Call Of Cthulhu: Dark Corners Of The Earth - Strategy Guide (Page 01)
Below are the cheat codes, hints and help for Call Of Cthulhu: Dark Corners Of The Earth - Strategy Guide (Page 01).
Game: Call of Cthulhu: Dark Corners of the Earth
System: X-Box
Version: 2.0
Revised: 1/7/2006
A Walkthrough by Joe Williams
Copyright (c) 2005-2006 by Joe Williams
COPYRIGHT NOTICE
This document may not be reprinted or reproduced for profit. This includes
being reproduced in magazines, books, ebooks, CDs, or web sites that charge
users a fee to visit or view their sites, or for any other commercial
purposes. Alteration of the document without the author's permission is
prohibited. The author will make updates to the document available on
www.cheatcc.com.
VERSION HISTORY
Version 1.0 11/13/2005 Fist edition.
Version 1.1 11/19/2005 Added lumpenprole's addition to the walkthrough from
the message board.
Corrected misinformation on how to get 100% complete.
Expanded table of contents.
Version 2.0 12/26/2005 Added location of rifle in Marsh Refinery.
Made assorted corrections.
Verified info on 100% complete and Mythos Ranking A
Added XBOX 360 section.
ACKNOWLEDGEMENTS
A special thanks goes to everyone at the message board. Every time
I got stuck the answer was there. Without your postings I never would have
made it through this game.
Headfirst Productions has done a wonderful job of adapting the Call of
Cthulhu paper and pencil roleplaying game. The works of Lovecraft shine
thorough. Even the Tommy guns and Federal raids are rooted in Lovecraft
literature ("The Horror at Red Hook" comes to mind), and the early part of
the game is like living "The Shadow Over Innsmouth."
Anyone who enjoys Dark Corners of the Earth should also find a copy of the
recently reissued "Arkham Horror" board game and introduce their friends to
the Lovecraft Mythos.
ABOUT THE WALKTROUGH
This walkthrough doesn't give many details on the plot. Its focus is on
getting you from place to place, finding every item, and solving the game's
many puzzles. As such, it does not list every cutscene, of which there are
many. The hero has psychic flashes throughout the game, and while these
"monster-cam" shots may convey clues to upcoming puzzles, they can be
disruptive. Selected cutscenes are mentioned as a way of orientating the
reader.
Throughout the walkthrough I have sprinkled the % complete that I was at the
time. This may help the reader determine if they missed something.
Triggering conversations and cutscenes do not affect the completion score. I
apologize for misleading people in version 1.0 of this walkthrough. Details
on how to get 100% complete and an A Mythos Ranking are included at the end
of the walkthrough.
I've also noted in this walkthrough the glitches that caused me problems
while playing the game. Other players have reported glitches I didn't
encounter. According to the manual, Bethesda handled quality assurance.
Bethesda publishes great games, but they could do with a bit more testing.
TABLE OF CONTENTS
GETTING STARTED
COMPLETE WALKTHROUGH
SHADOW OUT OF TIME (ENDING SPOILER)
JOURNAL ENTRIES
ACHIEVING 100% COMPLETION
ACHIEVING A MYTHOS RANK
XBOX 360 NOTES
GETTING STARTED
Start a new game at the difficulty of your choice. Playing on Boy Scout
makes combat significantly easier. While it's easier to get 100% completion,
you cannot get an A Mythos Ranking on Boy Scout mode.
Note the date of the cutscene: February 16, 1922. The rest of the game takes
place before this scene happens. As with many cutscenes in the game (but not
monster-cam shots), you can skip the intro movie by hitting the Select
button.
COMPLETE WALKTHROUGH
To locate a section of the walkthrough, search for the chapter title or most
recent save point as listed below.
1. PROLOGUE
Hallway
2. A VISIT TO THE OLD TOWN
Auto-save
Gilman Hotel
Federal St.
Washington St.
