Story 1: The Big Picture
Delaware finds himself deep in the woods, in a small town long forgotten. Not just abandoned, this town seems to have been intentionally shut off from the rest of the world since the roads in were torn up and trees planted to block the route. Kelly calls Delaware on VIC and they chat briefly about the town, Kelly suggests contacting her friend Simon to help with the research, he tells her he"ll contact her later after he"s had a chance to look around.
Delaware starts on the outside of town, he makes his way through and approaches the movie theater. At the front of the theater he has a vision at the ticket booth: it"s a skeleton in an usher"s uniform. A ticket is slid under the glass and the skeleton vanishes. The ticket remains.
Delaware takes the ticket. He moves to the front of the theater, trying the main doors, they"re locked. He follows around the outside of the building to find a side door and a fire escape above him. The side door is locked and the fire escape ladder is out of reach.
Delaware walks around town a little and outside of the Diner there is a garbage bin with a broken umbrella inside. Delaware takes the umbrella back to the alley behind the theater and uses it to hook the bottom of the fire escape ladder. He pulls it to the ground where it stays. He climbs the ladder up to the fire escape where there is a window partially open, he opens it the rest of the way and enters.
Delaware is in an office on the second floor of the theater, there"s a desk to his left. There"s a clock on the wall that"s stopped at 1:15. A desk plate labels the desk as the property of Charles Epps. Delaware examines the desk to find a pink slip in the desk drawer, it"s for the termination of an employee, Josh Martin. The termination sheet claims Charles Epps, the theater owner, was terminating Josh Martin for erratic behavior.
Delaware puts the note back into the desk and attempts to leave the office, but before he can get out a voice begins speaking. His flashlight goes out and Charles appears, sitting at his desk. He"s angry and goes on about disrespectful and immoral kids.
After the ghost vanishes Kelly calls and they discuss the phenomenon where ghosts drain the batter power of his flashlight to manifest. Delaware leaves the manager"s office. On the same floor there is a projection room that is locked and a storage room that is open. When Delaware approaches the storage room the door slams in his face and he overhears and altercation between Charles and another person. When the talking stops he finds the door is locked and can"t be broken down.
Delaware follows the hall back towards the office to the stairwell and takes the stairs down to the first floor. The door leads into the main Concession Lobby where the concession stand is. From here there"s access to the main entrance, the theater, and the service room all of which are locked and too sturdy to break down. There is a clock on the wall here, also stopped at 1:15. When Delaware tries the service room he hears a girl crying behind the door.
Vic cuts in when Delaware approaches the Lobby stairs, Kelly and Simon are researching the town and Simon has discovered the location is a long time source of paranormal strength. After the transmission Delaware resumes to looking around.
At the concession stand Delaware sees a vision of a young man in an usher uniform having a conversation with a young female patron. This is Josh Martin, the employee Charles Epps had apparently terminated and the young woman is Jenny Miller. After the two vanish Delaware can explore behind the concession bar.
The main theater doors are locked, so is the door to the service room. When Delaware explores around the concession stand he finds a cash register. There"s a note on the side of it:
"The spare key for the service room is kept inside the register but only open the service room when absolutely necessary.”
The cash register is the old fashioned kind that doesn"t require electricity but is locked. When Delaware explores the refrigerator he finds a sticky note with a message from Barbara to Josh.
"Josh, I know you keep forgetting how to ring up "no sale” so I"ve left the instructions below. Sorry they"re not exactly straight forward but we don"t want just anyone getting into the register now, do we?”
Next to the note is another note with this written on it:
C -1
K - B
K - D
C - 1
The cash register only has four components that can be interacted with: a crank on the side and three keys, A, B and D. With a little interpretation Delaware sees the note simply means turn the crank once, turn key B, turn key D, then turn the crank one more time. The cash register pops open and in the drawer sits a key.
Delaware takes the key and opens the service room. Inside the service room is the fuse box, furnace and water pipes. When Delaware explores the room he hears a banging coming from inside one of the lockers. Upon exploring the open locker there"s nothing inside but when he closes the door a ghost appears, it"s a young girl stuffed in the locker. Delaware has a chance to "interview” the young woman.
If Delaware asks her name he can contact Kelly with the information to help speed along her search.
