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-
- Dark Seed: Complete Game Manual
-
-
- On the screen, you will see an arrow-shaped cursor that you control.
- When your cursor is over a connecting doorway which leads to another
- room or location, this single arrow cursor changes to four
- inwardly-pointing arrows. To make Mike Dawson move, position the
- arrow cursor wherever you want him to go and press the left mouse
- button. Mike will walk to this new position. If there is an
- unavoidable obstruction in his path, he will stop at the closest
- possible point. If you press the left mouse button when the multiple
- arrows are displayed, Mike will walk to the doorway. The game will
- pause while the new location is loaded from disk, and an hourglass
- cursor will be displayed.
-
- Clicking the right mouse button cycles the cursor shape through a
- "?" (look/inquire) shape, a "hand" (touch/manipulate) shape, and the
- "arrow" (move) cursor shape. When the "?" and "hand" cursors are
- placed over items which have more information available, or which
- Mike can pick up or use, the cursor changes shape. The "?" shape
- changes to an "!", and the "open hand" shape changes to a "pointing
- finger". To examine or manipulate an object, select a "?" or "hand"
- icon using the right mouse button, place it over the desired object,
- and press the left mouse button to activate it. If you use the
- "hand" icon to pick up an object, it is added to your inventory.
-
- Regardless of the input device you chose (keyboard, joystick or
- mouse), the "T" key can be used during the game to advance the clock
- to the beginning of the next hour; this is useful if you find
- yourself stuck in a situation with a lot of time to kill. Also, you
- may skip past the introduction at the start of the game by pressing
- the space bar. Hint: make sure you 1QQk at everything in each room.
-
- YOUR INVENTORY
- To view your current inventory, move the cursor to the top of the
- screen. A row of icons will appear at the top of the game window.
- The first icon, a floppy disk, is used for setting game options (see
- GAME OPTIONS). The second icon is the money icon, useful (and
- necessary) if you want to take Mike Dawson shopping. Other inventory
- item icons will appear as you accumulate them.
-
- To examine an item in your inventory, place the "?" cursor over the
- inventory item and press the left mouse button. To manipulate
- something in your inventory, use the "hand" cursor. To use an
- inventory item, select it using the arrow cursor and the left mouse
- button. The cursor will immediately change to the "hand" shape to
- indicate that you are holding an inventory item. You may then place
- the "hand" cursor over any object or position on the screen, and
- press the left mouse button to use the item. To de- select an
- inventory item after you have selected it, press the right mouse
- button. This item remains in your inventory. If you have more items
- in your inventory than will fit at the top of the display screen,
- scrolling arrow icons will appear next to your inventory icons.
- Selecting these arrows allows you to view and select from your
- entire inventory.
-
- GAME OPTIONS
-
- You may access the game options screen by selecting the floppy disk
- icon at the top of the screen. Use your left mouse button to select
- it. The game options screen can be used to save your current game
- position, load a previously saved game, turn the sound on or off,
- exit to DOS, or return to the game. While you are on this screen,
- the game's time clock is suspended. Select the appropriate action
- button on the left-hand side of the screen by positioning the cursor
- over the item and pressing the left mouse button. When you save a
- game, you will be prompted to enter a filename, which can be up to
- eight letters long (the .SAV extension will be added automatically).
- If you re-use an existing name, you will be prompted before the old
- save file is overwritten. When you load a previously saved game, a
- list of filenames is displayed on the right-hand side of the screen.
- If there is not enough room to display all the filenames, select the
- MORE box to display additional names. Up to 75 saved games can be
- viewed this way. If you exceed this limit you will have to exit to
- DOS and delete some old .SAV files first! Prom the available list,
- choose the name of saved game you would like to load and press the
- left mouse button to select. There are two special filenames:
- "RESTART" and "EXIT". Selecting "RESTART" starts the game over from
- the beginning. Select "EXIT" if you change your mind and don't want
- to load a saved game. To return to the game without loading or
- saving a game, select "RESUME".
