Delaware St. John: The Curse of Midnight Manor Walkthrough

Posted on August 8, 2009 in Walkthroughs -- Share:

Welcome to the Delaware St. John: The Curse of Midnight Manor Walkthrough!

Delaware St. John has heard voices his whole life. Not just any voices, voices from beyond, pleading for help. He has joined forces with Kelly, who runs a paranormal detective agency. Help Delaware solve the mystery behind The Curse of Midnight Manor!

Whether you use this document as a reference when things get difficult or as a road map to get you from beginning to end, we’re pretty sure you’ll find what you’re looking for here.

This document starts with general game tips then launches into the complete Delaware St. John: The Curse of Midnight Manor game walkthrough complete with annotated screenshots from actual gameplay!

We hope you find this information useful as you play your way through the game. Use the walkthrough menu below to quickly jump to whatever stage of the game you need help with.

Remember to visit the Big Fish Games Forums if you find you need more help. Have fun!

This walkthrough was created by prpldva.

Walkthrough Menu

  1. Story 1: The Fate of Vandals
  2. Story 2: Done with Mirrors

General Tips & Information

  • This game has a brief tutorial on movement, cursor icons, and the use of the Voice Imagery Communicator (VIC) interface.
  • To access the main menu, hit the escape button. Here you can save your game and adjust volume and subtitles.
  • Inventory items will automatically be removed when they are no longer needed.
  • Story 2 unlocks after you complete Story 1. Choose New Game from the main menu; then select Story 2.
  • The VIC allows you to communicate with Kelly by using the Connect, Photo, and Record buttons.
  • The Connect button allows you to contact Kelly for assistance.
  • The Photo button takes a photo, and Kelly scans the photo for anything that cannot be seen by the human eye.
  • The Record button allows Kelly to analyze for Electronic Voice Phenomenon (EVP).

Delaware St. John Volume I

Story 1: The Fate of Vandals

  • The voices Delaware has been hearing have led him to Morrisville Manor. He arrives to find that time and vandals have ravaged the lobby of the manor. The power is out and Delaware’s flashlight batteries are running out of juice.

Delaware St. John Volume I

  • A ringing in his pocket introduces Delaware to VIC.
  • Kelly informs Delaware that there is a backup generator in the basement, according to the building schematic.
  • Following Kelly’s directions, walk forward; then turn right.
  • A little girl appears on the balcony. She sings for a moment; then she vanishes.

Delaware St. John Volume I

  • Walk forward three times and open the door. Enter the basement.

Delaware St. John Volume I

  • Turn left and walk forward twice. A chair moves across the room.
  • Walk forward twice. Open the door to find the next room flooded.
  • Exit and turn left.
  • Look at the wading boots. This will take you to a closer view, where you can take the boots.

Delaware St. John Volume I

  • Exit the close-up and turn left.
  • Walk forward and open the door.
  • Walk forward and see the electric panels.

Delaware St. John Volume I

  • Look at the open panel twice. Click on the inside of the panel door to find a note about the generator code.

Delaware St. John Volume I

  • Exit the note and electric panel screens.
  • Turn right twice and look at the generator.
  • In the close-up, left-click the generator code, “ON – 6 – 3 – 2 – 8,” into the number panel.

Delaware St. John Volume I

  • Perfect timing! Delaware’s flashlight dies and the generator starts.
  • Walk forward twice; then turn right. Walk forward, angle right, and forward again, to leave the basement.
  • The ghosts of five teenagers appear briefly in the lobby.
  • Turn right and walk forward. Look at the stairwell and notice that the bottom steps are missing.

Delaware St. John Volume I

  • Exit the stairwell and turn left. Walk forward; then turn left twice.
  • Walk forward once again; open the double wooden doors and enter the lounge.
  • Turn left and walk forward to the bar.
  • Two of the teenage ghosts appear until one begins to choke.
  • Look at the bar and take the earring.

Delaware St. John Volume I

  • Exit the close-up of the bar and turn right.
  • Take the step ladder.

