Druid: Daemons of the Minds: Walkthrough
by Ruth Roman
I wrote this walkthrough because I did not have the benefit of a hint book,
therefore, I had to muddle through. Moreover, I could not find a walkthrough
anywhere on the net. I hope this helps someone. If you discover something
that I missed, email me at RJRoman@aol.com.
The Common Ground
After the opening scene, you’ll be on a world called Navan and an island
called the Common Ground, standing between two green monsters. Kill the
monsters. Several chops to the knee or ankle area was the most effective.
There are 4 areas you must explore. Wendron in the North and where you are
currently, the Restricted Area in the Northeast, the Archives or Library in
the Southeast and the Quoites or Stone Circle in the West. Since you’re
already in Wendron, I’ll begin there.
After you defeat the green guys take exit to northeast of the screen. You
will be transported to a room in the observatory by the druids. In the room,
get 5 books, read them and place them into you inventory. The first 4 will
be in the bookshelf and the last on the table. The books are as follows:
Principles of Elements
Ogham, Language of the Elders
A Celtic Miscellany - inside this book you’ll find a white gemstone. Merge
this stone with the cross amulet in your inventory
Legacy of the Druids
Rules of the Common Ground is the final book.
Now, exit this room through the door to the East. You will be take to the
upper level of the Observatory to meet the druids (Astor, Havnar and Curak).
They will tell you their sad story about the lost of their brother Lawson
and ask you to find him. Once they finish talking to you they will transport
you outside of the Observatory. Talk to the guard to your west. His name is
Ondine. Ask him about common grounds, library and islands. He’ll tell you
about the Archives and offer to sell you an Archive Card or library card for
15 gold coins. You don’t have the money now so, leave Ondine and take east
exit.
You will see two green monsters beating up a man. Kill the monsters and talk
to the man. Ask about books and creatures. He’ll tell you he collects books
and old relics. This information will come in handy later in the game. Exit
north to the Map. This leads to the Restricted Area. Do not go there yet.
Exit map past the collector take southwest exit.
You’ll see a green monster standing beside a big boulder guarding a southeast
passage. Run your cursor or the rock until the cursor turns red. Double
click on red pointer and get 5 gold coins. Walk past the green guy or kill
him and take southwest exit.
You’ll see another green monster guarding a western passage. There is also a
southeastern passage. Take the southeastern passage. You’ll come to green
building with the CONTESTANT’S ONLY on the ground. A guard is posted in the
front of the building. This is a training area that allows you compete
against fighter to build up your character. But, you’ll need a Contestant’s
Certificate of Health in order to compete. You don’t have that yet so lets
go get one. Take north exit. East of the green monster is a small boulder.
Run the cursor over the boulder until it turns red. Click on red cursor and
find the corner of something metallic sticking out from the rock. You can’t
get it now because you will need a pick ax to pry it free. Leave it for now.
Kill the monster and take west exit. You’ll be to the front of the
Observatory. You’ll see a dead soldier. Search the body and get the
Contestant’s Certificate of Health. Return to Contestant Only area.
Present the guard with the certificate. You must kill five fighters and the
guard will give you the first of three stone bars you’ll need in order to go
to the next island. Save your game after every fight. You never know when
you won’t get the first hit and end up losing a fight. After you’ve defeated
five fighters and got the stone bar, exit area to the north. Take west exit.
Pass the Observatory and take west exit. You’ll be in the area where you
started the game. Now, take northeast exit. You’ll see a solder posted to
the left of a dark blue gate or fence. Kill the soldier, search body and get
25 gold coins. Take east exit and you’ll see a dead soldier to the right of
a gate. Search the body and get 3 more gold coins. Click on the gate and
you’ll find that the lock is broken. Click on an area in the fence to the
right of the gate opening and you’ll find a loose bar. Take it and place
into inventory. Leave this area for now. You’ll come back to it later.
Now, take southeast exit and talk to Ondine again. Buy the Archive card
from him and take southeast exit.
