DARK SEED from Cyberdreams Solution by Neil Shipman The adventure takes place over three days and it is essential to do certain things on certain days in a fairly linear fashion else you're in for a gruesome ending! It is only possible to examine and manipulate items, locations and characters but, in order to make this walkthrough more readable, I have used a more appropriate verb in place of manipulate. Day 1 : You wake at 9 a.m. and start in your bedroom with just money in your inventory Go to the bathroom Open mirrored cabinet (You take something for your headache) Use the shower (You clean yourself up) Go to the other bedroom Examine trenchcoat (You wouldn't be caught dead in it) Examine trenchcoat again (You see a bulge in the pocket) Put hand in trenchcoat (You find a piece of paper) Examine piece of paper (It's a library card for Tolkien's Lord of the Rings) Go to the landing Climb ladder to the attic room Examine front of trunk (It's locked with a rusty padlock) Open trunk (You can't) Examine side of trunk (There's a sturdy handle) Push trunk twice Pick up the watch which had been hidden by the trunk Examine watch (Now you can check the time whenever you want) [When the watch stops working just wind it up] Push trunk once more to open the way to the balcony Go to the living room Examine the note on the mirror (It tells you about the broken corner and mentions the garage) Go to the entrance hall Answer the door when the doorbell rings at 10 a.m. (The postman delivers a package containing a doll which changes into an alien creature and back again as you look at it, but you can't keep it) Go outside the front door Examine newspaper (It tells about the recent crime wave and how residents are afraid to venture outdoors after dark) Go to the garage Open the trunk of the car Examine trunk (You see a crowbar) Get crowbar Go to the entrance hall (The phone should now be ringing) Go to your bedroom Answer phone (It's a call from Sue at the library about a book on hold for you) Go to the attic room Prise trunk with crowbar to open it Examine trunk (You find a diary) Get diary Examine diary (It tells about fear of the Ancients on the Other Side and about moving the mirror to the garage) Go to the living room Examine clock (There's a plaque inside which you can't read) Open clock (You can't because it's locked) Go through the kitchen to the cellar Examine wine bottles and barrel (Booze is obviously important) Go into town and enter Klug's Food Market Give money to shopkeeper Get bottle of scotch (Your neighbour Delbert, a lawyer, comes in and introduces himself. He suggests a meeting outside your house at 6 p.m. the following day and gives you one of his cards) Examine card (It's a "Get out of jail free" card) Go to the library Talk to clerk (She gives you the book kept on hold for you. It tells you to tune in to the right station for a dependable word from a concerned friend) Give library card to clerk (She tells you it's for the book with the green cover in aisle C) Examine the floor in front of her desk (You find a hairpin) Get hairpin (hairpin = bobby pin) Pick up bobby pin Go to the bookstacks and enter aisle C Examine green book (Middle of bottom shelf - You find a scrap of paper) Examine piece of paper (It says that Tuttle swallowed the clock key just before suffering a stroke and it tells you how to enter the Tuttle mausoleum) Go back past your house, into the cemetery and up to the wall outside the Tuttle mausoleum Push left button, push top button, push right button (The door slides open) Enter the mausoleum and go to the urns on the shelves Open Joe Tuttle's urn (Bottom left one - You get the clock key) Go to the living room Open clock with key (The plaque inside refers to John McKeegan) Go to the study Examine blueprint (You see the layout of your house which shows two secret passages) Get blueprint Examine east wall of study (It seems hollow) Open east wall door and enter the lower secret room Climb ladder to the upper secret room Get rope Open door and enter your bedroom Go to the balcony Examine gargoyle and tie rope to it (This now provides a way in and out of the house other than the front door) Go to your bedroom Go to bed (between 5 and 10 p.m.) and have a nightmare! Day 2 : Go to the bathroom Open mirrored cabinet (You take something for your headache) Use the shower (You clean yourself up) Go to the entrance hall Answer the door when the doorbell rings at 10 a.m. (The postman delivers a package containing the broken shard of mirror) Go to the garage and enter the car Turn on the radio ("What you do in the light is reflected in the dark. Leave some doors open before crossing over.") Open glove compartment Get gloves Go to the study and open secret door Go to your bedroom and open secret door Go to the living room Put mirror shard in mirror Go through mirror into the Dark World Go to the alien study Examine plan (It's for a gruesome experiment on a human - YOU!) Go through open secret door Go onto ramp (You're sucked to another place) Go through open secret door to the platform above the alien landscape [The binoculars can be used to view the alien landscape from this platform and also to see your balcony from the top of the mausoleum in the Normal World, but they're not necessary] Pull lever between doors while wearing gloves (It opens the alien front door) Go to the alien front door and go outside Go west to the alien cemetery Get shovel Return to the Normal world Go to the garage and enter the car Turn on radio ("Turn yourself in and leave behind the key which will only work in the dark world.") [N.B. The radio only seems to give this message for the first 20 mins