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Dark Seed (e)

Cover
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 = THE ELECTRONIC GAMER =
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 DARK SEED 

 The game takes place over three days. During the night you must sleep. Make
sure you are back in your house before nightfall each evening. If you fall
asleep outside the house, all of your possessions will be stolen. Depending on
your point in the game you can possibly retrieve them from the lost and found
box in the Police Station. If you fall asleep in the Dark World, you are found
by the aliens and the game is over. Save your game often.

 DAY 1

 Go through the upper right door into the bathroom. Point at the medicine
cabinet to take a headache tablet. Use the shower to get cleaned up.

 Exit through the right door into the second bedroom. Look at the coat in the
closet. Look at it again then retrieve the library card from the pocket. Look
at the card. Exit through the upper right door and go down the stairs.

 Go through the left door into the study. Pick up the blueprint on the desk. 
Look at the blueprint. Point at the right wall and you will open a secret
door. Enter the secret door. Turn around and open the secret door again but do
not go through it. Point at the ladder and go to the upper room. Pick up the
rope. Point at the door in that room to open it. Enter that door and you will
be back in the master bedroom. Turn around and open the secret door again, but
do not go through it.

 Go through the upper left door onto the landing. Point at the ladder to go up
to the attic. There is a large trunk in the attic blocking an opening. Point
at the handle on the side of the trunk to move it a bit. Point again to move
the trunk some more. This will expose a pocket watch which you point at to 
wind; look at it to see what time it is. Point at the trunk a third time and 
move it clear of the opening. Go out through the opening onto the balcony. Use 
the rope on the gargoyle and exit the balcony via the rope.

 You will be in the back garden. Enter the small door on the right into the
garage. Point at the trunk to open it. Look at the trunk and pick up the
crowbar. Point at the trunk to close it again. Enter the car door. Point at
the glove box and pick up the gloves. Go back into the garden and point at the
rope to return to the balcony. Go back into the attic and use the crowbar on
the trunk lid to open the trunk. Look in the trunk. Pick up the journal. Look
at the journal. Go down through the hatch to the landing, down the stairs to 
the lobby, and exit the house through the main doors.

 If the doorbell rings during this first part of the game, go and answer the
door. The mailman will deliver a package containing a doll which appears to be
of no consequence to the game. If you miss the mailman, after you leave the
house you will find the package left at the door. Pick up the package and look
at it.

 Pick up the newspaper outside the house and look at it. Walk to the right 
until you come to Klug's Food Market. Enter the store and give your money to 
the clerk. Point at the bottle of scotch at the right side of the screen to
purchase it. Delbert will enter the store and give you his card. Look at the
card.

 Exit the store and continue right until you reach the library. Enter the
library. On the floor in front of the librarian's desk is a hairpin. Pick it
up. Give the library card to the librarian. She will tell you to put it back
in the book. Go through the upper left door and enter aisle "C." Point at the
large green book on the bottom row. You will obtain a piece of paper. Look at
the paper. Exit the library and go to the left until you go past your house
onto a path. 

 Follow the path to the cemetery. Go through the cemetery gates and follow the
path around to a screen with two tombstones and a mausoleum in the distance. 
Take the path to the mausoleum. Stand in front of the door and point first at 
the left circle, then the upper circle, and finally the right circle. The door 
will open. Enter the mausoleum. Go through the door in the center and point at 
the urn in the lower left corner of the screen to obtain a key.

 Return to the house. The phone will be ringing. Go to the master bedroom and
answer the phone. You will be told that there is a book waiting for you at
the library. Go to the library and point at the librarian. She will give you a
book which you will look at to get a message (the message tips you off that
you may sometimes get some information by listening to the car radio which you
can do on Day 2 and 3 if you wish). Exit the library and return to the house.

 Enter the front door of the house and take the door on the right to the 
living room. Use the key on the grandfather clock and note John McKeegan's 
name on the plaque. Look at the note taped on the mirror. The note will then 
disappear. Go back to the lobby through the right upper door and go upstairs 
to the master bedroom. This is all that must be done on Day 1. If you have 
several hours remaining, you can go to the top of the next hour by pressing 
the "T" key. Do this until 10:00 p.m. when you will go to sleep.

 DAY 2

 Go into the bathroom and point at the medicine cabinet for a headache tablet 
and take a shower. Go down to the lobby and press the "T" key to advance to 
10:00 a.m. The doorbell will ring. Open the door and the mailman will deliver 
another package. This package contains the broken piece from the mirror.

 Go to the living room and use the mirror piece on the mirror. This will make
the mirror a portal to the Dark World. Go through the mirror to the cocoon
room. Go through the upper right door to the Dark World house lobby. Go left
into the Dark World study. Look at the holograph on the desk. Go through the
door on the right into the lower transporter room and walk into the transport-
er in the center of the screen. You will be transported to the upper level. 
Exit the upper transporter room to the Dark World balcony. Pick up the binocu-
lars and look at the scenery. Use the gloves to operate the small lever 
located between the two doorways on the balcony. This will open the main door 
below.

 Return to the upper transporter room and use the transporter. Go back to the
Dark World lobby and go through the main door on the upper left to the out-
side. Go left until you come to a cave. Enter the cave and pick up the shovel. 
Exit the cave and go right until you return to the Dark World house. Go back 
through the main door and right to the cocoon room. Go back through the mirror 
to the (relatively) normal world.