Head southwest back to the passage guarded by a green monster. Kill the
monster and take southeast passage to the map. Head for the Archive. Make
sure the Archive card is the active cursor and enter the Library. Talk to
the librarian. On the first floor you’ll find 46 gold coins on various
shelves and a book called "Old World Relics". On the second floor be careful
what you read. A book entitled "Poverty" will take away your money. Save
your game before you click on books and read them. Get a book entitled "Book
of Passage". This book is actually the only key that can open the
Observatory. Exit Archives to the map. Defeat the monster and take east
exit. Give the collector the "Book of Relics" and he’ll give you the second
stone bar.
Take northwest exit. Then, take north exit leading back to dark blue gates.
Use the iron bar and open the gate. Enter and defeat the guard. Search the
body above the guard you just killed and take third stone bar and a gold
bracelet. Place into inventory and leave this area for now.
Go back to the area north of the Archive. Fight the green monster over and
over until you’ve reached level 15. It takes 15 fights to gain a level or
3000 points. Once you’ve built up your stats exit the area to the west.
Then, take lower southwest exit to the map. Go to the Quoits or Stone
Circle.
You must place the stone bars in the correct recess then, align the stone
blocks in the correct order to gain passage to the next island. The correct
alignment is North, East, South and West. The far back stone pillar gives
you clues as to the order of the bars. You will find one of these
descriptive pillars on every island. Once you have aligned the stone bars
correctly Astor will appear to take you to the island of Keown.
Keown
This island consist of five areas. Astor’s Palace to the northeast, The
Beach (unmarked on the map) to the east, the Black Mountains to the south,
Broadoak Woods to the northwest and Duir: Lost Peaks to the west.
Exit south to the map. From the map go east to the Beach. You’ll see a man
sitting on the shore. East of the man is a bottle. Get the bottle and look
at it. You’ll find a note in the bottle. Read the note and place it into
inventory. Now, talk to the man twice. He’ll offer to sell you a bucket.
Buy the bucket. Exit man to the north. Run the cursor on the sand until
the arrow turns red. Click bucket on the sand and get a bucket of sand.
Place into inventory. Exit the Beach to the map. Head to Duir.
When you arrive in Duir talk to the man in the door west of the entrance.
He’ll sell you an ax pick. Buy it for 12 gold coins. Leave the man and
exit to the southeast. On the way to the exit pick up the loaf of bread
behind the wagon. The bread restores health points. Now, exit the screen to
the east. You’ll see a man standing in front of the only door you can enter.
He will not let you take this exit until you find his stolen knife. Exit
the man to the west.
You’ll come to an area with four men watching a monster in a ring. Talk to
the men and show the ring master your contestant’s certificate. Enter the
ring and defeat the monster three times. After the third defeat, the ring
master will give you the first of three stone bars you’ll need on this
island. Exit this area to the northwest.
You’ll come to an area with three more houses. The far east home is the only
one you can enter. Enter and take the two bottles of wine on the table.
Take east exit. Exit Duir to the map. Head for Broadoak Woods.
When you arrive in Broadoak Woods turn immediately to the west and get the
tree sap. It resembles a pear hanging from the tree. Now, go into the house
and talk to the man. Return his bottle of wines and he will replace them
with two properly aged bottles of wine. Exit area to the map. Go back to
Stone Circle and exit to the map. Head for Black Mountains.
Upon arrival get ready to fight. This is the excavation site Astor spoke of
when you first arrived on the island. Defeat the three guards. Before you
go upstairs to fight the final two guards, get the new ax (Ax X 2) and
bracers beside the head gear sign. Now, go upstairs and kill the two guards.
Take east exit to the core. Talk to the workers. After talking to the
workers, run the cursor on the mid western wall. Use the ax pick to get a
patch of iron ore. Place into inventory and exit Black Mountains to the map.
Now, go to Astor’s Palace.
When you arrive, get ready for a fight. Kill the monsters and enter the
palace. Kill the guard and talk to Astor twice. The second time he’ll ask
you what news you have concerning Lawson. Give him the note you found in the
bottle from Brem. Leave Astor and exit through the west door. Proceed
through the next door. Enter a room with guard. Pick up the hour hand on a
table east of entrance. Kill the guard and exit through the doors behind the
guard. When you enter you’ll be in front of an open well or pool. West of
the pool is a door with a guard in front. Behind the pool are two doors.