Auto-save
Auto-save
Waite's Safe
3. ATTACK OF THE FISHMEN
Auto-save
Hogg's Upper Warehouse
Warehouse Vent
Hogg's Office
Collapsed Building
4. SEWER
Auto-save
Sewer Stairs
Sewer Scaffolding
Methodist Church
Crypt Sewer
Bank Vault
Water Tower
5. JAILBREAK
Auto-save
Sewer
Garage Backdoor
6. ECAPE FROM INNSMOUTH
Auto-save
Cannery Storage
7. THE MARSH REFINERY
Auto-save
Auto-save
Bucket Track
Auto-save
Pressure Control
Upper Grinder
Auto-save
Gold Purification
Chemical Storage
Electrolysis
Elevator Maintenance
Auto-save
8. THE ESOTERIC ORDER OF DAGON
Auto-save
Smuggling Route
Prison Cell
Auto-save
Storage Room
Temple of Dagon
9. A DANGEROUS VOYAGE
Auto-save
Bridge
Small Storage
Sleeping Quarters
Main Storage
10. DEVIL'S REEF
Auto-save
Lagoon
Hidden Shelf
11. THE AIR-FILLED TUNNELS
Auto-save
View of Y'ha-nthlei
Prison Cell
Prison Entrance
Crystal Chamber
Ventilation System
Laboratory
Waterfall Source Chamber
Auto-save
Forgotten Vault
Temple Ventilation
Hydra's Pedestal
1. PROLOGUE
After the opening we go back to September 6, 1915, six and a half years go.
Talk to the policeman at the foot of the stairs, then go up the stairs for a
brief cutscene. Run to the right of the house, past the white gazebo. There
is a side door leading to short passage. The first door on the right leads
to a room with a podium at the far end. Take the letter from the podium.
The door across the hall leads to a room with a wood stove, rotting food,
rats and nothing of value.
Through the door at the far end of the passage is an entry hall with a
grandfather clock and a white Elder Sign that looks rather phallic but is
supposed to be a flaming eye. The Elder Sign is a save point (Hallway 0%).
The doors down here are locked. Go upstairs. The two doors to the right
won't open. Go through the first door on the left to see a dying cultist.
The next door has a cultist shooting from the window. When you can move,
take the key from the chair next to the window.
The door across the hall leads to a dormitory filled with dead cultists,
which will cost some sanity to see. One way to avoid sanity loss in
situations like this is to look at your feet. It's more fun to take the
sanity hit. Grab the diary from the far end of the table. Return downstairs
and unlock the door farthest from the stairs. Looks like the cultists have a
crush on Jack, which freaks him out. Take the key from the corner of the
desk.
Return to the save point room. Unlock the remaining locked door. Find the
desk in the corner of the library and take the ancient manuscript from the
bottom drawer of the desk. Strange sounds are coming from the other side of
the bookcase. Stand in front of the broken mirror, turn right, and look down
to see a trapdoor.
Once you're ready, open the trapdoor and go down the ladder. Continue
through the morgue to an ominous chamber. A man hangs from the wall, his
organs twitching in the tanks around him. Activate the green hexagon in
front of him, then take the green gem from the stand to his right. Leave by
the door to the far left of the suspended man. Continue to another green
hexagon that you must activate. Enter the mysterious chamber that opens and
put the green gem in the receptacle to the right. Then go to the other side
and activate a third green hexagon and watch the cutscene.
2. A VISIT TO THE OLD TOWN
Auto-save 6%
Six years later it's now February 7, 1922, ten days before the events in the
opening movie. Sounds like Jack has been having mental problems for a while-
-and will again in just ten days.
When you gain control of Jack you are standing in front of the Gilman Hotel.
Talk to the bus driver and then go into the hotel. To the left is a save
point should you ever feel the need for it (Gilman Hotel 6%), but keep in
mind the game punishes you for saving by lowering your final Mythos Rating.
Go to the hotel lobby and chat with Gilman, the proprietor. When talking to
characters, you need to press action after each cutscene to keep the dialog
going. That way you know you'll have gotten as much information as possible.
The doors upstairs cannot open, so return to the bus. With your back to the
hotel, proceed around the town square to the right. At Dock Street you'll
come to a barricade with a policeman guarding it. Talk to him. On your way
across the town square, check out the Order of Dagon with the clock tower.
