~
The Mystery of the Druids ~
~
Walkthrough by Tally Ho ~
Some players
may not want to wade through the whole walkthrough, just
to find the solution to one troublesome spot. Therefore,
you may click on a link to jump to the desired area.
System requirements:
- Pentium
200 MHz
- Windows
95/98/2000/ME
- 32 MB
RAM
- 2 MB VGA
Video (with or without 3D)
- 16-bit
sound card
- 200 MB
free disk space
The interface: The
cursor changes to a pointy arrow when you can interact with
something. To examine it, right-click, and to either pick up,
operate, or open something. left-click. The navigation arrows
are obvious, as are the conversation icons.
Warning:
This game
is not suitable for young children or very squeamish
adults. It contains frequent references to murder
and occasional references to cannibalism. Explicit
graphic images of violent acts may frighten or offend
some people.
|
A word about installation
and game options: If you have room, I strongly recommend
the following procedure: Open "My Computer" and navigate
through the following folders: C:, Program Files, House of Tales,
Mystery of the Druids. If you are in the correct folder, you
will see a savegame folder, an updates folder, and several files.
Right-click on the background and select New >Folder. Name
it Disk1 (without a space). Do that again, naming a new folder
Disk2. Now, depending on how much room you have - put the disk
labeled "The Present" in the CD-ROM, and copy
the entire disk into the Disk1 folder; then put
the disk labeled "The Past" in and copy it into the
Disk2 folder. If you are short of space (each disk will take
up about 600 megabytes) just do the Present for now. When you
finish the Present section of the game, you will not need to
return to it, and you can delete the Disk 1 folder and fill
the Disk2 one. If you have the capacity to copy both disks,
you will have a smooth transition from present to past.
The improvement in performance
is well worth the effort of doing this. When you start, you
will be given the option of setting your video to either Best
Quality or Best Performance. You should select Best
Performance unless you have a very high-end very
fast machine. The difference in quality is barely noticeable,
but the difference in performance is substantial.
For
detailed instructions on the full install, Click Here. |
Chief's
Office
Chief
Miller is in a pretty bad mood. It seems Detective Lowry investigated
a series of murders, resulting in the arrest and conviction
of a 50-year-old butcher. Now, there has been another killing,
apparently by the same man, thus the butcher, serving a life
sentence, must have been innocent after all. Chief gives you
the case file (which you have a paper copy of in the diskette
case.) It contains some important background, and some autopsy
reports that are not aimed at the squeamish. Before you leave
Chief's office, take the matches from the desk in front
of you.
Halligan's
Office
Go
check out your own (Halligan's) office. It's the room to the
right of the Coke machine. We won't criticize the housekeeping,
will we? Poke around. Find the drawers you can open, and take
everything that you can. Apple juice, evidence bags, a green
rag, and the gloves. Time to go to work. Leave the building
and go to . . .
Epping
Forest
Talk
to the Bobby standing guard, and learn what you can from him.
Then go examine the crime scene itself. Use the evidence bag
to collect a bone, the largest one just below the rib cage.
Use another bag to pick up some burnt grass, just below the
foot-bones.
Back
at the Yard, find the Forensics Laboratory. It's across the
hall from Chief's office. Talk to the technician, show him your
evidence, keep conversing with him until he suggests you see
Dr. Turner.
Anthropology Museum
The
museum is under renovation and closed for the duration. Let's
check out the phone booth to the right of the entrance-gate.
You can lift the receiver, but there's no dial-tone. Public
phones take money, don'tcha know, and it seems that last Pepperoni
Pizza cleaned out our pockets. We'll have to find a few coins
somewhere. Go talk to the beggar to the left of the gate. He
has some change in his hat, but - nawww - we couldn't do anything
like that - not while he's awake anyhow. What were you
thinking? So, talk to him, find out how very thirsty he is,
and take the empty flask. Back to the lab.