Click on the clock east of the door. You’ll find the hour hand missing.
Replace the hour hand. This opens the two doors behind the pool. Kill the
guard and go through the west door. Kill the guard inside and read Astor’s
and Kreizter’s Diaries. Get the Astor’s key on the table and exit the room.
Click on the pool and you’ll find that there is something in the water that
you can not reach. Go through northeast door behind the pool. Get Astor’s
dipper and a health potion. Go back to pool and use dipper to get the second
stone bar. Now, exit through the northwestern door.
Exit through door to west. Carefully run the cursor over the southeastern
most front portion of the grade. You’ll find a black gemstone embedded
between the grade. Use Astor’s dipper to get the gemstone. Merge the
gemstone with your gray amulet, replacing the white gemstone as the center
stone. Exit this area to the west.
Enter the boat room. Pick up the note and read it. Then, pick up the
dagger. This is the stolen dagger Tarrick spoke of when you visited Duir.
Look at dagger and remember the description. It will become clear later in
the game. Look at the boat. It has a hole in it. You can’t repair it until
you return the dagger to Tarrick. Leave Astor’s Palace and return to Duir.
When you approach Tarrick give him the dagger first. He will think you
killed Tarrian for the dagger. Then, give him Tarrian’s note. He will give
you the dagger and let you enter the house. Get the rope and read the book
on the shelf. Learn healing spell. Now, return to Astor’s Palace.
Return to the boat room. Merge the rope and tree sap. Place the
pitch-soaked rope on the hole. Astor will show up and give you the third
stone bar. Exit the boat room and go back to the main room (Astor’s throne
room). Enter either of the eastern doors and place the bottles of wine on
the reddish purple stain. Get the gold ring from the left tomb and words of
wisdom from the right tomb. Exit Astor’s Palace and head for the Stone
Circle. The stones must be align as follows: North - Summer, East - Autumn,
South - Winter and West - Spring. Leave Keown and head back to the Common
Grounds. Upon arrival Astor will take you back to the Observatory for a
meeting with the druids.
The druids will ask if you have found anything of Lawson’s. Give them Brem’s
note. Exit the upper level of the Observatory. Exit the building to the
southwest. Go back to the Stone Circle and Havnar will take to his island,
Aneli.
Aneli
Aneli consists of three areas. The Rime Cliffs, the Great Glacier and
Havnar’s Cave. By now you should have a good understanding of the map
system. Head for the Rime Cliffs. You’ll have to pass through the Great
Glacier. The Great Glacier is only an area that allows passage to the east
and west. Run the cursor slightly east of the entrance in the snow. Your
foot will sink. There is a box under the ice but you can’t get it without an
ice pick. Remember this area. You’ll come back to it after you’ve found an
ice pick. Exit to the east. Search the dead soldier and find and elder root
(it keeps you warm). Place into inventory. Exit to lower southeast.
Enter Rime Cliffs. Pick up the icicle in the red rock alcove and place it
into inventory. Pick up the frozen herring (restores health) and place it
into inventory. Run the cursor over the mound of snow in the area where you
found the herring. There are some important vials buried in the ice but you
can’t get them until you have an ice pick and until you can place them in a
special cold insulated container. You’ll get the container later in the
game. Exit this area and head west to Havnar’s Cave.
At the entrance of the cave you’ll meet a soldier who asks you for some elder
root. Give it to him and listen to his story. When he’s finish, go into the
cave. Inside the cave, talk to the two men. The man to the west will ask
for elder root or money. Give him a gold coin. Talk to him a second time
and he’ll offer to sell you an ice pick. Buy it. The man on the right is in
his own little world. You will be able to talk to him later. Exit to the
north.
Kill the two monsters and take the north exit. Kill the three monsters
inside. Take exit to east. Enter the library and talk to the librarian.
Kill the monster guarding the stairs leading to the upper level and explore
the area. You will find a key in the middle section of the upper level. Get
the book leaning against the bookshelf and read it. Exit the library and
take exit through the west door.
