MYSTERY OF THE DRUIDS - Part 1 Solution by Peter Clark You play the part of Brent Halligan, a detective at New Scotland Yard. Your boss, Chief Inspector Miller calls you into his office one morning and tells you that there has been another death in a series of killings that have taken place in London during the last few months. You are put on the case and it is here that the game proper starts. When Chief Inspector Miller has finished talking to you he will give a case file. A paper copy of this is included with the game. Leave his office but take the matches from his desk first. Go to your office, which is to the right of the drinks machine, and look at the set of drawers. You can open all of them and you should take from them the apple juice, the plastic evidence bags, the gloves and a green rag. Leave your office and take the lift. The lift is the means of linking you to other places during the game. Select Epping Forest and visit the scene of the most recent crime. Epping Forest. Talk to the policeman on duty and learn what you can from him then inspect the pile of bones nearby. Use the evidence bags to collect a large bone near the rib cage and some burnt grass beneath it. Return to Scotland Yard. Scotland Yard. Find the Forensics Laboratory. Talk to the technician and show him your evidence. He will eventually suggest that you visit Dr Turner at Oxford Anthropology Museum. Use the lift again to go to the Museum. Oxford Museum. When you get there, you discover that it is closed for renovations. Leave the front of the Museum and go right to a telephone box. Try to use it. You have no money so that is out of the question. Go to the left of the Museum gate and talk to the down and out. He has some cash in his hat but he won't let you near it. Talk to him until he tells you that he is thirsty then take his empty flask and go back to Scotland Yard. Scotland Yard. Go back to the Forensic Laboratory and examine the shelves at the back of the room on the right. One of the items is not a bottle of liquid. Take this and examine it to find out that it is fingerprint powder. Now go and examine the shelves on the left. Clean them with the rag from your inventory and then go and talk to Chris, the Technician. Talk to him about the bottles of alcohol until he suggests that you drink some. You finish up with a hangover but find yourself alone in the laboratory. Examine the bottles on the left hand shelf again and use the fingerprint powder on them to find out which one was the one that you drank from. Now take this bottle and put some of it in the flask. Put some of the apple juice in the flask also to dilute it. Now put the bottle back on the shelf and return to the Museum. Oxford Museum. Go back to the down and out and let him have the flask. When he is dozing, you can take the change from his cap. Go right to the telephone box, lift the receiver and look at the phone book to get the number, and then use the coin on the slot. You get to speak to a woman rather than Dr Turner. You are told that Dr Turner will be away for several weeks and cannot be reached. She rings off and you must now go back to Scotland Yard. Scotland Yard. Go to the Forensics Laboratory and talk to Chris again. He tells you that you were speaking to Melanie, Dr Turner's daughter. Return to the phone box and call her again. This time she invites you to meet her at the Museum. Go to the front of the Museum and meet Melanie. Oxford Museum. You are shown into Dr Turner's Office. Talk to Melanie until all aspects are covered. She then tells you that she will examine the bone that you got from the murder site. You now continue the game as Melanie. Examine everything in the room. Find the machine that takes slices of bone and use the bone on it to get a thin slice. Now go to the microscope and use the slice with it. Turn the wheel until it comes into focus and Melanie sees some gold. Look at the table with the weapons on it and take special note of the sickle. Use the large bone on it to see that the cuts match up. Read the magazines on the table about Druids. Tell Halligan what you have found out and tell him about Arthur Blake, the author of the articles. You now continue playing as Brent Halligan. Leave the Museum and go to Blake's House. Blake's House. Talk to Blake about everything possible. You will learn about the Druids and the Amulet of Transformation. Go to Portsmouth and take the ferry to France. Carmors Harbour. Talk to the ferry captain and you find out that he is not very talkative. Go over to the fisherman and examine his rod then talk to him. You will learn much about the area and you should keep talking to him until he tells you that the ferry captain needs to be addressed by his full name before he will tell you anything. The fisherman will eventually tell you what the captain's name is. Go back to the ferry captain and talk to him again. This time he is more talkative. Get him to tell what he knows about druids and how salt can destroy buildings. At the end of the conversation, look down at the ferry hull and you see that it is encrusted with salt. Go back to the fisherman and ask him if he and the captain are friends. He tells you that they drink together and that he has a cat, which he hates as it, interferes with his fishing. Go back to the crates and stand by the one marked, "Carmors". Get the green cloth from your inventory. The captain's cat will walk towards the crate from the left, stop behind them and then carry on walking right. Use the green cloth on him to catch him. Now take the cat to the place where Pierre is fishing and release it. It will knock the tin of bait into the sea. Pierre asks you to look after his rod etc while he gets more. When he has gone, take the fishing rod and the