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Guide and Walkthrough by djw2005
Version: 2.0 | Updated: 01/07/2006
Game: Call of Cthulhu: Dark Corners of the Earth System: X-Box Version: 2.0 Revised: 1/7/2006 A Walkthrough by Joe Williams Copyright (c) 2005-2006 by Joe Williams COPYRIGHT NOTICE This document may not be reprinted or reproduced for profit. This includes being reproduced in magazines, books, ebooks, CDs, or web sites that charge users a fee to visit or view their sites, or for any other commercial purposes. Alteration of the document without the author's permission is prohibited. The author will make updates to the document available on www.gamefaqs.com. VERSION HISTORY Version 1.0 11/13/2005 Fist edition. Version 1.1 11/19/2005 Added lumpenprole's addition to the walkthrough from the gamefaqs message board. Corrected misinformation on how to get 100% complete. Expanded table of contents. Version 2.0 12/26/2005 Added location of rifle in Marsh Refinery. Made assorted corrections. Verified info on 100% complete and Mythos Ranking A Added XBOX 360 section. ACKNOWLEDGEMENTS A special thanks goes to everyone at the Gamefaqs message board. Every time I got stuck the answer was there. Without your postings I never would have made it through this game. Headfirst Productions has done a wonderful job of adapting the Call of Cthulhu paper and pencil roleplaying game. The works of Lovecraft shine thorough. Even the Tommy guns and Federal raids are rooted in Lovecraft literature ("The Horror at Red Hook" comes to mind), and the early part of the game is like living "The Shadow Over Innsmouth." Anyone who enjoys Dark Corners of the Earth should also find a copy of the recently reissued "Arkham Horror" board game and introduce their friends to the Lovecraft Mythos. ABOUT THE WALKTROUGH This walkthrough doesn't give many details on the plot. Its focus is on getting you from place to place, finding every item, and solving the game's many puzzles. As such, it does not list every cutscene, of which there are many. The hero has psychic flashes throughout the game, and while these "monster-cam" shots may convey clues to upcoming puzzles, they can be disruptive. Selected cutscenes are mentioned as a way of orientating the reader. Throughout the walkthrough I have sprinkled the % complete that I was at the time. This may help the reader determine if they missed something. Triggering conversations and cutscenes do not affect the completion score. I apologize for misleading people in version 1.0 of this walkthrough. Details on how to get 100% complete and an A Mythos Ranking are included at the end of the walkthrough. I've also noted in this walkthrough the glitches that caused me problems while playing the game. Other players have reported glitches I didn't encounter. According to the manual, Bethesda handled quality assurance. Bethesda publishes great games, but they could do with a bit more testing. TABLE OF CONTENTS GETTING STARTED COMPLETE WALKTHROUGH SHADOW OUT OF TIME (ENDING SPOILER) JOURNAL ENTRIES ACHIEVING 100% COMPLETION ACHIEVING A MYTHOS RANK XBOX 360 NOTES GETTING STARTED Start a new game at the difficulty of your choice. Playing on Boy Scout makes combat significantly easier. While it's easier to get 100% completion, you cannot get an A Mythos Ranking on Boy Scout mode. Note the date of the cutscene: February 16, 1922. The rest of the game takes place before this scene happens. As with many cutscenes in the game (but not monster-cam shots), you can skip the intro movie by hitting the Select button. COMPLETE WALKTHROUGH To locate a section of the walkthrough, search for the chapter title or most recent save point as listed below. 1. PROLOGUE Hallway 2. A VISIT TO THE OLD TOWN Auto-save Gilman Hotel Federal St. Washington St. Auto-save Auto-save Waite's Safe 3. ATTACK OF THE FISHMEN Auto-save Hogg's Upper Warehouse Warehouse Vent Hogg's Office Collapsed Building 4. SEWER Auto-save Sewer Stairs Sewer Scaffolding Methodist Church Crypt Sewer Bank Vault Water Tower 5. JAILBREAK Auto-save Sewer Garage Backdoor 6. ECAPE FROM INNSMOUTH Auto-save Cannery Storage 7. THE MARSH REFINERY Auto-save Auto-save Bucket Track Auto-save Pressure Control Upper Grinder Auto-save Gold Purification Chemical Storage Electrolysis Elevator Maintenance Auto-save 8. THE ESOTERIC ORDER OF DAGON Auto-save Smuggling Route Prison Cell Auto-save Storage Room Temple of Dagon 9. A DANGEROUS VOYAGE Auto-save Bridge Small Storage Sleeping Quarters Main Storage 10. DEVIL'S REEF Auto-save Lagoon Hidden Shelf 11. THE AIR-FILLED TUNNELS Auto-save View of Y'ha-nthlei Prison Cell Prison Entrance Crystal Chamber Ventilation System Laboratory Waterfall