Delaware St. John Volume 3: The
Seacliff Tragedy:
Entrance
Here narrower several weeks Delaware sit without the work. Well do not come to
it visions, that here you will do. But Simon and Kelly cannot find although some
information about the parents of Delaware. On the whole, strained complete. And
here going with the February morning into the bakery, Delaware postiglo- after
all vision. Was imagined to it the park of attractions Seacliff, in which are
heard cries of people, panic. Something terrible occurred in the park. By Kelly,
pokopavshis' in the necessary places, she established that this moon- park was
closed 4 ago because of allegedly the accident, which took away about hundred of
lives of those arrived to be enjoyed people. But on the whether matter itself
did occur the innumerable case? If so, then why the souls of unhappy did not
find rest? These questions one must answer inspector on the paranormal'nym
phenomena for John to Delaware.
Council: In the game the very intricate system of walkings always will not be
succeeded in understanding, where one or other path, conducts. Therefore you
wander on the park, memorizing where which is located, and where what path
conducts.
History 1: All love the clowns
Playing after Delaware:
After conversation with Simon about the history of park we go directly into the
unlighted part of the park. Delaware will rapidly understand that the lamp in
the truck forgot. Therefore we are turned and go conversely to the truck. In the
body together with the lantern we will reveal hidden naparnitsu of Kelly.
Further Delaware and Kelly will decide to study park separately.
We go forward. We look at the map of park. Only further to the left we look at
the board with the declarations about those disappearing each yr children. We go
to the left to the wheel of review. We go inward. We pass forward, we look to
the left. We see stairs. We take out of it metallic rod. We leave. We look at
the map in order to see its location. We should reach the house Of krendellov.
We step to the left. There will to the right be elevated place. We rise to it,
get down from other side. It is exerted looking close at the wall. Then we
displace to the right.
We pass to the green building. Here Delaware will meet the shady person, who
will disappear because of the light. We step to the left. We penetrate the gates.
At this moment with us will be connected Simon, who will tell to us about the
shady people if we them do not in time neutralize by the light of lantern, then
they will dry energy of Delaware. We go to the right. We see the shed, closed to
the lock. We to the left find the door, which leads into the basement of house.
It is closed to the chain. We break in by its metallic rod, found in building of
the wheel of review. We get down into the basement.
We go in the door to the left. This is room with the furnace. We leave, we go
forward. Is utilized lamp on other shady person. We pass into another end of the
basement. We look at the old television set. We obtain from under it the
newspaper cut, in which it is written about Margaret krendell's death in the
house of laughter. It is pivoted to the left. We check with the aid of the
switch near the door, there is whether light. It is discovered door. We rise
upward.
We speak through the door to Theodore krendell. It will not open door, until its
wife returns. But we explained from the newspaper cut that its wife was dead. We
distress mister by this information. For this we push through the newspaper cut
through the door. As a result of this Theodore will open door, we penetrate it.
It is exerted on the kitchen. Let us be inspected. We find refrigerator to the
left. We turn around, costing facing it, and we go in the dining room. Is
utilized lamp on the appearing himself shady person. It is pivoted to the right.
We look at the picture, which stands on the table, on which is represented the
family Of krendellov: father, mother and son.
We return to the kitchen. We pass into the room to the left. Let us be inspected
all around. We rise along the stairs upward. We check door to the left and to
the right of stairs, and also door behind the stairs to the left. They all will
prove to be closed. We approach the door, which is located behind the stairs to
the right. Theodore will be located beyond it. We speak to it again. It will
describe about the loss of the son of Robert.
We return to the stairs. We hear noise, which reached from the first floor. We
get down. This fell picture, and safe seemed after it. We look close at the
safe. We study the symbols (from top to bottom) engraved on it: X- and, III-
and, V- ii. It is similar to the roman numerals. It is utilized the simplest
mathematical calculations in order to obtain: X -i=9, III -i=2, V -ii=3. We
click on the disk of safe and we introduce obtained numbers (9, 2 and 3). In the
opened safe we look at the picture of family, on which will be present the
fourth member of family. We take different picture, which lies on the upper
shelf of safe.
We return upward to Theodore. It is utilized the picture of family on the door.