-
- If you are experiencing difficulties with DARK SEED and are a
- registered user, you may call technical support for assistance at
- 0260 - 299401 for UK. Outside UK 010 - 44 260 299401 between 10:00
- am and 5:30 pm GMT. Please see the background manual for additional
- customer support information.
-
- DARK SEED and CYBERDREAMS are trademark of CYBERDREAMS, INC.
-
- 1992, CYBERDREAMS, INC.
- All other trademarked products are the trademarks of their
- respective companies.
-
-
- DARKSEED
-
- BACKGROUND MANUAL
-
- CONTENTS
-
- CREDITS................................2
-
- ABOUT H. R. GIGER......................4
-
- THE CREATION OF DARK SEED..............6
-
- THE BEGINNING..........................9
-
- HELPFUL HINTS..........................14
-
- LIMITED WARRANTY.......................15
-
- CUSTOMER SERVICE.......................16
-
-
- ABOUT H. R. GIGER
- H. R. Giger was born in Chur, Switzerland in 1940. As a child, he
- developed a powerful fascination with all things surreal and
- macabre. His need to express himself and share the unique aspects of
- his vivid imagination, drew him to the visual arts. Giger's own
- dreams and the brilliant imagery of such fantastique geniuses as
- Gustav Meyrink, Jean Cocteau, Alfred Kubin and H. P. Lovecraft,
- combined to form a rich soil from which the amazing imagery of
- Giger's art has come to sprout. It has grown into the vast canon of
- exotic women, wondrously disturbing landscapes and frightening
- creatures that has captured the fascination of millions of fans
- worldwide.
-
- Meticulously detailed, Giger's paintings are done on large canvases
- and worked and reworked by this maestro of the airbrush. It was
- Giger's popular art book, Necronomicon, that caught the eye of
- director Ridley Scott as he was searching for the right look for a
- creature in his upcoming film. That creature, of course, turned out
- to be the Alien, and Giger's masterful designs for the film of that
- same name garnered him a much deserved Academy Award.
-
- Giger's fascinating-biomechanical style, that brilliant synthesis of
- flesh and machine, has been realised not only through his paintings,
- but also through sculpture pieces, elegant furniture, and
- architectural and interior design projects. His paintings have been
- displayed in galleries and museums throughout the world. H. R. Giger
- has earned his place in the international art scene. THE CREATION OF
- DARK SEED
-
- The creation of a ground-breaking computer game like Dark Seed takes
- the time and talents of a team of creative experts. The talents used
- to span a broad range of disciplines from programmers to artists,
- from designers to producers, to a publisher like Cyberdreams,
- willing to support the entire production endeavour until every
- aspect meets the highest standard.
-
- The original concept for Dark Seed was a collaborative effort between
- Mike Dawson, John Krause and Patrick Ketchum. Later, Michael Cranford
- joined Mike Dawson to do the actual game design. Mike's name was
- eventually used for Dark Seed's main character (designer
- prerogative).
-
- As fans of the art of H. R. Giger, the team considered ways to
- incorporate his artwork into their game. When the detailing of the
- design and speci- fication was completed, Giger was approached.
- After lengthy negotiations, two trips to Switzerland, dozens of
- faxes and telephone conferences - along with the assistance of
- Giger's U. S. publisher, Jim Cowan - Giger agreed to lend his
- artwork, provided Cyberdreams used only high-resolution graphics
- mode, in order to avoid the "square and jagged" look of
- low-resolution.
-
- The actual development of Dark Seed from design to completed game
- required the talent and experience of the entire Cyberdreams team.
- Leading the group was senior producer Harald Seeley and junior
- producer Mike Dawson. The programming aspects required two
- programmers, Lennard Pedderson, who had been developing an engine
- for this type of game since September, 1990, and John Krause who
- constructed the promotional disk and the nightmare and title
- sequences. The Art Department comprising Brummbaer, Paul Drzewiecki,
- Joby-Rome Otero, Paul Ryan and Julia Ulano, each brought his own
- skills and areas of expertise to the project. Ultimately, each
- worked on Iocations, characters, game objects and animation.
-
- Toward the end of production, Michael Cranford returned to the team
- to work with Harald Seeley on fine-tuning the gameplay aspects.