When you enter the room you see a large pool. Kill the guard and drink from
the pool. Take west exit. Enter the room and pick up the empty glass vial
to the right of the entrance. Smell the flowers and kill the two monsters.
Take west exit.
Enter room and kill the monster. The door to Havnar’s room will be locked.
Run the cursor on the floor just beyond the walkway until the arrow turns
red. Click the icicle on this spot. This opens Havnar’s door. Enter
Havnar’s room. Talk to Havnar then, pick up a better ax and bracers to the
left of the door. Exit Havnar’s room and go back to the Great Glacier. Use
the ice pick to get the small box in the snow. Inside fine a spell scroll.
Exit the Great Glacier to the north and head for the Stone Circle. On the
way you’ll find the soldier you gave the elder root dead. Search him. Get
elder root, healing potion and a note written in code. Take the note to the
old man at the entrance of Havnar’s Cave. You’ll find out the note refers to
Lawson. The old man will send you to the librarian. The librarian will tell
you to take the note to Havnar. Take the note to Havnar and he will give you
100 gold pieces. Exit Havnar’s Cave and head for the Stone Circle. The
order of the stone bars are as follows: North - Breath, East - Body, South -
Flame and West - Blood. Once you reach the Stone Circle on the Common
Ground, Havnar will take you back to the Observatory to meet with the druids.
Exit the Observatory and take the southwest exit. Return to the Stone Circle
and prepare for your journey to the island, Rumi. Upon arrival, talk to
Curak.
Rumi
Rumi consists of four areas: Taranis to the north, Hellfire Ridge to the
east, the Sulfur Caverns to the west and Curak’s Castle to the southwest.
Head for the Sulfur Caverns.
You will first have to go through Taranis. Taranis allows passage to the
east and west. Talk to the man at the entrance. Kill the two monsters and
take northwest exit. Talk to Targhus at the entrance. Pick up the two twigs
of willow to the east of Targhus. Now, talk to the man to the west of
Targhus. He will tell you his name is Marivonnick. You have something in
your inventory with his name on it. Give Marivonnick the gold bracelet. He
will give you a note to take to Ferghus at Hellfire Ridge. Exit this area to
the northwest. Kill the two monsters and drink from the barrel. Take the
northwest exit to the map. Head for Sulfur Caverns.
Kill the two monsters and cross the bridge. Take northwest exit. Kill the
monster and click on the rock near the dead monster. Find three gold coins.
Take northwest exit. Kill the two monsters and take southwest exit. Pick
up the magic scroll and crucible on the table. Exit this room to southwest.
Kill the monster. Click on the southern most green statue and get the
protective helmet. Place into inventory. Take west exit. Enter the room
and talk to the scientist, Bryn. Go to the opposite table and read his
notes. Remember, Bryn manufactures the fuel reagent for the druids. Now, go
into inventory and get the protective helmet. Make sure it is the active
cursor before you take the southwest exit. Enter the lava room. The helmet
protects you from the heat of the lava room. Go into inventory and merge the
sand and crucible. Then, dip the crucible into the lava. Place into
inventory. Look at crucible and find a piece of glass. Go back to Taranis
and take the glass to Targhus. He will polish the glass into a lens. Exit
Targhus and head for Hellfire Ridge.
Talk to Ferghus. Give him Marivonnicks’ note. Then, give him Brem’s note.
He will give you Lawson’s dagger with a message inscribed on it for the
druids. Search the dead body and get prison paper. Exit this area and head
for Curak’s Castle.
Enter Curak’s Castle. Kill the monster and take north exit. Then take west
exit down to lower levels. You’ll find a new ax (Ax X 6) and bracers two
levels down. Now, go back up two levels and take the northeast exit. Go
down two levels and enter room with a large well. Take northeast exit to
Curak. Talk to Curak and show him the dagger. Now, go up stair in his room
and take the insulated container. Exit Curak’s Castle and return to Sulfur
Caverns.
