Walkthrough: Druid: Daemons of the Minds
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
[email protected].
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 [email protected]
Thanks Sir-Tech for a wonderful game that required no tech support.
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