-
- Dark Seed consists of two entirely distinct locations: the Normal
- World, whose creation involved combining imagery pieced together
- from various architectural sources with original art, in order to
- create that world's unique look - and the Dark World, which was
- constructed from Giger's artwork. One of the significant steps in
- the art design process was to create customised palettes for the
- Dark World locations and finalise the colour selection for the
- Normal World. Due to the precedence of bio-mechanical beings in much
- of Giger's work, the Dark World's colouring was designed to reflect
- the ominous mood of Giger's nightmarish imagery.
-
- The determination of which pieces of Giger's work were to be
- incorporated within Dark Seed involved extensive research through
- Giger's artwork library - worth millions - to which Cyberdreams had
- access. Some of the works selected and included in Dark Seed are:
- Work No. 45 "N. Y. City III" (straight), Work No. 350 "Hommage a
- Bocklin (1977), and Work No.251 "Li II" (1974). The various
- background locations used in the game were created by first
- selecting a portion of one of Giger's works. Then, using a scanner,
- the image was captured and saved as a computer file. Next,
- considerable time consuming work was done cutting out, cleaning up
- and proportionately sizing each picture for use in the game.
- Electronic Arts Deluxe Paint IIe and Newtek's Digiview 5.00 were
- used extensively during the entire process. By using the perspective
- tool an image could be manipulated to create doors, walls, floors
- and even many of the characters which appear in the Dark World.
- Detailing in the form of highlights, shadows and translucent
- overlays were added to further enhance each picture. In creating the
- animation of all Normal World characters, a video camera was
- employed to record, frame-by-frame, the specific movements which
- make up the animated sequences. Live actors were video-taped
- performing each of the various actions which were to be used within
- the game. These video images were imported to computer disk and then
- cleaned up and sized according to their particular use within Dark
- Seed.
-
- During production, a special trip was made to Switzerland to allow
- Giger the opportunity to view the game and make suggestions. His
- first comment upon sitting down at the computer and booting-up, was,
- "It's beautiful" Giger, who possessed some previous knowledge of
- computer graphics capability, was very impressed and interested. He
- offered several helpful suggestions about scaling, placement and
- other detailed comments. In addition, he elaborated upon many other
- ideas for future computer games.
-
- Near the end of development, in order to ensure that the best
- product be created, an extra 6 months of development time was added
- to produce additional locations, objects and programming to further
- enhance the gameplay and look of the game. The entire Cyberdreams
- team dedicated not only their time in creating Dark Seed, but
- collaborated in joining to~ether their continuous creative energies
- to bring into being a game that met their highest standard of
- excellence. Their sole purpose; your gaming enjoyment. :
-
- THE BEGINNING
- Gregg Cameron and I had just closed one of the biggest deals in our
- combined twenty-one years at the agency, making the prospect of
- staying with Cameron, Dawson and Tillich even more lucrative. I'm
- Mike Dawson. Not only did I claim one third of the firm's name, I am
- the Chairman of the Board. That kind of money is hard to pass up,
- especially when you're the head of one of the biggest ad agencies in
- San Francisco.
-
- But writing was my calling. And for writing, I needed a quiet spot
- where I could collect my thoughts and be receptive to the ever
- elusive blessing of inspiration.
-
- The ad in the paper shattered all doubts - a large, fully fumished
- Victorian- style house in Woodland Hills, California. "Seclusion"
- was the first word that caught my eye. No noise, no competition, no
- rat-race. "Bargain" was the second. In fact, it was dirt cheap. I
- couldn't see how the owner could make any profit at the asking
- price. Apparently, the property was just put on the market and it
- was a steal. It was a killing. It was the ideal novel- writing
- environment.
-
- During a recent business trip, I flew by prop plane to a small
- privately- owned airport just outside of Woodland Hills. I was,
- through a series of embarrassing circumstances, delayed at the
- airport. By the time I got to the house I only had enough time to
- give it a quick walk through. The only impression I was able to get
- of the house was that it was very large and dead quiet. This was the
- only criterion that needed verifying, in my mind. I continued my
- trip confident that I would own that house very soon.
