THE MYSTERY OF THE DRUIDS
-= Grave Digger =-
GENERAL INFORMATION
You may solve many puzzles quickly if you choose the proper dialogue
options while talking to a character. Make sure you choose all the
important topics in the dialogue options. You may abort the unnecessary
dialogues by hitting ESC key.
In the game you play as Scotland Yard Detective Brent Halligan and as
Oxford Museum Anthologist Melanie Turner in different locations and
puzzles.
WALK THROUGH
PRESENT
Scotland Yard - Inspector Millers Office
After the conversation with Inspector Miller, pick up the matchbox off
his table. Leave and head for your office down the hall. Your office
is the middle one.
Scotland Yard - Inspector Brent's Office
Open the drawers of the cabinet on the right, which can be opened
individually one by one. Get the bottle of apple juice from the
topmost drawer, Janet's green scarf from the second drawer, roll of
plastic bags for securing evidences from the third one and brown
surgical gloves from the lowest drawer. You can also try to use
the phone but calling out station is not allowed for you and it
is more like an intercom. Leave your office and head over the
elevator to get the overhead map of London. Click on Epping Forest.
Epping Forest
Walk to the pile of bones and get the close up. Use the roll of
plastic bags on the bones and the strange tuft of grass in front
of the skull. Return to normal view and talk to the police officer
and use all the dialogues. Walk left and return to Scotland Yard.
Scotland Yard - Laboratory
Show the bone and the tuft of grass to Chris Hecker and talk exhaust
all the dialogues with him until he mention about Professor Turner of
the Anthropology Museum in Oxford. Leave laboratory and use the lift
to get the map. Go to Oxford Anthropology Museum.
Oxford Anthropology Museum
Regretfully the museum is closed for maintenance. Walk left along the
museum wall to reach the bum. Get the closer view and talk to the bum.
He will tell you that there is a woman working in the museum and he
needs a drink. You will also notice that he has some coins in his hat
lying in front of him on the ground. Pick up the beggar's empty flask
and half fill it with apple juice from your inventory. Try to give this
drink to the beggar but he wants something with alcohol. Leave the beggar
and head back to Scotland Yard.
Scotland Yard - Laboratory
In the laboratory, walk to the back wall and get the close up of the
right shelf and pick up the bottle of fingerprint powder, Get the
normal view and then get the close up view of the left shelf and again
to get the view of the bottles. Right click on the bottles to know that
the bottles have a lot of fingerprints and dust accumulated on them.
Use Janet's green scarf to clean the bottles.
Walk to Chris and talk to him about the bottles on the left shelf and
agree to try the drink he offers you. After the short animation when
you come back in your senses walk to the left shelf and get the close
up view of the bottles and use fingerprint powder on them to find out
which was the bottle Chris used to give you the drink. Get the bottle
and use it with the half-filled beggar's flask and again place it back
in its original place. Head back to the bum sitting outside the
museum.
Oxford Anthropology Museum
Give the treated drink to the bum and watch him go to sleep. Get the
coins from his hat and walk right to the other side of the museum to
the telephone booth. Get the closer view and pick up the phone from
the cradle and use the coins on the coin slot. Click on the second
telephone directory from left and get the museum number. Talk to the
woman over the phone. Leave the telephone booth disappointedly and
head back to Scotland Yard.
Scotland Yard - Laboratory
Go in the laboratory and talk to Chris again to find out that the
woman you spoke over the phone is actually Dr. Turner's daughter,
Melanie. Go back to the Museum.
Oxford Anthropology Museum
Walk to the telephone booth and use it again to call Melanie again
in the museum. This time she will invite you to come in the museum.
Leave the telephone booth and head back to the front of the museum
to find her waiting for you just outside the museum. Walk towards
her. After the long conversation with her, just agree to wait.
Melanie
Now you are controlling Melanie and you have just the bone in your
inventory. Walk to the desk by the right wall and get the close up
the rectangular machine to chip off a slice of the femur bone. Get
the normal view and get the close up view of the microscope lying
on the front of the same desk. Use the slice of the bone and adjust
the lens and keep on clicking the lens after every adjustment to
make Melanie say that, "there's some metal residue here" and again
"it's gold." Get the normal view and walk to the desk with various
hand weapons lying on it and get the close up view. Use the Femur
bone on the Sickle's from England to find out that the notches made
on the bone are with a sickle made of gold.
