You’re at the entrance of a amusement park. Walking forward and looking ahead you realize it’s too dark to see and you left your torch in the truck so turn around and walk forward and to the left to the truck. Look at the back of the truck to not only get your flashlight.

Walk forward and look at the map on the right to see the layout of the park. Leave the map and walk to the upper right and up the stairs. You’ve reached a dead end. Turn around and walk to the upper left, then turn left to see the notice board. There are all memo’s of missing children.

Leave the notice board and turn right, then three steps forward towards the big Ferris wheel.  Turn right and enter the attraction. In front of the cart, walk further north to the right of the cart and turn left to see a ladder. Look at the ladder to realize you can’t climb it but you can take one of the RUNGs with you.

Turn left and walk forwards twice on the right to exit the ride. You’ll now see a map display on the left. Look at the map to see what’s available. Leave the map, turn left, walk forward, turn right and walk forward again. You’re now at the entrance of the funhouse. But it’s boarded up. Turn left and walk forward to the wall.

Turn right and look at the boards on the door.  Walk forward (right of the funhouse) to face a large green building. Turn left  and you’ll see a shadow which you’ll get rid off with your flashlight. Walk to the upper left on the right side of the building to find a gate. Take a closer look at the gate and then open it.

Go through the gate to the house of  former director Krendall. The light is still on. Simon will contact you and explain a few things. Turn right and walk to the shed in the back, then look closer and find a padlock on the door.

Leave the door, turn left and look closer at the hatch doors next to building. They are also locked with a chain and padlock but on this one you can use your the rung from the ladder to pry the lock open and open the door. Enter the basement. Inside turn left to see a big hole in the wall next to the door. Open the door though and enter the room.

Have a look around. It’s the boiler room but not much going on at the moment. Face the door again and leave the room, then walk forward to the box on the other side. when you encounter a shadow, make sure to use your torch to scare it away. On your right is a TV set that doesn’t do much but under the set is a newspaper ARTICLE that explains what happened to the owner’s wife. Leave the TV and turn left.

The light switch next to the  door doesn’t work. Use the door to open it and enter the next room. Go up the stairs and try to open the door. Theodore will stop you and ask for his wife. Use the article on the door to slide it under and update him of her death. Try the door again and now you can enter the kitchen.

Turn left, walk forward and turn right, then forward into the dining room. Another shadow will appear so be prepared to use your torch. Turn right and look at the picture on the desk. Turn right again, walk back into the kitchen and turn left, then walk forward twice  into the lounge. In here turn left and go up the stairs.

Have a look around and try all doors. Only the one on the right behind the stairs will give a reaction of Theodore. Turn right, walk forward and turn left, then go down the stairs. You’ll see the picture above the sofa removed and a safe revealed behind it. Have a closer look at the safe to see the roman numerals scratched into the door.

Translate the roman numerals to numbers and solve the equations: X-I becomes 10-1 equals 9, III-I is 3-1 equals 2 and V-II becomes 5-2 equals 3. Use these numbers on the safe to open it. Inside you’ll find a frame with a family picture. Above it is a PICTURE you can take and looking at it, you’ll notice that there’s another person in the picture, never mentioned by Theodore and not in any of the other pictures.

Leave the safe and turn around, then go up the stairs. Turn around, walk forward and turn right, then use the picture on the door to ask Theodore about the extra person in the picture. Theodore will tell about Adam before becoming agitated and leaves.

Use the door to go inside and check Theodore. He isn’t there. Walk forward and turn left, having to scare off another shadow with your torch. Use the door to find Theodore behind  it. After the conversation, use the door and enter the bathroom, then walk forward, open the door on the other side and enter the bedroom.

Look around and discover this had to be Adams room. Use the door next to the clown poster and you’re back on the landing. Turn right, walk forward and turn right again to a door that clearly tells you to stay out. Try the door and talk to Theodore who will ask you to find out what happened to his wife and son. Use the door again and enter the room.

Look at the picture on the desk and look at the clown. Turn around and leave the room again. Exit with the stairs to the floor below and turn right, enter the kitchen and turn left. Go down the stairs into the basement and use the door in the back and enter the utility room. Turn right and walk forward. Turn left and go up the stairs to the daylight.

