delaware St. John Volume 3: The Seacliff Tragedy: Game Walkthrough and Guide

Passage of the Delaware St. John Volume 3: The Seacliff Tragedy:
Introduction
For several weeks, Delaware is sitting without work. Well, do not come to his vision, what can you do. And Simon and Kelly can not find at least some information about the parents of Delaware. In general, full-strained. And walking February morning to the bakery, Delaware has befallen the same vision. I catch a glimpse of him Seacliff Amusement Park, where we hear the cries of the people, the panic. Something terrible happened in the park. Kelly, digging in the right places, found that this amusement park was closed 4 years ago because of the alleged accident, which claimed the lives of about a hundred people who came to have fun. But is it really the case occurred uncountable? If so, why not accidents of the soul found peace? To these questions will be to respond to the investigator for paranormal phenomena John Delaware.
Tip: In the game, a very confusing system of walking and will not always be able to understand where one or another path leads. So trodit in the park, remembering where what is and where what path leads.
History 1: Everyone loves clowns
Playing for Delaware:
After talking with Simon about the history of the park, we go straight to the unlucky part of the park. Delaware will quickly understand that I forgot the lantern in the truck. Therefore, we are deployed and go back to the truck. In the body, together with the flashlight, we will find the hidden companion of Kelly. Next, Delaware and Kelly decide to study the Park Porn.
We go ahead. We look at the park of the park. A little further on the left, we look at the board with ads about the children disappeared every year. We go to the left to the ferris wheel. We go inside. We pass forward, look left. We see the staircase. Pull the metal rod from it. Come out. Look at the map to see your location. We need to get to the house of the pretzels. Go to the left. To the right will be the raised place. Raise him, go down on the other hand. Find ourselves looking close to the wall. Then we turn right.
We pass to the green building. Here Delaware will meet a shadow man who will disappear due to light. Go to the left. We pass through the gate. At this point, Simon will contact us, which will tell us about shadow people. If they are not neutralized in time with light lantern, they will dry the energy of Delaware. Go to the right. We see the shed, locked on the castle. Left Find the door leading to the basement at home. She is locked on the chain. We take it out of her metal rod found in the construction of the ferris wheel. Go down to the basement.
Go to the door on the left. This is a room with a stove. We go out forward. Use a lantern on another shadow person. We go to the other end of the basement. We look at the old TV. Let’s get a newspaper clipping from under it, in which Margaret Kredell’s death is written in the laughter’s house. Turn to the left. Check with a switch near the door, is there a light. Open the door. Raise upstairs.
Speak through the door with theodore Kredell. He will not open the door until his wife returns. But we found out from newspaper clippings that his wife is dead. Grieve Mr. this news. To do this, wake a newspaper clipping through the door. As a result, Theodore opens the door, pass through it. Find out in the kitchen. Watch out. We find a refrigerator left. Turn around, standing face to him, and go to the dining room. We use a lantern on the emerging shadow person. Turn to the right. We look at the picture standing on the table, on which the pretakely family is depicted: Father, Mother and Son.
Returning to the kitchen. We go into the room on the left. We look around. Climb the stairs upstairs. Check the door to the left and right from the stairs, as well as the door behind the stairs on the left. All of them will be locked. Come to the door that is behind the ladder on the right. Theodore will be behind her. Talking to him again. He will talk about the loss of Son Robert.
Return to the stairs. I hear the noise that came from the first floor. Go down. It fell a picture, and after it seemed safe. We look close to the safe. We study the symbols engraved on it (from top to bottom): X – I, III-I, V-II. Looks like Roman numbers. We use the simplest mathematical calculations to obtain: x-i = 9, iii-i = 2, V-ii = 3. Click on the save of the safe and introduce the figures obtained (9, 2 and 3). In the safe operating, we look at the picture of the family, on which the fourth family member will be attended. We take another picture lying on the top shelf of the safe.