After the conversation with Jenny, Delaware can open the second locker, in it he finds one rubber glove.
Delaware goes back into the main concession area and up the stairs to the second level where the two bathrooms are. The men"s room is open.
The room is dank and the air is thick. Only one of the bathroom stalls is open, when Delaware explores the toilet he notices something is at the bottom, submerged in the water. Delaware comments that he notices a key but refuses to put his hand into the filthy water.
With the rubber glove he found downstairs, Delaware is able to extract a small key.
Right next door, Delaware uses the small key to unlock the women"s bathroom. Sitting on the counter is a laminated badge. This badge belonged to a former theater worker, Edith. He takes the badge.
Back downstairs Delaware can use the laminated badge to open up the double doors that lead into the main theater. After using it, the laminated badge gets destroyed and Delaware discards it.
The theater is old, the seats are the old bucket movie seats. Inside the theater Delaware sees a vision of Charles Epps again, he hushes an invisible audience, telling them the show is about to begin then vanishes.
Delaware continues down the walkway, he heads to the emergency exit but the door is locked. As he heads back up the isle the sound of audience chatter begins and gets louder and from chatter turns to laughter. As Delaware looks around the empty seats the laughter gets louder and then all at once the laughter stop completely as the view focuses on a woman sitting up in the balcony. Suddenly VIC cuts in.
Simon and Kelly have discovered the town name as well as a police report about missing teenagers Josh Martin and Jenny Miller. The statement given by Charles Epps is that Josh may have harmed her and left town, Delaware suspects otherwise.
Delaware heads back into the Lobby to make his way to the balcony where he saw the woman sitting.
He tries to open the door to the theater balcony when the ghost of Barbara appears in front of the door to warn him that no one is allowed on the balcony. She vanishes then reappears behind her podium, she"s looking down at a crossword puzzle.
Poor Barbara is stuck on what seems to be a crossword puzzle from hell. There are two words missing from the puzzle. Barbara reads the hint aloud and Delaware will input the word letter by letter, placing the letters that don"t exist already. At the completion of the first word Barbara will compliment him and read aloud the second hint.
1 Across: When you don"t want to be recognized
2 Down: Unsubstantiated Gossip
The two words are Costume and Rumor. Upon entering the second word Barbara thanks Delaware for his help and upholds her end of the bargain, she opens the theater balcony doors.
With the puzzle solved, Delaware is able to enter onto the balcony after he turns to his left he finds a quarter sitting on a seat close to him. When he walks down the balcony he finds the Nun sitting in a seat towards the end. This is Mother Helena, she is short with Delaware but he asks her questions anyhow.
After the interview, Mother Helena fades out as a familiar sound comes from nearby…it"s the growl of the Hunter. The chase music kicks in and Delaware must run.
As Delaware exits the balcony, Barbara calls to him, telling him to seek refuge in Mr. Epps office. He has to run down the stairs to the main concession room floor then take the side stairs up to the second floor where Mr. Epps" office is. Delaware gets inside and the Hunter vanishes just as Kelly calls.
Kelly is concerned over the appearance of a Hunter and immediately suggests they look into the Protector/Destroyer mythology. Delaware tells her the Hunter didn"t fall for the protected room either, it"s wizened up. With Kelly going back to research, Delaware resumes exploring the theater.
Delaware leaves the office and heads back downstairs. He heads into the theater when the projector suddenly comes on and a message appears on the movie screen:
"Knock, knock, knock”
This clue is relevant to the door upstairs that closed in Delaware"s face. If he goes upstairs and knocks on the door three times it will open for him.
Inside the room Delaware finds Josh sitting a corner, he can talk to Josh briefly but Josh is only concerned about Jenny. He tells Delaware he must speak with Jenny and then fades away, leaving Delaware is alone in the room.
He heads back downstairs to the room where Jenny was. As he enters Jenny talks to him and agrees to let Delaware record her voice for Josh.
Delaware presses record on VIC (Only option).
Jenny fades out after the voiceover.
With the recording of Jenny, Delaware heads back upstairs to the room Josh was in. He enters the room and Josh appears. Delaware plays the recording for Josh and he is relieved. Josh tells Delaware he and Jenny didn"t run away, that they"re still in the theater somewhere and asks him to find them. Josh fades out.