Now, click on the magazine lying on the right side of the desk to
know all about the sacrificial rites in England. Walk to Brent and
talk to him. The controls will switch back to Brent so exhaust all
the dialogues to find out that a great Historian, Arthur Blake can
provide you more information on the case. Outside the museum, walk
down to get the map and go to Arthur Blake's residence.
Arthur Blake's Residence
Walk toward the front door and use the doorbell. Talk to Arthur.
Once inside get the close up and talk to him agai. Exhaust all the
dialogues to find out that the only way to stop all this murders is
to find out the amulet, which can be found in Carmor, France.
Leave Arthur Blake's house and choose Portsmouth on the map.
Carmors
After a short animation you will arrive in Carmors. Talk to the
fisherman and use the following dialogue options to get the fast
access to the Captain of the ferry.
"I like your fishing rod, it�s a beauty."
"What you planning to catch?"
"Capitaine DeNeuve? Who's that? "
"How to deal with him? What do you mean?"
Now talk to the Captain and use his complete name to get his full
attention. Talk to him and use all the options to find out about
the Castle of Carmors, the evil lord, the story of five people
and the amulet. After talking to Captain, again talk with the
fisherman and use all the other dialogues until he mentions about
Captain's ferocious cat. Leave and stand in front of the crate with
"Carmor" written on it. Get the green scarf from your inventory and
wait for the cat to arrive and sit by the lamppost. Use the green
scarf on it to get it in your inventory.
Now go back to the fisherman and use the cat on him to get rid of
him for good. Pick up the bucket and the fishing rod and combine
them in your inventory to get the hanging bucket on the fishing rod.
Get the closer look of the hull of the ferry and notice the salt
lumps accumulated on it sides. Use the bucket hanging on the fishing
rod to get some salt lumps in your inventory. Get the normal view
and walk up and right to get the map of Carmors. Travel to the Castle
of Carmors.
Castle Of Carmors
Once you arrive the ruins of the Castle of Carmors, take the left path
and then the left-down path to reach the gate of the graveyard. Use
your case file on the gate to open it. Enter the gate and walk down
on the next screen to reach in front of the chapel entrance. Take the
right path to reach in the back of the chapel. Here you will find many
gravestones, which can be taken in close up view. Get the close up view
of any of them and right click on the gravestone to find out that there
is a hollow on the top of the gravestone.
Use the lumps of salt in the hollow on the top and then use the femur
bone to grind them in powder form. Pick the fine-grained salt and walk
down to reach in front of a Mausoleum. Use the fine-grained salt with
the Mausoleum to destroy it and reveal a small red chest. Take the
closer look of the chest and click on it to open it. Pick up the amulet
and find your way back to Carmors.
Carmors
Talk to Captain and ask him about when the ferry in leaving, then answer
him yes. Soon you will appear in your cabin aboard the ferry. Try to
leave the cabin but Brent will say that he must hide the amulet before
he leaves the cabin. Right click the cursor just above the cupboard on
the right to find out the ventilation shaft. Open the duct in the
ventilation shaft and use the amulet with it. Leave and after a short
animation you will find yourself back in your thoroughly looted cabin,
the amulet is gone and the duct in the ventilation shaft is wide open.
Take notice of the fir needles on the floor near the right leg of the
table. Use the plastic bag roll to secure fir needles in a bag. Leave
your cabin and travel to Arthur Blake's residence.
Arthur Blake's Residence
Use the bell. Once inside, talk to Arthur until you get the information
about Neo Druiden and the group called "The Circle." Leave the place
and travel back to Scotland Yard.
Scotland Yard - Data Base Control Room
After you are done with Chief Inspector Miller, exit his office and
enter Data Base Control room. Talk to Janet until she hands over an
information procurement form to you. Take a close up view of the
notice board on the back wall. Pick up a clipboard, a carbon paper
and a stationary procurement form. Use the information procurement
form with the clip board, then use the carbon paper with the clip
board and finally use the stationery procurement form. Leave the Data
Base Control room and enter Inspector Lawry's office, which is just
opposite the control room on the right.
Scotland Yard - Inspector Lawry's Cabin
Talk to Lawry about everything. Once done talking try to pick up the
scissors from his table. Leave his office and go to your office.
Scotland Yard - Brent's Cabin
Get the close up view of your answering machine and listen to all the
six messages one by one. The messages are detailed as under.
- Payment reminder from pizza service
- A call from Melanie Turner
- A threatening calling form someone unknown.
