Dark SeedDark Seed

Game Details:  Horror, 1992

Links:  Moby Games, Adventure Gamers

Walkthrough Updated:  3/17/2004

Suggested Listening:  Where There's Smoke (Ash 25)

Dark Seed is an adventure game where you play as Mike Dawson, an advertising company manager. You start the game by buying an old house in the town of Woodland Hills. After falling asleep one night you have a horrible nightmare about an alien from an alternate world planting a seed of darkness in your mind; unfortunately this turns out to be real, and you have 3 days to find a way to save yourself. The game has a sequel called Dark Seed 2.

Day 1

House

Go through the right door into your bathroom. Have a shower, then open the medicine cabinet (behind the mirror) and you will take a pill for your headache. Leave through the right door into the second bedroom. Look at the trenchcoat twice to notice a bulge in the pocket, then take the item from the pocket and look at it in your inventory - it is a card for an overdue library book. Leave through the right door and head downstairs.

Go through the left door into the study. Pick up the blueprint from the desk and look at it. Use the right wall to open a secret door, then go through. Turn around and open the secret door again but stay here for now. Climb up the ladder and take the rope, then open the door and go through. Turn around and open this secret door as well (there are now 2 open secret doors for later use).

At some stage around now the doorbell will ring; don't worry about answering it, as the mailman will leave your package at the front door.

Head through the left door to reach the landing, then climb the ladder up to the attic. Move the heavy chest twice by pulling its handle, then pick up the small watch from the floor - you can look at this in your inventory to check the time. Move the chest again to clear the opening, then go out to the balcony. Tie your rope around the gargoyle and climb down. Enter the garage using the doorway on the right.

Open the trunk of the car and take the crowbar, then close the trunk again. Get in the car and look in the glovebox, then take the gloves. Leave the car and then the garage, and climb back up the rope to the balcony. Use the crowbar to open the heavy chest, then look into and take the journal. Read the journal in your inventory. Go down through the hatch, then down the stairs and out the front doors of your house. Outside, pick up the package at the front door (the doll) and pick up the newspaper on the street.

Town

Head right twice and enter Klug's Food Market. Give your money to the shopkeeper, then pick up the bottle of scotch from the shelf on the far right. Delbert will enter the store and give you one of his cards; look at it in your inventory.

Leave the store and continue right twice, then enter the Library. Pick up the bobby pin from the floor in front of the desk. Give your library card to the librarian, and she will ask you to put the card back in the book. Go through the top left door and into aisle C. Look at the large green book on the bottom shelf to find a piece of paper, then look at it in your inventory.

Leave the library, and head left 6 times to find a cemetery. Go through the gates and follow the path to the next screen. Approach the mausoleum with the title "Tuttle" above it. Try to open the door, but it is locked. Press the 3 buttons around the arch (left, top, then right) and head inside. Go through the next doorway, then click on the lower left urn on the shelves to find a clock key. Leave the mausoleum and the cemetery, and return to your house.

House

Once inside, you will hear the phone ringing. Go upstairs and through the left doorway to find the master bedroom. Answer the phone, and the librarian will tell you there is a book waiting for you. Go downstairs and leave the house again.

Town

Head right 4 times and enter the library. Talk to the librarian to get a book, and you will see a secret message automatically. Leave the library and return to your house.

House

Go through the doorway on the right to find the living room. Look at the note on the mirror. Now use your clock key on the grandfather clock to see a plaque mentioning John McKeegan. Go through the right door, then up the stairs and to the left to return to the master bedroom.

Press the T key on your keyboard to advance time until you go to sleep.

Day 2

House

Go through the right door into the bathroom. Have a shower and take another pill for your headache. Go downstairs to the front door, and wait until 10am, when the doorbell rings (press T if you are impatient). Open the door to receive a package containing a shard from the mirror. Go right into the living room and put the shard into the mirror to complete it. Now step through the mirror/portal.

