DARK SEED (?) (?)

Complete solution:

DAY ONE:

What you will need and where to find it:

Item             Location
----             --------
Aspirin          Cabinet in the bathroom
Library Card     In the pocket of the raincoat
House Plan       On the desk in the study
Rope             On the floor in the secret room no.2
Watch            Under the bigger trunk in the attic
Crowbar          In the boot of the car in the garage
Gloves           In the car's glovebox
Diary            Large trunk in the attic
Bobby Pin        Floor of the library in front of the desk
Scotch           Buy from the store
Clock Case Key   Tuttle Tomb. Urn Room

The first thing to do when you get up on day One is to rid Dawson of his headache. If you don't he won't be able to think staright and playing the game becomes impossible! This is done by taking the aspirin in the bathroom cabinet and, while while you're there, taking a shower - no one likes a smelly newcomer.

Next, you want to wander into the spare bedroom to the right. Use the '!' cursor a few times to discover and examine the library ticket in the pocket of the raincoat. You may have to try more than once but it is there,honest! From here head on downstairs to the study. Read the plans to discover the secret rooms. This having been done, you can now open the bookcase on the right and enter secret room one.

Once you have gone through it is important to open the door again and leave it that way, otherwise you cannot use the turbo-lift in the Dark World. Climb the ladder and take the rope before exiting to your bedroom. Whatever you do, dont forget to leave the door open.

Go downstairs again and wait for the postman to call - If you press T the time will pass quicker. Open the door to the postie and recieve the slightly unusual parcel before heading on up to the attic. Shoving the large trunk on the right foward reveal the exit to the balcony and the watch. Pick up the watch and wind it by clicking on it. You can now find out the time, which is vital. Dont forget to wind the watch at odd intervals, or it runs down and you're left up a deeply unattractive creek without a paddle.

Go out onto the balcony,tie the rope to the gargoyle and you have a convenient rear access. Despite what you may have read elsewhere, do not use this exit on day one as it tends to upset things. Always enter the and exit the house through the front door for now. So using the aforementioned exit, take a trip down to the garage and and take the crowbar out of the boot. Next you should obtain the gloves from the glovebox in the car, and while you're there amuse yourself by sounding the horn and turning on the radio - and don't forget to turn the thing off when you're done!

Go back into the house,not forgetting to read the newspaper on the pavement ,and walk back upstairs. The phone will ring so go into your bedroom and answer it - don't take too long or you'll miss it. It is the librarian telling you to come and collect a book. In the meantime climb up to the attic and use the crowbar to get the diary out of the big trunk. Give it a good read.

Now go outside and head towards the town. Enter the library and find the bobby pin infront of the desk. Next talk to the librarian, she'll direct you to your book which you should take and read. Go back to her again and give her the library card. She'll tell you where to find the book it should go with, inside which is the missing piece of the diary - definetly essential reading.

On your way back, take time to go to the store. You need to buy the scotch, so first pay the store keeper and then take the demon drink. Your alcoholic neighbour will now make an appearance and give you a 'Get Out Of Jail Free' card, which will come in very handy tomorrow.

Go past the house and take a trip to the graveyard and, beyond what, the Tuttle Crypt. Enter the crypt by following the instructions in the diary exerpt and head on to the urn room. You will find the key to the clock case in the urn on the far left of the bottom shelf. Take t his and head back home.

Once home, use the key to open the clock case in the living room and admire the John McKeegan nameplate. Take the time to examine the mirror and the Painting over the matle piece. Put Dawson to bed now, he needs his sleep and tomorrow is going to be a long day.

DAY TWO:

What you will need and where to find it:

Item             Location
----             --------
Mirror Fragment  Postman delivers it
Shovel           Catacombs entrance
Diary Fragment   John McKeegan's grave
Gun              Police station
Stick            Delbert's back yard
Headband         From Sargo in the dark prison corridor
Microfiche       From the Keeper Of The Scrolls

Following the bizarre and, it should be said, macabre dream, you wake up as before and should shower and take your aspirin as before. Before the postie arrives go and have a listen to the car radio - you'll help Dawson discover that what goes on in one world is reflected in the other, although we already knew that didn't we?

Go back into the house throught the front door - from now on it's not only o.k to your the rope but often essential - and press T a couple of times before the postie arrives. Take the mirror fragment that he brings and use it on the mirror in the living room. This completes the portal to the Dark World, so take the opportunity to cross over and see what gives.