Come back to theodore. Use the picture of the family on the door. We learn that Adam is also depicted in this picture. After the conversation, Theodore will open the door. Go to the host bedroom. We go to the left. Destroy the light of a lantern of a shadow man. Through the door talking to theodore. He does not want to talk about a man in black. The door will open, go to the bathroom. Through another door at the end we pass to the next bedroom – the bedroom of Adam. We study the pattern of clown.
Let’s go through the door. We will be in front of the ladder opposite the host bedroom. We approach the door on which the “closed zone” is written. Speak with theodore about the imaginary friend of Adam. Go through the door. We are now in Robert’s room. We look at the picture of Adam with clown.
Come out. Go down the stairs. All meeting shadow people are destroyed by the light of the lantern. We leave out of the house through the door in the basement. We pass between the green building and the back of the laughter room. Next, we move on a familiar route to our truck and Kelly. Her turn came to embark on the investigation.
Playing for Kelly:
Turn to the right. Check the door of the Cass. We go ahead. Kelly will notice how the arrow shrinks on the EDC indicator. Climb the steps to the left of the pirate ship. From the floor near the bench right pick up the mastel. Go down, keep going ahead. We meet a shadow person, speak with Simon. We pass through the gate, pass by clown. We go ahead twice (the track in front of us will be blocked). Turn to the right. Right to the attraction called Rapture. Woman in black will pass there before us. Follow Ne. Track forward will be blocked by a fence. We look at the hill. We go to the left. We pass to the other side of the car. We look at the yellow-pink structure that drives the trays. Unfortunately, there is no way further. Returning back. FROM RAPTURE RECOMMENTION.
Turn to the left. We take one step forward, then we turn left. Here Kelly is talking to Simon about Delaware. Passing further forward, we hp the gate, locked on a chain. Carefully look at Earth for the fence (right from the gate). We notice the hacksaw laying there. We must somehow get it.
Turn to the left. Go ahead to brick wall. Twice turn to the left and pass forward over the rails that are held in the yellow pedestal. Find out before the kiosk. We take a coil with a rope. Turn to the left. We approach the door of the building, in which the attraction trails are defended. The door cannot be immediately. We have to smear the loop with oil. Inside the structure turn right. We pass for the trailers. Turn around. We look at the shelf near the fan. Use the rim on the round magnet to get a magnet on a string.
We leave from the buildings. We step forward, right, forward, right and go ahead to return to the gate, locked on the chain. We look at the knife. We use a magnet on the rope to get a beloved object. Hacksaw peeling the chain holding the gate. We pass forward. On the hill we will meet with Miss Roses, with the aunt, which came to the Rapture attraction. Talking to her about Adam and about other missing children. Return back, pass through the gate. Another shadow person will meet here.
Now we return to where the Delaware truck stands. For this, we go ahead twice, we turn left in front of the rapture attraction, we go ahead twice, we turn to the left. We pass through the gate with the teeth. Turn around. We notice the lack of a big clown figurine. Turn around again. We go towards Delaware. There are two figures of clowns. Turn around. They will follow us. We go ahead. Having reached the gate with the teeth, two more shapes of clowns will be in front of us. Understand that we are surrounded. Turn to the left. The only way out of the current situation is to climb into the collector, the entrance to which is located in front of the shapes of the clowns.
This is where the most terrible part of the game will begin – tangled labyrinth. Turn to the left. We look at the closed lattice, labeled 1. Turn around. We see the card on the left and the wheel on the right. We look at the map. The sewage system is drawn on it. Where we are now and where you need to get – understandable. Come to the wheel on the right. It is also marked by a number 1. Turn the wheel. The logic of things will open a collector grille 1. Next I recommend to preserve, and then perform the steps described below, so as not to get lost in all these pipes.
We pass through the gate # 1. We fold to the left. We see ahead # 2. We go, pass through the open gate # 2.
Turn left, step, standing in front of the closed gates, turn right. We see 3 wheels marked like # 3, # 2 and # 4. Turn only wheels at numbers 2 and 4, do not touch the third! Turn to the right, go. Turn left, go, turn right.
