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Game Cheats » Microsoft Xbox Cheat Codes » Games Starting with the Letter C » Call Of Cthulhu: Dark Corners Of The Earth - Strategy Guide (Page 02)

Call Of Cthulhu: Dark Corners Of The Earth - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Call Of Cthulhu: Dark Corners Of The Earth - Strategy Guide (Page 02).

Don't be too eager to explore.  Wait for the feds to enter and then stand by 
Hoover.  By rushing ahead I once encountered a glitch where one of the feds 
continued to fire and Hoover's men wouldn't bash the door for me.

The office contains shotgun shells and a shotgun.  The next room has rifle 
bullets and a rifle hidden behind the door.  To achieve 100% completion you 
must take the rifle.  Follow the Feds to the main refinery shipping area.  
You'd expect such a large room to have lots of stuff, but all you'll find is 
a pistol clip near where Hoover waits.  If you get to him quickly, you'll 
take a sanity hit.  Don't go down any of the stairs.  Talk to Hoover. To the 
left of the elevator access are stairs down, to the right are stairs up.  
Take the stairs down and the game will auto-save (48%).

At the bottom you'll have to fight you way past several enemies.  Go to the 
left for some pistol ammo at the end of the hall.  Then go the other way.  Be 
careful at the balcony because more goons with attack from below.  Don't 
linger too long in this area because the enemies respawn endlessly.

Go down another flight of stairs and through a door to the area below the 
balcony.   There is a med-kit on a crate behind the door.  Ignoring the door 
across from you, go down the stairs and go straight at the intersection, up 
some stairs and straight past two more intersections to a double door labeled 
Workshop.  Inside find a drive belt, a revolver, revolver ammo, a med-kit, 
and a shotgun.  Leave the workshop by the smaller door to find a med-kit, 
then return to the workshop and go out the double doors.

Go left at the first intersection and save if you want (Bucket Track 48%).  
Go down the stairs and at the T intersection go left toward Ore Processing.  
When you reach the end of the hall take the smaller door on the right.  
Revolver ammo sits on a crate straight ahead. Fight your way along the 
catwalks to another similar area.  More catwalks lead to Cyanide Storage.  
The exit leads to the Generator Room.

Next to the entry door is a padlocked generator.  Shoot the lock and use the 
drive belt on the generator.  Throw the lever next to the generator labeled 
Track Generator.  Now go to the door marked Bucket Control.   Make your way 
to the control console (watching out for enemies), shoot the glass covering 
the button, and press the button.  The buckets start swinging past like a 
gondola.  Look to your left.  See where the buckets pause in front of a 
broken catwalk?  That's where you'll be getting off.  To get on a bucket 
you'll have to backtrack to the save point you passed earlier.  It's closer 
than you think.

Return to the generator room and unbolt the double doors. Go left toward the 
gantry access and turn right at the next intersection.  Save (Bucket Track 
48%) if you wish.

Walk into a bucket and let it take you all the way through the factory to the 
bucket control room.  When it stops at the broken catwalk you saw earlier 
when you activated the gantry, DO NOT jump out.  There is no jumping on the 
gantry and you will just fall to your death.  Instead, look down and you'll 
see some crates on a landing just below.  As the bucket resumes, step off and 
land on the crates.

Take the med-kit and go up the ladder. The next hall has pistol ammo on a 
barrel next to the entrance.  Follow the path to Pressure Control.  You 
should end up in a room with a bolted double door.  Use the Pressure Release 
Valve and the game will auto-save (53%).

Unbolt the double doors and go into a hall marked 01 Smelting with a save 
point (Pressure Control 53%).  The stairs that are now blocked by steam lead 
up to the main room where you left Hoover.  Don't go that way or the steam 
will kill you.

There is pistol ammo next to the dead body and a med-kit at the far end of 
the hall.  Go down the stairs to an area teeming with foes.

Follow the right hand wall to a dead end with rifle and revolver ammo.  
Coming back, you'll find the double doors to ore processing are locked.  
Continuing down the unexplored hall, you'll find the access to bucket control 
similarly locked.   With only one way to go, you end up at floor access to 
ore transit.

On the pile of crates immediately past the door are shotgun shells.  Ahead 
the hall tees off.  The double doors to the right won't budge.  There are two 
ladders to the left.  Take the ladder farther back.  It leads to a catwalk 
with a med-kit.  Ascend the other ladder and climb up to a chute.  Walk up 
the chute and hop off.  Climb to the door to the upper grinder.  Up a flight 
of stairs and in a small room to the left is a Tommy gun.  Up the ladder is a 
med-kit.  Go up more stairs to the upper grinder where you'll find a save 
point (Upper Grinder 53%).  Climb the short ladder and walk up the chute.

After a cutscene, when the conveyor belt starts moving, run back to the 
grinder and leap across to the broken catwalk straight ahead.  Move to the 
right side of the catwalk and when it collapses slide down to the edge of the 
grinder.  Duck and crawl under the broken catwalk.

