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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