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Monster Media 1996 #15
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Monster Media Number 15 (Monster Media)(July 1996).ISO
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DSEED2WT.TXT
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1996-04-05
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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 been following along ;), step
into the police station/prison. Show the Drekketh Guard your Privileged
Worker card, which will bring about an amazing change in his attitude
(heh).
Since your assignment is none of his business, go ahead and tell him that.
The next part is important, because when he asks about the offering, you
learn What Time Of Day It Is. Remember that. For me, it happened to be
daytime; it might be different for you. Whichever, just keep it in mind.
When the guard leaves, take the Light.
Now go visit Ik & Uk, around outside the big head. Be sure to say you're a
Dark World official, so they will ask the riddle. Even though you may know
the answer, it won't do you any good, but give one anyway. They'll tell you
to come back when you know.
Okay, you're almost there. Go to the guard outside the High Priestess'
house. Tell him you have a message for Ik & Uk, but can't tell them apart.
The guard will clue you in that Ik lies during the night.
Back to the Bobbsey Twins. Do the riddle bit again, and give the answer.
Since it's daytime, obviously Ik is on the right. That will get you through
the door (remember it may be different for you!).
Now you have to deal with the baby, who will shoot you if you just try to
waltz past him. This is easy, just give him the glop you picked up from the
Dark World diner. Finally, you can get in to talk to the Keeper of Scrolls.
Around The Civic Center
When you return from your chat with the Keeper, go to the Civic Center. At
last, you get to see the Mayor. Keep the conversation on safe ground, and
after he ducks into the Courthouse, use the coat hanger to open his car and
grab the briefcase.
Inside are some hot pics of Rita and a quarter. Use the quarter to call
Sheriff Butler. Report a robbery at the ATM. When Butler leaves, nip into
his office to grab the newspaper and photo of Rita from his desk. That's
all you can do here. Go home, sit on the porch, and wait for Jack to
arrive. Tell him what you've learned so far.
NOTE: The Mayor doesn't show up until you've talked to the Keeper of
Scrolls, so that must be done first.
Pool Hall/Shooting Gallery
When you've finished talking to Jack, head over to the Ramirez place and
chat with the grieving widow again. Leave the screen and go right back. You
should see Jimmy going up to the door and inside. Maybe Mrs. R isn't quite
so pious as she makes out to be.
Look through the window. A payoff, eh? I guess Mrs. Ramirez has some dirty
secrets of her own. Use the camera on the window to take a shot of this
underhanded stuff. Exit to the town map, where Mike will experience another
headache, which means another trip to good old Dr. Sims.
After that little nightmare vision, it's time to return home for another
session with Jack. Mike's good friend just happens to mention that Jimmy is
in the pool hall (where he's been for much of the game anyway), so
naturally you head off there as soon as the conversation ends.
At the pool hall, you walk into a confrontation between Slim and Jimmy.
Looks like Slim, for all his nuttiness, has come up with some hard
evidence, and Jimmy's not happy about that. This entire scene is completely
automatic; just watch what occurs.
When the fight is over, go out back to Slim's hovel (while he left by the
front door of the pool hall, he somehow ends up back in his "house"). At
the end of the conversation, Slim will hand over the letter and Jimmy's
empty gun.
Take the gun to the armorer in the Dark World. He'll trade you a biomech
weapon in exchange for it. Now you can go to the carnival and win the
shooting gallery prize (use the biomech gun on the targets, not the regular
rifle).
Back in the Dark World, use the prize on the final empty slot. This turns
off the power in the vicinity of the armory. Go there and through the door
on the left of the armory entrance. All you need to do here is grab the
alien device from the table.
Paul's House/Rita's House
On your return from the Dark World, it will be time for another session
with Dr. Sims. After that, Mike runs into an FBI agent and somehow manages
to deck him with one shot (whereas he couldn't do beans with Jimmy;
sheesh!). This gets Mike back home for a last talk with Jack, who seems
pretty disgusted with our hero, and one can hardly blame him for feeling
that way.