 Exit the house and go to the cemetery. Go to the screen with the two tomb-
stones and take the right path to the screen with the four tombstones. Look at 
the third tombstone from the left. This is John McKeegan's grave. Use the 
shovel on the grave to obtain yet another note. Read the note then return to 
the house.

 A Policeman will be waiting outside the house. He will arrest you and throw 
you in jail. Put everything you can under the pillow in the jail cell except 
for the bottle of scotch and Delbert's card. Pick up the tin cup and use the 
cup on the cell bars to attract the Policeman's attention. Give the card to 
the Policeman who will then let you out. You will be alone in the Police Sta-
tion. Pick up the gun hanging on the wall. Exit the Police Station and return 
to the front of your house. Go through the bushes to the right of the house to 
get to the back garden. Make sure you save your game at this point.

 Advance the time with the "T" key, pausing for a couple of seconds between 
each keystroke. As soon as Delbert appears it is 6:00 p.m. You will need to 
complete the remainder of Day 2's tasks fairly quickly; otherwise, you will 
run out of time in the Dark World.

 Follow Delbert to the right into his back yard. Delbert will be throwing a
stick to his dog. Give Delbert the bottle of scotch. He will depart and leave
you the stick he was throwing. Pick up the stick.

 Go back around your house, through the front door, right into the living 
room, and through the mirror. Go to the Dark World lobby and exit the Dark 
World house. Go to the right until you reach a bridge which is guarded by an 
alien beast. Throw the stick to the right of the beast. It will jump off the 
bridge after the stick. Cross the bridge.

 The first building you come to is the Dark World Police Station. Enter the
Station. An Alien Cop will arrest you and throw you into jail. Point at the
pillow in the cell to retrieve your belongings. Use the hairpin to pick the
cell door lock. You must do this twice in order to succeed. 

 Outside of the cell you will see another alien prisoner. Give him the hairpin
and he will give you an invisibility ring. Talk to him first if you'd like to 
see another screen, but remember: time is of the essence here. Exit the cell 
block through the upper center door. Exit the Dark World Police Station.

 Go right until you reach the Dark World library which is guarded by an alien
guard. Use the invisibility ring to get past the guard. Enter the Dark World
library and point at the console (not the screen). A figure will appear on the
screen. Talk to the figure and she will provide you with some information and
give you a microfilm. Exit the Dark World library and go left until you reach
the Dark World house. Enter the house, go right to the cocoon room, and back
through the mirror to the normal world. Go upstairs and point at the bed to go
to sleep.

 DAY 3

 Go into the bathroom and point at the medicine cabinet for a headache tablet 
and take a shower. Go downstairs to the lobby, exit the house, and go right 
until you reach the library. Enter the library. Go through the right door. 
Point at the microfilm viewer to light it and use the microfilm on the viewer. 
Read the message then turn off the viewer.

 Exit the library and go left to Klug's Food Market. Enter the store, give 
your money to the clerk, and purchase a new bottle of scotch. Exit the store 
and return to your house. If a package is not already waiting on the front 
step, enter the house through the main door; around 10:00 a.m. the doorbell 
will ring and the mailman will deliver a third package which contains a 
handle.

 Go right into the living room and take the upper left door to the kitchen. 
Take the upper right door to the cellar. In the center of the floor is a 
rectangular flagstone. Pick up the block. Look in the hole in the floor and 
you will see a set of keys. Pick up the keys. Note that the flagstone is in 
your possession and that it has a hole in it. Exit the cellar, go back to the 
living room, and enter the Dark World. 

 Exit the Dark World house, then go left until you reach the cave. Go through
the door at the back of the cave into the Ancient's room. Go through the door
at the back of the Ancient's room to the main power supply room. On the left
wall is the power nexus which is a rectangular hole. Put the flagstone into 
the nexus. It will energize and heat the stone. Use the handle with the ener-
gized stone and it will form a hammer. Put the hammer in the nexus and it will 
fuse into a dense material. Leave the power supply room and return to the 
normal world.

 The phone will be ringing. Go to the master bedroom and answer the phone for
another hint. Go up to the balcony and use the rope to leave the house (a
Policeman is waiting to arrest you at the front door which will end the game). 
Enter the garage. Put the scotch into the car's gas tank. Enter the car and
use the keys in the ignition to start the car. The car will only run for a
certain time on a bottle of scotch; so, do not delay too long with the next 
part.

 Return to the house via the rope. Go to the living room and through the 
mirror to the Dark World. Exit the Dark World house. The small door to the 
left of the main door is the entrance to a spaceship. Enter the spaceship and 
use the gloves to operate the lever on the left side of the main console. This 
starts the spaceship's engine. Exit the spaceship. The spaceship will take off 
and you will be returned to the normal world. With the ship gone, the mirror 
is now de-energized and the portal to the Dark World is closed. Use the hammer 
to break the mirror. The librarian will arrive at the front door with an item 
for you and the game ends.

 DARK SEED is published by Cyberdreams, Incorporated and distributed by Merit
Software.

 This walkthru is copyright (c) 1992 by Ian Wright. All rights reserved. Not
to be distributed without permission.