======================== = THE ELECTRONIC GAMER = ======================== 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.