Return to the ladder and climb to the conveyor belt again.  This time you 
make it to the conveyer controls.  Many enemies patrol the area.  Following 
Marsh onto the catwalk results in the whole thing collapsing.  This part can 
be very hard or very easy.  The hard way is to fight the enemies.  But since 
they seem limitless and there is nothing of value in this entire area, the 
easy way is to get out as fast as possible.  The exit is the passage to the 
left of the collapsed catwalk.  The room at the end has a ladder leading up 
to a trapdoor.  Act fast and you can get out without firing a shot.  The 
trapdoor closes behind you, cutting off pursuit.

Only one set of double doors opens.  Down this hall, the first door, labeled 
elevator control, has a button to activate the elevator power as well as a 
med-kit.

The next room, labeled Administration, has a revolver, pistol ammo, and a 
letter from Sebastian Marsh on the back desk (54%).  Exit out the door to 
shipping.  This catwalk overlooks the large area where you met Hoover.  From 
up here you can see the elevator is now working but Hoover is gone.  Advance 
until you come to a med-kit on a crate next to the stairs down.  Go 
downstairs and press the elevator call button.  Board the elevator and push 
the button for the Foundry.  The game Auto saves (56%).

Enter the open doorway to reach a hall with enemies.  Go left up another 
flight of stairs (there's nothing of value to the right).  There is a med-kit 
on a crate right before the greenish hall.  Proceed through the greenish 
hall, past some dead ends to either side, until you come to a corner with 
revolver bullets on a metal crate.  At the end of the hall more bullets sit 
in a red locker.  Take the double doors to Gold purification/casting.  Make 
your way down to the lower level and save your game at the elder sign (Gold 
Purification 56%).

Go through the nearby door and you'll see a cutscene.  To save Hoover, simply 
shoot at Marsh from below until he runs away.  Then climb the ladder and use 
the control panel.  Climbing the ladder before driving Marsh away will result 
in a quick death for Jack.

The exit from the gold purification room is on the lower level through a door 
labeled gold casting.  Follow the catwalks to Smelting/floor access.  The 
hallway is labeled 02 Foundry.  There is a med-kit on a platform next to 
machinery.   Stairs down lead to a greenish hall with doors marked Gold 
Casting and Chemical Storage.  There isn't anything of value farther down the 
hall or in gold casting.

Enter Chemical Storage.  The upper catwalk has nothing of interest.  Follow 
the lower path to a large room with ladders at either end, stairs down to 
Electrolysis main access, a door to electrolysis maintenance and a save point 
(Chemical Storage 56%).

Take the door to electrolysis maintenance and follow the path to the cutscene 
where you're knocked unconscious.

You awaken weaponless facing a shoggoth.

To catch your breath, run to the right and hide behind the crates.  See the 
stairs down?  It looks like suicide to go down there, right?  Run to the 
stairs and follow the path to a vat pump control.  Wait for the shoggoth to 
attack, and when the coast is clear activate the control panel.  This drives 
the shoggoth to the next area.

Return the way you came.  Now that you have some space, you can check out the 
electrode activation panel.  It needs a new fuse.

Run down the center catwalk, go down the ladder and turn left (dodging the 
tentacle).  Continue to a safe area with a wide staircase leading to an 
office. Don't go too near the window.  Here you'll find a med-kit and a spare 
fuse in the locker.

Return the way you came and you'll find you way blocked by a tentacle.  Go 
the far end of the landing, keeping away from the vat, and you will lure the 
tentacle to attack you.  While the tentacle is distracted, race back across 
the catwalk.  Climb the series of ladders to the top level, run back across 
the center catwalk and use the fuse on the fuse box next to the electrode 
panel.  Use the panel.  Go back across the catwalk and make your way to the 
far right corner where you'll find a save point (Electrolysis 56%).  Leave by 
the Chemical Storage main access.

Unbolt the door at the top of the stairs.  The huge noise behind you is the 
shoggoth pursuing you.  Go through the door and immediately turn around and 
shut it.  Run down the hall.  At the far end is another door you must unbolt, 
go through, and shut behind you.  Run up the stairs to the room with the save 
point (Chemical Storage).  You can save here if you want, but it's not 
necessary.  All the doors from this room are locked.  Climb a ladder and go 
to the open panel in the air vent.  Just keep crawling until you pop out into 
the gold casting room.  At the end you'll come to a room with a rack of old 
gas canisters and a ladder leading up.

Watch your step up here as the shoggoth goo is corrosive.  Crawl through 
another air duct until you reach the elevator.  Press the button for 
shipping.  When the alarm goes off, press the emergency door release button.  
Climb the crates to get out.

You're treated to another berating by Hoover, but at least he gives you a 
pistol.

