Call Of Cthulhu: Dark Corners Of The Earth - Strategy Guide (Page 03)
Below are the cheat codes, hints and help for Call Of Cthulhu: Dark Corners Of The Earth - Strategy Guide (Page 03).
Back out toward the prison, follow the right-hand wall down and then up. You'll come to a cave ending in a door to a laboratory, which opens with the key you took for Marsh's briefcase. Take the med-kit, rifle bullets, lab notes, the green bottle of weed killer next to the lab notes, and avail yourself of the save point (Laboratory 88%). The other side of the room contains pistol ammo, Tommy gun ammo, and a guy strapped to a table. He tells you about an old passage deep beneath the temple. He asks you to kill him. It appears that killing him causes sanity loss, but leaving him alive may also. The back door takes you to the prison, along with its supply of patrolling guards. When you enter the prison proper, you can go left toward a hanging animal carcass or right. Clear the upper level of the prison by going right. You'll come to a side passage with a large plant growing up the wall. Take the med-kit and use the weed killer on the roots of the plant. You can now climb the plants to reach a room with an alien gate, but since you don't have a green gem you won't be able to activate the gate. From the room with the now dead weeds, continue around the upper mezzanine of the prison. You'll pass revolver ammo on a wooden platform. You'll also pass a barred window overlooking a cell where you can spot a hammer on the floor. Once you've cleared the upper reaches of the prison, head back around and go down the spiral ramp in the center. You'll find a pack containing all of your weapons (pistol, revolver, shotgun, Tommy gun, and crowbar), a bucket of slop sits next to some shotgun shells. There are rifle bullets near the back. Unbolt the door and exit, killing any fishmen in the area that you missed from above. In this circular hall you'll find shotgun shells, Thompson ammo, and revolver bullets. Down a short side passage you'll also find a door bolted on your side. For a bit of excitement (and a sanity hit), open the door--or leave it closed it you want to conserve sanity. Nearby you'll find a metal wall with a small handle in it. Hungry pounding comes from the other side. Open the feeding panel and use the prison stop and the blue plant on it. Close the trough. Circle to the bolted door and enter the cell. Take the med-kit and hammer. Thus equipped, return up the central spiral to the laboratory. It's time to go get that green gem you saw earlier. Leave the lab by the opposite door. Follow the left-hand wall, snaking down the ramp all the way around to the brightly lit arch with the two flags. Take this passage straight through to the cavern where you found the blue plant. Crawl through the hole to the caves leading to the waterfall. At the first intersection turn left toward the save point. Use the hammer on the nearby gem. Now retrace your steps back to the laboratory (if you come to the waterfall you have gone the wrong way). Along the way, the earth will shake and deep ones will attack you. The best way to handle them is to step into the hole next to the ledge path that I pointed out earlier. You can stay out of their reach by crouching. That way you can shoot them without danger. A revolver shot to the head is effective against them. Continue to the laboratory and on to the prison. Another earthquake signals the attack of more deep ones. You can return to the hole in the passage, or you can race to the room where you used the weed killer (to the right when you enter the prison area from the laboratory) and climb the weeds. In the alien gate area, use the green gem on a Y shaped slot on one side of the ring. Go to the other side and activate the green hexagon. A blinding white gate will open. Go through it. Right in front of you is the alien energy weapon. You may need to crouch to pick it up. Get out of the water and practice using the weapon. It has infinite ammo. A quick pull of the trigger is enough to kill a deep one, which are especially susceptible to it. Press and hold the trigger until the world shakes and the infinity symbol on the weapon flashes red. Release the trigger to fire a fully charged shot. If you hold the trigger too long the gun misfires and the shot is wasted. Notice that if you shoot the water it electrifies the water. This would be handy against the starfish cavern at the base of the waterfall, no? Ahead of you is a save point (Waterfall Source Chamber 88%). Follow the stream to the waterfall to find a med-kit. Going down this way is too dangerous. Return to the save point. To the left is a tunnel leading to the door. Behind the door are fishman, so prepare a weapon. Follow the ledge overlooking the cavern where you found the blue plant. There are temporary living quarters off the ledge area. One room contains Thompson ammo, another revolver ammo and up a ramp is a room with a med-kit and a pistol clip. Follow the ledges down to the doorway with many flags, watching out for enemies below. Another earthquake signals the approach of deep ones. Dive into the hole next to the ledge and fight them from there. Note that your energy weapon kills them with one quick shot. When the music stops you know it's safe to come out. Head back past the arch with flags and continue to the cavern where you found the blue plant. Go through the small hole in the wall to the "unexplored area" and continue on to the waterfall (saving at the crystal chamber if you want). Clamber down as you did before until you reach the two tunnels leading off. The left hand tunnel leads up to where you fought Robert Marsh. The tunnel on the right is the one you want. It leads to the pool protected by starfish. Stand back from the pool and shoot the water with your energy