We learn, that on this picture is depicted even Adam. After conversation
Theodore will open door. We go in the bedroom of owner. We pass to the left. We
destroy by the light of the lamp of shady person. Through the door we speak to
Theodore. It will not want to speak about the man in the black. Door will be
opened, we go in the tank. Through another door at the end we pass into the
following bedroom - the bedroom of Adam. We study the figure of clown.
We leave through the door. We will prove to be before the stairs opposite the
bedroom of owner. We approach the door, on which it is written the "closed
zone". We speak to Theodore about the imaginary friend of Adam. We go through
the door. We now in the room of Robert. We look at the picture of Adam with the
clown.
We leave. We get down downward on the stairs. We destroy all met shady people by
the light of lamp. We leave from the house through the door in the basement. We
pass between the green building and the tail end of the room of laughter.
Further dvizhemsya according to familiar route to our gruzovichka and Kelly. Its
turn arrived to approach the investigation.
Playing for Kelly:
It is pivoted to the right. We check the door of cashboxes. We go forward. Kelly
will note as it will go off scale pointer on the indicator EMF. We rise on the
steps to the left to the pirate vessel. From the floor near the bench we to the
right select fitting. We get down downward, we continue to go forward. We meet
shady person, we speak to Simon. We penetrate the gates, pass by clown. We go
forward two times (path before us it will prove to be blocked). It is pivoted to
the right. We are fixed to the attraction by the name Rapture. Woman in the
black will pass there earlier us. We follow it. Path will be forward blocked by
fence. We look at the hill. We go to the left. We pass to other side from the
small cars. We look at the yellow-pink structure, which governs small cars.
Unfortunately, there is no way whatever further. We return conversely. We leave
from the territory of attraction Rapture.
It is pivoted to the left. We make one step forward, then we displace to the
left. Here Kelly will meet with Simon about Delaware. After passing further
forward, we will encounter the gates, closed to the chain. Attentively we look
to the earth after the fence (to the right of winch). We note the hack-saw lying
there. We must in a some manner secure it.
It is pivoted to the left. We go forward to the brick wall. It is twice pivoted
to the left and we pass forward above the rails, which are retained by yellow
pedestal. It is exerted before the kiosk. From the shelf we take coil with the
rope. It is pivoted to the left. We approach the door of building, in which are
defended the small cars of attraction. Door immediately will not yield. It is
necessary to grease loop by fitting. Inside the structure it is pivoted to the
right. We pass for the small cars. We turn around. We look on the regiment near
the fan. It is utilized file on the round magnet in order to obtain magnet on
the small filament.
We leave from the building. We step forward, to the right, forward, to the right
and forward in order to return to the winches, closed to the chain. We look at
the hack-saw. Is utilized magnet on the rope, in order to secure the desired
object. Let us saw in two the chain, which retains gates, by hack-saw. We pass
forward. On the hill we will meet with the miss of roses, with that aunt, which
went to attraction Rapture. We speak to it about Adam and about other
disappeared children. We return conversely, we penetrate the gates. Sequential
shady person here will be encountered.
Now we return there, where it costs gruzovichok of Delaware. We twice go forward
for this, we displace to the left before attraction Rapture, we twice go forward,
we displace to the left. We penetrate the gates with the teeth. We turn around.
We note the absence of the large figurine of clown. Again we turn around. We go
to the side of Delaware. Two figurines of clowns here will bar road to us. We
turn around. They will follow us. We go forward. After reaching winch with the
teeth, the two additional figures of clowns will prove to be before us. We
understand, that we are surrounded. It is pivoted to the left. Only output from
the prevailing situation - this to climb into the collector, the entrance into
which is located before the figures of clowns.
There and will begin the most terrible part of the game - intricate labyrinth.
It is pivoted to the left. We look at the closed lattice, marked by number 1. We
turn around. We see map to the left and wheel to the right. We look at the map.
The system of canalization is drawn on it. Where we now and where it is
necessary to reach - understandably. We approach the wheel to the right. It is
marked also by number 1. It is pivoted wheel. The lattice of collector 1 will be
opened according to the logic of things. Further I recommend to be preserved,
and then to already carry out the steps, described below, in order not to stray
in all these pipes.
