Story 1: The Fate of Vandals
Delaware arrives in the remains of the Morrisville Manor.
He enters through the front doors, which are unlocked. The
room is the Lobby and it is a total mess from vandals spray-painting
all over the walls and destroying the furniture and fixtures.
The place has been abandoned for years and from the looks
of it, not even vandals have been in it in a long time.
Suddenly a ringing noise is heard. Delaware finds a COMMUNICATOR
DEVICE, VIC, in his coat pocket.
Kelly has found the building schematic and tells Delaware
there’s a backup generator in the basement. At this
point Delaware only has a flashlight so his exploration
is limited. Delaware follows Kelly’s directions to
locate the basement door.
As Delaware walks through the Lobby there’s a flash
of lighting and in between the flashes he sees a little
girl in a nightgown up on the balcony. She begins singing
then vanishes. As quickly as it came, the voice and girl
are gone. Delaware continues to the basement.
The basement is stacked with old, rotting furniture. It’s
pitch black except for Delaware’s flashlight. A chair
suddenly moves across the basement floor, on its own. Delaware
makes his way into the back of the basement to a door. His
progress is halted when he realizes the back section of
the basement is flooded. While facing the door, if Delaware
turns to the left and looks around he’ll find a pair
of fishing boots. He puts them on and can now wade through
the water.
Straight across from where he enters, there’s a fuse
box. He’s looking for an emergency backup generator
but the fuse box isn’t totally useless. It contains
the Handyman’s Note. Delaware can take a photo of
the Handyman Note to get Kelly involved in the puzzle.
Puzzle: Emergency Generator
The Handyman’s Note is a strange paragraph about
remembering the code to the emergency backup generator’s
locked shell. But the handyman who wrote it doesn’t
want his dumb assistant to know it or he’ll start
playing with it and possibly break it. So he put it in a
riddle form:
“Our new backup generater is all ready to go. To make
sure that new hire Ben doesn’t mess with it, I put
a lock on it. I’m not good at remembering combinashuns
so I’m gonna rite it in here but in a code so only
I know how to unlock it.
Eight marbels, two candles, three flowers, six beans, lined
up backwords”
The emergency generator is located across from the fuse
box. There’s a keypad for the generator on the outside
of the case. The puzzle is simple, 6, 3, 2, 8, the numbers
reversed. Delaware pushes the ON button then enters the
code to bring the emergency generator to life. It illuminates
some lights in the basement and upstairs, just in time too,
Delaware’s flashlight fails at the same moment.
Delaware is now free to walk back upstairs to the Lobby,
which is now lit. Upon arriving upstairs, Delaware has a
vision of five kids hanging out in the Lobby. The image
fades away and Delaware explores the Lobby more. He turns
back to the basement door and notices a staircase next to
the door, but unfortunately the stairs are long gone, he
comments he needs to find something to help him up.
With the Lobby explored Delaware discovers a set of wooden
double doors that are unlocked. He opens them and enters
into the Lounge.
The room is a huge mess from where tables and chairs have
been thrown around and broken all over the place. Delaware
makes his way to the Bar. At the bar an image of a girl
and boy appear, they seem to have gotten into trouble. The
images fade out.
When Delaware examines the bar he finds an earring. Delaware
picks up the earring and continues exploring the Lounge.
To continue exploring the rest of the building, Delaware
has to get past the main floor. He tried the elevator in
the Lobby but despite having power the doors won’t
open.
In the Lounge, to the left of the stairs leading to the
balcony, Delaware finds a stepladder. He takes the stepladder
and can use it to get up the stairwell in the Lobby.
The stairwell takes Delaware to the First Floor but not
beyond it since the stairwell up to the second floor is
packed with furniture and boxes.
This floor is beaten down. There are holes in the walls,
graffiti everywhere. Some of the remaining fixtures are
lit but most are missing or dead. When Delaware first enters
into the hall he catches a glimpse of two people dragging
a body into a room at the end of the hall, Room 111. Delaware
reaches Room 111 and the door is ajar, he goes inside. Inside,
it’s dark with the intact lights barely lighting the
room. The bed has a comforter on it however there’s
a silhouette of a body on the bed. Upon examination of the
bed Delaware notices another earring. Delaware places the
right earring that he acquired from the bar down on the
silhouette and a ghostly “Thank you…”
is heard as the shadow fades away.