- A call from your boss, Inspector Miller.
- A very angry and roaring call from Inspector Miller.
- Mother.
Set the message number to 5 and use the phone to call Inspector Lawry's
cabin on extension 196. Hit the message play button on the answering
machine as soon as you hear Inspector Lawry's voice on the other side
of the phone. Leave your room fast and enter Inspector Lawry's cabin.
Scotland Yard - Inspector Lawry's Cabin
Pick up the scissors from Inspector Lawry's table and use them on the
clipboard with the stationery procurement. Leave the inspector Lawry's
cabin and enter chief Inspector Miller's office.
Scotland Yard - Inspector Millers Office
Ask Inspector Miller to sign the stationary procurement form. After a
little hesitation he finally signs and you also get his sign on the
information procurement form hidden underneath. Leave his office and
again enter Data Base Control room.
Scotland Yard - Data Base Control Room
Give the information procurement form to Janet and ask for information
about the group called, "The Circle." When she informs you about the
information ask her to print it for you. Leave her side and get the
close up view of the print and pick the printed paper up. Leave the
Data Base Control room.
In the hall, use the information page on the photocopier to obtain a
copy of the information. Travel to Anthropology Museum.
Oxford Anthropology Museum
Drop the copy of the printed information paper in the letter slot
on the main door. Leave the museum and travel to Lord Sinclair's
mansion.
Lord Sinclair's Mansion
Use the call bell on the right side of the gate. Talk to the butler.
Walk left and talk to the gardener about everything. Use the matches
with the dry leaves to put them on fire. When the frightened gardener
leaves, pick up the hedge shears from his barrow and walk right.
Walk right from the main gate to reach the right hedged wall. Look
at the hedge. Use the hedge shears on the barbwire and then the paper
scissors. Use the plastic gloves to bend the wires. Pick up the small
piece of loose wire. Use the plastic bag roll with Janet's green scarf
and then use this isolation with the hole you made in the hedge. Enter
the hole.
Inside Lord Sinclair's Mansion
After the long animation you will find yourself in a locked room. Look
at the pictures on the walls and the sun will set and the room turns
dark leaving very dim shadows of you and the things in the room.
Pick up the picture from the right wall and use it as lever to get
the nail from the wall the picture was hanging before. Get the close
up view of the tiles under the door. Use the nail with the picture to
detach it from the frame. Use the nail again with the tile's side to
scratch the cement and loosen the tiles. Remove the tiles and use the
canvas with the gap under the door. Get the normal view and use the
nail with the keyhole to drop the key on the canvas. Pull the canvas
and pick up the golden key lying near the eye of the druid in the
picture.
Use the key with the door to unlock the door. Open the door and once
outside walk across the red carpet and walk down the stairs. Enter
the passage between the stairs and across the dining room to the
backyard. Now, sit back and watch a long horrific animation clip.
Oxford Anthropology Museum - Melanie Turner
Now, you have the control of Melanie so after reading the copy of
the note that Brent left you, you will automatically travel to Lord
Sinclair's mansion.
Lord Sinclair's Mansion - Melanie
Walk right from the gate and "Save Your Game." Use the same hole in
the hedge that Brent made to reach the nearest hedge and you will
automatically pick up some stones from the ground. Here you must take
full precaution because if the guards catch you the game will be over.
Wait till the right guard reaches far right with his back towards you.
Throw a stone toward the left guard. When the guards are busy talking,
quickly run toward the open window on the right side and climb
inside.
Lord Sinclair's Study - Melanie
Above the pair of armchairs near the back wall you will see a pentagram
on the wall. Get the close up. It�s a puzzle so to solve it just adjusts
the outer circle in such a way so that the standing Man's figure moves
down and the pentagram points the black bead. You will hear a clicking
sound if you do this right and that will enable to move the painting
on the left of the wall to unhide a safe. This safe lock is another
puzzle, which can be solved with the help of the sun, asterisk and
symbols. To make this easy for you just move the red pointer
anti-clockwise to 10 and press the white button to hear a cracking
sound. Now, move the pointer back to 1 and again press the button.
Lastly move it to 6 and press the button to open the safe. Pick up the
Amulet and the parchment. Go back to normal view and enjoy a nice
animation clip.
Arthur Blake's Residence - Brent
After the animation both Inspector Halligan and Melanie will find
themselves in Arthur Blake's residence talking with him. Now the
controls are back to Brent. Talk to Arthur Blake and choose all topics
until he tells you that he needs a book from the Oxford Library that
will help him in translating the parchment language better. Leave his
office and Melanie will accompany you outside Arthur Blake's residence.
