Dark Seed II - Day by day Walkthrough and Normal Walkthrough.
Day by day Walkthrough:

The game takes place over three days. During the night you must sleep. Make
sure you are back in your house before nightfall each evening. If you fall
asleep outside the house, all of your possessions will be stolen. Depending
on your point in the game you can possibly retrieve them from the lost and
found box in the Police Station. If you fall asleep in the Dark World, you
are found by the aliens and the game is over. Save your game often.

DAY 1

Go through the upper right door into the bathroom. Point at the medicine
cabinet to take a headache tablet. Use the shower to get cleaned up.

Exit through the right door into the second bedroom. Look at the coat in the
closet. Look at it again then retrieve the library card from the pocket.
Look at the card. Exit through the upper right door and go down the stairs.

Go through the left door into the study. Pick up the blueprint on the desk.
Look at the blueprint. Point at the right wall and you will open a secret
door. Enter the secret door. Turn around and open the secret door again but
do not go through it. Point at the ladder and go to the upper room. Pick up
the rope. Point at the door in that room to open it. Enter that door and you
will be back in the master bedroom. Turn around and open the secret door
again, but do not go through it.

Go through the upper left door onto the landing. Point at the ladder to go
up to the attic. There is a large trunk in the attic blocking an opening.
Point at the handle on the side of the trunk to move it a bit. Point again
to move the trunk some more. This will expose a pocket watch which you point
at to wind; look at it to see what time it is. Point at the trunk a third
time and move it clear of the opening. Go out through the opening onto the
balcony. Use the rope on the gargoyle and exit the balcony via the rope.

You will be in the back garden. Enter the small door on the right into the
garage. Point at the trunk to open it. Look at the trunk and pick up the
crowbar. Point at the trunk to close it again. Enter the car door. Point at
the glove box and pick up the gloves. Go back into the garden and point at
the rope to return to the balcony. Go back into the attic and use the
crowbar on the trunk lid to open the trunk. Look in the trunk. Pick up the
journal. Look at the journal. Go down through the hatch to the landing, down
the stairs to the lobby, and exit the house through the main doors.

If the doorbell rings during this first part of the game, go and answer the
door. The mailman will deliver a package containing a doll which appears to
be of no consequence to the game. If you miss the mailman, after you leave
the house you will find the package left at the door. Pick up the package
and look at it.

Pick up the newspaper outside the house and look at it. Walk to the right
until you come to Klug's Food Market. Enter the store and give your money to
the clerk. Point at the bottle of scotch at the right side of the screen to
purchase it. Delbert will enter the store and give you his card. Look at the
card.

Exit the store and continue right until you reach the library. Enter the
library. On the floor in front of the librarian's desk is a hairpin. Pick it
up. Give the library card to the librarian. She will tell you to put it back
in the book. Go through the upper left door and enter aisle "C." Point at
the large green book on the bottom row. You will obtain a piece of paper.
Look at the paper. Exit the library and go to the left until you go past
your house onto a path.

Follow the path to the cemetery. Go through the cemetery gates and follow
the path around to a screen with two tombstones and a mausoleum in the
distance. Take the path to the mausoleum. Stand in front of the door and
point first at the left circle, then the upper circle, and finally the right
circle. The door will open. Enter the mausoleum. Go through the door in the
center and point at the urn in the lower left corner of the screen to obtain
a key.

Return to the house. The phone will be ringing. Go to the master bedroom and
answer the phone. You will be told that there is a book waiting for you at
the library. Go to the library and point at the librarian. She will give you
a book which you will look at to get a message (the message tips you off
that you may sometimes get some information by listening to the car radio
which you can do on Day 2 and 3 if you wish). Exit the library and return to
the house.

Enter the front door of the house and take the door on the right to the
living room. Use the key on the grandfather clock and note John McKeegan's
name on the plaque. Look at the note taped on the mirror. The note will then
disappear. Go back to the lobby through the right upper door and go upstairs
to the master bedroom. This is all that must be done on Day 1. If you have
several hours remaining, you can go to the top of the next hour by pressing
the "T" key. Do this until 10 pm. when you will go to sleep.

DAY 2

Go into the bathroom and point at the medicine cabinet for a headache tablet
and take a shower. Go down to the lobby and press the "T" key to advance to
10 am. The doorbell will ring. Open the door and the mailman will deliver
another package. This package contains the broken piece from the mirror.

Go to the living room and use the mirror piece on the mirror. This will make
the mirror a portal to the Dark World. Go through the mirror to the cocoon
room. Go through the upper right door to the Dark World house lobby. Go left
into the Dark World study. Look at the holograph on the desk. Go through the
door on the right into the lower transporter room and walk into the
transport- er in the center of the screen. You will be transported to the
upper level. Exit the upper transporter room to the Dark World balcony.
Pick up the binocu- lars and look at the scenery. Use the gloves to operate
the small lever located between the two doorways on the balcony. This will
open the main door below.