weapon, frying the starfish Cajun style. Head in. Watch you step as you transverse a stone bridge over a bottomless pit. It collapses behind you. A bit farther the game auto-saves (93%). In this area you'll find a med-kit and a save point (Forgotten Vault 93%). There is a hole next to the elder sign. Carefully drop down a series of ledge. When you reach the platform with the strange five-toed footprints, go to the left edge of the platform. You'll see a narrow ledge directly below you. To the right of it is a slope that's slightly higher. Crouch and drop to the higher portion, then crawl down to the lower platform. Turn around and you'll see a narrow ledge that ends with two platforms below you. The platform on the left is closer and does not have footprints on it. Step down to it and turn left. There is a stone bridge. Step down onto the large bounder directly below you and wait for the rock fall to stop before advancing. You're about to face a very tough fight. I found it easiest to fight from the far end of the bridge. Make sure you have your energy weapon out and hurry across the bridge. At the far end, crouch so the two stone columns are to your right and the slope is to your left. This is important because you will be attacked from both sides and the slope will protect your flank. The winds go crazy and huge floating polyps will glide toward you. Tackle the one on the right first, trusting to the slope to protect you from the one behind you. The polyps attack by sucking and blowing air, and can easily knock you off your perch. The stone column will shield you from the monster's breath attack. You must hit the monsters with fully charged energy shots, but remember if you hold the trigger too long the shot will misfire. The polyps can vanish and reappear, tending to reappear at the far right edge of the bridge. If you lie low like this the polyps might not even notice you. This gives you a chance to recover your sanity. Fire off a shot to get their attention, but don't expect to hit them from a distance. It works best to focus on the polyp on the right. When it gets close, keep the pillar between you and it while you charge a shot. Then pop out and release the shot. It can be a very long process. When you're done with the one on the right, take a pot shot at the one on the left and it will eventually come over to the right so you can use the same strategy. You'll know you've killed them all when the music stops. Climb the ramp that's been protecting your left flank. See that rock at the top? STAY AWAY FROM IT. Twice while standing behind that rock I have suddenly been propelled to my death in the abyss--requiring me to fight the polyps all over again! Instead, follow the ramps up, hopping up ledges. At the very top are thick vines you can climb to reach an opening in a seal far above. There are two med-kits at the top. Follow the tunnel to another med-kit, and then climb and jump up a slope. Watch out for holes in the floor! Any death now will send you back before the polyps. You'll find a last med-kit on a high ledge. Near it is a tunnel with a save point (Temple Ventilation 93%). Crawl out of the tube for a view of the temple. There are med-kits to the far corners on your side of the bridge. All these med-kits are rather ominous. On your side of the bridge is pedestal. Use the Book of Dagon to translate the symbols (94%). Isn't it nice that you can so easily finish the translation that Marsh has worked on for such a long time? Inside the temple is a gong. This will be important soon. But for now go upstairs and surprise the sorcerers in their evil worship. Run back to the pedestal where you found the Tablets of Dagon and fight them from there. It gives a nice long killing field. Head back upstairs. That big ugly in the bubble is a manifestation of Mother Hydra. There are channels that lead to her. Your job is to release the water that feeds the channels, flooding her bubble so you can shoot the water with your energy weapon. Doing it will be harder than it sounds. Turn around and go up the ramp to the center statue. There is a fish-headed lever behind the statue. Activate the leaver and the water will be released. So will deep ones who will attack you. Luckily the energy weapon works great against them. There are four other statues in the temple. It'll take water from all the statues to flood Hydra's bubble. But the statues are too high for you to reach with your feeble jump ability. If only you had the mighty frog legs of a deep one. You might want to go back to the ventilation shaft occasionally to save. You need to hold down the jump button to get up the slope, and then crouch to enter the tube. The save point here is finicky and it must be faced from the right-hand side. You'll get flashes from Hydra's point of view of you standing in the pool in front of her bubble. The problem is, when you do this Jack says he can't concentrate and then deep ones attack. You need to stop Hydra's mental assault so you can concentrate. This is where the gong comes in. If you examine the gong, Jack says if you hit it with enough force it would be deafening. Shoot the gong with a fully charged energy beam from close up and then run up to the small pool in front of Hydra. Shoot any roving deep ones. After a few moments your point of view will switch to one of the deep ones, and this time you'll be able to control it! If you control it for just a moment it means the gong isn't ringing loud enough. Make sure you hit the gong with a fully charged energy shot. While you control the deep one, jump up to a statue and swat the lever on its backside by using the attack button. You'll then lose control of the deep one and have to shoot it. Go downstairs and shoot the gong again. Repeat until all the levers behind the status have been thrown. Watch out for