Source Chamber Auto-save Forgotten Vault Temple Ventilation Hydra's Pedestal 1. PROLOGUE After the opening we go back to September 6, 1915, six and a half years go. Talk to the policeman at the foot of the stairs, then go up the stairs for a brief cutscene. Run to the right of the house, past the white gazebo. There is a side door leading to short passage. The first door on the right leads to a room with a podium at the far end. Take the letter from the podium. The door across the hall leads to a room with a wood stove, rotting food, rats and nothing of value. Through the door at the far end of the passage is an entry hall with a grandfather clock and a white Elder Sign that looks rather phallic but is supposed to be a flaming eye. The Elder Sign is a save point (Hallway 0%). The doors down here are locked. Go upstairs. The two doors to the right won't open. Go through the first door on the left to see a dying cultist. The next door has a cultist shooting from the window. When you can move, take the key from the chair next to the window. The door across the hall leads to a dormitory filled with dead cultists, which will cost some sanity to see. One way to avoid sanity loss in situations like this is to look at your feet. It's more fun to take the sanity hit. Grab the diary from the far end of the table. Return downstairs and unlock the door farthest from the stairs. Looks like the cultists have a crush on Jack, which freaks him out. Take the key from the corner of the desk. Return to the save point room. Unlock the remaining locked door. Find the desk in the corner of the library and take the ancient manuscript from the bottom drawer of the desk. Strange sounds are coming from the other side of the bookcase. Stand in front of the broken mirror, turn right, and look down to see a trapdoor. Once you're ready, open the trapdoor and go down the ladder. Continue through the morgue to an ominous chamber. A man hangs from the wall, his organs twitching in the tanks around him. Activate the green hexagon in front of him, then take the green gem from the stand to his right. Leave by the door to the far left of the suspended man. Continue to another green hexagon that you must activate. Enter the mysterious chamber that opens and put the green gem in the receptacle to the right. Then go to the other side and activate a third green hexagon and watch the cutscene. 2. A VISIT TO THE OLD TOWN Auto-save 6% Six years later it's now February 7, 1922, ten days before the events in the opening movie. Sounds like Jack has been having mental problems for a while- -and will again in just ten days. When you gain control of Jack you are standing in front of the Gilman Hotel. Talk to the bus driver and then go into the hotel. To the left is a save point should you ever feel the need for it (Gilman Hotel 6%), but keep in mind the game punishes you for saving by lowering your final Mythos Rating. Go to the hotel lobby and chat with Gilman, the proprietor. When talking to characters, you need to press action after each cutscene to keep the dialog going. That way you know you'll have gotten as much information as possible. The doors upstairs cannot open, so return to the bus. With your back to the hotel, proceed around the town square to the right. At Dock Street you'll come to a barricade with a policeman guarding it. Talk to him. On your way across the town square, check out the Order of Dagon with the clock tower. Continue across the square to the First National Grocery Store. There's another police barricade next to the store. Wait for the cop there to turn his back and them follow him. Crawl or sneak to minimize the noise you make. Follow him down some stairs, past a brightly lit doorway, and when he turns the far corner, hide behind the barrels in the dark niche. Wait for him to come back around on his patrol and then climb a few stairs to the back door of the store. Be sure to close the door behind you and push the bookcase in front of the door. You'll notice a med-kit behind the counter. Go around the counter to get it. Look down and you'll see a trapdoor at your feet (if you had feet). You need a lifting handle to open it. Go through the broken door to the back office and grab the contents of the safe--a bottle of rum and a handy lifting handle. As the cop beats on the barricaded door, run to the trapdoor and use the handle on the trapdoor. Start to climb down and the ladder will collapse under you. Once you regain control of Jack, take the med-kit and Burnham's diary. Push the rusty ladder all the way to the left to break through the brick wall. Hop onto the ladder and out of the basement. Go up some stairs. In the darkroom, you'll find a