Take the right hand door in the nursery to the room of skulls and then take the room on your left. This room contains the plans for the embryo implantatin which confirms Dawson's worst fears. The plans can't be picked up so just use the '!' cursor to read them.

Take the right hand door into turbo-lift one room and step into the lift on the far wall. This will teleport you to the second turbo-lift room, from which you should exit left onto the observation deck. Use the gloves (to avoid electrocution) to activate the switch between the two exits. This will a previously hidden door in the skull room, so go back there and go through the new door. Keep going left and you will find a shovel, of all things, which you should pick up and save for use later on.

Leave the Dark World and take a jaunt to the graves and exhume the body of John McKeegan with the shovel. Read the last bit of his diary, which advises you that you need to get the car started and break the mirror, and suggests how this could be done.

When you get home you'll find yourself under arrest for blatant grave robbery. The 'Get Out Of Jail Free' card will see you out before long, but first you should stow the bobby pin, the gloves and the money under the pillow - they'll come in mighty useful in a while. Get out by rattling the tin cup against the bars and giving the card to the policeman. You will just have enough time to steal the gun which is located just over the desk on the wall.

Go and meet Delbert as arranged. He'll meet you in your back yard rather than his, but follow him next door. He will studiously ignore you until you give him the scotch. He'll leave you, but take the stick that the dog leaves behind.

Return to the Dark World and take the right hand door into the skulls room and go through that door the lever opened.

Keep on going right until you encounter Dark Fido, the dog - type guardian thingy that guards the bridge over the abyss. To get past him simply throw the stick over the side and watch the stupid thing chase after it! You are now free to continue right to the Dark Police station. Although you find your gun confiscated and yourself incarcerated, this is exactly what you need to happen.

Test the synchronicity theory by retrieving from under the pillow the items you stashed there earlier. The bobby pin now comes in very handy as a means of picking the lock, buy you may need a few attempts before you are successful.

Once out you will meet a fellow prisoner by the name of Sargo who, having seen what you've just done, offers you an invisibility inducing headband in exchange for the bobby pin. Seems a fair swap, but don't use the headband now, it only works once and for a limitied period, so deploy it only when you need to - which is soon.

Walk out of the passage and past the Drakketh Factory (which, like the barber shop, you can't go in). Now you will find yourself at the front of the Archives building, and now is the time to use that headband. So, invisibility assured,you can walk past the guard and into the chamber of the Keeper Of The Scrolls. Turn the machine on and you will see an image of the Keeper. She will then give you a roll of microfiche which will come in useful tomorrow, but for now leg it home and get some shut-eye!

DAY THREE:

What you will need and where to find it:

Item             Location
----             --------
Axe Handle       Delivered by postman
Scotch           Store
Car Keys         Under Stone In Cellar
Stone            Cellar

Take your aspirin and shower as normal. Go downstairs and hang around for the postman to arrive. He'll bring you a package from the Keeper Of The Scrolls which contains the axe handle. Useful item this, but not straight away so save it for later.

Now take a trip down town, using the rope from the attic. Always use this as your entrance and exit from the house as police have staked out the front, but are blind to the comings and goings from the rear. Go into the periodicals room in the library and turn on the microfiche reader. Pop the in the roll of film and read the bit about home improvements. Dawson has now learned that the keys to the car are in the hiding place in the cellar. So hurry back home and pick up another bottle of scotch on the way. Get inside the house using the rope and head down into the cellar. In the middle of the floor there is a loose stone. Pick it up and pick up also the keys which are stowed underneath.

Now cross to the Dark World once again and take the stone to the power nexus. Use the machine on the left to energize the stone, which should then be put together with the axe handle to make a hammer. Hurry back to the Normal World and go into the garage. Fill the petrol tank with scotch (what a waste!) get into the car and, using the keys, turn on the ignition. Leave the engine running as you cross once more into the Dark World.

Enter the spaceship (the small opening on the left outside the front of the hatchery) and use the gloves on the lever to the left of the computer console. This has started the craft's launch sequence so get the hell out. Once the craft takes off you will find yourself back infront of the mirror in the Normal world. Smash the mirror with the hammer and the world is saved and the game is won! Enjoy the end-sequence.

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