Give the container to Bryn in the Sulfur Cavern and receive four vials of
Aktram. This is the first part of the mixture for the fuel reagent. Now, go
back to Stone Circle. The alignment is as follows: North - Moon, East -
Sun, South - Navan, West - Stars.
Exit to the Common Grounds and Curak will take you back to the Observatory.
Exit the upper level of the Observatory and explore all the room on the
lower level. In Astor’s room (southwestern most room) find a locked wooden
box. Open it with Astor’s key. Receive an ornate piece of metalwork. Place
into inventory. Read the two books on the table and gain some helpful
insight. Exit Astor’s room. Go into Havnar’s room (northeastern most room).
Get insulated cold container to the left of the entrance. You’ll need this
container to collect the vials back on Aneli at Rime Cliffs. Go there after
you finish exploring this level. Finish off this room. Click on the clock
and find a book entitled "Mission 1 - 5". You’ll find out the real truth
about Lawson’s demise as well as others. Exit this room and enter Curak’s
room. Get a note from the fireplace and read it. Now, exit lower level of
Observatory to the southwest. Head for the Stone Circle. You no longer have
to adjust the stone bars. Just click on "Exit" and find that you can now
walk from island to island. Exit and walk to Aneli.
Head for Rime Cliffs to the east. Go back to the mound of snow and use your
ice pick to unearth the vials. Use the insulated cold container to retrieve
the four vials of Izran. These vials are the second part of the fuel
mixture. Place into inventory. Merge the two mixtures to create the fuel
reagent. Now, return to the Common Grounds.
Go back to Wendron. Once you get to Wendron, take the northwest exit to the
place where you started the game. Take the northeast exit twice. Reenter
the blue gate and go into the Prison. You’ll have to use the prison key to
open the gate. Present the guard with the prison paper you got from Ferghus
on Rumi at Hellfire ridge. They identify you as the executioner. Exit the
guard to the West. Enter and kill the guard. Search the body and retrieve a
small copper key. Go back to guard room and click on the clock. Use copper
key to open the case. This activates the manual override to the ramp in the
next room. Flip the switch and exit to the ramp room. Walk down the ramp
and take south exit. Kill the three prisons and take the northeast exit down
to Kreizter’s prison cell.
Talk to Kreizter. He will give you a pass to the Science Center in the
Restricted area. Ask about prison, Navan, stars, Navan and science chamber.
Now, leave prison and return to the upper level of the Observatory. Take
the southeast exit below the gate. Use the "Book of Passage" to gain
entrance. Click on the telescope and you’ll find that it is missing a lens.
Use the lens from inventory to repair the telescope. Click on the blue
projector to the left of the telescope and receive a Star Map. Now, it time
to finally go to the Restricted Zone. Exit the Observatory the same way you
entered. Once outside, take the southeast exit. Pass the collector and take
northeast exit to the map. Head for the Restricted Zone. Present the guard,
outside of the Science Center, with the pass Kreizter gave you. Enter the
Science Center and kill the two monsters. Talk to the scientist on guard.
Take the west exit through the door. Enter a room with 5 bunk beds. Search
the mattresses and find a locker key. Exit the room then, take the north
exit behind the guard.
Talk to Ives west of the north exit. Kill the guard and take the north exit.
Enter room with space ship. Talk to Kreizter near rock in northwest corner
of the room beside the space ship. He’ll tell you the ship still needs
certain items before it is operable. Give him the fuel reagent. Then, talk
to him again. Enter the space ship. Place the ornate piece of metalwork on
to the right of the console marked ignition system. Go into inventory and
merge the knife with the iron ore, magnetizing the ore. Place the magnetized
ore to the left of the console marked magnetic guidance system. Place the
star map in the middle section and blast off. You’re going back home. Game
ends.
I hope you found the game as enjoyable as I did. Hopefully Sir-Tech will
write another part to this story. Bye for now.
Acknowledgments:
Sir-Tech is a registered trademark of Sir-Tech Software
Druid: Daemons of the Mind registered product of Sir-Tech Software, all
copyrights therein applies.
For questions please email me at RJRoman@aol.com
Thanks Sir-Tech for a wonderful game that required no tech support.