Dark Seed (Cyberdreams/Cyberdreams)

Last modified on April 6th, 2005

Dark Seed

Solution

Day 1

What you'll need and where to find it:

ItemLocation
AspirinIn the cabinet in the bathroom.
Bobby PinFloor of the library in front of the desk.
Clock Case KeyIn the Urn Room in the Tuttle Tomb.
CrowbarIn the boot of the car in the garage.
DiaryLarge trunk in the attic.
GlovesIn the car's glove box.
House PlanOn the desk in the study.
Library CardIn the pocket of the raincoat.
RopeOn the floor in the secret room number two.
ScotchBuy from the store.
WatchUnder the bigger trunk in the attic.

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 straight and playing the game becomes impossible! This is done by taking the aspirin in the bathroom cabinet and, while you're there, taking a shower as nobody 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's 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 the first secret room. Once you have gone through, it's 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, don't forget to leave the door open. Go downstairs again and wait for the postman to call (if you press "T", the time will pass more quickly). Open the door for the postman and receive the slightly unusual parcel before heading on up to the attic.

Shoving the large trunk on the right forward 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. Don't forget to wind the watch at odd intervals, or it runs down and you're left up the deeply unattractive creek without a paddle. Go out onto the balcony, tie the rope to the gargoyle and you'll 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 and exit the house through the front door for now. So using the aforementioned exit, take a trip down to the garage and take the crowbar out of the trunk.

Next you should obtain the gloves from the glove box in the car, and while you're there amuse yourself by sounding the horn and turning on the radio. 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 in front of the desk. Next talk to the librarian and 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, that it should go with, and inside which is the missing piece of the diary (definitely 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. Your alcoholic neighbor 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 that, the Tuttle Crypt. Enter the crypt by following the instructions in the diary excerpt and head on to the urn room. You'll find the key to the clock case in the urn on the far left of the bottom shelf. Take this 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 and the Painting over the mantle piece. Put Dawson to bed now, he needs his sleep and tomorrow is going to be a long day.

Day 2

What you'll need and where to find it:

ItemLocation
Diary FragmentJohn McKeegan's grave.
GunPolice station.
HeadbandFrom Sargo in the dark prison corridor.
MicroficheFrom the Keeper Of The Scrolls.
Mirror Fragment Postman delivers it.
ShovelCatacombs entrance.
StickDelbert's back yard.

Following the bizarre and macabre dream, you wake up and should shower and take your aspirin as before. Before the postman 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 through the front door. From now on it's not only o.k to use the rope but often essential. Press 'T' a couple of times before the postman 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 head into the room on your left. This room contains the plans for the embryo implantation 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 the turbo lift one room and step into the lift on the far wall. This'll teleport you to the second turbo lift room, from which you should exit left onto the observation deck.

You nee to activate the switch between the two exits. Use the gloves to avoid electrocution while doing so. This'll unveil a previously hidden door in the skull room, so go back there and go through the new door. Keep going left and you'll 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 to 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'll just have enough time to steal the gun, which is located just over the desk on the wall. Go to 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 guardian type dog thingy that guards the bridge over the abyss. Simply throw the stick over the side and watch the stupid thing chase after it to get past him!

You're 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 of picking the lock, but you may need a few attempts before you're successful. Once out you'll 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 like a fair swap, but don't use the headband now, it only works once and for a limited period. So only deploy it when you need to, which is soon.

Walk out of the passage and past the Drakketh Factory, which, the same as the barber shop, you can't go in. Now you'll 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'll see an image of the Keeper. She will then give you a roll of microfiche, which will come in useful tomorrow. But for now head home and get some shut eye!

Day 3

What you'll need and where to find it:

ItemLocation
Axe HandleDelivered by postman.
Car KeysUnder Stone In Cellar.
ScotchStore.
StoneCellar.

Take your aspirin and shower as normally done. 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. This is a useful item, but your don't need it right 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 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. There's a loose stone in the middle of the floor. Pick up it and 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'll find yourself back in front 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 ending sequence.

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