Delaware St. John Volume I

  • Turn right and walk forward.
  • Kelly calls Delaware, berating him for undertaking a mission alone.
  • Because of all the teenage ghosts, Delaware asks Kelly to look into missing persons reports.
  • Open the door and enter the lobby.
  • Turn right twice and walk forward twice.
  • Use the ladder on the stairwell and climb up to the next floor.

Delaware St. John Volume I

  • Check the elevator to find that it’s out of order.
  • Turn left and two ghosts appear, dragging a third ghost down the hall.
  • Walk forward twice and enter room 111, on the left.
  • Look at the outline of a body on the bed.

Delaware St. John Volume I

  • In the close-up view, you see an earring matching the one found on the bar.
  • Take the earring from the inventory and place it with its mate.
  • You hear a Thank “you” and the outline disappears from the bed.
  • Turn left and look at the journal on the couch.

Delaware St. John Volume I

  • The journal belongs to Heather Malcolm. The entry is about her visit to the manor; she writes about heading to the basement.
  • Exit the journal.
  • Turn left twice and exit the room.
  • Kelly calls to check in, and Delaware tells her about the disappearing outline. She has no information on the missing persons at this time.
  • Walk forward twice and turn right.
  • Open the door and enter the stairwell.
  • Notice that access to the second floor is blocked by a pile of furniture.
  • Go down the stairs to the lobby.
  • Turn right and head to the basement.
  • Turn left and walk forward.
  • Two ghosts appear, discussing rummaging through the junk. They walk off to the right.
  • Walk forward and turn right.
  • The same two ghosts reappear; then a scream is heard as they vanish.
  • Walk to the white door.
  • Kelly calls to inform Delaware about five teenagers that went missing a month ago.
  • Pound on the white door to break it open and enter the laundry room.

Delaware St. John Volume I

  • Turn left twice and look at the two body outlines.

Delaware St. John Volume I

  • The outlines disappear and Delaware has a vision of a dead tree in a planter.
  • Exit the laundry room and return to the lobby.
  • Walk forward twice and go left up the stairs.
  • Walk forward and turn left to find the dead tree from Delaware’s vision.
  • Look at the tree; then look at the planter.
  • Find the key to room 104 inside the planter.

Delaware St. John Volume I

  • Exit the close-up and turn left.
  • Walk forward twice and turn right.
  • Walk forward and a ghost appears giving Delaware a warning.

Delaware St. John Volume I

  • You have to get to room 104 without making any wrong turns. If you make any mistakes, you will be returned to the lobby to try again.
  • Walk forward twice and climb the ladder.
  • Turn right and walk forward twice.
  • Walk to the left door.
  • Use the key on the lock to open the door.
  • Enter room 104.
  • Kelly calls, and Delaware informs her of the monster.
  • Turn left and walk forward.
  • Turn left and open the closet.
  • Look in the closet to find another outline and a journal page.

Delaware St. John Volume I

  • Look at the outline and hear a ghost chant, You can’t see me here, you can’t see me here.”
  • The outline disappears.
  • Take and read the journal page.
  • Exit the closet; walk forward and exit the room.
  • The halls have changed and appear to go on forever in each direction.
  • Walk forward twice and a ghost appears.
  • Look at the ghost to see that she has written the directions right, right, forward” on the wall.

Delaware St. John Volume I

  • Exit the wall and walk forward twice to the intersection.
  • Turn right and walk forward three times to the intersection.
  • Turn right and walk forward six times.
  • The ghost appears at a door on the right.

Delaware St. John Volume I

  • Walk forward; turn right and enter the room.
  • You are in another set of hallways.
  • The ghost is writing another set of directions on the wall.
  • Look at the ghost to find the directions forward, left, left, right, forward.”

Delaware St. John Volume I

  • Exit the wall and walk forward five times.
  • Turn left and walk forward three times.
  • Turn left again and walk forward three times.
  • Turn right and walk forward six times.
  • The ghost appears at a room on the left.

Delaware St. John Volume I

  • Walk forward; turn left and enter the room.
  • You are in another set of hallways.
  • The ghost is writing another set of directions on the wall.
  • Look at the ghost to find the directions left, right, forward, forward, right, right, left, and forward.”