of each hour, starting at 2 p.m. If you're too early leave the car, advance time using the 'T' key and try again.] Go to the farthest grave Examine grave (It's J. McKeegan's) Dig grave with shovel (You dig up a casket and find some diary pages) Examine pages (They tell (1) about the previous owner bringing back something which if made into a tool will break the mirror, (2) about the enemies underestimating how strongly events in this world affect things in the other, (3) that the car keys are hidden in a special place and (4) that the police station is mirrored in the Dark World) Go to your house (A policeman standing outside arrests you and puts you in jail) Hide money, gloves and bobby pin under pillow Get cup Rattle bars of cell with cup (A guard appears) Give Delbert's card to guard (He releases you) Get gun Go to the side of your house and advance the time to 6 p.m. (Delbert appears and tells you to follow him) Follow Delbert into his yard (He's throwing a stick for his dog) Give scotch to Delbert (The dog runs off and Delbert follows) Get stick Go to the Dark World Go outside alien front door Go east to alien creature Throw stick in abyss (The creature leaps after it) Cross over the bridge and enter the alien police station (The alien cop sees his gun, takes everything you're carrying and puts you in a cell) Retrieve your belongings (i.e. money, gloves and bobby pin) from under the pillow Pick lock twice with bobby pin to escape Examine prisoner (He's Sargo and he offers you the gift of invisibility in exchange for freedom if you'll help him) Give bobby pin to Sargo (He gives you an invisibility headband) Go to the creature outside the alien library and SAVE your position because the headband only works for a short while Wear headband to pass creature and enter the alien library Turn on the access screen Examine screen (It's the Keeper of the Scrolls. She tells you (1) about the embryo implanted in your brain, (2) that if it's born it will destroy you and all mankind, (3) that you must find the Ancients' power source and destroy it and (4) that the police in your world are under the control of the Ancients and must be avoided. She then gives you something) Exit the alien library past the creature before the headband stops working Check inventory and examine new item (It's a microfiche card) Return to the Normal World Go to your bedroom Go to bed (between 5 and 10 p.m.) and have another nightmare! Day 3 : Go to the bathroom Open mirrored cabinet (You take something for your headache) Use the shower (You clean yourself up) Go to the entrance hall Answer the door when the doorbell rings at 10 a.m. (The postman delivers a package containing an axe handle) Go to the library Turn on the viewer Put microfiche card in viewer (You are told about hiding objects under flagstones in cellars) Go to Klug's Food Market Give money to shopkeeper Get bottle of scotch Go to the cellar (via the rope if necessary to avoid the policeman who might be outside your front door by now) Examine floor (You see a loose flagstone with a hole in it) Get loose rock (rock = flagstone) Examine floor again (You see a set of keys) Get keys Go to the living room and SAVE your position because there are two ways of finishing from here depending on how quick you can be 1 The slow method : Go to the Dark World Go to the alien cemetery, past where you found the shovel and past the Ancients in suspended animation to the chamber with the power source Put rock in power nexus underneath computer (It warms up) Join warm rock and axe handle (You make a glowing hammer) Return to the Normal World Answer the phone when it rings ("Remember, anything seen in the mirror is not real. Only the mirror itself is real.") Go to the garage (via the rope to avoid the policeman outside your front door) Pour scotch into gas tank [You could SAVE your position here in case you're extremely slow, but there is really plenty of time once you've started the car] Enter the car Turn keys in ignition (The car starts) Go to the Dark World (via the rope) Go to the alien spaceship Pull lever while wearing gloves (The start up sequence begins) Exit the spaceship (The game now takes over from you. You stand and watch as the spaceship takes off, then you're returned to the Normal World) Break mirror with hammer (The game takes over again. You answer the front door and are greeted by Sue from the library with some pills for your headaches! She briefly changes into the Keeper of the Scrolls and you're just beginning to understand. The house goes up for sale and that's the end of the adventure!) 2 The quick method : Go to the garage (via the rope to avoid the policeman outside your front door) Pour scotch into gas tank [SAVE your position here just in case you're not quick enough] Enter the car Turn keys in ignition (The car starts) Go to the Dark World (via the rope) Go to the alien cemetery, past where you found the shovel and past the Ancients in suspended animation to the chamber with the power source Put rock in power nexus underneath computer (It warms up) Join warm rock and axe handle (You make a glowing hammer) Go to the alien spaceship Pull lever while wearing gloves (The start up sequence begins) Exit the spaceship (The game now takes over from you. You stand and watch as the spaceship takes off, then you're returned to the Normal World) Break mirror with hammer (The game takes over again. You answer the front door and are greeted by Sue from the library with some pills for your headaches! She briefly changes into the Keeper of the Scrolls and you're just beginning to understand. The house goes up for sale and that's the end of the adventure!)