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PC/CD Gamer UK 36
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PCGAMER36.bin
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walkthru
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darkseed
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darkseed.txt
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Text File
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1996-05-29
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6KB
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84 lines
DARKSEED walkthrough
DAY 1.
When you wake up go through the right hand door into the bathroom and take a
shower. OPen the cabinet on the left-hand wall and pick up the tablets and
then eat one. Go through into the spare bedroom and look at the over-coat in
the cupboard twice. When the bulge appears, look again and take the library
card from the pocket. Go downstairs and into the study. Pick up the map from
the desk and look at it. Press the panels on the right hand bookcase to reveal
the secret passage. Walk down it and climb the ladder. Pick up the rope and go
through the door. Walk back downstairs and wait until the doorbell rings.
Answer the door, then go back upstairs, climb up to the attic and push the
chest handle on the right-hand side of the chest three times so that you
can get out on to the balcony. Use the rope on the gargoyle in the corner and
climb down to the ground outside the garage.
Open the car boot, take the crow bar, then get into the car. open the glove
compartment, take the gloves, and play with the radio. Go out of the garage
in front of the house, pick up the newespaper and read it. Go inside the house
into the living room and read the note that is on the front of the mirror.
Go back up to the attic and use the crow-bar on the chest. Take the journal
from inside it, read it, and then walk to the town. The phone will ring at
12:0 pm, so you should be around to answer it as the librarian has an important
message for you. Go to the shop and see Klug. Buy some whiskey from him and
speak to Deolbert, who should give you his card and arrange to meet you later.
Walk to the library, and speak to the librarian and read the book that has
been reserved for you. Give her your library card and follow her directions to
the book you are after. Take the book and take the pages which are hidden
inside and read them.. Go back to the librarian desk, pick up the bobby pin
that is on the floor and rock on over to the cemetery (dead centre of the town).
Have a chortle at Guybrush's tombstone and then go to the crypt. Press the
left stone, then the centre stone, then the right stone. Go inside and look
over the shelves of urns. The urn in the bottom left-hand corner contains a
clock key, so pick it up. Go back to the house, open the grandfather clock in
the lounge room and take note of the previous owners name. Time to go to bed.
DAY 2.
When you wake up, take another shower and get the pills from the bathroom
cabinet. Wander around until 10 am when the doorbell should ring. Take the
shard of glass and place it in the crack on the miror. Walk through the
mirror and into the dark world. The rooms are a reflection of their real world
counterparts, so its easy to find your way around the house. Go to the study
in the darkworld, walk down the secret passage and into the transporter.
You end up on the balcony, pick up the binoculars and look through them
at the mountains.
Put the gloves on and pull the lever on the wall. The door should open. Go
back inside the dark world house and go out through the front-door. Go to
the cemetry, pick up the shovel, return to the house and then go back to the
real world by walking through the mirror. Go to the real world cemetry and dig
up J McKeegan's grave. Pick up the journal page from the grave and read it.
Go back to the house and get arrested by the local police officer who takes
you to the jail. Hide your money, gloves and pin under the pillow before
hitting the tin mug against the bars to call the officer. Give him Delbert's
card and you are released. Before leaving the police station, take the gun off
the wall and go back to house. Wait outside for Delbert to arrive at 6pm, as
you arranged yesterday. Follow him into his garden and give him a drink of
whisky. When he leaves with his dog, pick up the stick and go back to the dark
world. Walk to the right outside the house, throw the stick into the abyss
for the dark side dog to retrieve. walk over the bridge and go to the dark
world jail, where you get arrested again. Look under the pillow to find your
real world possessions. Use the pin on the cell door twice and speak to
your fellow inmate. Set him free and he gives you a headband which makes you
invisible. Put this on, go into the dark world library, switch the computer on
and look at the screen. When you have got the microfilm, get back to real
world as fast as you can, there is a danger that you will fall asleep and get
captured. go upstairs and go to bed.
DAY 3.
Wake up, take a shower, take the tablets from the cabinet. Make sure you are
around at 10:00 am to answer the door and collect the handle of a hammer. Go
to the library to look at the microfilm. Then go to Klug's shop and buy a
bottle of whisky. Go home, down into the basement and pull on the stone in the
middle of the floor. Pick up the keys and the flagstone, then go to the garage
and use the whiskey on the car. You can now start the car. Turn the radio on
before heading back through the mirror and into the dark world. Go towards the
cemetery and keep on going until you reach the room with the throbbing brain.
Use the flagstone on the powersouce to energise it, then use the flagstone on
the hammer handle. Go back until you are outside the dark world house and
enter the alien ship. Put the gloves on, tug on the lever and leave the ship
immediately, prefably before you get locked in. The ship takes off, go back
to the real world and smash the mirror. And at last the world is safe.