Delaware turns around and Josh appears in front of him. He puts his hand on the doorknob leading into the projection room and unlocks it. Delaware can now explore the projection room.
Inside the projection room there"s a desk and a movie projector. The desk contains a maintenance request. It seems one of the speakers isn"t working and the request says to get behind the theater screen but there"s no direction on the location of the entrance. The note explains the door is a little tight and needs to be pried with the screw driver. With a little exploring of the desk Delaware finds a screwdriver down in the bottom drawer. Screwdriver in hand, Delaware heads back down to the theater.
When Delaware looks at the movie projector up close he notices a shovel leaning against the back wall and takes it.
As Delaware enters back into the Concession Lobby he notices the arcade machine is now on. To play the game he must insert the quarter he found in the balcony. With the quarter inserted the game begins.
The objective of the game is to shoot the animal on screen that is worth the most points. Multiples of animals add up.
Deer - 100
Rabbit - 50
Skunk - 20
Bear - 10
There"s only one path through the sequence, only hit the highest valued animal to win.
When Delaware succeeds he gets a "congratulations” screen and then a map appears, showing the theater. The map has an X in the center of the theater stage. Now Delaware can go into the theater and search for the door.
In the theater Delaware pries the door open with the screwdriver and enters into a room behind the screen. Immediately Delaware notices the floor is dirt in this room. He looks around the room and sees Charles Epps standing in the back, talking to himself. He has a shovel with him.
After Charles is finished ranting he notices Delaware and turns his attention to him.
Charles goes on to Delaware about being a trespasser then puts his hand out and waits.
This is the opportunity for Delaware to use the ticket. Delaware hands it to him.
Delaware hands the ticket to Charles.
Charles vanishes with a grin. With the shovel Delaware is able to walk over to the area Charles had been digging. Delaware uses the shovel on the ground and uncovers two skeletons. Delaware can photograph the skeletons to Kelly. As he turns to leave, Josh and Jenny appear, telling him Charles was behind their deaths and going on to say there"s something evil in town that Delaware will have to face.
Delaware leaves and heads to the emergency exit in the theater. The door is now unlocked and Barbara appears. She confesses she saw what happened to Josh and Jenny but feared Mr. Epps so kept quiet. Barbara thanks Delaware and tells him he"s needed elsewhere in the town.
Barbara vanishes and Delaware exits the theater into an alley with only one path to follow. Delaware follows it forward and when it opens he immediately finds an orphanage across the street.
Kelly calls on VIC to tell Delaware that they think they found the source of the problem in town. Delaware is one step ahead of them though, claiming he"s not only found the orphanage but thinks he"s been here before.
Story 2: Home of the Damned
Delaware is standing outside of the long abandoned orphanage and as he approaches the front door it opens, as if expecting him.
Delaware enters the building and as soon as he"s in the door slams and locks behind him. The sound of an echoing evil female laughter is heard.
To Delaware"s left on the first floor is Staff Bedroom 4, the former bedroom of Mother Helena.
He searches through her room and on the dresser is a note from Charles Epps. The note establishes Charles and Helena were working together on what they called The Cleansing and mentions a character only known as The Visitor. Next to the note is a key, Delaware takes it. He turns to the dresser and sees one of the drawers is open. In the open drawer he finds a diary, it"s new so there are only three entries.
Delaware puts the diary back in the drawer and as he turns to leave the room he finds Mother Helena is standing in the doorway. After she threatens him she vanishes and Delaware leaves the room. Once outside the room Kelly calls with information about the orphanage and children who died here while under the care of Mother Helena. After the conversation Delaware gets back to exploring.
Delaware takes the stairs up to the second floor where he uses the key to gain access to the Art Room. In the back corner of the room is the ghost of a little boy, Tommy Jarvis. When Delaware approaches the little boy makes a comment about having to sit in the corner until he agrees to color like the rest of the kids. On one of the tables is an uncolored picture. Delaware tells Tommy he will help him color and he agrees.
