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Cream of the Crop 20
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Cream of the Crop 20 (Terry Blount) (1996).iso
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Text File
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1996-04-05
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17KB
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404 lines
Dark Seed II
This game can be annoying because it's easy to overlook something or forget
to talk to someone (more than once), and then you find yourself stuck.
Nothing is happening, and you end up revisiting many locations, trying to
figure out what you've missed. That's always aggravating.
Fortunately, when you do find that "missing link", something else usually
opens up immediately. So while DS II is somewhat linear, it is not 100%
lockstep. Some actions can be performed out of the order given here without
messing up your progress through the game, or putting you into a corner you
can't get out of. What's important is that everything gets done eventually.
So if you did some things in a different sequence than shown here, don't
worry about it. Just look at the part where you're stuck to see what you
missed, and go do it.
At The Start
After the conversation with the Sheriff, look around the room (nothing to
take here), then exit to the kitchen. Talk to Mom. Get the smiley face
magnet off the refrigerator door. Go to the next room (living room) and
open the cabinet. Take the camera. Go into the bathroom and click on the
medicine cabinet to take the pills (you don't actually have them in the
inventory; apparently Mike just swallows some).
Leave the house and have a chat with Jack. Pop around town for awhile and
talk to people. At the pool hall, go out the exit behind Jimmy, and search
the trash can for the wire hanger (this will not help you to open any
locked doors right now, but you will need it later). Be sure to talk to
Mrs. Ramirez (left from the carnival).
Visit Rita's crime scene (right from the carnival) and look at the chalk
outline, then click on the bushes behind the bench to meet Slim. He will
give you Rita's high school reunion ticket at the end of the conversation.
When you exit to the map, Mike will have a headache.
Now go see Dr. Sims, and allow him to hypnotize you. After that, go to back
to your house for another chat with Jack (sit on the bench and wait for him
to arrive).
When Jack leaves, go inside and turn on the TV in the living room. The
Keeper Of Scrolls will send a messenger with a ticket to the carnival. The
carnival will be open now.
Carnival
Talk to the clown to find out he's sick, then hand him the ticket. At the
carousel, click on the right side to go around back to the employee tent.
Note the heavy anvil on the ice chest that holds the clown's medicine.
There is no way you can move this.
Return to the carousel and click lower left to visit the games. Try them
if you like; you can't win any of them right now (can we say, "rigged"?).
At the carousel again, click on the critter upper left of the ride to visit
the midway.
Leave the House of Mirrors for later. Enter the sideshow. Talk to the
Siamese Twins until you learn about the key sent to the wrong person.
Continue on and talk to Gargan the strongman. He could certainly lift the
anvil, but he's in no mood to do that for you at the moment. You'll change
that attitude later.
Finish up with Pandora the fortuneteller. Show her anything you like from
the inventory. Talk to her again. After the conversation ends on the
"hogwash" line, exit to Gargan's room and come right back in. Talk to
Pandora, making sure you use the "need talents" line, and you should see
questions about the other carnival people. Ask about all of them,
especially the twins. You *must* hear the four/two/three legs riddle, or
you won't be able to do anything at the morgue, which is where you should
be going next.
At The Morgue
Before going into the Morgue, visit the Sheriff and bring the conversation
around to Doc Larson. Keep it up until you hear how Larson was kicked off a
hospital staff for improper behavior.
Now see Larson. Tap on the window, and keep the conversation going until
the bit about his being fired shows up. When you use that topic, Larson
bangs his fist down and shuts the window. The banging accidentally opens
the locked door to the Morgue back room.
Exit the Morgue and return. Open the door and go in back. Look at the man
on the slab, who is wearing a key around his neck. Now click on the file
cabinet, and read his autopsy report. Mike will figure out the answer to
the fortuneteller's riddle, and is now be able to take the key from around
the corpse's neck. Keep reading the files until you've found the black
book, seen Rita's autopsy report, and come to the AMA notice, which is the
last thing to read. You can open the freezer door and look at Rita's
remains if you wish. Return to the carnival.
Dark World (Wheel of Fortune)
Go into the Hall of Mirrors. Work your way around and down the right side
to the mirror with the lock on it. Use the key from the corpse to unlock
the door, and continue to the room with the ornate mirror. Step through the
mirror to reach the Dark World.
On arriving, you are met by the Keeper of Light. Be sure to get all the
info you can during this conversation. After your chat with the expiring
Keeper, leave the mirror room and go outside (note: in both worlds, from
now on, you need only click on either the mirror room or the exit to go
right to those locations).
Don't be afraid of the large, ominous head. Step inside; this is the
Ancients' power room. From the central core (where Rita's head is), go to
the left, until you reach the room with the safety-pin face (just like on
the box cover ;). Click the smiley magnet on its mouth. The Wheel of
Fortune at the carnival is now rigged to make you a winner.
Dark World (Ring Toss/Hall of Justice)
Return to the carnival and play the Wheel. When you have your prize
(stuffed bear), go back to the Dark World. Put the toy (which has changed
into something a little different) in the empty spot next to the safety pin
mouth. This turns off power to the Dark World recreation area (the people
on heavy drugs and whatnot).
Go there and through the door to talk to Goth. He needs some drugs, too,
but won't accept anything of the Ancients. On the way out, take the device
on the ceiling of the recreation room. Stop in at the diner, talk to the
man behind the counter, and take the disgusting stuff lying on the counter.
Now you have a problem: because you left the power core, you can't get back
in again without a Privileged Worker card. Go to the Civic Center. Note
there are doors to the left and right of the main entrance. The one on the
left is where you'll find the Light of Truth; you can't take that now. The
one on the right leads to a locked door; you don't want to mess with this
at all.
Go into the Hall of Justice and talk to the judge. Admit you're Mike
Dawson, and you're off to die. Sorry, this has to be done. When you're in
the pit, look closely at the corpse left. He has a Privileged Worker's card
on his belt. Get that, then touch the life-force leech; it's the only way
to leave this place (that locked door right of the main entrance leads back
to the pit, so don't open it later!!).
After your interesting chat with the Keeper of Souls, return to the
carnival. Use the device from the recreation room on Gargan to improve his
mood. Unfortunately, it's not soon enough to save the clown (I don't think
this is possible), but you get Gargan's meds, and that's good enough for
Goth.
Bring the pills to Goth, then talk to him about everything. On the way out,
take the crossbow over the door, and return again to the Carnival. Use the
crossbow on the pole of the ring toss, then play the game. You'll get
another stuffed toy.
Use this toy in the slot under the critter with the headband in the Dark
World. That turns off the power to the Hall of Justice. Go there again (the
judge is not around) and open the door to obtain the Scrolls.
Light/Ik & Uk
As long as you're in the vicinity (if you've bee