-
- My eagerness to purchase the house was obviously palpable, as the
- real- estate agent, Beverley, commented over the phone. So palpable,
- in fact, that the sellers offered to pay for the move. How soon? A
- week. Not even enough time to give the house a complete look-over.
- She even offered to activate the utilities and phone, which made the
- offer almost too good to resist. Still, I had some reservations.
-
- Frankly, the agent seemed a bit over-zealous. I asked her why the
- previ- ous owner had wished to sell the house. Following a long
- pause, during which her breath was ominously audible, she issued the
- noncommittal excuse: "Uh, he had family obligations." This was
- followed by a number of reparative statements obviously aimed at
- mending any doubts I might have had regarding the quality of the
- house. I then asked who the owner was. She stated he was located out
- of state, desired anonymity and that the price was low because he
- didn't want to be bothered by a lon& drawn out transaction. The
- agent suggested that she would take care of everything and move the
- sale along quickly. I was naturally curious, but still, the house
- was in a great neighbourhood, and I had a feeling about it. This was
- the one.
-
- I hastily wrapped up my current business endeavours and notified my
- partners of my plan. Grudgingly, they agreed to a one year
- sabbatical; the exorbitant raises in pay they received helped
- dissipate their objections. The few belongings I was planning to
- bring with me and some of my favourite furniture would be picked up
- by a moving van and delivered to the new house on the same day that
- I planned to arrive. I was ready for Woodland Hills.
-
- After arriving at the small airport, I called a taxi to take me the
- rest of the way to my new home. Looking out of the window from my
- back seat vantage, the rural setting was still and refreshing.
-
- The cab driver and his taxi however, were relics from a long past
- era. The sign on the door said "Andy's Taxi Service." The cab looked
- as if it had seen its best days sometime in the 50's, its chrome
- bumpers peeling and askew, the mohair upholstery threadbare and
- unrelenting in its odour of antiquity. If the cab was old, the
- driver, presumably Andy, was ancient. Thin, bent and balding, his
- stained oversized seersucker slacks were held up by suspenders
- safety-pinned to his tee shirt.
-
- He seemed noticeably apprehensive when I asked him to take me to my
- new home, the old Victorian house on Ventura Drive. I asked him what
- was wrong. "Oh, just a bit of a migraine," was the feeble and
- obviously emotionless reply. I hoped the rest of the town was better
- cndowed in the hospitality department than Andy.
-
- It wasn't. As we drove through the narrow byways of "downtown"
- Woodland Hills, I was greeted by fleeting sideways glances and
- suspicious demeanours at every street corner. Strange town. I
- figured I was lucky to be in one of the marginally secluded areas,
- because the small-town mentality which pervaded the heart of
- Woodland Hills was a potential let- down. I asked Andy to speed up
- as I was very excited about getting to my new home.
-
- To my chagrin, I discovered that my new house was not quite as far
- from the centre of town as I might have wished. It was, however, sur-
- rounded on most sides by trees, which afforded adequate privacy.
-
- I lost all doubt about outside distraction when viewing the house for
- the first time in the daylight. It was solitary and incongruent with
- its surroundings. It was almost alien. There seemed an apparent
- vacuum l around it, an envelope of silence,which framed it, like a
- painting. It was secluded, all right.
-
- Visually, the house was an enigma. Strange mixtures of architectural
- components and a bit of missing paint made it seem wanting at first
- glance. It looked like it had not been inhabited for decades,
- although apparently someone had been maintaining it enough to
- prevent deterio- ration. But as I took in the sheer magnitude of it
- I realised that, though a fixer-upper, it was utterly beautiful in
- its antiquity.
-
- My pleasure was interrupted by the realisation that the moving van I
- had expected to be there when I arrived, wasn't in sight. There was
- no sign of the movers anywhere. Either they got lost, or they must
- have been in a real hurry to finish.
-
- Also, I had been expecting the agent to meet me to give me a tour. I
- had already bought the house through a series of unbelievably
- convenient overnight delivery transactions. (I meant to thank her
- about that.) She must have been delayed somewhere else.