Cross the room to the elevator and go up the stairs on the right to 
administration.  To the left you'll find a padlocked gate.  Shoot the padlock 
to reach the save point (Elevator Maintenance 56%).  Press the nearby hatch 
release button. Duck and crawl into the elevator shaft.  Hop to the nearby 
ladder and climb up. Hop off the ladder and jump onto the cable running down 
the center of the room.  Climb down.  Partway down Hoover will break more bad 
news.  Be sure to always look down when climbing the cable, otherwise you 
will step off into open space.  At the bottom of the shaft you'll be 
surrounded by gold.  Crouch and drop down the hole in the floor.  The game 
will auto-save as you enter the hall.

At the end of the hall, press the red button to open the trapdoor.  Climb the 
ladder.  At the top you'll be in the middle of corrosive shoggoth goo, so 
watch your step.  Turn slightly to the left and go to the big double doors 
with no goo or crates in front of them.  Press the black button to open the 
doors.  In the back of the room is a ladder up.  Go all the way to the end of 
the hall (ignore the stairs down for now, they just lead to a locked door) 
and go into the room with your friend the shoggoth.

Your objective is to activate four gas control valves.  Unfortunately, only 
one has a handle.  Activating the one by the door gets the shoggoth off the 
catwalk.  Turn off the valve again before running past the shoggoth.  Go 
through the door to gold vault B.   At the end of the path is an opening in 
the fence.  Jump across to the ledge and make your way down the crates.  Find 
a black button to open the door across from where you dropped down.

In this next vault, unbolt the door across the room to make future treks 
easier.  If you open the door, you find it leads upstairs to where you just 
were.  There's another stairs leading up in the center of the gold valut, but 
there isn't much to see up there.  When you're ready, go through the door 
without the bolt.

You're back with the shoggoth, but on same level as it.  You need to hop over 
the tentacle on the ground.  Turn left and you'll see a thrashing tentacle.  
After it strikes, get up close to it.  Wait for it to raise and then run 
under it.  Stick to the smashed crates on the floor to avoid damage from goo.  
Time it right and you can get past without getting hurt.  Go through the only 
available door to a room with a corpse and a wrench on the floor.  There's a 
med-kit nearby.  Unbolt the door, go up, and return to the room overlooking 
the shoggoth.  Use the valve near the door to drive the shoggoth off the 
catwalk, close the valve and cross to the other side.  Use the wrench on the 
two valve controls on this side of the room.  Go out the door on this side of 
the room.

This time, instead of going all the way down the hole in the fence, you can 
take the stairs down to the door you unbolted earlier.  Go back to where you 
had to avoid tentacles before.  You'll see the first tentacle is much more 
active.  Wait for it to strike, and then hop over it.  Get past the second 
tentacle the same way as before and make your way past the room with the 
corpse.  Turn right at the top of the next set of stairs and return to the 
catwalk overlooking the shoggoth.

Use the wrench to activate the broken valve and finally use the wheel to open 
the last valve.  Don't hang around here because the gas is toxic and will 
damage you.

You'd think this would be enough, but it's not.  You need a way to ignite the 
gas.  Go out the door and go straight, all the way to the ladder down.  Climb 
down to the room you first entered from (the room with the trapdoor in the 
center of the floor and the four large bay doors).  To the left is another 
large door, but this one has been damaged.  You'll need to carefully make 
your way past the goo to the controls on the right side of the door.  Press 
the button and sparks will fly.  Don't move!  The door will blow off its 
hinges and if you move you may get hit.  You're back in the room that used to 
contain the shoggoth.  Leave by the door on the far side, descending into a 
temple area.

When you get to the room with the Cthulhu statue, you don't have much time 
before insanity will strike.

Enter the room and wait for your visit to the insane asylum (to finish the 
trip, simply leave your cell and head down the hall).  When you return to the 
present, push the pedestal with the red gem about five feet toward the door, 
then use the control panel near the statue to activate a red beam.  If the 
gem is positioned correctly, the red beam will hit the gem over the door and 
the claw holding the gem will open.  Take the red gem and the door will open, 
ending the level.  Several times I ran into a glitch in this room that caused 
the pedestal to become insubstantial; I could move right through it making it 
impossible to push.

Incidentally, Jack's not going insane because he's afraid of a stupid statue.  
It's the alien influence of Cthulhu projected through the statue that is 
draining his sanity.


8. THE ESOTERIC ORDER OF DAGON
Auto-save 65%

Follow the soldier downstairs and head for the cliff to the right.  Among the 
rocks to the left is a rope leading down.  Wait until after a brief cutscene 
before climbing down the rope.

I found it easiest to couch, start down the rope, then stand while on the 
rope to hurry the rest of the way down.

The frozen river at the bottom is very unstable and slippery.  Only the white 
portions are strong enough to carry your weight.  If you stand you are likely 
to slide onto thin ice.  Crawl along the white path.  If you are too slow the 
ice will break under you and Jack will die.  The white ice leads to the mouth 
of a smuggler's cave.  You'll pass a save point (Smuggling Route 65%).  Keep 
going until you reach a clearing with a soldier.  Take the med-kit.  Talk to 
the soldier.  Use the flamethrower to melt the ice blocking the exit door.  
Unfortunately you can't take the flamethrower.

