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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