other waves of deep ones that Hydra summons to harass you. Once the levers behind all the status have been activated, hit the pool in front of Mother Hydra with a fully charged energy shot and watch the shocking climax. Just don't be standing in the pool when you do it! Go to the pedestal right in front of her and take the gold disc to expose a save point (Hydra's Pedestal 94%). Turn around and go to the other end of the room. There is a red button under a stone plaque. Use the Book of Dagon to read the plaque. Use the charm on the red button to open the exit. Go up the stairs. You're now in the area where you got the rifle. In the first windowed chambered you'll see the city is no longer shielded from the sub's attack. Run through the falling rubble. Go straight until you come to the decorative door with the many flags. Turn right. When you get to the ledge, watch out for the cracked area. The ground will break away at your feet. You'll have to jump across. Keep going to the area overlooking the prison campfire. Keep to the right-hand wall and go all the way up. A cave that's been sealed since Marsh captured you is now inexplicably open. Head in and go straight until you reach another pedestal with a red button and carvings. Use the gold disc on the red button to open a gate out. Go through the gate to end the level and the game. SHADOW OUT OF TIME (ENDING SPOILER!!!) So what does the ending mean? It helps to know some of the mythology. In September 6, 1915 Jack first encountered the Lovecraft Mythos at the cultist house. The cultists worship Yithians, and have apparently selected Jack as a host for one of the Great Race. Yithians existed over fifty million years ago, but they are able to project their minds through time to invade the bodies of people in modern times. For the six years Jack's body was controlled by a Yithian, Jack occupied the Yithian's monstrous form. The Yithians are generally kindly and share information with those they hijack, which is why the Yithian is calmly explaining about the impending destruction of the Yithian civilization by their ancient foes the flying polyps. Keep in mind all this happened millions of years in the past. When they send their victims back to their own bodies (and times) they blank their minds so they will remember nothing of their experiences with the Yithians. However, the amnesia is imperfect and the victim may have nightmares such as Jack experiences in the three Shadow Out of Time segments. These scenes are all resurfacing memories of Jack's time with the Yithians millions of years in the past. It's hard to say whether it's his memories of being a Yithian that cause Jack to go insane, or his guilt over Ramona's death. Perhaps ending the game with an A Mythos rating can save him. APPENDIX: JOURNAL ENTRIES DIARY Sep 6 1915 A Local Disturbance 1916-1921 Missing Entries Feb 6, 1922 A Shadowed Past Feb 6, 1922 New Client Feb 7, 1922 Gilman Hotel Feb 8 1922 Church Refuge Feb 8, 1922 Jailbreak Feb 8, 1922 The Feds Feb 9, 192 The Order of Dagon Feb 10, 1922 The Cutter Urania Feb 10, 1922 The Reef of Satan Feb 10, 1922 The Dark Depths Feb 16, 1922 Suicide Note A COLLECTION OF GENERAL EVIDENCE Podium Sermon Diary of a Cult Member The Boston Globe, 20th August 1909 Arkham Advertiser, 6th February 1922 Diary of Brian Burnham Innsmouth Courier, 19th June 1846 Arkham Advertiser, 7th February 1922 Diary of Thomas Waite Ramona Waite's Coloring Book Post Mortem Records Diary of the Church Minister Postcard Registry of Births, Deaths and marriages Ship Logs of Captain Obed Marsh Letter from Sebastian Marsh Diary of Robert Marsh Diary of one of the crew Lab Notes of Ester marsh MYTHOS TOMES AND MANUSCRIPTS Pnakotica Book of Dagon Oaths of Dagon I'a Dagon Ponape Scripture Tablets of Dagon ACHIEVING 100% COMPLETION Achieving 100% completion isn't as hard as it seems. The official game site at www.callofcthulhu.com/formus/index.php?shotopic=2153 explains how. * Get all journal entries. * Find the rifle in the refinery (behind an office door early in the level). * Save Ruth in the cannery warehouse rafters. * Make sure you keep enough sailors alive during the ship ambush. Completion score does not appear to be affected by the difficulty level. Triggering conversations and cutscenes does not affect the completion score. I apologize for misleading people in version 1.0 of this walkthrough. Getting 100% complete does not give you a different ending. ACHIEVING A MYTHOS RANK To get an A Mythos Rank you must achieve a 100% completion score in either less than 3 1/2 hours with fewer than 30 saves, or in less than 5 hours with fewer than 5 saves. You cannot achieve an A Rank when playing on Boy Scout difficulty. How long it took you to finish the game and the number of manual saves you used affect your Mythos Rank as shown on the following table. Hours To Finish Rank ----------------------------------------------------------------- 0.0-3.5 hours A Rank (also requires 100% completion score) 3.6-5.0 hours B Rank 5.1-??? hours C Rank ???-??? hours D Rank Manual Saves Adjustment ------------------------------------------------------------------ 0-5 saves 1 Rank Bonus 6-30 saves 0 Rank Adjustment 31+ saves 1 Rank Penalty XBOX 360 NOTES Dark Corners of the Earth is one of the first backwardly compatible games on the Xbox 360. Graphics on the 360 are much brighter and sharper on an HD TV. Thanks to 4x anti-aliasing, there are no jaggies. However, on the 360 the controls are very sluggish and the game suffers terrible slowdown in the larger areas. There are other problems as well. The game crashed consistently during the Robert Marsh boss fight, and the ending cinema had sound but no picture. While the game may look nice on the 360, it plays much better on the original Xbox.
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