As Delaware explores the room he notices a notebook sitting
on the couch that wasn’t there before. He examines
the inside cover of the book and sees: “From the diary
of: Heather Malcolm.” In the book is a passage Heather
had written about her and her friends arriving at the hotel.
Heather’s Journal Entry 1
“So here we are at the place they call Midnight Manor.
Mark insisted this would be a wicked place to crash, but
this place is creepy. Aunt Caroline has warned me over and
over that this place is haunted, but I figure, ‘What
the hell,’ I’ll see for myself. Mark calls me
a “wannabe goth chick” for talking about these
spirits that supposedly live here. But the fact is, no one
knows what happened to all those people years ago. It kind
of feels like part of them is still around here. Like we’re
being watched from behind the walls. It’s a very strange
sensation. If it weren’t for Lisa dragging me along,
I probably wouldn’t be here. But I couldn’t
leave her alone with Mark. He’s a jerk. I know Mark
only brought her here to get her to cling to him more. Disgusting.
Speaking of, I’m going to check out the basement.
Mark and Lisa are down there looking through the old junk
that’s still here. Maybe they found something cool.”
Delaware takes this passage as a suggestion to check the
basement.
Back in the basement Delaware looks around and has a vision
of two teenagers walking towards the old washroom in the
basement. They pass through a door and into the room. When
they’re inside, screams are heard. When Delaware comes
to the door he realizes it’s stuck. Kelly calls Delaware
on VIC and their conversation leads him to notice the fragile
condition of the door. A special icon appears on the door
and when clicked, Delaware will break open the door.
With the door now open, Delaware can explore the laundry
room.
The laundry room is a very dirty room with unfinished brick
walls and rusting equipment. On the one wall, Delaware can
make out two shadowy marks just like the one on the bed
upstairs. Delaware compares the markings, once again body-shaped.
When Delaware explores the marks, they vanish but then he
suddenly has a vision. He sees a plant, a long dead plant
with dried soil.
Delaware heads upstairs to the Lobby to look around more.
Up on the balcony he finds the same plant in his vision,
when he checks the dirt he discovers a key hidden there,
it’s the key to Room 104. Delaware heads back down
to the main floor and starts for the stairs when Heather
appears with a warning that something is coming for him.
Something evil has woke in the manor and is chasing after
Delaware. He now has 60 seconds to get upstairs to room
104 where it’s safe. If he does not make it he will
be caught and has to start over.
Delaware runs to Room 104 and uses the key to get in. He
slams the door behind him and just in time, something big
slams against the door from the other side, it growls and
hits again then all’s quiet. Kelly calls Delaware
on VIC and he explains about the creature that was following
him, after the call he is free to explore Room 104.
In the closet Delaware finds a piece of paper and another
shadow outline of a guy crouched in the closet corner. Examining
the shadow causes it to fade way, the paper is another one
of Heather’s journal entries:
Heather’s Journal Entry 2
“Okay, I now really realize we should not have come
here. Aunt Caroline was right about this place. Brendan
brought Melissa up to the room. She was unconscious. I told
him we needed to get her out of here and to the hospital,
but he was screaming about not being able to get out of
the hotel. He ran from the room, just leaving Melissa on
the bed. I started to follow Brendan, but finally had to
stop because I couldn’t catch him. When I came back
into the room, Melissa wasn’t on the bed. In her place
was a dark shadow where she had been! Right now I’m
waiting here in Room 104. I went to the basement earlier
to find Lisa and Mark but they weren’t down there.
I’m hoping this is just another one of Mark’s
pranks, they’re in bad taste but I’d rather
think that than the other possibilities for what’s
going on here.”