Delaware looks at the blank coloring page and Tommy tells him they need 5 crayons that are located around the room. One crayon is on the desk behind the vase where Tommy was sitting, the other is on the easel, the third is in the sink, the fourth is on a shelf to the left when facing the blank coloring page and the last crayon is on a shelf between two books by the entrance to the art room. On the same wall as the Red crayon there"s a cork board with instructions on it, these are the "directions” for coloring:
A foundation of Green then anything Blue
Enough Red to color an apple or two
Finish it off with a big Yellow sun
Add a splash of Orange and your drawing is done!
Once Delaware has the crayons he must color the page in the order given in the poem. Once the page is colored Tommy thanks Delaware and fades away. After he"s gone an image appears on the page, it"s a map of the first floor of the orphanage. A red X appears on one of the bedrooms, showing Delaware where to go to next.
Delaware goes back downstairs to the bedroom Tommy had drawn on the map. The door is locked but the Hit icon appears on the door. With one smash the door crashes open and Delaware enters the room.
The room is pretty empty with only the bare necessities such as bed, dresser and an end table. Something under the bed catches Delaware"s attention, it"s thee diary of Sister Grace. The Diary talks about Sister Grace coming to the orphanage to check up on Mother Helena. She talks of the disrepair the building is in, specifically mentioning the second floor where the hallway is caving in.
With the clue from Sister Grace"s diary Delaware heads upstairs to the second floor. As he heads down the hall on the right he finds the ceiling has caved in and only a hole remains where the hallway was. With the floor rotted out Delaware cannot make it to the last bedroom, he turns back down the hallway.
Delaware goes upstairs to find the floor rotted out here too but the room before the rotted floor is open and inside he can see years of water damage has ruined the bathroom and the bathroom door has broken away from the trim. Delaware can break off the bathroom door and take it. With the door he takes it back down to the second floor hallway and lays it over the hole in the floor. With the door down he can safely pass over the hole to the bedroom.
Inside the bedroom is a little girl who introduces herself as Nancy Thompson, she"s hiding in a closet. Delaware finds out from Nancy that she is afraid of the dark, more importantly afraid of being locked in her closet by Mother Helena. In Nancy"s closet Delaware finds a lantern but the batteries have been taken out. In the kitchen downstairs in a drawer is an unopened pack of batteries. He can use the batteries on the flashlight to light up the room. Nancy thanks Delaware and vanishes.
As Delaware leaves the room he can hear the sound of light footsteps running around upstairs and then a door slam.
He heads to the third floor where he finds the doors to the Library, he tries them and despite being previously locked, they"re now open.
The room is very musty, almost foggy inside. On the shelves there is a stray piece of paper, it"s from Sister Grace"s diary. The missing diary page strongly suspects Mother Helena is involved in a dark plot but she"s not sure what it is yet. Delaware continues exploring the rest of the room.
In the back part of the room are tables and chairs set up. Upon examining a chair in the corner the ghost of Tommy appears again, he"s sitting at a table of books.
Delaware asks Tommy a few questions and then Tommy explains he needs to organize books on the table into two piles, kids books and adult books.
Delaware will pick a book from the pile and place it either to the left or right. The left is for kids and the right is for adults.
Here are the twelve books total:
Adult
"Punishment Made Easy”
"Global Warming: Why Should You Care?”
"Schizophrenia and You”
"Get Rich Yesterday: A Do-It-Yourself Guide to Becoming a Millionaire”
"Inherent Evil: The Novel”
"It Was The Maid! - A Murder Mystery”
"Spells, Occult and Rituals Second Edition”
Kids
"Let"s Talk About The Alphabet”
"The Kids Guide to Churning Your Own Butter!”
"The Safety Book For Kids”
"Let"s Count to 11!”
"My First Book of Diseases - Children"s edition”
Once the last book, Spells, Occult and Rituals” is placed Tommy is thankful and the puzzle is done. The last book catches Delaware"s attention and he opens it to a page with a book mark. Sure enough the passage is all about summing a demon known as The Hunter. The book talks about setting up a ritual room which will act as the heart of the spell.
Kelly calls and she compares notes with Delaware about Mother Helena"s summoning of The Hunter. Delaware confirms with Kelly and Simon that somewhere in the building is a spell room that"s feeding The Hunter the power and agrees to look for it.
Delaware steps out of the library and sees the image of a ghost nun below, it doesn"t appear to be Mother Helena.