If in case Melanie doesn't accompany you then there is still some topics
left to discuss with Arthur Blake. After the conversation with Melanie,
travel to Oxford library.
Oxford Library
Enter the library and talk to the lady at the reception. Now enter the
hall on your right and pick up a book about Monetary Systems and Tax
Policy in late Roman times. Leave the hall and try to leave the library
for a little fun. Now enter the right hall and talk to the person using
the computer on the right of the hall entrance. After you are done
talking with him, use the book in your inventory with him to place it
in his pocket. Leave the hall and also leave the library.
Walk towards the car parked on the right side of the library entrance.
Get the close up view and again the close up view of the warning label
on the door window. Use the wire from your inventory on the slightly
dropped door window glass. The car burglary alarm will go off and after
a short animation clip you will be able to use the computer in the left
hall to find out the exact location of the book Arthur Blake asked
you to get him. The position of the book will be 48/3-C-B or it may
vary.
Leave the hall and enter the main library hall situated in the middle
just behind the receptionist table. Climb the ladder in block "C" and
find the book in 3rd row. Go back to the receptionist and show her the
book. She will refuse to issue you that book as it is their reference
copy only.
Enter the right hall again and use the book with another copy of the
Roman times books you picked before. Brent will exchange the front
covers. Leave and show the camouflaged book again to the receptionist.
Leave the library and travel back to Arthur Blake's residence.
Arthur Blake's Residence
Use the bell and give the book to Arthur Blake. Talk to him and get
the normal view to see Melanie enter the room. Watch the tragic
animation.
Twelve Bridges
After the animation you will find yourself near the Twelve Bridges
along with Melanie. Talk to her about everything. Walk toward the
warning board sign and pick up the sign to get two wooden planks in
your inventory. Enter the Twelve Bridges area and enter on the lower
left bridge. When you reach closer to the broken bridge area then
use the wooden planks with the still intact side railings and step
on the plank. Now, use the second plank just close to the first plank
you are standing on. Step to the second plank and pick the one you
left behind. Repeat this until you reach the other side, a short
animation will follow and you find Melanie on your side of the
bridge.
Use the Amulet with the huge wooden scale to raise the sliding
door. Use the only wooden plank left in your inventory with the
raised door as support and pick up the Amulet. The scale goes
little up and the door will rest on the wooden plank. Get the
close up view of the hanging wooden scale and loosen the screw
to get it along with the hook in your inventory.
Enter the tower through the opened door. Melanie will follow you
inside. Click on the wooden plank from inside the tower to remove
it from under the door. A huge hourglass will rise from the floor.
Get the close up view of the middle part of the hourglass. Use the
broken paper scissors to unscrew the screw and the use the hook
with the opening in the front. Another animation will follow so
watch the animation and make the 3rd game CD ready.
PAST
Twelve Bridges - Melanie
Leave the tower and after a short animation you, as Melanie
Turner will find yourself in a kitchen.
Kitchen - Melanie
Pick up the recipe book from the barrel in the left corner. Look
at the balance to find out that it is missing a scale. Look under
the kitchen table and pick up the wooden pan. Get the close up of
the cans on the shelf near the stove. Click on all the bottles to
get six different kinds of herbs. The herbs are detailed below.
- Spice, smells like menthol.
- Dried leaves from an unknown plant.
- Herb, which smells like cinnamon.
- Fleshy leaves from a herbaceous plant.
- Leaves that smell like aniseed
- An herb that gives a feeling of a sponge.
Also, pick the brass scale pan from the same shelf. Use the brass
scale pan with the balance to repair it. Leave the room.
Dinning Room - Melanie
Talk to the soldiers about everything until they ask you to bring
them something to drink. Keep on talking nicely to the soldier on
the left until he lets you pick up a coin from his money pouch
hanging on the chair just under his right shoulder, which he uses
to raise his glass. Go back in the kitchen.
Kitchen - Melanie
Now its time to do some recipe magic. Read the recipe book to find
out the recipe of sleep potion. The potion says to use 2 ounces of
RED and 1 ounce of YELLOW. And then add 2 ounces of GREEN. Below
is the classification of each herb according to the color it
produces individually. The GREEN color produces by combining BLUE
with YELLOW.
