. Turn this device so that
the outer wheel with the man standing straight is at the very
bottom of the wheel, it will click if you get it right. Turn the
centre wheel that looks like a star until it clicks.
Now look at the picture on the wall and it will open to reveal a
safe. This combination is different every time you play so you
have to work it out systematically. First draw the lock so you
can keep track of which you have tried. Now turns the dial one
space then press the button, it clicks if it is right. If not
keep turning it one more space then try the button once more.
After you know the first position in the combination you will
have to press this each time you try the next in the sequence.
There are always three positions in the sequence.
Once you have the combination correct the safe will open to
reveal a parchment and the amulet, take them both. Now watch as
Haligan tries to kill you!
After Haligan regains consciousness you regain control of him.
Exit via the window and go to see Mr Blake.

After talking to him he explains he needs a book to decipher the
parchment. He also tells you, you can find it at Oxford library.
Before you go though revisit the mansion and at the hole you made
you will find a piece of wire on the ground, take this with you
to Oxford.

The Library  

As you enter the library ground you will notice a car on the
courtyard, ignore this for now and walk into the building, and
talk to the librarian. You will soon see, she is of little help,
but she tells you about a computer book database. But don’t try
to find it yet, instead go into the room furthest right of the
screen. As you enter you will see a collection of white books,
pick one up and return to the main hall. This time go to the room
on the left of the hall. You will find that your database is
being used. Talk to the professor briefly, and then slip the
white book into his pocket.
Now go back outside to where you saw the car. Take a closer look
at the car, and you will see a gap in the top of the window. Use
the wire you collected earlier to set off his alarm. Watch as the
professor is stopped by the librarian, now you can use that
database.  
You will find the book in the room towards the back of the hall
at whatever number and letter the computer gave you. Once you
have your book return to the librarian and show her the book. She
will tell you it is reference only so to the room where you saw
those white books. Now switch book covers with the white books.
Return to the librarian and show her the book with the new cover,
you can now walk out with no problems.

Take the book back to Mr Blake and he will tell you about 12
bridges and begin to decipher that manuscript. Unfortunately a
rather angry druid you met earlier stops him!
Now you must go to 12 bridges and attempt to change history.

12 Bridges    

Once you arrive you will notice a danger sign consisting of two
planks of wood, take these and head on to the bridges.
Keep walking until your path becomes blocked. Now use the first
plank with the slope on the right hand side of the bridge, step
on this and use the second plank in front of you. Now move over
on to it and pickup the one behind you, and lay that in front of
you. And so on…
Melanie will now cross, pickup the plank you can reach and head
on to the centre of the bridges.
You will find a building and a large barrel connected to a set of
large scales. Place your amulet on the barrel, and the door will
open to the building. Now wedge the plank in the door and pickup
your amulet. Before entering the building Take a close look at
that barrel. You will notice it is held up by four bolts and
hooks. Remove a bolt connecting the barrel and take the hook off
also. You can now enter the building.
Once inside you will find a large hourglass in front of you, take
a closer look and remove the bolt from the centre. Now you will
also see a large square hole, place you hook into this hole and
turn it. Watch as you sink into the past.

See walkthrough part 2 - The Past