Scotland
Yard
Go
to the rear of the laboratory and examine the items on the shelves.
Over on the right there is one odd-looking container that isn't
a jar of liquid. Take it. Go look at the other shelves on the
left. Examine things to see how not-clean they are. Polish them
up with the green cloth. We need a way to find out which
one is safe to ingest. Talk to Chris about drinking the stuff
until he decides to let you try. Watch out, lab alcohol is about
180 proof, and nearly tasteless. (Don't ask me how I know.)
And it's got a kick like a mule with PMS. Ooooops! Guess we
should have been a little more conservative there. Anyway, Chris
is gone, even if the hangover is not. Go the the bottles you
previously cleaned, and use the fingerprint powder to
decide which one he touched. Take it, put some into the flask,
dilute it with apple juice, return the bottle, and go see the
beggar.
Anthropology
Museum
Give
the beggar a snort of your home-made applejack. My, that stuff
is relaxing! Time to put your conscience aside for the public
good. Scarf the poor bugger's few coins and vamoose. Go to the
phone, lift the receiver, open the phone book, and put a coin
in the slot. You are expecting Dr. Turner, but some woman answers
instead. A secretary maybe? She's rather abrupt with you, and
the good Doctor won't be back for several weeks. Return to the
laboratory, and talk with Chris. He informs you that the woman
is Melanie, Dr. Turner's daughter. Go back to the phone booth,
call her again, and in the course of the conversation, she agrees
to see you in the Museum. Go meet with her and tell her everything
you can. When the conversation ends, you are now playing as
Melanie.
As
Melanie
Examine
everywhere in the lab. Find the Microtome (scraper) and place
the bone on it to create a thin-section. Put the shaving into
the microscope, and focus by clicking the knob forward several
times. When it becomes clear, you can see a fleck of gold. Look
at the table with weapons. The sickle at the bottom stands out
from the rest of the implements. Use the large bone on it to
discover that the nicks match the shape of the sickle. Read
the articles about historic Britain and past Druid activities.
Tell Halligan what you have learned. Tell him about Arthur Blake.
As
Brent Halligan
Restored
to your former scintillating self, you suppress the urge for
a pizza, and head for Blake's house.
Arthur
Blake
Speak
with Mr. Blake about everything you can. You will learn about
Druids, the Amulet of transformation. More than you ever wanted
to know, really. Head to Portsmouth and Ride the ferry to France.
Carmors
Try
speaking with the Ferry-boat captain. He doesn't seem to have
much to say. Let's see if the fisherman will be more cooperative.
Well he is, sort of, if we keep the volume down, that is. Talk
with him about everything. Your purpose here is to learn the
captain's full name, which will encourage him to be more sociable.
If the fisherman doesn't tell you the captain's name right off,
keep nagging him until he does.
Addressing
the Captain by his proper title does the trick. He becomes a
regular Chatty-Cathy. Listen to his stories, and encourage talk
of Druids. Find out that salt is able to bring down their buildings.
Look down at the water-line of the boat and discover some salt
sticking there. It probably would be a good idea to have some
salt, just in case.
This
would be a nice time to save your game. |
Talk
to the fisherman again, and learn that they are old drinking
pals, but the captain's cat can be a nuisance. Now, you see
a plan starting to come together. If you can get the cat to
help you, the fisherman's equipment might come in handy. He
is unwilling to either loan or sell it.
To
catch the cat:
After
you talk with the fisherman about the Captain, and
you learn that the Captain's cat is a nuisance, you
will see the cat each time you back away from a conversation
with Pierre. To bag the cat, you must stay out of
the way, because the cat is shy. Stand next to the
crate labeled Carmors, wait until you see the cat
walk from left to right, and stop behind the two other
crates. Wait some more, but have the green cloth
ready, the one you took from your office. When the
cat moves again, and stops for a moment, use the green
cloth on the cat.
|
|
Go
back to the fisherman's area and let the cat go. She knocks
the bait into the water, and the fisherman grudgingly leaves
to buy more bait. He trusts you to watch his precious rod and
reel. He never met that beggar, apparently. So if you take the
rod, and take the bucket, they can be combined to create a salt-scraper.