Menthol: White
Unknown Plant Leaves: Yellow
Cinnamon: Red
Fleshy Leaves: Light Brown
Aniseed: Blue
Spongy Plant Leaves: Lilac
Here are the instructions for how to prepare the Sleep Potion:
- Take clear water from the boiling pot above at the fireplace.
- Use the Coin in the weighing scale, as it's exactly one ounce in
weight.
- Weigh 1 ounce of BLUE (Aniseed) and add it in the pan.
- Weigh 1 ounce of YELLOW (Unknown Plant Leaves) and add it in the
pan to get GREEN color.
- Weigh 1 ounce of RED (Cinnamon) and add in the pan with green color
water.
- Weigh 1 more ounce of RED (Cinnamon) and add it in the pan.
- Lastly, weigh 1 ounce of YELLOW (Unknown Plant Leaves) and add
it in the pan.
- Sleep potion is ready in form of crystal clear water as it was.
Dinning Room - Melanie
Once the Sleep potion is finished go back in the dinning room and serve
the soldiers. To see the effect of the potion all you need to do is to
go back in the kitchen and return to find them sleeping. Retrieve a key
from the right soldier. Enter the open passage on the right wall.
Cellar - Melanie
Climb down the stairs and you will find Brent looked in a cell. Use the
key you got from the soldier with the padlock to free him. Walk to the
left corner of the cellar to the large chest just near the cellar stairs.
Get the close up view and try to open it; the chest is too heavy so ask
Brent to help you with it. Enter the dark passageway that opens in the
wall behind the chest. Keep of walking in the dark.
Monastery - Brent
After a short while you will find yourself back as Brent locked in a
room with just one bed and a table. Get the bed sheet from the bed.
Look in both the windows to get the view of distance land and ocean.
Return back to the room's view and a friendly monk will enter the room.
Talk to Maglor about everything.
After Maglor leaves leave the room and go to Maglor's room and ask him
about Melanie. Leave his room and go to the library using the map given
below.
Talk to Melanie. Leave the library and enter the kitchen, pick the
crucible from the kitchen table and the roots from the upper left
corner. Leave and enter the store. Pick up some candles and leave the
store. Go to the room with the fireplace. Use the crucible with the
fire and then the wax candle with it to melt the wax in shape of a
small block.
Now exit the Monastery and walk left to the Monastery garden. Get
the close up view of the garden and use the roots with the drain to
block it. Click on the lever to turn it on. Get the normal view and
walk right until you reach a huge water tank. Get the close up view
of the lever and turn it on to make the water flow and flood the
garden. A small animation will follow. Walk back to the garden and
pick up the earthworms. Walk right and right again from the monastery
entrance to reach a shack. Enter the shack and talk to the blacksmith
about everything. Leave the blacksmith and climb his shack to the top
and use the earthworms on the rooftop to get rid of the bird, which
is blocking the chimney with its nest. Once the bird is gone, clear
the chimney by removing the nest. Climb back down and walk left and
down. Pick up the little piece of wood lying near the axe. Now, go
back in the Monastery.
Enter Sarstan's room. He will throw you out of his room. Enter again
and talk to him, this time he will let you stay. Examine the painting
on the right to get the close up view of it. Examine the wall just
under the painting to notice a little compartment. Use the little
piece of wood with the compartment. Leave Sarstan's room and go back
to Maglor. Ask Maglor to distract Sarstan for a while and lure him out
of his room. Once Maglor leaves go back to Sarstan's room, which is
now empty. Go to the painting and get the close up view of the secret
compartment. Pull the stone block and then the small red chest out.
Use the small red chest with the stool to open it and find the key.
Use the key with the block of wax to gets its impression. Put the key
back in the small red chest and close it. Get the close up view of the
secret compartment; remove the little piece of wood you put there
earlier. Now, put the small red chest back in the compartment and
place the stone block back as it was. Leave Sarstan's room.
Go back to the blacksmith and ask him to make you the key with the
help of the key impression you have in the wax block. It will take a
while for him to cast your key so leave him and go back to Melanie in
the library. Talk to Melanie on all topics. Leave and go back to the
blacksmith to get the key he has made you. Leave him and go back in
the Monastery. Enter the blue lit hall. There is a locked door in
the right wall. Use the key you got from blacksmith with the padlocks
to open the door and get the access to the labyrinth.
Labyrinth
Follow the directions as in the figure below to reach the lower
section of the Labyrinth.