When that's overwith, head to Paul's house. Use the alien device on the
water wheel to turn off the water. Mike has a moment of brilliance here,
and goes around the house and in from the other side while Paul checks the
spigot.
Once inside, skip the room with all the bureaus and proceed to the next
room. Look carefully at the floor in front of the bookcase so Mike will
notice the scuff marks. Click the hand on the case to move it, revealing a
secret passage.
Go through that to the ritual room. Look around the room, then take the
keys hanging on the side. Oops, Paul just showed up, and that's a knife he
has in his hand. The fight that follows is automatic, and once again, Mike
comes out on top, this time managing to fatally stab Paul. Be sure to
question him thoroughly before he kicks off.
Our boy has at least enough sense to get out of there pronto. Back on the
street, head to the hardware store and use Paul's keys to get inside. Sorry
to say, there's nothing to take here. Instead, look at the fire alarm on
the wall between the paintbrush and the roller. It's in perfect operating
condition and just the thing to distract Deputy Brown from guard duty. Set
it off (click the hand on it). Once again, Mike leaves on his own and keeps
out of sight.
After Brown is in the store, you can get into Rita's house. First read the
letter on the desk, then go into Rita's bedroom. The fortuneteller's ticket
is stuck in the lower left corner of the mirror. After Mike takes that, he
sees an interesting scene in the mirror (by this time, is anyone surprised
about who the "serial killer" is?).
Naturally, you rush right off to the carnival and Pandora. Giving her the
ticket conjures up a scene in the crystal ball, showing that the closet in
Mike's room was never really locked (all these years, and he never thought
to try it? Geez!).
End Game
So what's in there? Another portal to the Dark World, that's what (how and
why is, of course, never explained). In any case, go through the mirror.
Ah, you've found the Shapechanger's lair at last, along with the Sword of
Justice. Grab that, then take a good look at the box on the floor left.
Now exit through the door. Hey, this is the kitchen...and you didn't walk
through any portal! What's going on here? Good question, as this doesn't
get much of an explanation, either.
In any case, it's time to initiate the end game, so talk to Mom. It doesn't
matter if you ask about the shoes or the knife, as the result is the same.
Mom collapses headless to the floor, in a pool of blood, and Rita's head
appears over the cooking pot. How cheery.
Whatever, talk to Rita and make sure you get all the information from her,
especially the news that the Behemoth has "hatched" and is on its way to
the portal from the Dark World to the normal one (although not a lot of
normal things have been happening in it lately ;).
Note that you *must* talk to Mom in this kitchen for the end game to
trigger. Otherwise, there will be only three heads in the power core, and
nothing much else will happen. You won't even be able to use the three
Points to blow up the machinery.
So now it's off to the mirror maze of the Dark World. This time, as you
probably suspected, you can't just click on the mirror to go there. Not if
you want to beat the Behemoth to the portal.
The first trick here is to enter the correct side. This is the entry
nearest you on the screen. That will put Mike inside on the left (as you
view the screen). If you look down the mirrors a bit, you'll see that one
of them has something that looks like a lock on it (actually, it's some
sort of hinge).
That's where you want to go. It will open when you pass through (clicking
the arrows on it causes Mike to say there's a path there), making for a bit
of a shortcut to the portal. You still have to walk the rest of the way.
When you reach the mirror, the Behemoth will be right behind, and Mike
fights it automatically, killing it with the sword (which he retains). Now
you can go to the power core and finish up. Use the light on the left side
of the control panel and the scrolls on the right side. Then cut the long
power cord on the far right with the sword. That puts the Ancients out of
business permanently.
After that, you can watch the final part of the game, which doesn't make a
whole lot of sense, and decide for yourself if you like the ending or not.
Dark Seed II is copyrighted 1995 by CyberDreams.
This walkthru is copyrighted 1996 by Scorpia, all rights reserved.