Go to the boat and fetch-a-pail-of-salt.
At
the Old Castle de Carmors
(On
your map it's called Schloss Carmors, in German.) Make your
way around the far left side and find the locked gate. You don't
have the key, but you can slip the lock with the file-folder
Chief gave you. Look at the headstones until you find one with
a hollow spot on top. Put the salt there and grind it to a fine
powder with the bone. Take the salt with you, and go around
to the Mausoleum. Add a pinch of salt - and Whoosh! Down comes
three thousand years of history. A charming little treasure-chest
is revealed. Oooh! Oooh! it contains the Amulet of Transformation.
How could we be so lucky so early-on in the game? Let's get
on that boat and head home with the good news. Arthur Blake
will be just thrilled! By the way, who was that sneaky chap
hiding behind a crypt? Could it be we're being watched?
On
the Ferry Boat
Myself,
I like a little fresh air during a channel-crossing. Try stepping
outside, though, and you decide to hide the amulet, rather than
take a chance of losing it topside. Open the flap on the bottom
of the ventilation shaft and hide the amulet. Nobody would ever
think to look there. Out to check on the seagulls. Uh-Oh! Coming
back, we find somebody ransacked the place. And what's more,
they looked in the shaft. That's just what we're going to get
- the Shaft! Let's go face Mr. Blake.
Arthur
Blake
He
accepts the bad news graciously, almost as if he expected as
much. He goes on to explain Neo-Druids and "The Circle."
That wasn't so painful. Time to face the boss.
This
would be a nice time to save your game. |
Scotland
Yard
Well,
if Mr. Blake was genteel, the Chief certainly isn't. He heard
how you clipped the beggar, (never admit to anything) and thinks
you're wasting the department's time fooling around with all
this hocus-pocus stuff. Well, if we're going to make any headway
at all, we need more information. Go see Janet in the Records
Room. That's to the left of the Coke machine. If you happened
to ask the Chief for permission to access the data, you were
told in no uncertain terms that you should do your investigating
the old-fashioned way - with your feet! Nuts to that idea. We
need efficiency, and we need it now. Janet won't let you into
the system either, because you need a signed form. Pick up a
form and try to get the Chief to sign it. No Way. We'll have
to blind-side him somehow. Go to Records and get a clipboard,
a piece of carbon-paper, and a form to request stationery. While
you are right there, read the notice on the pin-board from
the Chief. If we assemble these items correctly, the chief
should approve our request for stationery, and unwittingly produce
a signed data-request at the same time. Great scheme, but the
carbon-paper sticks out and he would notice. Got to trim it
somehow. Let's see, who might have a pair of scissors? Finding
such a thing in your own office would be hopeless, it's such
a mess. Go there anyway, just to check on things. Your answering
machine is blinking. The top arrow plays a message (you have
six) and the other two arrows cycle up and down through them.
Think hard about message number five from the Chief. It just
might be useful.
Go
talk to Lowry. The way to get him out of the office so you could
"borrow" his scissors would be to phone him up and
scare him out of the room. Talk to him everything, but especially
about dating Janet.
If
the choice to use his phone does not appear, go back
to your office, pick up the receiver; "No, I'd
rather use the speaker - phone;" try to dial
a number and notice the missing dial tone. Now the
conversation with Lowry will include a reference to
the phone. Keep at him until he gives you his extension
number, 196. |
Go
to your office and use the speaker-phone button to call ext.