Continue across the square to the First National Grocery Store. There's
another police barricade next to the store. Wait for the cop there to turn
his back and them follow him. Crawl or sneak to minimize the noise you make.
Follow him down some stairs, past a brightly lit doorway, and when he turns
the far corner, hide behind the barrels in the dark niche. Wait for him to
come back around on his patrol and then climb a few stairs to the back door
of the store. Be sure to close the door behind you and push the bookcase in
front of the door.
You'll notice a med-kit behind the counter. Go around the counter to get it.
Look down and you'll see a trapdoor at your feet (if you had feet). You need
a lifting handle to open it.
Go through the broken door to the back office and grab the contents of the
safe--a bottle of rum and a handy lifting handle. As the cop beats on the
barricaded door, run to the trapdoor and use the handle on the trapdoor.
Start to climb down and the ladder will collapse under you.
Once you regain control of Jack, take the med-kit and Burnham's diary. Push
the rusty ladder all the way to the left to break through the brick wall.
Hop onto the ladder and out of the basement. Go up some stairs. In the
darkroom, you'll find a copy of the Innsmouth Courier under the red light.
You need to press action twice: once to clear away the scrap wood and a
second time after Jack's comments to actually take the paper.
Continue up to the old newspaper office and ransack the place for a pistol
clip. There are two doors out. The one on the right leads to a hanging
woman and nothing else of interest. The one on the left is bolted. Look at
the bolt in the upper corner of the door and press action to unlock it.
You'll come out at the back of the newspaper office near a parked truck where
you meet Mackey. There is a save point here (Federal St. 7%). After your
chat, leave by the series of alleyways. You'll come out next to the grocery
store (now without the barricade).
Go across the street and talk to the cop guarding Dock Street. When he's
done talking, return to face the grocery store. Walk down the street between
the store and the Order of Dagon. Turn left at the corner and right at South
Street. Halfway down South Street there are alleys to the left and right.
The alley on the left has a street sign identifying it as Washington St.
Turn to the alley opposite Washington Street. The haberdashery on the corner
has a basement window you can peer into, but it will cost a bit of sanity.
Continue down the alley and you'll meet Rebecca, a normal-looking woman who
wanders this area. Talk to her. Continue along the alley to Broad Street.
Turn right and proceed to the end of Broad Street to find Mackey waiting at a
loading dock. He's a lot more forthcoming with information than Rebecca was.
As you take Broad Street back toward town, stop at the first corner (Broad
Street and South Street). There's another basement here where you can
glimpse an Innsmouth swinger in action. Playing the peeking Tom may cost you
some sanity.
Return to Washington Street and follow it to a bar. Talk to the drunk, and
when he stops giving new information give him the bottle of bootleg rum. He
gives you a key to the poorhouse. Talk to him until he passes out and then
talk again. Head back the way you come for a touching moment with Rebecca.
She exposes her elder sign for your use (Washington St. 7%).
For more background return to where you first met Rebecca and harass her some
more with your incessant questions.
Return to the town square and talk to the bus driver in front of the Gilman
Hotel. To the left of the Gilman Hotel is the poorhouse. When you're ready,
go on through. The game auto-saves (12%) and the door locks behind you.
Follow the alleyways to a low brick wall. Behind it you can see an advanced
case of the Innsmouth look. Use action on him to try to talk to him.
At the end of the alley is the poorhouse, the only door that isn't sealed.
Talk to the old coot at the window, then continue to the sleeping quarters
where you'll find a med-kit on a crate. Stealing a med-kit from the elderly
and ill may seem wrong, but you'll need it more than they will. Continue up
the stairs past the corpse on the floor (don't look too closely or it will
cost you sanity). The far door on the right opens to a fire escape where
you'll experience nasty vertigo. Climb down to Dock Street.
Waite's house 803 is at the end of the street right in front of a
conveniently placed barricade. A young girl answers the door. After she
lets you in, talk to her. Go upstairs and check out the family picture.