Delaware St. John Volume I

  • Exit the wall and walk forward twice to the intersection.
  • Turn left and walk forward three times to the intersection.
  • Turn right and walk forward nine times.
  • Turn right and walk forward three times to the intersection.
  • Turn right and walk forward three times to the intersection.
  • Turn left and walk forward six times.
  • The ghost appears at a room on the left.
  • Walk forward; turn left and enter the room.

Delaware St. John Volume I

  • You are now in the stairwell.
  • Walk down the stairs; then walk forward twice to enter the lobby.
  • Heather is sitting on the couch writing in her journal.

Delaware St. John Volume I

  • After the spirit leaves, look at the couch to find another journal page.
  • Read the new entry and exit the journal.
  • Turn left twice and walk forward to the double doors.
  • Open the doors and enter the lounge.
  • Turn right and watch a chair repair itself.
  • Look under the chair for another journal page.

Delaware St. John Volume I

  • The entry speaks of an ornament Heather was making.
  • Exit the journal and look at the ornament.
  • Click in the Photo button and have Kelly analyze the ornament.
  • Kelly determines it is a dispel charm used to protect against evil spirits.
  • Take the dispel charm and exit the close-up.
  • Heather’s ghost appears on the balcony and you hear the groans of evil spirits.
  • Walk forward.
  • As evil spirits appear, use the dispel charm on each of them.
  • If you are too slow, the sequence will start over. You will automatically progress closer to the balcony as you clear the spirits.

Delaware St. John Volume I

  • Look at the shadow near the wall. In the close-up, you see it is another outline.
  • Look at the outline. It does not disappear like the others.
  • Place the journal on the outline and hear Heather say, “Thank you.”

Delaware St. John Volume I

  • Delaware feels that finding peace for the five missing teens is not why he is here. Something else will happen soon!
  • Story 2 is now unlocked. Return to the main menu and select New Game.

Story 2: Done with Mirrors

  • Delaware finds himself in the lounge, looking at the stage. A magic act is being performed. The audience and assistant disappear, leaving only the magic sword box.
  • Look at the box to get a closer view.
  • Open the box to find the magician’s body impaled on a sword!

Delaware St. John Volume I

  • Exit the close-up and turn right.
  • Walk forward, up the side stage stairs.

Delaware St. John Volume I

  • Walk forward to the bulletin board.
  • Look at the magician’s poster. It makes Delaware feel uneasy.
  • Use the Photo button to send a picture to Kelly for analysis.
  • Kelly only sees a newspaper article.
  • Look again at the poster to discover a newspaper article underneath.

Delaware St. John Volume I

  • Send a photo to Kelly for analysis.
  • Kelly does an internet search and discovers that the magician’s assistant committed suicide in room 204.
  • She wants to do more research on the death of Roxanne Black, which occurred a few days earlier.
  • Exit the article and bulletin board.
  • Walk forward and exit the stage.
  • Turn left; open the door and enter the lobby.
  • Turn right twice and walk forward to the stairwell.
  • Climb the ladder.
  • Try the elevator and find it has power, but is not working.

Delaware St. John Volume I

  • Call Kelly, and she finds the blueprints show a manual lock in the basement.
  • Turn right twice and walk forward to the exit door.
  • Open the door and enter the stairwell.
  • Walk forward to the lobby.
  • Turn right and walk forward to the basement door.
  • Open the door and enter the basement.
  • Turn right and meet the ghost of little Kate.
  • Delaware tries to ask her a question, but she disappears.

Delaware St. John Volume I

  • Walk forward twice and look at the elevator lock box.

Delaware St. John Volume I

  • Open the lock box and look inside the door to find one of Frank’s notes.

Delaware St. John Volume I

  • If Ben thinks I hate him” equals 2-4-3-1-2-1, then I hate Ben, I hate him” equals 3-1-2-3-1-2.
  • The note states the code is three digits; so 3-1-2-3-1-2 must refer to the coordinates, (3,1), (2,3), and (1,2).
  • Three right and one down is 3. Two right and three down is 8. One right and two down is 4.
  • Exit the note.
  • Enter 3-8-4 into the keypad to unlock the elevator.