196. Play message 5, and Lowry dashes out of his precious office,
leaving it all to you. Get the scissors, snip off the excess
carbon, and go directly to the Chief. If Lowry's still in there
getting chewed out, go somewhere. Your office, the lab, Janet's,
it matters not. When you come back, you can enter. Give the
Chief the stationery form to sign. Make your way out, and go
to Janet. She still wants a request for data form signed by
the Chief himself. Give her the ersatz form, and ask for information
on the Circle. She digs into the archives, finds about Lord
Sinclair, a murder, and other things. When she is finished,
ask for a printout. Take the printout from the printer and go
into the hallway and make a copy. Go to the museum and put the
copy into the letterbox in order that Ms Turner will know where
we are.
Now
that's some ritzy cottage! Try the doorbell. No matter what
we say to the butler, there's no getting inside, at least the
normal way. Go around to the right side and examine the fence.
Perhaps we can find a way through there. Trying the scissors,
the wire is too heavy. Go around the left side and notice some
cut grass. It's dry. Talk to the gardener at length to learn
about the grounds and their owner. Maybe we could distract the
gardener and take his tools. Set fire to the dry grass (with
the matches you took from the Chief, remember?) and you will
have access to the garden shears. Go back to the right-side
fence, clip the hedge, and cut the heavy wires. Ooops, the shears
broke. The scissors will take care of the light-weight wire.
Ooops, the scissors broke. Don't touch the fence directly, it's
electrified. Use the gloves to widen the hole. Now it needs
insulation so you can crawl through. Combine the scarf with
a plastic bag to protect from electric shock.
Important:
Before
you go through the hole, be sure to pick up the piece
of wire that fell to the ground.
|
Slide
through and meet Jack, who introduces you to Lord Sinclair.
You are invited to dinner, like it or not. You are locked in your room.
How to get out? The door is locked, the wardrobe is locked,
the window is locked. Examine the large painting over the bed.
Ugghh! Left-click on it, and night falls. Left click on the
paintint again and take it down. Use the frame to pry out the
nail. Use the nail to remove the canvas. Notice the slit under
the door. Notice the dark keyhole. Maybe we could retrieve the
key by dropping it onto something thin and flat. The canvas
won't fit through the slit. Take the nail and pry up a couple
of tiles. Now the canvas fits. Use the nail to push the key
out, and pull it back under the door. You are free! Go downstairs
and into the dining room. Examine the pictures on the wall,
especially the one close to the table, which resembles the symbol
on the Amulet of Transformation (It's the Druid symbol for fire.)
Go out the back door, and a long cutscene ensues, where you
observe a gruesome Druid ritual, then join the Circle at dinner.
You become one of them. Then Melanie Turner reads your note
and decides to check up on you.
The
butler never wavers. There's no use pursuing that route. Go
around to the right and crawl through the hole Halligan made.
Hide behind the first bush. The rocks go to your inventory automatically.
Put them into your hand.
This
is an ESSENTIAL time to save your game. Do it! |
There are
two guards. One is watching the front of the house, and the
other walks back and forth along the side. When the side-guard
walks away, throw a stone at the front. Wait until the side-guard
comes to a stop beside the front-guard, then dash behind the
next bush. then into the open window. They might see you enter
the window, but will not follow. Examine things in the room:
bones, skulls, an altar with a bowl of blood, an "interesting"
device under the painting (touch the device!!), a weird painting,
and a Pentagram, which gives all the appearance of a puzzle.
You can turn the outer ring, which is filled with warriors (?)
one of which is facing the opposite direction and one is standing
straight. Turn the outer wheel until the straight man is
at the bottom, and turn the star until it is inverted, with
the bead at the bottom. You will hear something unlock. (It
would be nice to have a "click" in the subtitles for
people who can't hear the sound effects.)
