GetDotted Domains

Retro Game Walkthroughs For
"Mystery of the druids"
(PC Games)

Retro Game Walkthroughs for Mystery of the druids (PC Games)
Submitted By: Unknown
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


Submitted By: Unknown
The mystery of the druids walkthrough part 2- The Past

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 second section takes you from the
point where you change to CD2 (The Past) up to the end of the
game at Stonehenge.

The castle

You arrive in the past only to be knocked out by two guards and
taken to their castle. When you awake you are in control of
Melanie in the kitchen. On the left side from the fireplace, you
will find a set of shelves. On the shelves you will find lots of
pots, each containing herbs. Take a handful of each herb. Also
you will see a gold dish take it. Now to your left on the
screen, you will see a table, on this table you will find a
wooden bowl, again take this, now head out of the room. In this
room you will find the two guards. Talk to the guard nearest the
door, and humour him. He will tell you to get them some meat and
wine. Return to the kitchen; look in each barrel on your left.
On top of one you will find a cookery book, look at it and read
the strange sleeping drink recipe. (Its in old English, but still
easy to read.) Now return to the guards. They will talk about
their pay and the guard’s money will appear by his side.
Take a penny from his bag.
Tell them there is no meat or wine, and they will tell you to get
something else. Tell him you had something in mind, and attempt
to seduce him through speech. Tell him you will make him a love
potion. Return to the kitchen, towards the back of the room you
will find some scales. Place the gold dish on the scales; now
place the penny on the scales. (Step 1) On the fire you will find
a cooking pot full of water, use your wooden bowl to collect some
and return to the scales. Weight the (first) herb. (Step 2) Place
the (first) herb in your water, it will change colour, write this
colour down. (Step 3) empty the mixture into the bucket at the
side. Repeat steps 1 to 3 but with each herb so you know what
colour each is. Once you know what colour each herb is in turn
according to your inventory, read the recipe again for the
sleeping drink. Follow the recipe exactly. If you get the recipe
right the mixture will be completely clear after all the
ingredients are added. Write the recipe down, you will have to
make it again shortly. Pour the mixture into the guard’s glass.
He will tell you to make some more. Do so then return to the
guards to find them asleep. Search the other guard at the other
end of the table, you will find a key.
Go down the stairs and free Haligan using the key. Towards the
left hand side of this room, you will find a large crate, pull
the crate, Haligan will help you and you will find a secret
tunnel. Take this tunnel and when you come to a fork take the
left tunnel, keep going until Melanie screams after Haligan
disappears.

The Monastery

You find yourself in a stone room as Haligan. Try the door and
Maglor will soon appear. Talk to him and he will tell you, you
are in the monastery and you must find a crystal ball to see what
Serstan is up to. Leave the room. The monastery is very large and
it helps if you know your way around so, go in each room heading
in an anti-clockwise direction. You must collect the following
items. In the candle room take a candle. In the kitchen take a
strange herb, and a steel bucket. When you reach a room with a
burning fire, use your bucket on the fire and place your candle
in the bucket. You now have a wax block. About half way around
you will meet Serstan in his room. Talk to him and he will soon
throw you out, but take note the hole in the wall behind him. At
the end of each corridor you will find that a strange blue room
with a large double locked door adjoins the corridors, you will
come back here later. But for now go through the door on the
other side of the room. At the end of this corridor you will find
a set of double doors. Open these and you will be in a room with
a large table with a strange abacus device at the end of the
room. Ignore this for now and open the door on the other side of
the room. Here you will find Melanie. Talk to her and she will
tell you she is searching for information about the druids, which
may help you. Leave her for now and walk out the room back into
the corridors. On the other side of the corridor on your right
you will find a passage, which takes you out side.