Go to the gate # 3, turn right. Twice go ahead. Turn to the right to goal # 2. We pass, go ahead. We find two more wheels on the wall on the right. Turn only the wheel at number 6, 5th do not touch!
Go ahead past the wheels. We turn left, step forward, we turn left again. We go ahead, pass through the gate # 6. We go forth three times until you stop, we turn left, step forward to the goal. # 5. We pass through them.
The end of the sewer is close. We turn right. We see the wheel # 7. Turn it. Turn to the right, follow twice ahead, we turn right, go ahead and left to goal # 7. We pass through them. Turn to the right, go ahead to the metal stairs. Raise upstairs. Delaware will already wait for us at the exit from the collector.
Playing for Delaware:
Go straight to the center of the park. Passing the tree, turn to the left. We look at the chalkboard with a list of missing children. Delaware “will see” the house of laughter with a skeleton hidden there. Let’s look for a way to get there.
Turn to the right, go ahead and left. Come to the house laughter. He literally will come to life before us, and someone’s voice will invite to go inside. We look close on the door. She is still locked. We pass along the trail to the right of the house of laughter. We turn right. We go twice ahead. We pass through the gate. We go ahead. We look at the tent with the game. Karl will invite to play the game “Put the Ball” in tin cans. The task seems to be easy – take the ball and throw in banks, but, no matter how long we have tried, the ball flies a little left. Take the ball and retreat from the tent. Turn to the right. Go ahead to the carousel ahead. We turn right. We look at the sandbox in which Adam will play. After it disappears, we look at the scoop left. Use the ball on the scoop to balance it with sand. Retreat from sandbox. Turn to the right, go directly and right to the tent with the game. We use a weighted ball to hit the pyramid from tin cans. As a reward, we receive information from Karla mainly about Robert. Also behind fallen banks on the shelf there will be a fombus. This is our key to open the door of the house laughter.
Turn around. We pass through the gate. We go twice ahead, turn to the left. We take one step forward.
Turn right. We look at the slaughtered boards door of the house laughter. We take out the boards Fomo. We pass inside. We go ahead. The voice will start to “sing” about the house and the like heresy. We pass to the end of the skate, we turn left. Killing a shadow man with light light. We turn to the left, go to the right, then moving to the stairs. Raise upstairs. Here we will expect the second labyrinth.
Come to the wall ahead. We look at the pictures in circles and the Roman numbers to the left of them. Pictures after each digit three. This information will help properly follow the labyrinth. We pass through the red door on the left. We get into the room with three doors (4th leads to the exit). Moving along the labyrinth in the following directions:
I. Turn to the right. We go to the door with the drawings of a red apple, green pine and yellow clown.
AND. Turn to the left. We go to the door with the patterns of green pine, orange balloon and a red heart.
III. Turn to the left. Go to the door with the patterns of green clown, red pine and blue balloon.
IW. Turn to the right. We go to the door with the drawings of a yellow balloon, a green apple and a yellow heart.
IN. We go to the central door with drawings of a blue clown, a yellow heart and green tree.
YOU. Go to the door with a red clown, a yellow balloon and a green heart.
So we will get out of the labyrinth. We go to the left. Hearing someone’s female voice. This is Mrs. Krendel. Speak with Ne. Learn that she was not alone at the moment when the “accident” occurred. We draw attention to the fact that she pulls for some reason metal sheet. After Ms. Kredell leaves, go ahead, then turn right. We look at the wall. Fomo flex a metal sheet, followed by a skeleton. Turn to the right, go down the stairs. Left will come from the house of laughter.
Turn around. We step on the trail to the right of the house of laughter. Then go to the left to the house of the pretzels. In the basement speak with theodore. Being a happy return of his wife, he will say that Robert was the last one who saw near the American slide. Come out of the basement, pass through the gate. Passing forward, we will meet the girl who Delaware will take for a ghost. Next, we move to the Truck to transfer the rest of the Kelly investigation, since the American slides are on “its territory”.
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