Turn right and walk forward to the gate. Turn left and go through the gate. Walk to the upper right next to the green building, Walk forward once and turn right so you’ll see two clowns. Walk forward three times and then to the upper right to see the truck at the entrance. Walk towards the truck and update Kelly. She’ll take over the investigation.

Playing as Kelly:

Turn right to see the ticket office but there’s no activity here. Turn left and walk forward to pick up some activity. Use the photo button on the VIC to send it to Simon but he can’t find anything. Turn right and try the employees office but you can’t get in. Turn around and enter the Pirate Ship.

Turn right and go up the stairs, then turn left to face three canons. It’s a bit of a pixel hunt but when you look at the canon on the right and move the cursor up, you can see something on the seat behind it. Grab the canister of LIQUID GREASE from the floor and leave the canons. Turn left and go down the stairs, turn left and leave the pirate ship.

In the main street turn left and walk forward (upper left). You’ll be too late to use your torch on the shadow and you need to be more careful next time. Walk forward twice and Simon will contact you. He’ll ask for pictures of the shadow figures.

Walk forward through the gate and turn left to see the entrance to the haunted castle. Don’t enter (you can’t), turn right again and walk forward twice until you see your path is blocked. Turn right and see a lady walking into the rollercoaster. As soon as you can, walk forward to follow the lady.

When you arrive at the red barrier and look to the hills where the lady went, you suggest that there must be an easier route up there. Turn left and walk between the red barriers forward and through the rollercoaster cabin. Turn right to find the yellow power station, turn around find a dead tree. Turn left and step through the cabin again. Walk forward and turn right between the red barriers, then forward to leave the rollercoaster.

Once you’ve passed the rollercoaster entrance arch, turn left and walk forward next to the rollercoaster where you’ll reach a large yellow pillar. Turn left again and you’ll see a statue of a clown. Simon will contact you and you’ll exchange theories.

Walk forward (upper left) towards the statue to see an entrance gate to the roller coaster. The gate is closed and padlocked. To the right of the door on the floor you can see a hacksaw. But you can’t reach it. Turn left and walk forward towards the brick wall, then turn around and walk forward past the yellow pillar to a red and white striped stall. Look closer at the stall and the shelves in the back to find a SPOOL OF THREAD. Take it and leave the shelves and stall.

Turn left and see the storage unit of the rollercoaster carts. Walk towards it and try to open the door. It’s stuck but when you use your can of oil from your inventory on the hinges on the left side of the door you can open it and enter the building. Inside turn right, then to the upper left to get behind the last cart. Turn around and look at the shelves on the left. You’ll find a magnet here. Use the spool with thread from your inventory to tie to the MAGNET to take it with you.

Leave the shelf and go to the upper right and use the door to leave the building. Turn to the right, walk forward and turn to the right again, then to the upper left past the statue of the clown to the padlocked gate. Look at the hacksaw again and use the magnet on a string to get the HACKSAW in your inventory. Use the saw on the padlock to unlock the gate and enter the site. Walk forward to meet Miss Rose.  Learn about what happened in the park and the to the children.

After the conversation, leave Miss Rose and walk through the gate again. As soon as you’re through, turn right but be careful:  you’ll see another shadow again. Use your torch to get rid of him. Walk forward twice, then turn left and forward twice again to the merry-go-round. Turn left and forward twice to the gate of the haunted castle.

Walk underneath the gate past the clown but when you reach the clowns head on the barrel and turn around, the clown you just passed is gone! Turn left and notice the manhole cover on the ground. Walk forward until your path is blocked by two statues that weren’t there before.

Turn around and walk back to the drop gate to find two statues there are well. You’re being cornered. Turn left again to see two statues just behind the manhole cover so use this cover to go underground and escape the clowns.

Underground turn left to see gate 1 but it’s closed. Turn around and look at the map of the sewer system in front of you. Now that you can’t leave at this end, you need to go all the way to the other side. Make a note of the route you need to take to get there. Leave the map and look at the wheel next to the map, the one with the number 1 above it. Turn the wheel and turn around to see that gate 1 is now accessible.