Return to the upper transporter room and use the transporter. Go back to the
Dark World lobby and go through the main door on the upper left to the out-
side. Go left until you come to a cave. Enter the cave and pick up the
shovel. Exit the cave and go right until you return to the Dark World
house. Go back through the main door and right to the cocoon room. Go back
through the mirror to the (relatively) normal world.

Exit the house and go to the cemetery. Go to the screen with the two tomb-
stones and take the right path to the screen with the four tombstones. Look
at the third tombstone from the left. This is John McKeegan's grave. Use the
shovel on the grave to obtain yet another note. Read the note then return to
the house.

A Policeman will be waiting outside the house. He will arrest you and throw
you in jail. Put everything you can under the pillow in the jail cell except
for the bottle of scotch and Delbert's card. Pick up the tin cup and use the
cup on the cell bars to attract the Policeman's attention. Give the card to
the Policeman who will then let you out. You will be alone in the Police
Sta- tion. Pick up the gun hanging on the wall. Exit the Police Station and
return to the front of your house. Go through the bushes to the right of the
house to get to the back garden. Make sure you save your game at this point.

Advance the time with the "T" key, pausing for a couple of seconds between
each keystroke. As soon as Delbert appears it is 6 pm. You will need to
complete the remainder of Day 2's tasks fairly quickly; otherwise, you will
run out of time in the Dark World.

Follow Delbert to the right into his back yard. Delbert will be throwing a
stick to his dog. Give Delbert the bottle of scotch. He will depart and
leave you the stick he was throwing. Pick up the stick.

Go back around your house, through the front door, right into the living
room, and through the mirror. Go to the Dark World lobby and exit the Dark
World house. Go to the right until you reach a bridge which is guarded by an
alien beast. Throw the stick to the right of the beast. It will jump off the
bridge after the stick. Cross the bridge.

The first building you come to is the Dark World Police Station. Enter the
Station. An Alien Cop will arrest you and throw you into jail. Point at the
pillow in the cell to retrieve your belongings. Use the hairpin to pick the
cell door lock. You must do this twice in order to succeed.

Outside of the cell you will see another alien prisoner. Give him the
hairpin and he will give you an invisibility ring. Talk to him first if
you'd like to see another screen, but remember: time is of the essence here.
Exit the cell block through the upper center door. Exit the Dark World
Police Station.

Go right until you reach the Dark World library which is guarded by an alien
guard. Use the invisibility ring to get past the guard. Enter the Dark World
library and point at the console (not the screen). A figure will appear on
the screen. Talk to the figure and she will provide you with some
information and give you a microfilm. Exit the Dark World library and go
left until you reach the Dark World house. Enter the house, go right to the
cocoon room, and back through the mirror to the normal world. Go upstairs
and point at the bed to go to sleep.

DAY 3

Go into the bathroom and point at the medicine cabinet for a headache tablet
and take a shower. Go downstairs to the lobby, exit the house, and go right
until you reach the library. Enter the library. Go through the right door.
Point at the microfilm viewer to light it and use the microfilm on the
viewer. Read the message then turn off the viewer.

Exit the library and go left to Klug's Food Market. Enter the store, give
your money to the clerk, and purchase a new bottle of scotch. Exit the store
and return to your house. If a package is not already waiting on the front
step, enter the house through the main door; around 10 am. the doorbell will
ring and the mailman will deliver a third package which contains a handle.

Go right into the living room and take the upper left door to the kitchen.
Take the upper right door to the cellar. In the center of the floor is a
rectangular flagstone. Pick up the block. Look in the hole in the floor and
you will see a set of keys. Pick up the keys. Note that the flagstone is in
your possession and that it has a hole in it. Exit the cellar, go back to
the living room, and enter the Dark World.

Exit the Dark World house, then go left until you reach the cave. Go through
the door at the back of the cave into the Ancient's room. Go through the
door at the back of the Ancient's room to the main power supply room. On the
left wall is the power nexus which is a rectangular hole. Put the flagstone
into the nexus. It will energize and heat the stone. Use the handle with the
ener- gized stone and it will form a hammer. Put the hammer in the nexus and
it will fuse into a dense material. Leave the power supply room and return
to the normal world.

The phone will be ringing. Go to the master bedroom and answer the phone for
another hint. Go up to the balcony and use the rope to leave the house (a
Policeman is waiting to arrest you at the front door which will end the
game). Enter the garage. Put the scotch into the car's gas tank. Enter the
car and use the keys in the ignition to start the car. The car will only run
for a certain time on a bottle of scotch; so, do not delay too long with the
next part.

Return to the house via the rope. Go to the living room and through the
mirror to the Dark World. Exit the Dark World house. The small door to the
left of the main door is the entrance to a spaceship. Enter the spaceship
and use the gloves to operate the lever on the left side of the main
console. This starts the spaceship's engine. Exit the spaceship. The
spaceship will take off and you will be returned to the normal world. With
the ship gone, the mirror is now de-energized and the portal to the Dark
World is closed. Use the hammer to break the mirror. The librarian will
arrive at the front door with an item for you and the game ends.

-----------------------------------------------------------------------------------------------------------------------


Normal Walkthrough:


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.