Go into the cave and lure the monster back to the door.  When it's in 
position in the doorway, use the flamethrower on it.

Now enter the cave and grab the dynamite next to the corpse of the soldier. 
At the intersection, go left to Mackey in the third cell.  At the end of the 
hall are a bronze key and a rifle.  None of the cells open, but you will find 
an open cell with rifle ammo and a save point (Prison Cell 65%)

Leave the cell area and turn left at the intersection.  Advance until you 
reach the carnivorous starfish guarding a door.  Don't go to the door.  
Instead, use the dynamite on the barrels partway down the hall.  The dynamite 
has a huge radius, so be sure you get back around the bend in the hall before 
it detonates.  When you go through the shattered door the game auto-saves 
(67%).

Go upstairs through some doors into a mansion.  The first door on the right 
contains a meeting room with a knife on the table.  This is a handy weapon 
for silent stealth kills.  Push the bookcase on the right to reveal a secret 
passage containing two med-kits.  Only one door out of the passage will open, 
but it's a one-way door that can't be opened from the other side.  Go through 
the one-way door.

Time for some stealth kills.  Ready the knife.  Sneak behind the goon on the 
left.  When you get behind him, stand and aim the knife by holding down the 
left trigger.  Attack with the right trigger and he should die with one blow.  
Now dispatch the goon on the right with the same tactic.  Kill the other 
guards with your rifle.  As you move into the grand hall, beware of snipers 
from the balcony above.

You'll see an alcove with double doors sealed by a glowing gold aura.  Being 
close to the doors makes your head pound.  You can't get through them.  
You'll also see a similar blue glow sealing some doors at the end of a hall.  
A stone plaque to the right of the blue doors contains alien symbols.  To 
read the glyphs, you must use the Book of Dagon on the plaque.  The white 
door in this hall leads back to the hall you originally entered through.  
Don't go that way.  Instead, head for the unexplored door to the right of the 
grand staircase.  It leads to a small study.  There is an old rusty key on 
the desk and pistol ammo on the mantle.  Unbolt the exit doors.  The one on 
the left leads back to the meeting room where you found the knife, the one on 
the right leads to the hall you first entered through.  Enter the hall and go 
to the far door on the opposite side of the hall.  Your key unlocks the door.  
You should be in a storage room with shotgun shells, a pistol clip, med-kit 
and a save point (Storage Room 67%).  Climb the ladder at the far end of the 
room.  The trapdoor closes behind you, blocking any retreat.

There are four doors off this hall.  Clockwise from the door at the end that 
won't open, the doors lead to: a storage room with a shotgun, a green room, 
and another short hall leading to a blue-sealed door with a plaque that says 
the same thing as the one downstairs (use the book of Dagon on it to read 
it).

Go to the storage room.  Crouch to enter the room and close the door behind 
you.  Crawl to the shotgun.  You'll also find rifle bullets on the shelf 
behind you--but don't take them unless you're out of bullets (you don't want 
to waste them just to replace a couple of bullets).  There is a winch 
mechanism in the back of the room.  Crouching under the window, you can sneak 
and peek into the room below.  There are many enemies down there.  You can 
thin them out with your rifle, but when you are spotted it triggers a 
cutscene.  Goons will invade the upstairs hall, and if the door to the 
storage room is open they will pour in and attack you by surprise.  But if 
the door is closed you can go out at your leisure and kill them.

Return to the room with the winch.  You really should thin out the crowd 
below.  You'll have to deal with them sooner or later.  Don't try killing 
them all because you can mop up stragglers later.  After you're done shooting 
you may want to take the rifle bullets from the shelf.

Return to the hall.  Go through the door at the far end leading to the green 
room.  There is a pistol clip on the bench by the entrance.  The door at the 
far end leads to the balcony overlooking the grand hall below.  If you didn't 
kill the goons on the balcony earlier, you'll have to do it now.  Also watch 
out for new goons below.

Of all the doors on the balcony, only the second one you come to will open.  
The diary of Robert Marsh sits on one of the chairs.  Now smash or shoot the 
stained glass window with the picture of the deep one.  Hop through for a 
touching talk with the crying girl.

There are two pistol clips in the garden center and another stained glass 
window for you to smash.  Jump through and take the ammo from the desk.  Use 
the Book of Dagon on the big stone plaque that's carved with symbols.  Unbolt 
the door and step out onto the balcony.  Use the rifle on any goons in the 
room below.

The grand staircase is blocked by furniture, but on the right side you can 
climb over the barricade by jumping on the chair, then the bookcase and then 
down to the stairs.  Return to the short hall where you originally entered 
the mansion.  There's just one door you haven't opened.  Go through it now 
and you will enter another study.  Take the med-kit from the desk.  There is 
a safe to the right of the fireplace.  The combination is in the diary of 
Robert Marsh.  The only date is 1878.  As usual, use the right direction 
button until you reach 1, then press left until you hit 8, then right to 7 
and left to 8.  Inside the safe are a scroll (a prayer to Dagon called l'a 
Dagon), a pistol, and a book entitled the Ponape Scripture (70%).