Enter the tube and turn left, then follow until gate 2. It’s open so go through and turn left straight away. Follow until the next blockage and turn right to see three wheels for gates 2, 3 and 4. Turn wheels 2 and 4 and turn right, then walk forward until you reach the end. Go left, walk forward, turn right and forward again. You’re now back at the entrance of tunnel 3.  Straight after you went through turn right and walk forward twice to the end.

You might come across some shadow people. If you do, use your flashlight to chase them away. Turn right and forward to gate 2. This side is now open so keep walking until you find two wheels on the right (5 and 6).  Use wheel 6.

Leave the wheels and walk forward. Blocked by the gate, turn left, walk forward and turn left again. In front of you is gate 6 which is now open so walk forward until the end, then turn left. Walk forward again, through gate 5 until you can’t go further (hit another shadow with your torch), then turn right to see the wheel for gate 7.

Turn the wheel and turn right, then forward through gate 5 until your path is blocked again. Turn right, forward once and turn left to see gate 7. It’s open so go through and turn right. Walk forward until you reach the ladder and use it to leave the sewer system on the other end.

Playing as Delaware:

Walk forward and to the upper left, then turn left to see the notice board. Look closer at it to get a vision of the funhouse.  Leave the board, turn right, walk forward and turn left, then forward to the funhouse. You’re invited in. Since the door is boarded up, walk north to the right of the building, then turn right and walk forward under the arched gate. Keep walking straight until you find the ball throwing stall.

Look at the stall and talk to Carl. He wants you to try to hit the cans. Take a BALL from the bucket and try to hit the cans. No matter where you aim, you’ll miss. Make sure to take at least a BALL in your inventory and leave the stall.

Turn right, then forwards and turn right again to see the playground. Look at the sand pit and you’ll see Adam who warns you. Once Adam is gone, he leaves his shovel behind. Look closer at the shovel and use the ball from your inventory on the shovel to fill the ball with sand.

Leave the shovel and the sandpit, then turn right, walk forward and right again, then return to the ball stall. Use the ball on the cans and this time they all go down making Carl talk. He’ll give you more information, then leaves again. Look at the cans to find a CROWBAR behind it.

Leave the cans and the stall, then turn around. Walk forward three times, then turn left. Walk forward three times again and turn right. Walk forwards twice to the barred door of the funhouse. Use the crowbar on the boards. Enter the funhouse. Go through the tunnel and turn left. Walk forward and make sure you chase the shadow away with your torch.

Turn left and go to the upper right to see the stairs. Walk over to it and turn left twice, then go up the stairs. You’re now standing in front of a maze and should try not to get lost. Walk straight ahead and take a good look at the symbols and roman numerals. Make a note of the symbols behind the numbers and make sure to put the numbers in order first. Then it should be straight forward to get through the maze. Leave the images and turn right. Use the door to enter.

Turn right (red apple, green tree, yellow face) and enter.
Turn left (green tree, yellow balloon, red heart) and enter.
Turn left (green face, red tree, blue balloon) and enter.
Turn right (yellow balloon, green apple, yellow heart) and enter.
Straight ahead (blue face, orange heart, green tree) and enter.
Straight ahead (red face, yellow balloon, green heart) and enter.

And you’re through!  Do as written on the wall: turn left and meet Margaret. She’ll tell you what happened four years ago. Walk forward and turn right to see the place Margaret tried to expose. Look closer at the wooden post and use your crowbar on the wall next to it to see what’s hidden and as soon as you find something, Simon contacts you.

Leave the wall, turn right and go down the stairs. Turn left and use the doors to leave the funhouse. Walk forward, then left then forward three times. Turn left and walk forward then to the upper left. Use the gate to go through, then turn right, walk forward and turn left. Use the hatch door to enter the building and talk to Theodore. He’ll tells you where you can find Robert.

Turn around and up the stairs to leave the house. Turn right, forward and left and use the gate to leave the property. Walk to the upper right and meet Katherine. She has no time to talk to you. Walk forward and turn right, then forward six times to reach the truck and Kelly. You’ll update her and end this part.

 

Leave a Reply

Your email address will not be published. Required fields are marked *

This site uses Akismet to reduce spam. Learn how your comment data is processed.