copy of the Innsmouth Courier under the red light. You need to press action twice: once to clear away the scrap wood and a second time after Jack's comments to actually take the paper. Continue up to the old newspaper office and ransack the place for a pistol clip. There are two doors out. The one on the right leads to a hanging woman and nothing else of interest. The one on the left is bolted. Look at the bolt in the upper corner of the door and press action to unlock it. You'll come out at the back of the newspaper office near a parked truck where you meet Mackey. There is a save point here (Federal St. 7%). After your chat, leave by the series of alleyways. You'll come out next to the grocery store (now without the barricade). Go across the street and talk to the cop guarding Dock Street. When he's done talking, return to face the grocery store. Walk down the street between the store and the Order of Dagon. Turn left at the corner and right at South Street. Halfway down South Street there are alleys to the left and right. The alley on the left has a street sign identifying it as Washington St. Turn to the alley opposite Washington Street. The haberdashery on the corner has a basement window you can peer into, but it will cost a bit of sanity. Continue down the alley and you'll meet Rebecca, a normal-looking woman who wanders this area. Talk to her. Continue along the alley to Broad Street. Turn right and proceed to the end of Broad Street to find Mackey waiting at a loading dock. He's a lot more forthcoming with information than Rebecca was. As you take Broad Street back toward town, stop at the first corner (Broad Street and South Street). There's another basement here where you can glimpse an Innsmouth swinger in action. Playing the peeking Tom may cost you some sanity. Return to Washington Street and follow it to a bar. Talk to the drunk, and when he stops giving new information give him the bottle of bootleg rum. He gives you a key to the poorhouse. Talk to him until he passes out and then talk again. Head back the way you come for a touching moment with Rebecca. She exposes her elder sign for your use (Washington St. 7%). For more background return to where you first met Rebecca and harass her some more with your incessant questions. Return to the town square and talk to the bus driver in front of the Gilman Hotel. To the left of the Gilman Hotel is the poorhouse. When you're ready, go on through. The game auto-saves (12%) and the door locks behind you. Follow the alleyways to a low brick wall. Behind it you can see an advanced case of the Innsmouth look. Use action on him to try to talk to him. At the end of the alley is the poorhouse, the only door that isn't sealed. Talk to the old coot at the window, then continue to the sleeping quarters where you'll find a med-kit on a crate. Stealing a med-kit from the elderly and ill may seem wrong, but you'll need it more than they will. Continue up the stairs past the corpse on the floor (don't look too closely or it will cost you sanity). The far door on the right opens to a fire escape where you'll experience nasty vertigo. Climb down to Dock Street. Waite's house 803 is at the end of the street right in front of a conveniently placed barricade. A young girl answers the door. After she lets you in, talk to her. Go upstairs and check out the family picture. Unbolt the attic door and head up. An important cutscene plummets you into a sudden premonition of an insane asylum. Or is the insane asylum in the present and the rest of the game a flashback? In any case, you'll quickly return to the attic. Heal your wounds and then go into the attic and get Waite's diary by the bed. Head downstairs to trigger my favorite cutscene. Waite gives you the key to his variety store. Take Ramona's coloring book from the floor and go out onto the street. Across the alley you'll see stairs down. They lead back to Rebecca. Talk to her. When she leaves, follow her to Waite's house and talk to her some more. Head through the underpass, past the blood (avoid looking at it), to the main square. The game auto-saves (16%). The police barricade on this side of the street is gone. Go talk to the bus driver. He says it'll be tomorrow before the bus can leave. Try to leave Innsmouth on foot and you'll find that the way to South Street is barricaded. Talk to the constable. Head back toward Dock Street. Right next to the tunnel you just came through are stairs going down. They lead to the back door of the variety store, which you unlock with the key Waite gave you. Upstairs you'll see a woman trying to pick the combination on the safe. Grab the med-kit from the counter and then approach her to trigger