You'd think you'd have enough information to open one of the doors sealed by 
a prayer to Dagon, but you don't.  You have an English translation but what 
you want is a prayer in the original language.

Leave the room and turn right to the storage room with the save point.  Go up 
the ladder, through the green room and on to the balcony.  Take the first 
door off the balcony.  Use the scroll on the stone tablet hanging from the 
wall.  You learn the prayer in the original language.

Head back the way you came, through the green room, and turn left to reach 
the upper sealed door.  Press the action button on the blue door to say the 
prayer and open the seal.  Make your way downstairs killing any opposition.  
You'll find a med-kit on a bench and the cell keys on the podium.  Go out the 
double doors and head right rough the small entry hall and go downstairs to 
free Mackey from his cell.

You can toggle Mackey between following and waiting by talking to him.  Have 
him wait if you want to clear out trouble.  Have him follow if you want him 
to help fight.

The mansion will be repopulated with enemies.  Mackey does a fair job of 
handling himself, but if he dies it's game over.

Return to the mansion.  Mackey can't climb ladders, so you won't be able to 
use the shortcut to the upstairs room with the winch.  Instead, go through 
the first short hall and turn left.  Go through the room with the big stone 
slab on the floor and lead Mackey upstairs to reach the winch.

As Mackey operates the winch, you must go to the main staircase in the great 
hall and climb over the barricade to reach the ground floor.  The slab has 
been raised, revealing a spiral staircase down to a med-kit and a save point 
(Temple of Dagon 70%).

In the temple, you face two sorcerers and a fierce wind.  Use the pillars for 
cover and pop out to shoot your unholy opponents.  Once the sorcerers are 
dead the wind will fade.  There is a med-kit behind the center statue.

Look at the stone table on the wall.  Two pieces are lying on the floor.  
Mentally replacing the missing fragments you can discern a series of shapes:  
Anchor, left anchor, anchor, flower, anchor, flower.

Behind each statue are a symbol and a button.  Dagon has a symbol like an H, 
Cthulhu a pyramid, and Hydra a diamond.

Kneel before the Dagon statue (after all this is the temple of Dagon).  This 
provides a key to the symbols on the tablet relating each to a symbol on a 
statue.  Using this key, you can see that:

Anchor = Dagon
Left anchor = Hydra
Flower = Cthulhu

Putting it all together, press the buttons in this order: Dagon, Hydra, 
Dagon, Cthulhu, Dagon, Cthulhu.

The door opens.  Follow the tunnel until the level ends with a splash.


9. A DANGEROUS VOYAGE
Auto-save 75%

The chart room has two pistol clips, rifle ammo and a med-kit.  There's 
nothing of value downstairs on deck, so go through the open door to a locker 
room, through another door, and up to the bridge.  Leave by the other door 
and at the bottom of some stairs you'll find shotgun shell, rifle bullets and 
a pistol clip.  Return to the bridge and use the save point (Bridge 75%).  
Talk to the man at the wheel who tells you to go on deck.  Go back 
downstairs, through the chart room, and onto the deck.

For fun, talk to the man next to the door and to the sailor leaning over the 
railing.  Talk to the man with the Tommy gun last to trigger an attack by 
deep ones.  Grab the rifle the ensign dropped and fight the deep ones.

The more sailors that survive the ambush, the better your completion score 
will be at the end of the game.  You must help save sailors or you won't be 
able to get 100% complete.  Eventually the man with the Tommy gun will calls 
you to the cabin door.  Go to him and he asks you to get him more ammunition.  
Press the action button on him and he hands you the storage room key.

Enter the chart room and take the stairs in the back right corner.  The 
storage room is at the bottom of the stairs.  Inside you'll find rounds for 
the ensign's machine gun, two med-kits, a shotgun, a pistol, two boxes of 
shotgun shells, a pistol clip, and a save point (Small Storage 75%).  Take 
the ammo back to the ensign on deck.

Now he sends you to the infirmary.  Go through the chart room and bear left 
through the locker room.  You'll find the infirmary at the back, along with 
an extremely large, angry deep one.  Two shotgun blasts at short range will 
finish it.

You can close and bolt the infirmary door while you search the room for rifle 
bullets, two pistol clips, shotgun shells, a med-kit, and an emergency kit 
for the ensign.  Take the emergency kit back on deck with the ensign and 
fight by his side until the attack abates.

Move forward to the railing right in front of the cabin door.  You'll hear 
someone shout "incoming!"  Grab the rail by using the action button on it.  A 
tidal wave hits the ship, killing loose soldiers.  Watch the ensign who also 
grabbed the rail.  When he lets go you know it's safe to also let go.