bucket and combine them in your inventory. Go to the ferry and use the rod and bucket to get some salt. Now you can leave the port and go to the Castle. The Castle de Carmors. Make your way around the castle to the left and go down the steps to a locked gate. You can use the file cover from your inventory to open it. Inside, look around at the gravestones until you find one with an indentation in the top. Put the salt in it and grind it up with the bone. Now take the salt and go to the Mausoleum. Use the salt on it and the ruin collapses revealing a chest. Open the chest and you find the Amulet. Did you notice someone hiding by the large building? Now go back to the ferry and return to Portsmouth. On the Ferry. From your cabin, try to leave and you realise that you must hide the amulet for safety. Examine the overhead ventilation shaft and you find that you can open the flap on the bottom. Put the amulet in there for safety and leave your cabin. On your return you find that your cabin has been ransacked and that the amulet has been stolen. On arrival at Portsmouth, go to see Mr. Blake. Blake's Cottage. Talk to him about everything and he will tell you about Neo- Druids and an organisation called The Circle. Now return to Scotland Yard. Scotland Yard. On arrival the Chief calls you into his office and you get a good dressing down. Go to the Record Office, on the left of the drink machine and talk to Janet. She will not let you have access to the Police Database without a signed form, which she gives you. You can try to get the Chief to sign it but he refuses. Go back to the Records Room and go to the desk at the far end. Here you can pick up a sheet of carbon paper, a clipboard and form Requesting Stationery. Combine these in your inventory and you see that the carbon paper sticks out too much and the chief will see it. It needs to be trimmed so you need some scissors. Go into your own office first and you will see the light on your answer phone blinking. Check the messages and take a note of message No.5, as it will come in useful later. Now go into Lowry's Office and talk to him about dating Janet. You must insult him as much as possible. Keep on at him until you get the option to ask if you can use his phone. If this doesn't happen, go back to your office and switch on the phone speaker then try to dial any number. You can then go back to Lowry and try again. Ask him what his extension number is. When he tells you that it is 196 you can return to your room and dial it. When he answers, play back message five to him. He will go into the chief's office leaving you free to go into his and use the scissors to trim the carbon paper. Make your way back to the Chief's Office and go inside. If Lowry is still there wander around for a while then return. Ask the Chief to sign the stationery requisition. After a while he will do so. Now you can go to the Records Office and ask Janet to access the database. She still insists on having a signed form so give it to her and ask her to search for information on The Circle. She comes up with several useful facts including the address of a Mr Sinclair. When she has finished, ask her to give you a printout. Take this from the printer, go into the hallway and make a copy of it on the photocopier. Now quickly go to the Museum and post the copy through the letterbox. She will now know where you are. Leave the Museum and go to the Sinclair Mansion. Sinclair Mansion. Try the bell and intercom on the gate. It is no use talking to the butler, he will not let you in whatever you tell him. Go right and examine the hedge. There is a gap in it but a wire fence that is also electrified covers it. Now go to the right of the gate and talk to the gardener who is cutting the hedge. Talk about everything and make a note of the pile of hedge clippings near him. When you have finished talking to him go to the pile of clippings and use the matches that you took from the Chief's Office to set them alight. The gardener runs off to get water leaving his shears behind. Get them and go back to the gap in the hedge. Use the shears to cut the wire. The shears break and you have to finish the job with the scissors. Now wear the gloves and bend the wire back to form a hole. Combine the scarf and a plastic bag in your inventory and use them to insulate the hole so that you can climb through. Be sure to pick up the broken piece of wire before you climb through the hole. Go through, and Jack who is one of Sinclair's henchmen will capture you. You are taken into the house and locked into a bedroom. Examine the door, the window and the wardrobe, all of which are locked. Look at the painting above the bed. It is horrible. Left click on the painting and night will fall. Now take the painting from the wall and use it to prise the nail out of the wall. You can now use the nail to cut the painting from the frame. Now it is dark you can see that there is a gap under the door. Maybe you can use the old trick of sliding something under the door and pushing the key out onto it. The painting might be the thing but it will not slide under the door. Use the nail to lever up a couple of the floor tiles. Now try again. The painting slips under this time and you can use the nail to push the key out onto the paper. Pull the paper back and you have the key. Unlock the door and you are free. Around this time you will hear screams coming from the direction of the woods. Go down the stairs and between the two staircases into the Dining Room. Look at all the pictures especially the ones near the table. One has the same symbols on it, as did the Amulet. Now go through the open doors to the back garden and you witness a horrible sacrificial ritual. You finish up having dinner with Sinclair and his