Once outside take the path to the left. Keep walking a long the
path until you come to a vegetable patch. Take a closer look and
you will see a grate under a pipe place your herb on the grate
and turn the tap on.
Carry on along the same path until you reach the end of the path
and a final tap, turn this on and watch the worms appear. Return
to the vegetable patch and take the worms.
Follow the path the other direction now, past the entrance to the
building, walk past the smithy you find and you will come to a
storeroom. By the stores you will find an axe on a tree stump. By
the axe you will find a small piece of wood take it. (You don’t
need the axe)
Return to the smithy you saw and climb onto the roof. Place the
worms on the roof. The bird on the chimney will pickup the worms.
Remove its nest from the chimney.

Return to the main building and re-enter Serstan’s room. Talk to
him and tell him you would like to observe him. He will let you.
Now place your piece of wood in the hole in the wall. Now leave.
Go into Maglors’ room (if you haven’t found it yet its next to
your room) and talk to him, tell him you need undisturbed access
to (a list of choices will appear) Serstans room. He will tell
you he will try. Once again return to Serstans room and He will
be gone.
Look closely at the hole in the wall and remove the brick. Take
the Chest out and place it on the stool nearby, He will now open
it. Take out the key and use it will the block of wax to make a
relief of the key. Replace the key in the box, close the box and
place it back in the wall (making sure you have removed the piece
of wood first!) Lastly replace the brick. Now go to the smithy.

Show the smithy the relief and ask him to make you the key, after
hesitation he does. He tells you to wait, as it may be a while.
Return to Melanie in the library and she will talk to you about
spinning tops and the elements of transformation. Remember this
information. Now tell her you want to talk about something from
an earlier conversation, ask her out on a date.
Return to the smithy and your key should be ready. Take the key
and return to the strange blue room, use your new forged key on
the double locks, remove the wooden bar and enter the maze.



The Maze

Due to the fact I can’t write the symbols on this walk through I
have numbered each door on every passageway, from left to right.
I.e. the first passage has three doors
Labelled 1, 2, and 3. These passages do include the passage you
have just come through. First then take the 3rd door, and then in
the next passage take the 2nd door, then the 4th, followed by the
3rd, now the 1st, and the 1st again. Then 3rd, then 2nd, then 1st
and finally 3rd. You only need to do this once; he does it
automatically from now on!

The Crystal Ball

Walk along until you reach a door, open it and walk inside. Now
close the door behind you and the eye will open in front of you
to reveal a hidden room. Walk into this new room and proceed to
the crystal ball. Watch what happens. After you have seen Stone
henge destroyed walk over to the far right of the screen, walk
around the pit and examine the strange abacus like object on the
wall. There’s also a broken one to the left of you but ignore
this.
Now return to the room with the large strange table leading to
the library.
Look at the strange abacus device in the corner and record the
settings. Don’t change them!
Now talk to maglor who is also in the room about the object. He
will tell you it is a calendar, Talk to him about the one you saw
in the crystal ball room. Now ask him when the ritual will take
place. He will tell you in when it will take place.
Now return to the crystal ball room and ignoring the top two rows
of the calendar/abacus for now fill in the position the beads so
they match the settings upstairs. Now move the first bead on the
abacus to the 6th position (this is the hours setting) and the
second to the 2nd position to represent pm.
Now move the next down to spaces to the left, to represent in two
days time.

Look into the crystal ball and watch, as the destruction of stone
henge is explained.
Return to your room.
Here you will find Maglor, a cut scene follows. As you find
yourself trapped with Serstan trying to get in the room.

Pick up the sheet of your bed and burn it on the candle on the
table. Now turn to the window directly opposite the door to the
far left of the screen. Select your bed sheet and use it with
some strange pyramid buildings in the distance.
Watch your escape.

The Wand and the elements of transformation

After your crash-landing return to the forest where you saw
Maglor drop. Talk to him and he will tell you he needs a
particular herb to save his life. You will find this herb towards
the back of the forest, to the far left of the screen, behind a
bush. When you have found this herb bring it to Maglor. He will
die. But he will drop a spinning top. Collect this and return to
the stream, He is no use to you now!