Unbolt the attic door and head up. An important cutscene plummets you into a
sudden premonition of an insane asylum. Or is the insane asylum in the
present and the rest of the game a flashback? In any case, you'll quickly
return to the attic. Heal your wounds and then go into the attic and get
Waite's diary by the bed. Head downstairs to trigger my favorite cutscene.
Waite gives you the key to his variety store. Take Ramona's coloring book
from the floor and go out onto the street. Across the alley you'll see
stairs down. They lead back to Rebecca. Talk to her. When she leaves,
follow her to Waite's house and talk to her some more.
Head through the underpass, past the blood (avoid looking at it), to the main
square. The game auto-saves (16%). The police barricade on this side of the
street is gone. Go talk to the bus driver. He says it'll be tomorrow before
the bus can leave.
Try to leave Innsmouth on foot and you'll find that the way to South Street
is barricaded. Talk to the constable.
Head back toward Dock Street. Right next to the tunnel you just came through
are stairs going down. They lead to the back door of the variety store,
which you unlock with the key Waite gave you.
Upstairs you'll see a woman trying to pick the combination on the safe. Grab
the med-kit from the counter and then approach her to trigger a cutscene.
The combination to the safe is in the Diary of Thomas Waite. He says he uses
the month, day and year of Ramona's birth as the four-digit combination. He
says yesterday was her 10th birthday, and the entry is dated today. That
makes her birthday 2/6/12. Use the right direction button to turn the dial
right and the left button to turn the dial left. Turn the dial right to 2,
left to 6, right to 1 and left to 2. If done correctly, Jack will open the
safe.
Grab the Book of Dagon from the safe. Use the save point if you wish
(Waite's Safe 18%).
Go through the tunnel back to Waite's house. You'll find Rebecca here. Talk
to her. Unfortunately she doesn't offer to let Jack crash on her sofa.
Looks like Jack will have to spend the night at the Gilman Hotel.
Go into the Gilman Hotel and eavesdrop on the conversation between Gilman and
the bus driver. Things sound bad for you.
Talk to the hotel proprietor. When he leaves, you can sneak after him and
overhear more between him and the bus driver. Try to leave and the bus
driver will tell you there's a curfew. Return to the lobby and grab the key
and shotgun shells from behind the counter and go to the room to the right of
the counter. Take the book from the desk in the back office and the shotgun
shells. Don't look too closely at the contents of the filing cabinets or it
will cost sanity. Return to the front lobby and try to look innocent when
Gilman comes back. Follow Gilman to your room. Once Gilman leaves, go into
the adjoining room and fasten the bolt on the entrance. Notice the bookcase
in front of the other adjoining door, but you can't move it aside right now.
Perhaps later. Leave the door between the two rooms open. Close and bolt
the hallway door to your room. Now go to bed.
3. ATTACK OF THE FISHMEN
Auto-save 21%
You're about to embark on one of the most harrowing portions of the game.
It's a brilliant translation of the chase scene from Lovecraft's "The Shadow
Over Innsmouth." Be prepared to die several times in the next few seconds.
Incredibly, with practice, you can make it through this section without a
scratch!
After an opening cutscene, the townsfolk attack!
a. Run into the adjoining room (room #2), turn around and bolt the door.
b. Run to the bookcase and slide it aside.
c. Enter the adjoining room (room #3), turn around and bolt the door.
d. Step to the nearby door to the hall and bolt it
e. Open the door to the adjoining room (room #4), turn around and bolt the
door.
f. Next to you is a bookcase. Slide it in front of the hallway door.
g. Run to the window and push the bookcase out of the way.
h. Open the window and jump onto the balcony.
i. Jump across to the other balcony.
j. Go through the door, turn and push the grandfathers clock in front of the
door.
Crouch and crawl the length of the hall. When you get past the last window,
jump to you feet and run. Don't worry about being a little slow. No matter
how fast you move down the length of the hall the fishmen will always break
through the door behind you when you reach the end.
Turn left and dash through the door at the end of the hall and into the
stairwell. Don't bother closing the door behind you. Descend one floor
only. Run down the hall and go through the door on the left.