We penetrate the gates of # 1. We displace to the left. We in front see # 2. We
step, we penetrate the open gates of # 2.
It is pivoted to the left, we step, costing before the closed gates, it is
pivoted to the right. We see 3 wheels, marked as by # 3, #2 and # 4. It is
pivoted only wheel under numbers 2 and 4, the third we do not touch! It is
pivoted to the right, we step. It is pivoted to the left, we step, it is pivoted
to the right.
We step to the winch of # 3, it is pivoted to the right. We twice go forward. It
is pivoted to the right to the winches of # 2. We pass, we step forward. We
reveal two additional wheels on the wall to the right. It is pivoted only wheel
under number 6, the 5th we do not touch!
We go forward past the wheels. We displace to the left, we step forward, we
displace again to the left. We go forward, we penetrate the gates of # 6. We
three times go forward to the support, we displace to the left, we step forward
to the winches of # 5. We penetrate them.
The end of the canalization is already close. We displace to the right. We see
the wheel of # 7. It is pivoted it. It is pivoted to the right, we follow twice
forward, we displace to the right, we go forward and to the left to the winches
of # 7. We penetrate them. It is pivoted to the right, we go forward to the
metallic stairs. We rise upward. Delaware will already await us at the output
from the collector.
Playing after Delaware:
We go directly to to center park. After passing tree, it is pivoted to the left.
We look at the board with the list of the disappeared children. Delaware "will
see" the house of laughter with the hidden there skeleton. Give to search for
method as there to fall.
It is pivoted to the right, we go forward and to the left. We approach the house
of laughter. It literally will revive before us, and someone's voice will invite
to visit inward. We look closely at the door. It is still closed. We pass along
the path to the right of the house of laughter. We displace to the right. We go
twice forward. We penetrate the gates. We go forward. We look at the tent with
the game. Karl will invite to play a little into the game "fall by ball" into
the food cans. Problem like light - we take ball and we throw into the banks,
but, how much we did not try, ball always flies only more left. We take ball and
we step back from the tent. It is pivoted to the right. We go forward to the
roundabout in front. We displace to the right. We look at the sandbox, in which
will play Adam. After he will disappear, we look at the scoop left by him. Is
utilized ball on the scoop, in order to balance by its sand. We step back from
the sandbox. It is pivoted to the right, we go directly and to the right to the
tent with the game. Is utilized the weighed ball, in order to strike pyramid
from the food cans. As the reward we obtain from Karl information predominantly
about Robert. Also after the fallen banks on the regiment will be found fomka.
This is our key for the opening of the door of the house of laughter.
We turn around. We penetrate the gates. We go twice forward, it is pivoted to
the left. We make one step forward.
We turn around to the right. We look at the door of the house of laughter
oppressed by boards. We break in the boards of fomkoy. We pass inward. We go
forward. Voice will begin "to sing" about the house and to that a similar heresy.
We pass to the end of the slope, we displace to the left. We kill shady person
by the light of lamp. We displace to the left, we go to the right, further we
move to the stairs. We rise upward. The second labyrinth here will expect us.
We approach the wall in front. We look at the pictures in the circles and at the
roman numerals to the left of them. Pictures after each number this three
information will help correctly to follow on the labyrinth. We penetrate the red
door to the left. We fall into the room with three dver'mi (the 4th it leads to
the output). We move on the labyrinth in the following directions:
I Is pivoted to the right. We go in the door with the figures of red apple,
green pine tree and yellow clown.
II Is pivoted to the left. We go in the door with the figures of green pine
tree, orange balloon and red heart.
III Is pivoted to the left. We go in the door with the figures of green clown,
red pine tree and dark-blue balloon.
IV. Is pivoted to the right. We go in the door with the figures of yellow
balloon, green apple and yellow heart.
V We go in the central door with the figures of dark-blue clown, yellow heart
and green tree.