Cross the stream and you will approach two large pyramid
buildings.
Enter the building to your left hand side. Place your newly
acquired spinning top on the table with the strange scratch marks
and watch as the walls turn.
This will make an opening in the wall. Pass through and you will
see four stone buttons on the floor, but only three buttons work.
Press the middle button down of the three that work, and go
through the new opening. Pass through again and you will find
yourself in a new room, with two levels. Go upstairs and collect
the object, It will either be a Spade, a bellows, a piece of
flint or a ladle.
Go out of the room and in again and collect the next item
upstairs. Repeat this process until you have all four items. Now
enter the room again and in front of you will see either, a bowl
of water, a bowl of soil, a bladder of air, or a piece of flint.
If it is water use the ladle, if it is soil use the spade, if it
is the bladder use the bellows, and if it is the flint, just pick
it up.
Repeat these steps until you have collected all of the items. Now
you should have, water, earth, air, and the ability to make fire,
otherwise known as the elements of transformation.

Exit the building and proceed to the second pyramid. Here you
will find that it is set out in a circular root much like the
hourglass room earlier in the game. You will find that there is a
key protected by a force field in the centre of the room and that
the room has four connecting rooms each housing a large
incinerator in each. Each of these has a symbol, water (three
rows of v’s), wind (three rows of waves), earth (three rows of
straight lines) and fire (it just looks like fire.) I think you
get the idea. Place each element you collected in the
corresponding incinerator. When you get to the fire incinerator
you will need to open it with the amulet you collected near the
start of the game. Take the torch off the wall and strike the
flint to make fire. Place it in the incinerator; you will see the
force field has now been removed. Now collect the key. But don’t
go rushing through that locked door yet. First return to each
incinerator room and go to each window. You will here a sound in
each window. Record the sounds and record the corresponding
element in the room. I.e. the sound outside is the wind and the
incinerator is the fire incinerator. If you don’t get this right
you won’t solve the next puzzle!

Now open that locked door in the centre of the room and proceed
down the first set of stairs. At the second set you will notice
some plaques in the wall each with the four symbols of
transformation on! Take all of these you find while walking
carefully down the stairs. When you reach the bottom you should
have 8 plaques if you haven’t return to the stairs and look
carefully!

This room is very much like the last, four rooms connecting to a
large circular room, in the middle there is a force field, but
this time it is the wand that is in the centre.
Enter the first room and place the corresponding plaque on the
stone-facing upright that you heard through the window. Now place
the other corresponding plaque on the circular stone lining down,
i.e. if the sound was the wind place it on the upright stone, if
the incinerator was fire place it on the flat circular stone.
Repeat this in each room. If you have done this correctly the
force field will disappear, unfortunately Serstan also appears,
all that work for nothing. Watch as you appear at stone henge.



Stone Henge

What may not have occurred to you by now is the reason Serstan
did not kill Melanie. Well all is to be revealed.
Stab Melanie with you shears. And watch. Now for a quick
explanation. If you haven’t already worked it out Melanie is a
direct descendant of the druids from the original ritual. By
Killing Melanie you have caused the Ritual to be broken as all
the children were needed to complete it and so ended the life of
Serstan and Lord Sinclare (also a direct descendant)
It’s the best I can do so don’t quote me on it!
So why didn’t you just kill her to start with?
Anyway back to the game. We couldn’t have Melanie dieing or there
couldn’t be a sequel (although this would have made a better
ending), so use the herb you collected to try to save Maglor with
Melanie and she is revived. You’ve won. Sit back and enjoy the
credits.

Freeola & GetDotted are rated 5 Stars

Check out some of our customer reviews below:

Unrivalled services
Freeola has to be one of, if not the best, ISP around as the services they offer seem unrivalled.
Second to none...
So far the services you provide are second to none. Keep up the good work.
Andy

View More Reviews

Need some help? Give us a call on 01376 55 60 60

Go to Support Centre

It appears you are using an old browser, as such, some parts of the Freeola and Getdotted site will not work as intended. Using the latest version of your browser, or another browser such as Google Chrome, Mozilla Firefox, or Opera will provide a better, safer browsing experience for you.