Go through the room with the hysterical occupant. In the next room there is
a med-kit to your right as you enter. The fishmen stop chasing you long
enough for you to grab it. The doors in this room are sealed, so open the
window and hop out. There is a med-kit to your left.
Jump across to the fire escape. Take your time with the jump, as it's harder
than it should be and right now the fishmen aren't chasing you, but they will
as soon as you get across.
Climb the ladder (you need to climb it from the right side). Walk or crawl
across the plank to the rooftop. Quickly run to the ladder straight ahead
and slightly to the left. Once on the warehouse roof, run parallel to the
skylights until you get to the opening that leads into the warehouse. Climb
down the hole, possibly breaking a leg in the process. Use a med-kit to
heal. At the end of the walkway is a med-kit. Crawl to reach it without
being noticed. Now return to the ladder and climb down the crates to the
right to reach a save point (Hogg's Upper Warehouse 21%).
You need to crawl/sneak to the far side of the warehouse, past the guards.
At least one guard is on patrol. At the far side of the room, hop up two
crates onto the catwalk. At the other side of the catwalk, drop down on some
creates and go out the window. Once on the roof, crawl under the windows to
the air vent on the far side. Make you way though the vents to a save point
(Warehouse Vent 21%). During the cutscene you'll glimpse a hole in the
floor. You need to get into that hole.
Crawl down the crates and down the stairs. At the bottom of the stairs, go
left behind the guard and into the dark area. Go to the second turnoff and
you will see the hole. Drop inside.
Crawl past the rats until you reach a ladder leading to an office with a med-
kit. Push the bookcase aside to expose a save point (Hogg's Office 21%).
Now push the crate from in front of the door.
You're back in the warehouse. Crawl past the guards to the loading door
that's been opened at the other end of the room.
Out in the rain, you'll need to sneak to the right. If you can make it all
away around the right-hand corner, you will find a med-kit at the end of the
alley. It's very hard to reach without being seen. Whether or not you take
the med-kit, sneak through the dark archway kitty-corner from the warehouse
door.
Follow the alley. When you come to a pile of crates next to a fenced area,
hop over to get revolver ammo. Wait for the guards to pass, then climb the
pile of crates to get out again.
Go left through the archway. You'll find another pile of crates next to a
fenced area where you can hide. Once the coast is clear, hop out and race
down the alleyway to the white door at the end. Once you enter the collapsed
building, you'll see a cutscene. There's a handy save point (Collapsed
Building 21%).
The exit passage opens onto a street. Go right to the parked truck and pull
the red block from beneath the front tire. Quickly run to the back and jump
in from the loading dock. It will slowly roll down the hill. Surprisingly,
you can ride it all the way into the sewer without harm. Once you've caught
your breath, run to the illuminated alcove on the right where you will find a
metal bar. Use the bar on the rotating fan to slow it down enough for you to
crawl through. You have to be inside the tube with the fan to use the metal
bar.
4. SEWER
Auto-save 26%
The game auto-saves as you drop into the sewer. Climb out of the water. For
a bit of a freak-out, look though the bars to the right of the landing (or
avoid looking if you want to conserve sanity). In the next area are piles of
corrosive sludge. Avoid the brown sludge and make your way up the stairs to
a save point (Sewer Stairs 26%). Hang around here to regain sanity.
Continue up to a room with two levers and a med-kit. Farther along is a vat
of toxic sludge. Return to the room with two levers. Turn the lever on the
right so it is horizontal, turning off the sludge. Then turn the lever on
the left so it is vertical, releasing fresh water. Go to the room with the
vat and use the crank to the right to open a sluice. The sludge washes away.
Now go back to the room with the lever and turn the lever on the left so it
is horizontal, turning off the water. Go back to the vat and turn the crank.
Now quickly get into the vat and crawl through the sluice before the gate
closes.
The charnel pit is fun. When the body drops, watch for a tentacled thing to
snatch it away. Of course, watching will cost sanity. Climb two ladders to
the top of the charnel pit where you'll find a door. Don't stay in the pit
too long because the sludge is corrosive.