Go to the
weird picture and slide it to reveal a safe. The combination
is deduced from the painting. The ten o'clock, one o'clock and
six o'clock positions appear to be important. Try clicking the
rectangular button. Listen to the sound. Now turn the combination
to 10. Press the button and notice the slight difference. That
is the first digit. Then one, click; six, click. The safe opens
and you receive a parchment covered with runic writing, and
the Amulet of Transformation. Uh-Oh. The door rattles. In comes
Brent Halligan. He is just not himself. (Shall we say he's been
"off his feed?") A very long cutscene ensues, ending
with a conversation at Mr. Blake's. Continue talking with him
until he mentions the need for a book: "Celtic Orthographic
Systems" by Scott M. Winfield. You will go to the Oxford
Library to find it.
Walk
right in and go see the Librarian. What a grumptious old bag
she is. Talk with her all you want, she won't budge. Examine
the valuable book exhibits if you like, and go into the left
wing (left if you are facing the Librarian, that is) and speak
to the man at the computer. He is Professor Hastings. He won't
relinquish his spot, but if we could use the computer, we might
figure out how to look for the book. Let's find a way to get
him out of his chair. Go across the lobby into the right wing
and see the pile of books on the table. "Roman Monetary
Systems." Not the most exciting stuff, perhaps, but take
one anyway. Now try to get outside with it. The magnetic sensor
catches you, and you get dressed down in no uncertain terms.
Boy, she makes the lady at GK2's Ludwig Museum seem almost charming!
Go back to Professor Hastings and slip the book into his pocket.
He is so involved he won't notice. Then go outside, walk up
to his BMW, and find a way to set off the alarm. Use the wire
you saved from Sinclair's fence to pick the lock. (Slip it into
the crack above the window.) The car-alarm sounds, and Hastings
runs through the magnetic trap, getting caught. Now you can
use the computer to learn the book's location. It says "48/3
- C - B." Go to the wing behind the Librarian, and enter
the stacks on the far right. If you are in the C-stack, click
on shelf 3 to climb the ladder and find the book. Whee! Down
the ladder the easy way. {Did you notice: Blake called the book
"Celtic Orthographic Systems", Halligan called it
"Celtic Literary Systems", and the computer called
it "Old Celtic Alphabets?"}
How
can we get this book out? She won't let it be circulated. Aha!
Back to those Roman-coin books, and borrow one of the dust-covers.
It fits well enough, and that title can be borrowed. Check it
out, you've hit her field of interest. She turns as nicey-nice
as she was nasty before. Let's give it to Mr. Blake.
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!
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, (notice the
sequence!) 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
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 (put it in the weighing-pan, that
is) 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. 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. (I'd whine too, if I was counting rats
while you are brewing love potions; Jeez!) 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 for one, 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?
Execution? Nobody said that was part of the deal. Seems we need
to find the room with the crystal ball and pronto.
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 (right on the screen; 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. We have figured out by now the X is two
logs; the wavy lines show them burning.) 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 to do? 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 (again, notice the sequence.) At the far end is a device
like a slide rule. The small door leads into the library. Guess
who's been 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 rats! 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 room, the
fire's working, but little else to do. Next, you will find the
candelry. 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 fourth painting Sinclair had showed the
scene of the temples, same as the view out your bedroom window.
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.
This would
be a nice time to save your game. |
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 the quick
way through this mess, Click Here.
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. Evidently, the crystal
ball is an Eye into Time. 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, 2, 1. 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. Need a picture? Click Here. 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 and Maglor lands in the forest.
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 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.
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.
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 indicated in the photo. 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. Map
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
did not include the final cutscene. If this happens to you,
delete (or rename) the Disk2 folder, and replay the ending with
the CD "The Past" in the drive.
This
document may only be distributed with the express written
permission of the author, Tally Ho
The content of this document may not be altered in any way without
the permission of the author.
Any proposed changes or additions to the walkthrough may be
submitted to Tally Ho.
All images and concepts property of CDV Software Entertainment
AG.
You enter at a three-door gate. The blue
glow is seen in the background. Take the Right doorway.
The complete solution is:
Right, Center, Right,
Right, Left, Left, Third, Center, Right,
Right.
The underlined instructions indicate
that you turn and go back into the same door.
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