Delaware leaves Room 104 and enters back into the first
floor hallway. But something’s different. When Delaware
looks down the hall, he sees no end to the corridor. The
hall seems to go forever and when he turns around he sees
the same in the other direction. Delaware is in the endless
hallway.
Puzzle: The Endless Darkness
The halls are long and extend into forever, eventually
fading into blackness. If Delaware walks in any given direction,
he will only proceed to walk forever and never make it anywhere.
Heather appears and scratches directions in the wall. The
first set of directions are: Right, Right, Forward. When
he steps away from the wall he moves forward to where the
hallways intersect and turns to the right, walks down the
hall to the next intersection, turns to the right, walks
down the hall then follows the hall forward at the last
intersection. When he reaches the next intersection, Heather
appears and motions to a door. Delaware enters the door
she shows him.
The door leads to another hallway. Heather appears again
with another set of directions: Forward, Left, Left, Right,
Forward. Delaware follows these directions and Heather shows
him another door to enter. At any time Delaware is lost
he can enter any door and the current sequence will start
over.
After entering the second door, Heather will appear one
more time with the final set of directions: Left, Right,
Forward, Forward, Right, Right, Left, Forward. Once this
set is complete Delaware will find himself in the stairwell
outside of the First Floor, he made it out!
Delaware heads downstairs to the Lobby where he has another
vision: Heather is sitting on the couch, writing as he listens
to her explain to someone else she’s making a charm
to repel evil. The image fades out and Delaware goes over
to the couch Heather had been sitting on and finds another
journal entry:
Heather’s Journal Entry 3
“As I sit here writing, I can feel a cold draft blow
across the back of my neck. When I look up, I see something.
It’s the outline of a woman standing in front of the
door to the Lobby. She smiles lovingly with both arms across
her chest. But when I look closer, I can see a bloody cleaver
in one hand. I know from working at Aunt Caroline’s
shop that I’m seeing a projection from the past. It’s
harmless, but that doesn’t make it any less creepy.
I read that an image of a person with their arms crossed
at the chest suggests they don’t want you to leave,
that there’s unfinished business. All the windows
in the lobby are too high to reach and the doors to the
outside are stuck shut. It’s like something’s
blocking them shut. Brendan and I are going to look around
one more time.”
Delaware heads back to the Lounge. The theme music stops
and a strange thing happens; the chair that had been broken
on the floor assembles itself, revealing a piece of paper
underneath. It’s the last page in Heather’s
journal:
Heather’s Diary Entry 4
“Brendan and I thought that sticking together would
be the best idea but when I turned around he was gone. No
sound or anything, just gone. My watch stopped working a
little while ago but I think it’s now about 9am and
outside it’s still pitch black. My Aunt Caroline wasn’t
right about ghosts, they can harm the living. I started
getting bitten and scratched a little while ago so I put
together a crude protection ornament to ward off the dark
spirits. It’s worked so far but I can feel the energy
is growing here and is only a matter of time before my charm
won’t stand up against them. If something does happen
to me I can only hope someone finds my journal so they know
what is happening here. I am going to move into the lounge
since the lobby activity seems to be increasing. I’m
sorry I ever came here, I just want to go home.”
Underneath the page is another item: The charm Heather
had made. Delaware taked a picture of the charm and Kelly
identifies it as a dispel charm that can ward off evil spirits.
He picks up the charm.
Puzzle: Defeat the Dead
Heather’s ghost appears on the balcony. Delaware
is now armed with a Dispel Charm that he must use to vanquish
any spirits that get in his way as he makes his way upstairs.
This is a timing puzzle, Delaware must click the charm
on the figures that appear quickly before they hit him,
if they hit him he will be knocked out and have to start
over. As Delaware gets closer to the shadow the images appear
faster. When all the spirits are removed from an area Delaware
can move forward.
When Delaware reaches the top of the balcony he finds Heather’s
shadow. He places her complete journal on the shadow and
it fades out as a light “thank you” is heard.
Delaware comments that laying the souls of the five teens
to rest isn’t the reason he was brought here and something
bigger going to happen before the night is over.