The storage room with a trapdoor has a med-kit. Make your way back into the
sewer. To the right is another sanity tester you may choose to avoid.
Proceed left and carefully drop down the scaffolding to reach the save point
(Sewer Scaffolding 26%). Be careful you don't break a leg getting down.
You'll also see some spider crabs. They don't hurt much, but they will
poison you. You should have some poison antidotes by now that you need to
use as quickly as safely possible if you get poisoned. The best plan is to
run past them jumping as needed. Around a bend in the tunnel on the left
wall is a web-covered ledge you need to hop onto.
At the foot of a ladder you overhear a couple of fishmen talking. You must
lure then away by going to the second ladder, climbing, and then shaking the
grating. When they run to see what's making the noise, go to the next ladder
and repeat. Keep doing this until you've lured them into to the farthest
grate, then head back to the first ladder and climb out. As you walk down
the alley, avoid stepping on the gratings or it will attract the guards. You
can turn left to reach a dark niche with a med-kit, or play it safe by going
right to a fire escape ladder. There should be enough time to do both if you
hurry.
Use the fire escape to enter the burning building. There's a crank straight
ahead of you, but if you go straight forward the floor will collapse under
your weight. Instead, weave to the right and stay on the beams. Activate
the crank to raise a crate blocking the exit, then sneak down the stairwell.
There's a med-kit under the stairs. Keep low and hope the guards don't spot
you as you sneak to the door. It opens on a passage leading to an exit from
the building.
Before step into the alley, make sure the guard to your left isn't looking
your way. Sneak to the right and take the next door you come to. You should
be in an enclosed porch with revolver ammo. The next room contains pistol
ammo (still no pistol, though). The closed door at the end of the hall leads
to a room with a fireplace and Rebecca; leave it alone for now. Instead, go
upstairs and explore. You'll find the Minister's Journal in the upstairs
bedroom (27%). Now go back downstairs and talk to Rebecca.
After the conversation, follow Rebecca to the church. Rebecca's fate seems
inevitable. The game auto-saves once you enter the church. There's also a
save point (Methodist Church 30%).
In the pulpit is a med-kit. Don't look too closely at the cross or you may
take a sanity hit.
To the right of the pulpit is a depression in the floor. This is where a
timed trapdoor will open, so mark its location in you mind.
Climb the ladder next to the save point to reach the belfry. The postcard
Rebecca handed you contains a clue. You must ring the bells from the lowest
to the highest (physical height, not pitch). Ring the bells in this order:
center, left, then right. Then race down the ladder to the timed trapdoor in
the corner.
Climb down the ladder and make your way to the minister's hideaway in the
catacombs. The registry of births is on the desk (31%). Under the book is a
small stone plaque engraved with a series of numbers. Place the postcard
over it to reveal the combination to the nearby safe. The bars represent the
starting and ending digits. Use the right direction button to turn the dial
right and the left button to turn the dial left. Turn the dial right to 3,
left to 1, right to 5 and left to 7.
Take the stone cross and continue deeper into the catacombs. Use the cross
on the circular indentation in the wall at the end of the hall. Crawl back
into the sewer from whence you came.
At the first intersection, turn right to find a med-kit. Then turn around
and at the intersection go right again past the steam until you reach a save
point (Crypt Sewer 31%) next to an exit ladder. At the top of the ladder is
a double door that leads to the next area. If you're good at sneaking you
may try for the med-kit down the street next to the two guards.
You're now in the burning bank. Go straight under the fallen beam and hop
over the embers to the right. Crawl up the beam to get over the fenced area
and advance through the door. In the bank vault is a save point (Bank Vault
31%). Go upstairs, watching for a nasty hole in the floor, until you reach
the area over the bank lobby. Jump to the center of the platform in front of
you and immediately jump again to the safety of the platform across from
where you started. Go through the nearby doorway. There is a ledge to your
left with a plank rising from it. Hop up on the ledge and then crawl up the
plank to the rafters. Make your way to the first intersection and turn left.