-
- Oh, well, I thought, no harm in going in and exploring for myself, I
- paid off the cab driver and walked down the driveway and up the
- entrance stairs.
-
- The massive oaken double doors yielded easily, revealing a large
- entrance hall. One of the doors from the entrance led to an ornate
- living room. Among many outstanding pieces of antique furniture and
- decoration, one eerie portrait stood out. It was of a hauntingly
- beautiful young woman - beautiful in an other worldly sense, anyway.
- Dark tones and an obscure background highlighted a pale face with
- piercing eyes. I won- dered who she was.
-
- The fading sunlight filtered through the semi-curtained windows and
- cre- ated yellow bars of light reflecting off thousands of turbulent
- dust motes. I was marvelling at the immaculate but lived-in quality
- of the room when the feeling came over me.
-
- It wasn't a feeling, so much as a sound. A high, nearly imperceptible
- whine, like someone somewhere was blowing on a broken dog whistle. It
- so bordered on the inaudible that it was easier described as a
- buzzing vibration emanating from the inside of my head. My eyes
- glazed over and my mouth sagged open.
-
- I was tired. Not just tired, but suddenly exhausted. My eyes felt as
- if they were sandbags, my tongue felt like cotton. There must be a
- bedroom somewhere in here, I thought. As I groped my way up the
- stairs I wondered if I should wait for the agent. What was her name7
-
- Just a nap, that's all.
-
- Now, What was her name?
-
- She had no name - I never asked.
-
- No, I did ask, I just can't remember. That's odd. I must be sure to
- ask her name when she gets here. But first, sleep. I must find a
- bed. Where are my things? Where did the movers put them?
-
- Nowhere. The movers never came.
-
- I've got to remember to tell the agent about that, too.
-
- After trying several doors, I discovered one of the bedrooms. I was
- hard pressed to keep my legs from giving up their uphill battle for
- support. I collapsed on the bed face first, my palms down. The down
- comforter was cool and resilient under my cheek but unable to
- conceal the bed's underlying lumpiness.
-
- But now, I need sleep. I must remember to wake up soon for the
- agent, but first, a short nap.
-
- The whine suddenly crescendoed to a roar. It felt like a waterfall
- had cas- caded, accompanied by a tremendous clangour, into my brain.
-
- Sleep. A voice in my head that wasn't mine beckoned me to slumber.
- Sleep. Sleep. Sleep...
-
- HELPFUL HINTS
-
- 1) Save your game regularly. This is not one of those wimpy adven-
- tures where you can't come to grief! If you make a mistake and you
- haven't saved your game, you will have to start over from the begin-
- ning. Also, at the end of every day, it's a good idea to save your
- game before going to bed - just in case you find out later that
- there was some- thing you needed to get done that day, but forgot to
- do!
-
- 2) Pause your game if you have to step away from your computer.
- Select the "Floppy Disk" icon to go to the load/save/game options
- screen, where time is suspended. If you forget to do this, then time
- will continue to pass, and Dawson doesn't have a lot of it left to
- waste!
-
- 3) Look at everything. Sometimes you won't learn everything about an
- object on the first look; you may have to look more closely a second
- time. Don't forget to "look" at items you acquire in your inventory.
- Also, some objects won't make their appearance until you have
- obtained the necessary clues to their existence. Remember, it's not
- what you know that counts, it's what Dawson knows that's important.
-
- 4) Dawson can think much better if he doesn't have a splitting
- headache!
-
- 5) Pay attention to the changes in the cursor shapes as you move them
- over objects and backgrounds, as they provide important clues about
- your environment.
-
- 6) If something works one time, don't be afraid to try it again.
- Something different might happen the next time!
-
- 7) If a character seems to be too busy to talk to you, try tapping
- him or her on the shoulder to get their attention.
-
- 8) Think things through logically. We have tried to make all of the
- puzzles in the game make logical sense, although sometimes the logic
- may seem a little hard to follow!
-
- 9) If you get stuck, then try everything in your inventory on
- everything you can see. You just might get lucky!
-
-