Delaware St. John Volume I

  • Exit the lock box and turn right twice.
  • Walk forward and exit the basement.
  • Turn right; walk forward to the stairwell and climb the ladder.
  • Push the elevator call button. Delaware will automatically enter the elevator.
  • Push the button for the second floor.

Delaware St. John Volume I

  • Exit the elevator; turn left and walk forward twice.
  • Walk to the left door, room 204, and find it is locked.
  • Back up; walk forward to the center of the landing.
  • Katie appears on the couch. A big cat hurt her Arthur Bunny.
  • Delaware offers to fix her bunny, and Katie disappears.
  • Walk forward and look at the couch.

Delaware St. John Volume I

  • Arthur Bunny is missing an arm and a leg.
  • Delaware has a vision of the leg in the midst of boxes.
  • Exit the close-up and turn right.
  • Call the elevator and go to the first floor.
  • Walk forward; enter the stairwell and go down the stairs.
  • Turn right; walk forward and enter the basement.
  • Turn left and walk forward twice.
  • Turn left; walk forward and turn left.
  • Look at the pile of boxes.
  • Take the bunny leg.

Delaware St. John Volume I

  • Exit the close-up; turn left and walk forward.
  • Turn right and walk forward to exit the basement.
  • From the lobby, turn right and walk to the stairwell.
  • Climb the ladder; then take the elevator to the second floor.
  • Exit the elevator; turn right and look at the couch.
  • Take the bunny leg from the inventory and place it near Arthur Bunny.

Delaware St. John Volume I

  • Delaware has a vision of the arm on a small table.
  • Exit the close-up and turn right.
  • Take the elevator to the third floor.
  • Exit the elevator and turn left.
  • Walk to the end of the hall and look at the table in the right corner.

Delaware St. John Volume I

  • Take the bunny arm and exit the close-up.
  • Back up, walk forward and turn right.
  • Notice the door is covered up with wallpaper and paneling.

Delaware St. John Volume I

  • Turn left and walk forward to the landing.
  • Turn right and take the elevator to the second floor.
  • Exit the elevator and turn right.
  • Look at the couch.
  • Take the bunny arm from the inventory and place it near Arthur Bunny.
  • Katie appears and is very grateful. She tells you to try room 204 again.

Delaware St. John Volume I

  • Exit the close-up of the couch and turn around.
  • Walk to the end to the hall and enter the room on the left, room 204.
  • The room changes, adding furniture.
  • Look at the desk twice and find a piece of paper with Roxanne Black’s name on it.

Delaware St. John Volume I

  • Exit the desk and it disappears.
  • Turn right and hear a woman’s voice saying, I’ll never forgive him.”
  • Turn right and exit the room.
  • Heather appears, warning that the Hunter is coming. She has written lounge” on the wall.

Delaware St. John Volume I

  • You must race to the lounge without making any mistakes or you will have to start over.
  • Walk forward twice and turn right.
  • Press the elevator Call button, and then press the first floor button.
  • Exit the elevator and walk forward to the stairwell.
  • Open the door and go down the stairs.
  • Walk forward and turn around.
  • Walk forward; open the double doors and enter the lounge.
  • Kelly calls and advises that the original owners were Victoria and her daughter, Katie.
  • Turn around and exit the lounge.
  • A little girl appears; then a vision of a door numbered 300.

Delaware St. John Volume I

  • Turn right twice and walk forward to the stairwell.
  • Climb the ladder; then take the elevator to the third floor.
  • Exit the elevator and turn left.
  • Walk forward; turn left and open the door to room 300.
  • Enter the room and turn left.
  • Delaware has a vision of two men with knives standing over Victoria and Katie.
  • Look at the night stand and take the chest key.

Delaware St. John Volume I

  • Exit the close-up and turn right.
  • Kelly calls, and Delaware informs her of his vision.
  • Exit the room and turn around.
  • The door has vanished.
  • Turn left; walk forward; then turn right.
  • Press the call button for the elevator and see the kidnappers taking Victoria and Katie down the elevator.