Follow the beams to the doorway on the other side of the room. Jump across
to the partial staircase and go out the door. You can see the water tower
from here.
Descend the ladder and jump across to the suspended ladder. Climb up and hop
off to the left. Inside the water tower is a save point (Water Tower 31%).
Jump across to the crates on the balcony. Go through the house to the lower
balcony and jump across to the sloped roof. Crawl into the attic and grab
the med-kit. Leave by the door, and then crawl out the window. Jump to the
crate, climb atop it, and jump across to the water tower. Cross to the other
side and jump down to the balcony with the open door. Take the pistol ammo
and go down the hall to meet Mackey. Once you're done talking to him, hop
out the window to end the stage.
5. JAILBREAK
Auto-save (33%)
Climb the ladder to the fire escape and immediately crouch to avoid being
spotted by the guard that comes to investigate. When he turns to leave, drop
down onto the crates and slink after him. Hide in the shadows as he talks to
another goon.
The safest approach is to wait for the cop to go into the rear door of the
police station, bolting the door behind him. Sneak out and get the crowbar.
Continue down the alley. At the second cell window you'll meet Burnham. He
tells you that his neighbor will cause a ruckus if he sees you at the window.
Go to his window and set him off, then go hide behind the trashcan next to
the rear door of the police station. Wait for the guard to come out and
investigate, then sneak in through the door he leaves open. Do not close or
bolt it or he will notice and call out the alarm.
You're now in the police station. The open door in front of you leads to the
front office where there are guns. Unfortunately, there's also a guard and
you're likely to get killed. Instead, turn left past the cells and quietly
climb the stairs. Go straight and you'll peek into the bedroom. You'll see
the police chief washing his face. Backtrack to the stairs and this time
take the left passage to a room with a med-kit. Through this room is a
bathroom. There are two levers on the wall that control the water. The
lower lever controls the bathroom sink and the upper lever controls the sink
in the adjoining bedroom. Turn off the water to the adjoining bedroom to
lure the police chief into the bathroom. Hide in the stairwell to the attic
until he passes.
Return to the bedroom and take the cell keys from the wall hook next to the
bed and grab the revolver ammo. Get out of the bedroom quickly before the
police chief returns. Hide on the stairs to the first floor.
Descend to Burnham's cell and show him the photo of Burnham with Ruth. This
will gain his trust. Now use the keys on the cell door to free him.
Follow Burnham to the garage doors. Once he asks you where to now, lead him
down the street past the burning car. When you get to the corner, you will
see an alley across the street from the police station. Lead Burnham to the
alley and to the metal grate in the floor. Through the inventory screen, use
the crowbar on the grate to open a passage into the sewer where you'll find a
save point (Sewer 33%). Guide Burnham through the sewer, grabbing a dead rat
along the way. At the intersection continue straight to the ladder to the
garage, where Mackey is waiting.
Note: If you don't get Burnham to the sewers fast enough the police will
discover he's missing and set off the alarm. You'll need to either get him to
the sewers or leave him at the save point at the backdoor to the garage (it's
in the alley to the right of the main garage doors). Enemies entering the
alley will shield their eyes from the elder sign, giving you the opportunity
to whack them with your crowbar. You can keep luring bad guys into the alley
until the streets are clear. In any event you'll need to get through the
sewers to gain admittance to the garage.
Once you and Burnham are in the garage, you're told you'll need to return to
the police station, both to open the safe and to get some firepower. In the
garage you'll find a med-kit under the stairs, another on a crate, and some
ammo. Ascend the stairs and unbolt the door to the alley to reveal a save
point (Garage Backdoor 33%). By now fishmen will be patrolling the streets.
Sneak back to the back door of the prison.
In the first cell you'll find Marsh's journal, which contains the clue to the
safe combination. Use the rat on the crazy guy's cell so you can safely get
the paper from the floor of his cell. The last cell contains Waite and
nothing but a sanity loss.
Now go to the main office. You'll have to close the front door without being
seen. On the desk you'll find a police whistle and ammo. The shotgun and
pistol are in a case next to the desk.