These waves will continue to hit every 30 seconds or so.  Between waves you 
must go to the big gun in the center of the deck and shoot at the shore.  Use 
the left trigger to zoom in, the right trigger to fire, and the analog stick 
to aim.  Shoot at the glowing blue lights, of which there are three.  You 
need to aim high to hit your target, as you are using artillery.  The lights 
represent sorcerers on Devil's Reef.  When a sailor shouts, "Take cover!" 
press action to release the cannon and run to a railing so you can hold on 
for dear life.

When all three sorcerers are dead, go back into the cabin.  At this point, if 
you have saved enough sailors, you will have a completion score of 78%.  If 
you are very fast, you can run to the small storage room and save your game 
while the sailors talk.  I suggest you save in a new slot because if you're 
too slow you will find the deep ones swarming over the ship and your saved 
game will be doomed.

Accompany the ensign to the infirmary, shutting doors behind you as deep ones 
chase you.  Be sure to close and bolt the infirmary door.  When you leave by 
the back door of the infirmary, the ensign will go through another door right 
next to it.  You must follow him immediately, closing and bolting the door 
after you.

Downstairs in a crew cabin with a med-kit, shotgun shells, pistol ammo, a 
crewman's diary and a save point (Sleeping Quarters 79%).  Go back to the 
hallway with the steam.  There is a valve to the left to shut off the steam.  
Continue into the boiler room.  Follow your guides out the other side of the 
engine room to the captain's cabin.  Nearby you will find a ladder down.  
Take the ladder to the lower part of the engine room.  While you're here, 
close the door to the furnace (it will make life easier a little later).  To 
your left is a pair of air vents.  Crawl into the right side and you'll come 
out in the captain's cabin.  In here you'll find revolver ammo, a revolver, 
and the key to the armory.  Unbolt the door to out get.  Now would be a good 
time to go to the Sleeping Quarters to save.

Inside the armory are a Tommy gun, extra Thompson ammo, revolver bullets, 
unlimited pistol clips, and dynamite.  As soon as you grab the Tommy gun, 
turn and cover the door because deep ones will attack.  Once the coast is 
clear, go down the ladder to the lower engine room.  Use the dynamite on the 
left hand air vent to blow out the fan.  Crawl through the vent to a save 
room (Main Storage 79%).  Take the crowbar and med-kit and go into the mess.  
Wait for the lights to go out.  When they come back on, talk to the cowardly 
crewman twice.  He gives you the key to the cargo hold.  He then lets you out 
the back door--and you're back at the captain's quarters.

The engine room is blocked by steam.  Go down the ladder.  Close the door to 
the furnace if you haven't already.  There's a valve next to the furnace.  DO 
NOT open that valve.  If you do, close it immediately.  Closing the furnace 
door can be tricky because Jack will tend to turn the valve instead (that's 
why I suggested closing the finance door earlier).  With the furnace door 
closed, climb the ladder and leave the engine room.  You'll pass the crew 
quarters and there is a trapdoor under a red light.  The cargo key opens it.  
You'll find a med-kit and a green welding kit sitting on a crate in the 
flooded cargo hold.  A deep one will attack as soon as you take the welding 
kit, so have your shotgun ready and give it both barrels at close range.

Return to the engine room and cross the room.  To the left is a valve you can 
turn to shut off the steam above you.

Go back across the room.  To the right is a crank.  High above the crank is a 
padlock.  Shoot the padlock to lower the ladder and climb up.  Follow the 
catwalk and hop off the far end.  Go to the left and use the welding kit on 
the crack in the pipe.

Duck under the pipe behind you and drop down to where you lowered the ladder.  
There is another ladder down here.  Climb down and turn the valve next to the 
furnace that you weren't supposed to touch earlier.  Go back up the ladder 
and cross the engine room.  Turn the valve in the left corner that you turned 
off earlier and the engines start.  Go through the door and continue to the 
mess.  The cowardly engineer will now let you in and after a moment will take 
your welding kit.  Deep ones attack.

After you've turned them to fish food, take the stairs up and save at the 
small storage room (79%).  Continue up onto the deck and after a brief 
cutscene Dagon attacks.  When he is at the front of the ship, use the deck 
cannon on him.  Aim for his head.  When he dives, get off the cannon and wait 
for him to surface, usually to the left.  Dodge his attacks until he surfaces 
in front again, then use the cannon on his head.  You can often lure him to 
the front of the ship by standing there.  If you need a breather, he rarely 
surfaces in the same place twice.
 
When you finally defeat Dagon, the level ends.


10. DEVIL'S REEF
Auto-save 84%

You awaken in a small lagoon.  Follow the cave to another pool.  Duck and 
crawl into the hole to the left to find a med-kit.  Climb out and continue up 
the path.  Shortly after the cutscene you will come to a pit in the pathway.  
On the other side of the pit is light colored stone, which is actually the 
trigger to a second trap.  You need to jump across and immediately duck and 
pull back to the edge of the pit.  Spikes will spring up in front of you and 
a moment later more spikes will swing overhead.  Once the trap's been 
triggered you can safely continue to the save point (Lagoon 84%).

