DARKSEED walkthru

   * Intro story
   * DAY 1
   * DAY 2
   * DAY 3

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Intro story:

You have just moved into a new house. Aliens have landed and have made this
"dark world" which the only access to is through the magic mirror. You've got
to get rid of the aliens... easy.
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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.
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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.
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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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