The safe is behind the cabinet next to the chalkboard. Push the cabinet
aside. As Burnham told you, the combination is an important date in Captain
Marsh's journal. On the last page is the date 1846, which is also the
combination. Push the right direction button to turn the dial right and the
left button to turn the dial left. Turn the dial right to 1, left to 8,
right to 4 and left to 6. Take the brooch from the safe (35%).
Return to the garage backdoor and knock for Burnham to open the door. Show
him the brooch and he'll be ready to roll.
6. ECAPE FROM INNSMOUTH
Auto-save 37%
As Burnham drives like a madman, you have to dodge the bullets. Unless
you're a very good shot, just concentrate on staying low and dodging back and
forth. You're bound to take damage from shots and your friend's driving.
Ultimately Burnham stops and says for you to take a look. Look to the left
of the truck's cab. You'll see a truck blocking the road. Shoot the barrels
in the back of the truck to clear the path.
After a bit more punishment, you'll finish the stage and the game will auto-
save.
Quickly get out of the truck and take the revolver from the right-hand porch.
Hop on the porch and crawl into the shadows behind the fishnet. Here you can
heal. Wait for the goons to disperse, then go straight forward from your
hiding place. You'll have to kill two goons in your way until you reach the
open gate in the fence. The dock area has a med-kit. A good place to lie in
wait is under the dark staircase. Enter the large door at the foot of the
stairs.
Before you go inside the cannery, you may want to clear the streets of goons.
Back the way you came you will find a niche with revolver ammo and, back at
the collapsed tunnel where you entered, you'll find two med-kits.
Return to the cannery. Crouch/sneak into the building and go left
immediately. Then go forward in the dark area behind the guards. When you
can go no father, you'll have to cut across a lit area hopefully without
being seen. When the coast is clear advance deeper into the cannery. You'll
come to a corner with a door across from a stairwell. Keep following the
hallway until you reach a pile of crates. There is a small opening at the
bottom that you can crawl into. This is a great place to take out foes.
Fire off a shot to attract some attention and shoot from your hidey-hole.
Once you've thinned the crowd, go up the stairs to a room with revolver ammo
and two windows you can break to reach a save point (Cannery Storage 40%).
There's nothing else of interest except a locked door.
Go downstairs and to the nearby door to the salt room. Search the crates to
the left of the back wall to find a Tommy gun. Jump up into the bin against
the back wall for a med-kit. There's some pistol ammo in the room.
Thus armed you can try to clear out the rest of the cannery. For your
trouble you'll find three boxes of revolver ammo spread around the front
room. When you're done, return to the crates at the end of the hall with the
hole. Crawl all the way through the hole to the warehouse. There's not much
in here, just a med-kit near the entrance, some shotgun shells in
approximately the middle of the room and some keys at the far end (near a
fallen ladder). Touching the keys triggers a cutscene.
You should try to save Ruth. Fighting the goons on the ground floor isn't
all that great because they will be replenished by the time you get upstairs.
So simply make your way back to the crates and crawl through. Climb the
stairs, jump out the window, run past the save point (consider saving) and
unlock the door. Go though a room to a balcony. Climb the ladder to the
left. Hurry across the rafters to talk to Ruth. Grab the med-kit and open
the door by shooting or smashing the lock with the crowbar. Open the door
and Ruth follows you out. Lead Ruth downstairs and climb out the window.
Take the med-kit from the crate. When you've gotten fairly far away Ruth
will finally follow you to Burnham's car.
Saving Ruth is really very difficult. If the goons spot you climbing across
the rafters they'll shot you to pieces. Whether or not you save Ruth
ultimately doesn't matter, except to your completion score.
7. THE MARSH REFINERY
Auto-save 45%
As the shooting starts, go left before your cover is blown away. Move
forward to the agent. While the feds are shooting, go across the field of
fire to the nearest cover. Go around the crates and head across the field of
fire again. Behind the agent is a small hole at the bottom of the crates.
Crawl in and work your way forward to the side door. Shoot the goon at the
gun emplacement.
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