Dark World

Head through the right doorway, then left into the study. Look at the holographic plans on the desk. Go through the right doorway, then step into the transporter to go up to the top level. Go through the left doorway to find the balcony. Pick up the binoculars and use them to look at the alien landscape. Use your gloves to pull the lever between the two doorways, then head through the left doorway and down in the transporter again. Go left to the study, then left to the lobby and out through the round door.

Walk left twice, then enter the cave. Pick up the shovel, then leave the cave and return into the house. Go right to the cocoon room and enter the mirror.

House

Head through the right doorway, then out the main door of your house.

Town

Walk left twice to the cemetery, then go through the gates and past the screen with the Tuttle mausoleum. Look at the tombstones to see the 3rd one belongs to John McKeegan. Use the shovel on the grave to retrieve another note. Leave the cemetery and return to your house, where you will be arrested and put in prison. Put the money, gloves and bobby pin under the pillow, then pick up the tin cup and use it on the cell bars to call the officer. Give Delbert's card to the officer and you will be released. Make sure you take the gun from the wall. Leave the police station to the left. Head back to your house and around the right side to reach the backyard. Wait until 6pm, when Delbert arrives.

Save your game now as the rest of this day must be completed quickly.

Follow Delbert right into his backyard. Give the bottle of scotch to him, then pick up the stick he was throwing to his dog. Return to your backyard, then go around the front and inside. Go right to the living room, then through the mirror.

Dark World

Head through the right doorway to the lobby, and out through the round doorway. Walk right twice to find a bridge, and throw the stick to the right of the beast - it will jump off the bridge after the stick. Continue right over the bridge and enter the first building, which is the dark world police station. You will be arrested and thrown in another prison cell.

Get everything from under the pillow in your prison cell. Use the bobby pin to pick the lock (you need to do this twice). Once out of your cell, give the bobby pin to the alien prisoner in exchange for an invisibility headband. Go down the long hallway, then leave the police station.

Continue right twice and use the invisibility headband to get past the guard outside the library. Enter the library and use the console. Talk to the figure on the screen to get a microfiche card. Leave the library and return left 5 times. Enter the dark world house, go right to the cocoon room and through the mirror.

House

Go through the right door, then up the stairs and to the left to return to the master bedroom.

Press the T key on your keyboard to advance time until you go to sleep.

Day 3

House

Go through the right door into the bathroom. Have a shower and take another pill for your headache. Go downstairs to the front door and leave your house.

Town

Walk right 4 times and enter the library, then go through the right doorway. Turn on the microfiche reader and use your microfiche card with it to view the message. Turn off the machine and leave the library, then walk left twice and enter Klug's Food Market. Give your money to the shopkeeper and pick up another bottle of scotch. Leave the store and return to your house.

House

If it is after 10am, pick up the package from outside the front door. If it isn't, wait until 10am and answer the door to get the package from the mailman - this package contains a handle. Inside your house, head right into the living room, then through the left doorway into the kitchen, and the central doorway down into the cellar. Pick up the rectangular flagstone in the middle of the floor and look in the hole. Take the keys hidden there. Go up the stairs, right into the living room, and through the mirror.

Dark World

Head through the right doorway to the lobby, and out through the round doorway. Walk left twice, then into the cave and through the doorway into the Ancients' room. Go through the next door to find the power supply room. Use your flagstone with the power nexus in the left wall to energise it, then use the handle with the energised stone to make a hammer. Use the hammer in the power nexus. Walk all the way back through the cave to the dark world house and through the mirror.

House

Go through the right doorway and up the stairs, then left to the master bedroom. Answer the ringing phone for a hint about the mirror. Go through the left door and climb the ladder, then head out to the balcony and climb down the rope. Enter the garage.

Save your game now as the car will not have power for long.

Pour the scotch into the car's gas tank. Enter the car and use the keys to start it. Get back out of the car and leave the garage. Climb back up the rope and head inside, then down the ladder. Go down the stairs and right into the living room, then through the mirror.

Dark World

Head through the right doorway to the lobby, and out through the round doorway. Now go through the smaller doorway just to the left, into a spaceship. Use the gloves on the large lever on the left side of the console. Quickly get out of the spaceship and you will return to your house.

House

Break the mirror with the hammer.