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- 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.
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