PRODIGY(R) interactive personal service         10/09/94         8:05 AM

  
                SHEDDING LIGHT ON THE DARK SIDE
       Hints and Walk-Through For Cyberdreams' Dark Seed
                         By Chris Lombardi
    Poor Mike Dawson. Got a monster of a headache, a house
  with a split personality, and just 3 days before he gives
  birth to the end of the world. Things will indeed be dark if
  Mike doesn't jump the right hoops at the right time...
     The first part of this article is a walk-through of Dark
  Seed giving hints (some subtle, some not so) to help stumped
  players. The last section is a COMPLETE walk-through. DON'T
  READ THE LAST SECTION IF YOU DON'T WANT EXPLICIT HINTS.  
                                    In The Beginning ...[NEXT]
  
  DAY 1
     The first day is one of exploration and orientation.
  There are a few vital areas you should be sure to hit.
  First, the garage. Look in the obvious areas for auto
  accessories. The attic, too, should be on your list. There's
  a lot of junk up there but only one item will yield
  important artifacts. If you've been to the garage, you'll
  have the right tool to pry into the former resident's
  affairs. Once you have a handle on things, new doorways will
  open up for you (keep a sharp eye out or you'll miss a
  helpful, though not absolutely necessary object).  
                                            Floor Plans [NEXT]
  
     The study is also a place requiring your attention. The
  blueprints will reveal extra square-footage in this haunted
  money-trap. Keep the secret ways in mind for future use.
     Sometime during the day, you'll receive a call from the
  library. It would be a good idea to pay a visit. Before you
  leave, search the spare bedroom thoroughly for a item that
  may be of use there.
     Once in the library and once your transactions are
  complete, be sure to scour the area for goodies. There's a
  item that most people overlook, which is understandable
  since it's hidden like a needle in a haystack.  
                                  A Trip To The Grocery [NEXT]
  
     While in town, why not stop by the store? There are many
  things to buy, but only one is essential. You've got money
  to burn, so feel around until you touch the hot spot. You'll
  know it when you hit it.
     That does it for the first day's essential doings.
  Day 2
     This day's activities start with the delivery of a
  special item (not that the transmogrifying baby wasn't
  'special'). With the mirror shard you can begin your
  adventures through the looking-glass (though don't expect

Copyright 1994 Prodigy Services Company. All Rights Reserved.
PRODIGY(R) interactive personal service         10/09/94         8:05 AM

  rabbits and caterpillars).  
                                  Getting Some Leverage [NEXT]
  
  If you find that the Darkside (DS) is smaller than its real
  world parallel there are a few things you can do to open up
  more territory. First, remember that the real world and the
  DS are parallel universes and that things that are open in
  reality are open there as well. Also, there is a lever (not
  so) cleverly hidden in the graphics somewhere. This will
  help things a bit, just save the game before you give it a
  pull.
     Open doors reveal all sort of fun ground for you to
  cover. Be sure to explore the DS 'graveyard' for an
  essential tool.  
                                                Dig It? [NEXT]
  
     This new tool will no doubt suggest a plan of action.
  It's time to hit the graveyard and rob some graves. But
  which one? You'll have to hit the mausoleum first and poke
  around for that clock key. With it, you'll get the name
  you're looking for.
     Upon returning with your hard-won information, you'll may
  find you'll be doing hard time for your actions. You can get
  out of this mess, however, if you've had a run-in with
  Delbert. There are other things you need to do in
  incarceration, but you can do them when you restart the game
  (you'll have to, at least once, probably more).  
                                        Outta Da Slamma [NEXT]
  
  We'll cover these details on day three.
     When out of the pen, all that remains for this long day
  is to keep an appointment you made the day before. You might
  want to give your buddy a gift (or at least a sip) when he
  comes to visit. After all, he did get your can out of the
  can.
     And the evening and the morning were the second day.
  DAY 3
     Well, if you haven't discover the fact already, this is
  the last day in which to solve this mystery and get rid of
  the baddies. Finish it today, or restart.  
                                     Alien Police Squad [NEXT]
  
     The first thing you must do is get past that nasty
  creature blocking the way to the DS 'town'. The meeting with
  Delbert the previous night could supply the means.
     The DS police station. There's no free parking here;
  you'll have to think your way out of this one.
  Unfortunately, you would have had to have made some
  preparations on the previous day to escape this joint.
  Remember that the DS and the real world are tightly

Copyright 1994 Prodigy Services Company. All Rights Reserved.
PRODIGY(R) interactive personal service         10/09/94         8:05 AM

  paralleled. Things placed somewhere on one side might just
  appear on the other. If you can't figure it out, lie down on
  that cell bed, fluff a pillow and think on it awhile.  
                                     Help From A Friend [NEXT]
  