Shortly you'll come to a stretch of fierce winds.  Ledges lead up and down.  
Take the low path first.  The ledge is unstable and will collapse under your 
feet.  It's safest to hop all along the ledge until you come to the part that 
leads to the central island.  There you find a strangely carved disk.  Return 
the way you came, walking this time and jumping over the gaps in the ledge.

Now take the high path.  One or two parts may collapse, but it's easy to jump 
over before falling.  As soon as you get out of the wind, watch the left wall 
for an easy-to-miss opening.  Take the path down past some carnivorous 
starfish into a room with an old pulley.  Examine the paintings on the walls 
until you find one with a missing disk.  Use the disk on it to open a secret 
door.  Take the lever from the crate.  Avoid looking at the hanging man or 
else you will take a sanity hit.  Leave the way you came, past the starfish, 
and turn left at the main tunnel.

Proceed carefully.  The spikes protruding from the walls aren't the problem.  
The first wooden planks on the floor collapse when you touch them.  Jump 
over.  Farther along you'll come to another pit covered by boards that will 
collapse.  Jump over.  Around the next corner are a few steps down and a 
green wall on your right.  There are two caves in the green wall.  One is 
shallow and contains a med-kit.  The other leads back to a ledge with a save 
point (Hidden Shelf 84%).  On the self is a hole.  Use the lever on the hole, 
then use the lever.  This deactivates a trap down below.  You can see the 
trigger plates being covered by wooden planks.  Note that the deactivation is 
on a timed delay, and after a little while the wooden planks retract.  You 
will need to get down there while the trigger plates are still covered.  The 
fastest way is along the narrow ledge leading from the hidden shelf.  Drop 
down and then hurry across the wooden planks and out the doorway.  Waves 
crash across the rocks here.  It appears the iron rings set in the walls are 
meant as handholds.  However, I found it much easier to get past this part by 
simply crouching and pushing forward while keeping close to the wall.  
Standing invariably led to death.

Next you come to a wooden bridge that is partly collapsed.  Use the pulley on 
the bridge to slide halfway down.  Go into the room and look around.  You'll 
see a green gem, a console, and a plate on the wall with a familiar-looking 
carving.  Use the Book of Dagon on the console to learn that it's a kind of 
map.  Use Ruth's brooch on the carving.  Then press the carving to activate 
the map.  It's on a timer and before you can expect to meet the time you will 
need to clear away some enemies.  Also note that the claw holding the green 
gem opens.  Do not take the green gem.  It needs to be there when you reach 
the other end of the maze.

As you go back to the ledge overlooking the bridge, you'll see a glowing red 
light in the ground.  A trail of these red lights will lead you to your 
destination.  Don't worry about them for now.  You're just going to clear the 
upcoming maze of enemies.  Across the chasm in front of you is a very narrow 
ledge running to the left.  It doesn't look like much, but it's actually 
quite safe for you to jump across to it and shimmy to the bridge.  From the 
bridge there are two tunnels going left and right.  Take the path to the left 
(the other one leads to a dangerous drop).  When you come to the spider crabs 
shoot them with your pistol.  From this point you can go left or right, but 
since it's all a big loop it doesn't really matter.  Follow the path.  You'll 
come to another group of spider crabs that need killing.  Along the way 
you'll see many alcoves covered in green webs.  Explore them if you want, 
just be careful of pit traps.  When you get back to where you entered the 
maze, drop down some rocks and climb up to reach the bridge.  Take the narrow 
ledge back out until you're across from the room with the green gem.  Hop 
across.

Now it's time to do this for real.  Press the brooch button and hurry to 
retrace your steps to the maze.  Follow the red gems in the floor and they 
will lead you to a side tunnel.  Watch out for the pit trap in the side 
alcove.  Continue on until you reach a room with a pedestal.  Use the red gem 
on the pedestal.  After a moment, if time hasn't already run out, the gem 
will glow and the exit will open.  Go down into the huge cavern below.  There 
is an enormous hole in the ground issuing gusts of powerful wind.  If you 
touch the boulder on the edge of the hole it falls in.  Jump after it.  As 
you fall, you may be tempted to look up and around.  I ran into a glitch 
doing this where my character fell outside the hole and hung in space, 
forcing me to reload.  It's safest just to keep looking down as you fall.

During your brief trip to the asylum, go down the hall and into the white 
light of the cell to end the level.


11. THE AIR-FILLED TUNNELS
Auto-save 88%

You land safely.  Follow the tunnel to a save point (View of Y'ha-nthlei 
88%).  A submarine is trying to destroy the underwater city, but a barrier 
protects it.  Continue on until you trigger a cutscene of Marsh talking to 
one of his goons.  Although the game advises staying hidden, I hid, crouched, 
behind the boulder next to the stairs and shot the fishmen as they came down.  
The Tommy gun comes in useful here.  Use it while you've still got it.