He heads downstairs to the first floor and hears a ghost call his name. Delaware walks over to the bedroom two doors down from Mother Helena"s and opens it. He goes inside the room to discover the room belonged to Sister Hazel when she worked at the orphanage. Upon exploring the room Delaware finds a letter under the pillow on the bed.
The letter is from Sister Grace to Sister Hazel. She explains to Sister Hazel that Mother Helena is involved in a dark ritual that she believes will "cleanse” the town of sin. The ritual involves the sacrifice of a particular boy named Delaware. It turns out Delaware was right, he had been to this orphanage before. Delaware takes a picture of the note and sends it to Kelly.
Kelly doesn"t know what to make of the events but before she can react VIC is interrupted by Mother Helena who threatens Delaware again. Mother Helena disappears and Kelly is connected again. Simon points out that an incomplete ritual is on the grounds here somewhere and it"s hinged on Delaware"s death. Against Kelly"s wishes Delaware stands his ground and vows to end Mother Helena"s plans once and for all.
After the conversation with Kelly and Simon, Delaware steps back into the hallway and heads towards the kitchen where he hears the sound of a girl coughing.
When he explores around he finds a ghost of a teenage girl hanging out in the pantry. The girl is Kirsty Cotton and Delaware can ask her a few questions. After the conversation The Hunter appears again and Kirsty tells Delaware to follow her.
This the final Hunter chase, it is timed but also requires that Delaware follow Kirsty around the orphanage. She first goes up the stairs to the second floor into a bedroom but the door is locked. Delaware tries the knob then calls to Kirsty for help.
Kirsty comes out of the room and leads Delaware around the balcony and up to the third floor to a room that is open. They get inside and the Hunter Vanishes.
Inside the room Delaware asks Kirsty again if she knows of any secret rooms in the orphanage. She doesn"t but the ghost of a little boy named Ashley appears claiming he does. Ashley says he can show Delaware where the room is but he"s afraid to leave his room without Rex, his stuffed dinosaur.
Delaware heads down to Mother Helena"s room to find the stuffed dinosaur for Ash. In her room he finds the stuffed animal behind her bed.
Delaware takes Rex back upstairs to Ash who agrees to show him where the hidden room is. Delaware follows him downstairs to the first floor.
There"s a door that leads to a small washroom and Ash tells Delaware this is the secret room. Once inside Delaware notices that moving a painting on the wall causes the entire wall to slide to the side, revealing a hidden section of the room.
It"s a shrine with a picture of the Orphanage, it"s placed behind a plate of gold. On the plate is an old piece of paper with writing on it, it"s the spell sheet.
Delaware takes a picture of the sheet and Simon tells him the spell sheet must be destroyed without removing it from the plate.
Delaware leaves the shrine and enters back into the hallway. He heads back to the pantry where Kirsty was. She tells Delaware there"s a pack of matches under the bag of flour. Delaware looks through the bags of flour and comes up with a book of matches.
He takes the book of matches back to the shrine room and sets the paper ablaze. Delaware comes out of the secret room and a VERY angry Mother Helena emerges from the kitchen, wielding an axe!
Delaware runs from Mother Helena, at first trying to run to the right but Charles Epps appears and blocks his way. When he tries the other side the Hunter appears. The only path open is towards the front door. Delaware runs to the front door and tries to open it but he"s trapped.
Mother Helena proclaims her victory as she, the Hunter and Charles Epps close in on Delaware. Suddenly, between Delaware and his captors appear the four ghosts of the children he helped. The children sing a rhyme and begin to glow bright as Mother Helena and Charles scream and the Hunter howls in pain as the light intensifies and builds. The light build up and then all of the sudden the light, the children, Mother Helena, the Hunter are all gone. The children saved Delaware. The Orphanage doors open and Delaware exits, back into the streets of the town.
Outside the orphanage Delaware, Kelly and Simon reflect on what they know about the Hunter, Protector and the Destroyer. Delaware redirects the conversation however when he asks Kelly to being doing research to find out what happened to his parents.
Congratulations, you've completed Delaware St. John Volume 2: The Town with No Name!
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Delaware St. John - Die Stadt der Toten :: Komplettlösung (engl.)
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