guests. He tells you that you are eating human flesh and that you are now one of them. The scene now switches to the Museum and Melanie. She looks at your copy and decides to visit the Sinclair Mansion. Take her through the hole in the hedge. There are guards so you automatically run behind a bush and discover some stones. SAVE your game at this point. There are two guards, one at the front of the house and another that patrols the side. Wait until the one at the side is walking away and throw a stone towards the front of the house. The side guard will run to the front of the house to help his colleague. When he is there, run to the next bush and from there, through the open window. If you are seen it doesn't matter as you will not be followed. You are now in the Study. Examine everything that you see especially the strange picture and the pentagram. The outer ring until the man with outstretched arms is at the bottom and then click on the star and turn it until the arm with the bead on is at the bottom. You will hear a click. Go to the picture and slide it aside to reveal a safe. You now need the combination. You can get this from the painting. The ten o'clock, one o'clock and six o'clock positions seem to be important. Click on the button and listen to the sound it makes. Now turn the combination to 10 and press the button again. This time the sound is different. Turn the combination to one and press the button again. Now do the same for the six and the safe will open revealing a parchment and the Amulet. Take both and, about now, the door will rattle. Before you can escape Brent comes in and, in his drugged state, tries to strangle you. You manage to hit him with a skull and, when he comes round, he is back to his normal state. You both decide to go and see Mr Blake. Blake's House. You are now Brent again. Talk to Mr Blake until he tells you that he needs a book called "Celtic Orthographic Systems" by Scott M. Winfield. In can be found at the Oxford Library. Part company with Melanie and go to the Library. Oxford Library. GO inside and talk with the lady at the desk. She is of no use whatsoever so go to the left as face the desk and talk to the man at the computer. You need to use the computer to locate the book but he will not let you use it. Leave the room and go to the other side of the desk. On a table you see a pile of books called, "Roman Monetary Systems." Take one and try to leave the library with it. You set off the alarms and get a telling off by the lady behind the desk. Now go back to the man at the computer and slip the book into his pocket without him noticing. Go outside the library and find his car. Use the piece of wire that you took from Sinclair's fence and use it to open the car door by slipping it between the top of the driving window and the doorframe. The car alarm goes off and the computer man runs out to see his car. He sets off the alarm and is waylaid by the lady at the desk. While this is going on you can go back and use the computer. It tells you that the location of the book is, 48 / 3 - C - B. Go into the room behind the desk and finds Bay C. Having done this, click on shelf 3 and you will automatically climb the ladder and get the book. Now you have to get it out of the Library without setting off the alarms. Go into the room where the pile of Roman Coinage books is on the table. Use the book from the shelf on them and you change the book cover. Now go to the woman at the desk and ask to borrow the book. She will be nice to you now and you will be able to leave the Library with the book. Go back to Mr Blake's house. Blake's House. Give him the book and he will begin the translation of the parchment. He also tells you that Melanie is worried and is on her way over. When she arrives, a sort of earthquake will interrupt your conversation. You and she leave the house but, as you do so, it is struck by some kind of lightning bolt and Blake is killed. You both decide to go to Twelve Bridges. Twelve Bridges. On arrival, talk to Melanie but don't get too personal. Examine the "Danger" notice and take the boards that it is made of. Go to the left hand bridge of the two that are closest to you and go as far as you can along it. When you come to the gap, use one of the boards to make a temporary bridge. Now use the second board in front and pick up the one behind. Keep doing this until you get across. Melanie has no boards so she attempts to cross, hoping that the bridge will not collapse. She just makes it and the bridge falls down behind her making retreat impossible. Go and look at the bucket contraption. It is connected to the door of the tower and needs something heavy in it before the door can be raised. For some reason the amulet is what you need. Put this in the bucket and the door opens. You need to take the amulet with you so now you have to find something to wedge the door open while you retrieve the amulet from the bucket. You still have one of the boards so use this to prop the door open and then pick up the amulet from the bucket. You are now able to get inside the tower. Inside you find strange symbols on the floor. You realise that they are the same ones as you saw in Sinclair's study. There is a depression in the centre of the floor with something inside it. Go back outside and remove the screw and the hook from the left side of the bucket. Go back inside and kick the board from the door allowing a large hourglass to rise from the floor. There is another screw on the left of the hourglass. Use the broken scissors to remove this and put the hook in the hole in the front of the hourglass. Sand begins to flow from the top to the bottom and you are treated to a cut scene where you both go back in time. To be concluded next issue - o -