At the top of the stairs is a plaque that you must translate with the Book of 
Dagon.  It will be a long time before you get the charm it refers to.  Go 
down the opposite stairs to get two med-kits.  Since you can't use the gate, 
take the tunnel instead.  At the end of the tunnel you'll trigger a cutscene.

You awake in a cell without your weapons.  Take the chisel from the floor.  
Use the save point (Prison Cell 88%). Use the chisel on the grill on the 
floor and drop in.  Crawl to the adjoining cell.

Lumpenprole offers this advice:  Just stick your head up into 
the cell and wait until the fish creature in there starts making a ruckus. 
When you hear the guard coming (saying "That does it!"), go back down into 
the tunnel. The guard beats the fish-thing into whimpering compliance and 
leaves. When he's gone, the door is unlocked. Sneaky time.

Sneak out of the cell and follow the wall on your left, avoiding the guards.  
You'll see a boarded section of wall with an opening at the bottom.  Crawl 
into the opening.  Don't worry about exploring the rest of the prison.  
You'll be returning here later when you are better armed.

In your refuge is a save point (Prison Entrance 88%).  Move to the left and 
you'll see a door above you.  Stand, hop up on the ledge, and crawl through 
the opening.  Don't go through the door--it leads back into the prison.  Take 
the tunnel to the left.  Sneak behind the guards at the campfire, keeping to 
the left-hand wall.  You'll come to another path that leads down to the 
campfire.  Keep sneaking uphill.  Watch for a fishman farther up.  That's the 
direction you need to go, over to the right.  When he finally turns his back, 
hurry after him and sneak up the hill behind him.  Keep to the wall so his 
friend guarding the archway at the top of the hill won't spot you.  It's 
possible to sneak past them both without them noticing you.  If you get 
spotted, run into the arch.

Follow the path.  There is a small opening in the left wall halfway along the 
ledge.  Crawl into it.  Keep this location in mind.  It's a great place to 
hide from enemies, and once you get a gun you can easily sit down here and 
pick off your foes.

Crawl to the other end of the tunnel.  You'll see fishmen patrolling the 
area.  Wait for the coast to be clear and then crawl out, keeping to the left 
wall as go behind the guard stationed next to the rock column.  If you get 
spotted make a run for it, heading straight into a cavern filled with plants.  
In the back is an especially bright blue plant.  Take it.

There is a small hole next to a wooden sign.  You can read the sign with the 
Book of Dagon.  Crawl through.  Follow the tunnel to a T intersection with a 
save point to the left (Crystal Chamber 88%).  Look around and you'll see a 
green crystal growing within reach.  When you use your chisel on it you're 
told the chisel along won't be enough to loosen it.

Follow the cave to the waterfall chamber.  Carefully work your way down to 
the pool at the bottom.  You will find two caves leaving the pool area.  The 
one with a med-kit in front of it leads to a pool of water and then a lot of 
starfish.  You can't get past the starfish, so leave this tunnel alone for 
now.  Take the other tunnel and it will wind up at a T intersection.  Go left 
to find revolver ammo on a ledge overlooking the waterfall.  Continue uphill 
and you will reach a save point that you should use (Ventilation System 88%).  
Move slightly forward and a cutscene will take control of Jack.  When you 
regain control you will be fighting Robert Marsh.

There is a knife on the desk.  Take the knife and ready it.  Keep the desk or 
chair between you and Marsh.  Marsh will use magic to draw you to him, 
draining hit points as he lifts you Darth Vader style.  The chair will hinder 
his magic.  After he has done his spell, he will pause.  That's the time for 
you to aim the knife and stab him in the face.  Be quick, because his slap is 
very painful.  After a long struggle he will finally die.

On the desk is a briefcase.  Open it and take the key.  There are also 
shotgun shells.  By the window are two pistol clips.  Among the shelves lower 
down are revolver bullets and a med-kit.

Leave by the fancy door.  Follow the path up to a great hall.  Sorcerers 
guard the way to the left, along with patrolling fishmen.  Crawl to the 
right.  The room with the Cthulhu statue has some rifle bullets.  Keep going 
down the stairs and you will find a rifle and a med-kit.  It's payback time!

Don't stay by the door too long or the chanting will drain you sanity.  Head 
upstairs, shooting any fishmen that get in your way.  This long hallway has 
lots of cover for you to hide behind as you sniper your victims.  Take 
advantage of it.

The path ends at an ornate door with a bolt and two holes in the wall next to 
it.  Crouch and aim at targets through the holes.  They won't be able to get 
you as long as you leave the door bolted.  Go out when your enemies are all 
slain.

Go straight ahead and down a ramp to a small room with a med-kit.  Then go 
out and head left across a ledge toward the prison.  You may notice deep ones 
patrolling the cliffs above the campfire guards.  Any gunshots and the deep 
ones will come running.  This isn't a bad thing.  Lure them back to the ledge 
with the hole in the wall and hop into the hole.  The deep ones won't follow 
you down and won't be able to reach you.  Kill them easily.

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