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- . -*-PRESENTS ANOTHER AMiGA 1ST!-*- .
-
- D A R K S E E D S O L V E
-
- -*-GAME DISECTED ON 19 FEB '93-*-
-
- 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. You 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 a nd 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
- o f 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.
-
- Congratulations,you've completed Dark Seed!
- Now go and get some sleep,dude!
- | |
- (-*-) OUR EJACUALATiONS OF RESPECT DRiBBLE ON THE ELiTE (-*-)
- | |
- THE LOONS - SiMPLY NUTTY!
-