  Then, restart the game and try it again.
     When out of the DS jail, you'll notice another
  incarcerated soul begging your attention. Have a heart and
  give this guy a hand, and you'll be duly rewarded.
     Getting into the library can be tricky, thought the
  answer is quite apparent (or, rather, transparent) if you've
  cut a deal with your old cell buddy.
     It's quite obvious what you need to shed light on the DS
  librarian's gift. It's just a matter of switching world.
  With they microfiche's information you'll have one half of
  the automobile problem solved.  
                                Making the Auto, Mobile [NEXT]
  
  All you need now is a little fuel. Now, the solution here
  stretches things beyond the realm of the believable. I mean,
  I'd be darned if such a classic car would ever drink
  anything but single malt.
     Now that the car's started, whacha gonna do with it?
  Well, remember that old parallel universe thing. Perhaps
  your actions have had an influence on the DS.
     Indeed they have! But before you follow through with the
  your flight plan, there's something that must done first.
  What that 'something' is is not, at all, obvious.
                      

                                 Explicit Tip on Finale [NEXT]
  
  Rather than hint, I'll tell you that you must 'energize' the
  stone you found in the cellar floor by touching it to the
  screen in the 'brain room'. With that done, you can continue
  with the flight plan and send those aliens packing. All that
  remains is to return home and check that doorstep for more
  goodies from beyond. Once the package is received it IS
  obvious what must be done. Have at it!
  
  WARNING: The following screens contain a complete, step-by-
  step solution to Dark Seed. Do not continue on unless you
  want explicit solutions to Dark Seed's puzzles.  
                                  EXPLICIT HINTS FOLLOW [NEXT]
  
  Day 1
  Wake up, take aspirin, shower up.
  Get Library card from coat pocket in extra bedroom.
  Get crowbar, gloves from garage.
  Get package from delivery man.

Copyright 1994 Prodigy Services Company. All Rights Reserved.
PRODIGY(R) interactive personal service         10/09/94         8:05 AM

  Answer call from the library.
  Open trunk in attic with crowbar. Get journal, read it.
  Move trunk, get watch, move again until doorway is clear.
  Look at blueprint in study. Open secret door in wall.
  Get rope from upper secret room. Open upper secret door.
  Tie rope to gargoyle on balcony.  
                                       Day 1, Continued [NEXT]
  
  Go to town. Buy whiskey and talk to Delbert.
  Go to library. Get pin on library floor.
  Talk to librarian. Get book on hold. 
  Show card from jacket to librarian.
  Get journal scrap from book in aisle "C".
  
  DAY 2
  Wake up, take aspirin, wash up.
  Listen to radio in garage.
  Wait for delivery of mirror shard. Fix mirror. Enter DS.
  Use gloves on hidden lever on balcony to open front door.  
                                       Day 2, Continued [NEXT]
  
  Get shovel from "Graveyard" area of DS.
  Go back to real world. Open mausoleum in graveyard.
  Get key from butcher's urn.
  Open clock with urn key.
  Return to graveyard. Dig up Jim McKeegan. Read diary.
  Return home. Get arrested.
  Put money, pin, gloves under pillow in cell.
  Rattle cup, give Delbert's card to officer.
  Take gun from station wall.
  Meet Delbert at side of house at 6:00.
  Give scotch to Delbert. Get stick. Go to sleep.  
                                        Day 3, Explicit [NEXT]
  
  DAY 3
  Go to Darkside. Use stick with "dog" beast on bridge.
  Enter police station and get arrested.
  Get stuff under pillow. Pick lock twice.
  Talk to alien. Give pin to alien.
  Go to library. Use invisibility ring to get past sentry.
  Talk to "librarian". Get microfiche. Return to real side.
  Got to town, buy scotch, view microfiche in library.
  Return home. Get keys and stone in cellar.
  Put whiskey in car and start it with keys.
  Go to DS (enter house via rope).  
                                           End of Day 3 [NEXT]
  
  Put rock in the screen beneath the "big brain".
  Pull lever in alien ship using leather gloves.
  Get package on porch. Make hammer with rock and handle.

Copyright 1994 Prodigy Services Company. All Rights Reserved.
PRODIGY(R) interactive personal service         10/09/94         8:05 AM

  Break mirror.
  Put game on shelf, the end...?
     This article will be archived for future reference in the
  Adventure/Role-Playing Hint section of the Game Center.
     Comments? Questions? We can be reached on the Games
  Center bulletin boards at EXPT40B. Please do not send us
  private e-mail. Thanks, CGW.
                      

                      









































Copyright 1994 Prodigy Services Company. All Rights Reserved.