END STORY 1
Story 2: Done With Mirrors
Delaware is standing in the Lounge when the sound of a
large audience fades in. An announcer cuts in to introduce
a magic show and images fade in of a stage performance.
The announcer is psyching the audience up for the anticipated
“Human Pin Cushion” trick. Magician Rupert Cosmont
has been enclosed in the box as his lovely assistant is
pushing blades through the box. Delaware can see the sword-ridden
box as the assistant, Fay Harris, raises her arms for Rupert’s
exit. Suddenly everything fades out except the box on stage.
Delaware moves to the box and opens it, revealing to the
audience a horrified expression on Rupert’s face.
He is wide-eyed and dead, impaled with swords and still
being held up by them. A woman screams in the audience and
soon the whole place is in a panic. The voices and stage
clear away and Delaware is standing in the crypt remains
of the Lounge.
When Delaware examines the Lounge he notices that backstage
there are old promotional posters for events at the hotel.
One of the posters is for Rupert Cosmont, world famous magician.
When Delaware examines the poster he comments the image
makes him uneasy. He snaps a picture of the poster for Kelly
but when she comments back there’s no poster, only
a newspaper article. Delaware examines the poster again,
moving it to the side to reveal a newspaper article. The
clip is from the Morrisville Times and covers the tragic
“accidental death” of Rupert Cosmont. It’s
a lead that Delaware photographs and sends to Kelly. After
a short bit Kelly comes back to Delaware with info that
will direct him to Room 204.
Newspaper Article
Morrisville County Police investigators were called to
Morrisville Manor last night to investigate the mysterious
death of renowned magician, Rupert Cosmont, 35.
Witnesses say that Cosmont was performing one of his shows
last night at local hotel when one of his tricks went terribly
wrong.
“He got into a box and his assistant started sliding
swords into it. Like an illusion you’d see at any
old magic show,” said one dramatic witness, Ryanna
Vandersnatch.
But according to police and other witness testimony, when
Cosmont’s assistant, Fay Harris, opened the box back
up, Cosmont was dead with multiple lacerations to his body.
“You could see what looked like blood dripping from
the box. We thought it was part of the trick. Then when
she opened it, people just started screaming and it became
so chaotic,” said another witness.
After questioning Harris and other witnesses, Capt. Aaron
Jefferson of the Morrisville PD said there is no reason
to suspect foul play and has ruled the death accidental.
“The trick just went bad,” said Jefferson.
“There was no malicious intent on Ms. Harris’
part.”
This is the second death to take place this week at Morrisville
Manor. Earlier this week, the body of Roxanne Black, a Morrisville
Manor maid, was discovered in the hotel stairwell. According
to investigators, Black fell down two flights of stairs,
breaking her neck. Her death was also ruled an accident.
Jefferson said he could not comment further on the case.
Delaware needs to explore Room 204. The only problem is
the stairwell is blocked with a ton of junk beyond the first
floor. There is an elevator and it has power, but for some
reason it’s not working. He tries the elevator on
the first floor and comments that perhaps Kelly knows something.
He uses VIC to contact Kelly
Kelly suggests there’s probably a lock on the elevator
and to head down to the basement to look for the locking
mechanism.
In the basement, Delaware sees a little girl who he finds
out is named Katie. Before he can find out anything more
she vanishes. Delaware moves straight ahead and locates
the base of the elevator. He finds the lock in the form
of a keypad on the wall, behind some boxes. In the inside
of the door cover Delaware finds another set of Handy Man’s
Notes. Eager to keep certain parts of the hotel out of his
“foolish” assistants hands, he has set up the
trigger key to the elevator lock in puzzle format:
Puzzle: Elevator Lock
In the Handyman’s Notes there is a sentence:
“Ben will never figure out the three digit code.”
“Ben thinks I hate him, 2 4 3 1 2, I hate Ben, I
hate him.”
This is a little trickier. The numbers represent the words
of the first sentence, so the corresponding second sentence
is 3, 1, 2, 3, 1, 2.
| 1 | 2 | 3 |
| 4 | 5 | 6 |
| 7 | 8 | 9 |
| * | 0 | # |
The note says the code is only three digits. The numbers
from the sentence are actually three sets of coordinates.