Delaware St. John Volume I

  • Take the elevator to the first floor.
  • Walk forward and take the stairs to the lobby.
  • Turn right; walk forward and enter the basement.
  • Turn left and walk forward.
  • Turn right and look at the chest.

Delaware St. John Volume I

  • Take the key from the inventory and open the chest to find the remains of Victoria and Katie.
  • Kelly calls with information on Roxanne Black. She was found in the third floor stairwell; she fell while carrying towels.
  • Exit the chest; turn right and leave the basement.
  • From the lobby, turn right and go forward to the stairwell.
  • Climb the ladder and take the elevator to the third floor.
  • Exit the elevator and walk forward to the stairwell.
  • Enter the stairwell and see an outline of a body.
  • There are strange noises. Use the Record button so that Kelly can analyze the noises.
  • Kelly reports that the sounds are a voice saying, Room 306. Closet,” in reverse.
  • Exit the stairwell and turn right.
  • Walk forward; turn right and pound on the door to room 306.
  • Enter the room; turn around, and then turn right.
  • Words appear on the closet door, querying, What’s the magic word?”
  • Left-click on the word, ’towels’ to solve the puzzle.

Delaware St. John Volume I

  • Look in the closet and take the keepsake chest key.
  • Exit the closet and leave the room.
  • Turn left and walk to the landing.
  • Take the elevator to the first floor.
  • Exit the elevator and go down the stairs.
  • From the lobby, turn right and walk forward to enter the basement.
  • Turn left and walk forward twice.
  • Turn right and look at the small keepsake box.

Delaware St. John Volume I

  • Take the key from the inventory and unlock the box.
  • Inside, find a photo of a man and a woman.
  • Use the Photo button the send the photo to Kelly for analysis.
  • Kelly reports the couple is Rupert and Roxanne.

Delaware St. John Volume I

  • Take the photo and exit the close-up.
  • Turn right and walk forward out of the basement.
  • From the lobby, turn right and go forward to the stairwell.
  • Climb the ladder and take the elevator to the third floor.
  • Exit the elevator and walk forward to the stairwell.
  • Enter the stairwell and see an outline of a body.
  • Take the photo from the inventory and place it on the outline.

Delaware St. John Volume I

  • Delaware hears a ghostly, “Thank you.”
  • Exit the stairwell; walk forward and take the elevator to the second floor.
  • Exit the elevator; turn left and walk to the end of the hall.
  • Enter room 204 and turn left.
  • A vision of Faye appears, threatening Rupert and Roxanne.

Delaware St. John Volume I

  • Look at the left radiator and take the note. It’s a confession from Faye.
  • Exit the radiator and turn left.
  • Exit the room and see a brief glimpse of the Hunter.
  • Kelly calls to warn you that the protected rooms are actually traps for the Hunter.
  • Walk forward and Heather appears.
  • She has written the number of a protected room on the wall, room 305.

Delaware St. John Volume I

  • Walk forward and turn right.
  • Take the elevator to the third floor.
  • Exit the elevator and turn left.
  • Walk forward to the end of the hall.
  • Walk to room 305, on the right.
  • Turn the doorknob, but find it is locked.
  • Use brute strength to open the door.
  • The Hunter follows Delaware into the room.
  • He tells Delaware that others are coming to stop him and vanishes.

Delaware St. John Volume I

  • Turn around and exit the room.
  • Walk forward to the landing and take the elevator to the first floor.
  • Exit the elevator and take the stairs to the lobby.
  • Turn around and walk to the lounge doors.
  • Enter the lounge and look at the stage curtain.
  • The curtain opens to reveal the magic sword box with Rupert still inside.

Delaware St. John Volume I

  • Take Faye’s confession from the inventory and use it on Rupert.
  • Rupert disappears and a ghostly, “Thank you,” is heard.
  • Kelly and Delaware speculate over what should happen and decide the best course of action is … pancakes!

Congratulations!

  • You have just completed Delaware St. John: The Curse of Midnight Manor!

Written by