VI. We go in the door with the red clown, the yellow balloon and the green heart.
Thus, we will be selected from the labyrinth. We go to the left. We hear
someone's female voice. This is the mrs. Of krendell. We speak to it. We learn,
that it not was one at that moment, when occurred "accident". We focus attention
on the fact that it pulls for some purpose metallic sheet. After will leave the
mrs. Of krendell, we pass forward, then it is pivoted to the right. We look at
the wall. Fomkoy we unbend the metallic sheet, after which will be revealed the
skeleton. It is pivoted to the right, we get down on the stairs. There will to
the left be exit from the house of laughter.
We turn around. We step along the path to the right of the house of laughter.
Then we go to the left to the house Of krendellov. In the basement we speak to
Theodore. Being the happy return of wife, he will say that Robert was the latter,
whom they saw near the American of hills. We leave from the basement, we
penetrate the gates. After passing forward, we will meet the girl, whom Delaware
will take after spectre. We further move to gruzovichku in order to transmit the
relay race of investigation by Kelly, since American hills are located on "its
territory".
History 2: Defender
The second history should be begun from the main menu of game.
Playing for Kelly:
We go to the American hills (attraction Rapture). Along the way we get rid of
all vstrechennykh shady spectres. After approaching more closely to the
attraction, we will meet again miss Rose. She will show Kelly the symbol, which
the breaking of incantation designates, in the opinion of Simon. We pass to the
territory of American hills. Kelly will have sequential conversation with Simon.
We go forward to the hills (to the hill). Kelly this time will find entrance.
But! The appeared hunter will force Kelii to fall downward, into the cave.
We go forward twice, we displace to the left. We look at that placed by brick
opening in the wall. Some bricks be absent, rest are weakly fitted. We step
back. We displace to the left, we go forward and to the left. We select from the
earth brick. It is pivoted to the left, we go forward, it will to the left be
brickwork. We destroy it with the selected brick. We penetrate the opening to
wall. Kelly blocks way for the hunter by cabinet.
We look at the basket, which stands to the left of the cabinet displaced by
Kelly. We take the safety fuse lying on it. It is pivoted to the left, it is
discovered door. In the tunnel it is pivoted to the left and we make one step
forward. We to the right find another door. It like as is not closed, but also
it is not opened. Magic - not otherwise. It is pivoted to the left. We go
forward to the door at the end of the tunnel. We pass into the room. It is
pivoted to the right, we in front see stairs and door. We try to open door. By
Kelly will not make this, until it learns still anything. We turn around, we
look to the right. We rise along the stairs upward. After proving to be before
the door, we do not hurry to penetrate it. It is first pivoted to the left. We
obtain another safety fuse, which lies on the basket to the left of the stairs.
Through the door we leave from the building (this it was official of building,
which is been located opposite the pirate vessel). Here Kelly will have a talk
with Delaware about the hunter. Simon also pouchastvuyet in the conversation and
will add more than information about the destroyer and the hunter. After
conversation Kelly will return to the building.
We get down downward on the stairs. We turn around, we enter into door. We go to
the right on the tunnel to the boulders, which block further way. It is pivoted
to the left and we go in the door. In the cloakroom right-most box is discovered.
Note with the following content will be inside located: "not to forget! To begin
from the fact that is less than 1, on the contrary, three to hourly pointer ".
We step back, we look at the briefcase, which lies on the boxes. In order it to
open, it is necessary to learn the code of four numbers. The solution lies in
the note and the round collection of numbers, which can be found from above the
briefcase.
To begin from the fact that is less than 1 - this, certainly, 0. On the contrary
- this is number 2, which is located opposite 0. Three clockwise from 2- X -
this is 5. The first number for code 5 means.
1 stand opposite 5. Three clockwise from 1 - this is 9. Second number of the
code - 9.
Opposite 9 it stands 6. Three clockwise from 6 - this is 8. Third number of the
code - 8.
Opposite 8 it stands 7. Three clockwise from 7 - this is 4. Fourth number of the
code - 4.
We collect on the lock of briefcase 5 9 8 4. We obtain from the the
vnutrennostey tube with the make-up. We leave from the cloakroom. It is pivoted
to the right, we go to the end. We leave through the door to the left. We go
forward, we penetrate the door to the left in order to return to the first
tunnel. Give let us verify the closed door. We go forward three times, it is
pivoted to the left. We try to open door, but it will not yield. Then with the
aid of the tube with the make-up we sketch on the door the symbol, which
destroys incantation. Door, thus, will be succeeded in opening.