The coordinates are 3,1 2,3 and 1,2. On the keypad this
would translate to three right, one down, two right, three
down and one right, two down making the code 3, 8, 4.
Entering the code unlocks the elevator. Delaware can now
go to the first floor where he’s able to enter the
elevator and make his way to the second floor.
With the elevator working, Delaware now has access to the
second floor where he can go into Room 204.
When Delaware reaches Room 204 he finds it’s locked.
He turns and heads back down the hallway when Katie appears
again. She’s sitting on the couch and explains a “big
cat” broke her toy bunny rabbit. Delaware offers to
fix it for her.
Delaware moves towards the couch where Katie sat and then
examines the couch up close. A stuffed rabbit appears on
the couch, missing an arm and a leg. Delaware has a vision
that shows him the location of the first part, it’s
on a box. The boxes are familiar of the basement so that’s
where he heads. He heads to where he found the fishing boots
and looks around to locate the bunny appendage.
With the piece in tow, Delaware heads back to the second
floor, looks to the couch and places the piece down. He
gets a second vision of the second part of the bunny. It’s
sitting on some sort of end table. The area isn’t
familiar so he checks out the third floor. While on the
third floor he notices something strange. One of the rooms
has been long sealed up and covered. Past this sealed door,
at the end of the hallway Delaware finds the bunny arm sitting
on the table in the right corner.
Delaware takes the bunny arm down to the second floor,
attaches it to the bunny and a happy Kattie appears. To
thank him for his help she tells him the door to Room 204
is now open. Delaware heads there.
The door is now unlocked and Delaware enters. Once in the
room, Delaware has another vision. The room changes from
its current empty state into the way it was when Fay Harris
and Rupert Cosmont stayed there more than eighty years before.
He explores the room in this state. There are posters on
the walls and letters around on a desk. Delaware finds a
note on the desk written in red ink. Written on it is one
name: Roxanne Black. Kelly calls just in time.
It seems the maid is somehow tied into Rupert’s accident.
Delaware can now leave the room.
As Delaware steps out into the 2nd floor hallway he has
a vision. The ghost of Heather that he saw in the Lobby
is now in the middle of the hallway. Written on the wall
next to her is “Lounge.” The chase is on again
and Delaware must make it to the Lounge before time runs
out. Delaware has to escape into the elevator and take it
to the First Floor. From there, he takes the stairs down
into the Lobby and from there he makes it to the Lounge.
Once Delaware makes it to the Lounge the “chase”
music ends as we hear the sound of the beast once again
dissolving into the night.
Kelly calls just in time with some information about The
Hunter, the creature chasing after Delaware. She also has
some information regarding the original manager of the manor
and talks about how she and her young daughter vanished
one night and were never heard from again. The conversations
ends and Delaware resumes exploration.
Delaware steps out of the Lounge and into the Lobby where
he sees a little girl in a white dress. An image of a door
labeled 300 appears quickly then vanishes, along with the
image of the little girl.
Upstairs Delaware follows the numbers but there’s
no 300. In fact, the place where the door to room 300 should
be, is just a wall. Katie appears in front of the sealed
doorway and points to the room. As she does the door appears
from out of nowhere and Delaware can now enter.
Room 300 is old, and emptied out. As he looks around Delaware
has a vision of Victoria and her daughter sleeping in bed
when an image of two men appears, standing over them, everything
disappears, the room is old and empty again. Delaware explores
the room and finds a key on the night stand, he takes it.
As he turns to leave the room, Kelly calls to check in on
his progress.
Delaware leaves the room, and when he does, the door to
the room vanishes as well.
He heads to the elevator and when the doors open he sees
the two men that were in Room 300, both dressed dark, holding
Victoria and the little girl. The image vanishes. Delaware
gets into the elevator and takes it to the first floor.
The key he’s holding is an older skeleton key. He
suspects the trunk in the basement might be a good match.