At the base of the labyrinth walk down and enter a chamber with a
huge eye shaped wall on the other side. Turn back and close the
door behind you to let the eye slide up and reveal a secret passage
to the room in the back. Enter the secret room and look at the
crystal ball to see complete destroyed Stonehenge. In this room you
will find two similar strange kind of apparatus with bars and sliders.
One of these apparatus is broken but the other one is functioning.
Adjust the sliders as shown in the figure below to get the exact day
of the ritual. Now go back to the crystal ball and view it again for
an another animation.
Escape From the Monastery
Return back to your room and soon Maglor will visit you. Talk to
him on all topics. When you hear Serstan's voices, use the bed sheet
with the burning candle on the table. Get the view of the left window
and use the bed sheet with the white building in the background.
After a cool animation clip you will land in a small water stream.
Walk down twice and talk to dying Maglor. Walk right and pick the
healing mistletoe plant with the help of the rubber gloves from your
inventory and try to use it on Maglor, but it's of no use now as he
is already dead. Search Maglor to find a top. Walk down and then up
twice and across the water stream to reach the two temples. Enter
the left Temple.
Left Temple
Get the close up view of the long crystal shape table surface on the
left and use the top from your inventory on the table surface to open
a passage to a roundel. Enter the roundel to reach another room with
a metal plate fixed on the floor. There are five switch buttons on
the plate out of which two are not functioning but actually only the
middle one is important. Press the middle button and ride the roundel
to reach a room where you will find a Flint on the middle column and
a ladle on the upper column above the stairs. Ride the roundel again
to the next room.
In this room you will find a bladder lying on the middle column, which
cannot be taken and a small shovel on the upper column. Enter the
roundel and reach a room with a bowl full of water on the middle
column. Use the ladle with the bowl to get some water in it. Pick
up another flint from the upper column. Ride the roundel to another
room with ordinary soil in a bowl lying on the middle column. Use the
small shovel to get some soil. Also pick up the bellows from the upper
column. Enter the roundel and return to the room with bladder. Use the
bellows with the bladder to suck all the air from it into the bellows.
Enter the roundel and return to the first room with the desk on left.
Exit the left temple and enter the right temple.
Right Temple
You will find yourself in a chamber with four rooms on Four Corners
and a stone altar in the middle with a small golden key lying on it,
which you can't seem to pick up due to some unknown reason.
There are four rooms attached to each other in all the Four Corners
and a closed door in the middle area. Enter the first room on the
left. There is a cage lying in the middle of this room with haystack.
Get the close up view of the window behind the cage and click outside
to make Brent says, "there is a megalith outside in front of the
window." Pick up the torch from the left column. Get the close up
view of the padlock that is locking the cage. Use the Amulet with
it to unlock it. Open the cage top and use the flint from your
inventory with the haystack to put it on fire. Use the torch with
it to light it. Close the cage. Enter the next room.
I this room you will find a huge ball with a hole on the top. Listen
to the water flowing sound when you get the close up view of the
window in the back. Use the bellows from your inventory on the hole
in the big ball and torch to light fire underneath the ball. Go to
the third room.
Here you will hear the sound of wind blowing if you listen to the
window. There is a huge metal ball here. Open it and use water in
ladle with it and again the fire torch with it. Enter the last room
and same way place the soil in the little spade in the metal ball
and light the fire underneath it. The light circle will vanish
allowing you to pick up the little golden key.
Use the little golden key to open the locked door in the middle
and enter it. Now, you will find a long flight of stairs with
stone plates hidden in the walls on the right or left. Keep on
collecting all the stone plates with strange symbols on them.
These should be eight stone plates in total. At the base you
will enter the lower chamber.
The setting of the puzzles in this chamber is almost the same as
the upper chamber except in this chamber all the rooms have a
megalith and a stone column with a rectangular space to put the
stone plates you have. Each room needs a combination of different
two stone plates to solve the puzzle. Use the same settings as
shown in the figure below to solve this puzzle and get the Staff
lying on the stone altar in the middle of this chamber.
Once you get hold of the Staff, Serstan will enter the chamber
along with Melanie and game will just run by itself till you
reach the Stonehenge. When you get the controls back, use the
hedge Shears with Melanie. Another short animation will follow.
Use the Mistletoe healing plant with Melanie to heal her back.
Finally, you will be able to kiss her.
In case, you have any comments or questions about this walkthru
then kindly contact me on my email:
[email protected] or
visit Home Of The
Drizzlers.
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