We look at the left side of the room. From the shelf we to the right take safety
fuse. It is pivoted to the right.
We look at the table, on which lie children's figures. On one of them is drawn
hunter and the boy. We take this figure in order to show its later Delaware. It
is pivoted to the right. We look at the boxes, behind which will be found one
additional skeleton of child. We return to Delaware. For this we leave from the
room, we go to the right, we penetrate the door, we rise along the stairs and
leave to the street. We speak to Delaware about hunter, Adam and about other
child behind the American hills.
We return to the American hills. We pass to other side of small cars. We look at
the building to the right. Door will not be succeeded in opening, until not
there is podano electricity. We step back. We look at the electrical box to the
right. If we click switch, then result, of course, any not it will be. Is
discovered upper to the left it cut off. We put in the empty place red safety
device. Is discovered upper to the right it cut off. We put in the empty place
yellow safety device. Is discovered lower to the left it cut off also in the
empty place we put already dark-blue safety device. We shut sections. We click
on the switch. We go inside building of control of American hills. It is pivoted
to the left. Is discovered right-most box. We there find the sequential skeleton
of child. We leave from the building. With the attempt to climb over the small
cars the from somewhere undertaking himself clown will plant us on the seat and
will send to be rolled. Fortunately, Delaware arrived in time in time will not
give Kelly to prove to be on the bottom of ocean.
Playing after Delaware:
We go forward to the wheel of review. After passing it from the right side, we
displace to the right. We go to the tents with the games. We displace to the
right, we go to the roundabout. We go inward. Adam will want so that Delaware
would include roundabout. We look at the box of control to the left. It is
discovered cover, we understand, that is necessary the code. We step back from
the roundabout.
We follow to the winches. After conversation with Simon Delaware will see in the
vision jar with the medal. We penetrate the gates. We return to our truck.
Without reaching it, we displace to the left. We rise on the steps. Near the
closed gates on the earth we find jar with the medal. We select medal. We return
to the tents with the games. We go forward, until we see dead bushes and yellow
post. We displace to the right. We go in tent Skiball. We look at the toy
clowns, and also at the apparatus, in which there is no ball we step back from
the tent. We go in the dark tent to the left of Skiball. We see toy jumps. We
push through medal into the slot. Toy is activated. Horses will arrive at the
finish in the following order: 6 2 9 1. We leave from the tent. We step to the
roundabout. It is discovered control panel on the left wall. We collect code 6 2
9 1 in order to neglect attraction. After Adam will take pleasure by trip, he
will say to us so that we would find the box under number 16.
We return to our truck. Are to the right of boxes erected it. Is discovered the
lower to the right cabinet, at which will lie the map. On it it will stand cross
near the centrifuge. We return to the tents with the games. We go directly (past
the bushes), further follow to the winches in front (it will to the left be the
entrance into the attraction by the name the tunnel of fear). We pass to the
territory of attraction centrifuge. We look there at the map. On it to some
period will appear the small cross, which the wheel of review.
We turn around, we leave through the gates. We displace to the right. We go
along the path to the left of the lamp. We go to the entrance to the wheel of
review. We look at the map. On it to some period also will appear the small
cross, which the region near the roundabout. We go there. Before the roundabout
there are two maps. We resemble close to the roundabout, it is pivoted to the
right. We look at that map, in the background of which will be evident the wheel
of review (if we look not on this map, then it is necessary to begin from the
very beginning, from the map, which lies at the box of # 16). The cross, which
indicates the tunnel of fear, the attraction will appear on it. It is pivoted to
the right, we go forward. We displace to the right, we go forward until gates to
the centrifuge are in front not visible. We displace to the left. We look at the
map before the tunnel of fear. On it to appear the sign of a question.
We go inside the attraction. We go forward. On the train Delaware will reach the
tunnel. We turn around, we go forward. We pass by mummy. The path before us will
prove to be blocked, but there will to the right be way on the cemetery. We
pass. We speak from white-haired Sindi. We step to the left, we look at the
coffin to the right. In it we find two additional children's skeletons. We go
further on the tunnel to the green box in front. We go in the cloakroom to the
right. We look at the mirrors to the left, which belong to different people we
look at the table Of sindi. We read letter from its mom. In it it is discussed
the bracelet. At this moment Of delaver will see in the vision the bracelet,
which lies near the toy clown. Where we them did see? In tent Skiball.