He heads down to the basement and to the trunk. Using the
key on the trunk it pops open. Inside the large trunk are
two sacs, one big one and one small one, Delaware knows
what’s inside and doesn’t need to open them.
Right after the discovery in the basement, Kelly calls.
Delaware tells her he’s found the bodies of Victoria
and Katie. Kelly has information about the maid, Roxanne
Black. She tells him she died in the third floor stairwell.
Delaware heads back upstairs to the third floor stairwell.
Upon arriving at the scene, Delaware sees images of the
event. A young woman in a maid’s uniform at the bottom
of the stairs, lying on the floor with towels tossed about.
The image fades out and leaves the shadow figure on the
floor where the body was found. A noise is then heard. It’s
unintelligible, but loops over and over.
This is a mystery that can be solved with the recording
unit of VIC. Delaware pushes the RECORD button on the device
and automatically contacts Kelly.
Kelly deciphers the voice and tells Delaware it’s
saying “Room 306…closet” over and over.
Delaware heads to room 306.
Room 306 is locked but Delaware needs to get in. The Hit
icon appears on the door and he is able to bully his way
into the room.
The room is empty, as if it had been closed long before
the rest of the hotel. When Delaware explores the closet
door a message appears on the back of the door: “What’s
the magic word?” Delaware can photograph this door
to get help from Kelly.
Puzzle: “What’s the Magic Word?”
On the back of the closet door the sentence “What’s
the magic word” appears. Ten other words appear on
the door as well. The puzzle here is ONE of the words is
related to what Delaware is looking for in the closet. The
other nine are red herrings. Delaware picks a word and the
door will open. If Delaware picks the wrong word the door
will open to blackness and Delaware will be transported
to another part of the manor. When Delaware picks the correct
word the door will open to the closet and Delaware will
be able to explore inside. The “magic” word
here is “towels” since Roxanne died while carrying
towels.
With the closet door open, Delaware looks inside to discover
a small key on the back wall. Delaware takes the unmarked
key.
Delaware remembers there are boxes in the basement, so
it’s back down to the dark basement. In the back corner
of the basement is a stack of boxes with a keepsake box
exposed…the one in Delaware’s vision. Delaware
uses the key to open the box. Inside is a photograph of
a woman and man together.
Delaware uses the PICTURE feature of VIC to send an image
to Kelly. Delaware takes the photograph, with it he can
give Roxanne’s soul rest.
Delaware takes the photo and places it on the shadow in
the stairwell of the third floor. The photo vanishes along
with the shadow.
With Roxanne taken care of, Delaware heads back to Room
204 where he has another vision. A woman, Fay, is standing
by the window, talking to herself. She’s upset. She
speaks aloud of her plan to “make them pay”
and then vanishes.
After she’s gone Delaware notices something by the
window, behind the radiator. He finds a note that confesses
Fay’s intentions.
He takes Fay’s Note and knows he must bring it to
the Lounge stage where Rupert died. Delaware makes his way
into the hall and a flash of the Hunter is seen ahead. Kelly
calls in at that moment.
Kelly explains that the rooms Delaware was running to for
protection were actually intended as traps for the Hunter.
Without knowing which room is “protected” Delaware
moves down the hall
At the elevator Heather appears to Delaware. She writes
on the wall: Room 305.
Delaware makes his way up to room 305 with the Hunter hot
on his heals. Once inside, Delaware leaves the door open
and the creature follows him in. Almost immediately, the
creature becomes trapped in the room, appearing as only
a face surrounded by smoke. It speaks to Delaware, teasing
him and alluding to something bigger is coming for him.
When the conversation is done the creature vanishes and
Delaware is alone in Room 305.
The creature is gone, fading into nothingness.
With the confession note in hand, Delaware heads back down
to the Lounge where he sees the boxed body of Rupert on
the stage. He gives the confession note to Rupert and a
low “thank you” is heard.
Delaware and Kelly have one last chat about the evening’s
events and speculate a bit about what’s to come. With
the Hunter defeated and the souls at rest, the job is done
here.
Congratulations, you've completed Delaware St.
John Volume 1: The Curse of Midnight Manor!