We pass along the corridor to the right of the table Of sindi in the depository.
To the left of the door there is a hoist, but it thus far does not work. Through
the door we leave to the street (let us leave we to the tents with the games).
We go forward and to the right to tent Skiball. We look at the figurines of
clowns, then to the upper shelf. We attempt to take bracelet, but Karl will not
permit making this, until we put into the order all games. Let us begin from
dartsa. We step back from tent Skiball. We look at the dark tent to the right.
Karl will say that in dartse one dart does not be sufficient. Dart in the eye of
clown will see Delaware because of its abilities. We step back from the tent, it
is pivoted to the left and we go forward. We go to the left to the tunnel of
fear. We look at the clown to the right. From its eye we obtain dart. Inside the
clown we find one additional skeleton of child. We return to the tent with
dartsom. We put dart in the board.
We go in tent Skiball. Karl will want so that we would find the absent sphere.
In its vision Delaware will reveal sphere to the benches. We leave from the
region of games. After traversing gates, we look to the right. On the left bench
we find sphere. We return to tent Skiball. We place the sphere into the second
to the left apparatus. We leave from the tent. We go to the roundabout. We look
at the tent to the left. Karl wants so that we would find the lost pillow. Her
Delaware will reveal in the feet of mummy. We saw it into the tunnels of fear.
We go there (entrance through the vegetable building in the territory of tents
with the games). We take pillow and we return to the tent to the left of the
roundabout. We place pillow to the counter. The commissions Of Karl Will end On
This. We can go in tent Skiball and take upper regiments bracelet.
We go in the green building. We pass into the cloakroom, from there into the
tunnel. We step to the cemetery. We there return Sindi bracelet. In the reward
we obtain from it key we return to the depository after the cloakroom, we leave
from the building. We go to the house Of krendellov. It is discovered by key the
door of shed. We inside study the home-made altar, at center of which will lie
the leaf with the incantation, which causes of hunter. Thus far Delaware will
search for how it is possible to destroy leaf, it it will blow away by wind.
After conversation with Simon we leave from the territory of the house Of
krendellov. After passing forward, we will meet clown. We pass to the green
building. From one side there will be the door. We strike it, it is inside
discovered large box to the right of stairs. At it the sequential skeleton of
child will lie. It is pivoted to the left. We look at the holders of keys. We
step back. We look at the note, which lies on the box to the left. It is clear
from it that key T from the hoist - this green 2. But in the note it is said,
that all numbers are divided into two, and colors are entangled. Instead of the
green must be yellow, while instead of number 2 - number 4. We take from the
holder of keys key yellow 4. We leave from the building.
We step to the region with the tents of games. We go there in the green
building. Is utilized key yellow 4 on the hoist and let us go downward. Delaware
will obtain the vision of key under the door. This door is located directly to
tunnel and to the left. But key by naked hands not to reach. We return
conversely to the hoist. We step on another tunnel, which will be to the right.
The first door will to the right prove to be closed, just as the second door to
the left. But, after passing to the end of the tunnel (on the wall will appear
inscription, which will show way the eighth), last door can be will be broken
in. Inside the room we take wire hanger. With the aid of it we obtain key from
under the door at the end of another tunnel. We step to the hoist, we displace
to the right. By key it is discovered door to the right. We look at the rubbish
in front. We there note another skeleton. All in all already found eight. We
step to the end of this tunnel. The eighth imprint of hand will appear on the
wall, after which it completely will disappear. We go forward. We meet Robert.
After Robert will throw in Delaware knife, by the best solution it will run out.
We run on the tunnel, we to the right rise upward on the hoist. We leave from
the building through the door to the left. We go to the right, further we run to
the house Of krendellov, lingering not second, since hunter will be connected to
the pursuit. After running in into the basement, we encounter with Adam, who,
occurs, it was together with brother Robert. On this control will leave us. To
us nothing more it remains how to look the tail piece of game.
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