a cutscene. The combination to the safe is in the Diary of Thomas Waite. He says he uses the month, day and year of Ramona's birth as the four-digit combination. He says yesterday was her 10th birthday, and the entry is dated today. That makes her birthday 2/6/12. Use the right direction button to turn the dial right and the left button to turn the dial left. Turn the dial right to 2, left to 6, right to 1 and left to 2. If done correctly, Jack will open the safe. Grab the Book of Dagon from the safe. Use the save point if you wish (Waite's Safe 18%). Go through the tunnel back to Waite's house. You'll find Rebecca here. Talk to her. Unfortunately she doesn't offer to let Jack crash on her sofa. Looks like Jack will have to spend the night at the Gilman Hotel. Go into the Gilman Hotel and eavesdrop on the conversation between Gilman and the bus driver. Things sound bad for you. Talk to the hotel proprietor. When he leaves, you can sneak after him and overhear more between him and the bus driver. Try to leave and the bus driver will tell you there's a curfew. Return to the lobby and grab the key and shotgun shells from behind the counter and go to the room to the right of the counter. Take the book from the desk in the back office and the shotgun shells. Don't look too closely at the contents of the filing cabinets or it will cost sanity. Return to the front lobby and try to look innocent when Gilman comes back. Follow Gilman to your room. Once Gilman leaves, go into the adjoining room and fasten the bolt on the entrance. Notice the bookcase in front of the other adjoining door, but you can't move it aside right now. Perhaps later. Leave the door between the two rooms open. Close and bolt the hallway door to your room. Now go to bed. 3. ATTACK OF THE FISHMEN Auto-save 21% You're about to embark on one of the most harrowing portions of the game. It's a brilliant translation of the chase scene from Lovecraft's "The Shadow Over Innsmouth." Be prepared to die several times in the next few seconds. Incredibly, with practice, you can make it through this section without a scratch! After an opening cutscene, the townsfolk attack! a. Run into the adjoining room (room #2), turn around and bolt the door. b. Run to the bookcase and slide it aside. c. Enter the adjoining room (room #3), turn around and bolt the door. d. Step to the nearby door to the hall and bolt it e. Open the door to the adjoining room (room #4), turn around and bolt the door. f. Next to you is a bookcase. Slide it in front of the hallway door. g. Run to the window and push the bookcase out of the way. h. Open the window and jump onto the balcony. i. Jump across to the other balcony. j. Go through the door, turn and push the grandfathers clock in front of the door. Crouch and crawl the length of the hall. When you get past the last window, jump to you feet and run. Don't worry about being a little slow. No matter how fast you move down the length of the hall the fishmen will always break through the door behind you when you reach the end. Turn left and dash through the door at the end of the hall and into the stairwell. Don't bother closing the door behind you. Descend one floor only. Run down the hall and go through the door on the left. Go through the room with the hysterical occupant. In the next room there is a med-kit to your right as you enter. The fishmen stop chasing you long enough for you to grab it. The doors in this room are sealed, so open the window and hop out. There is a med-kit to your left. Jump across to the fire escape. Take your time with the jump, as it's harder than it should be and right now the fishmen aren't chasing you, but they will as soon as you get across. Climb the ladder (you need to climb it from the right side). Walk or crawl across the plank to the rooftop. Quickly run to the ladder straight ahead and slightly to the left. Once on the warehouse roof, run parallel to the skylights until you get to the opening that leads into the warehouse. Climb down the hole, possibly breaking a leg in the process. Use a med-kit to heal. At the end of the walkway is a med-kit. Crawl to reach it without being noticed. Now return to the ladder and climb down the crates to the right to reach a save point (Hogg's Upper Warehouse 21%). You need to crawl/sneak to the far side of the warehouse, past the guards. At least one guard is on patrol. At the far side of the room, hop up two crates onto the catwalk. At the other side of the catwalk, drop down on some creates and go out the window. Once on the roof, crawl under the windows to the air vent on the far side. Make you way though the vents to a save point (Warehouse Vent 21%). During the cutscene you'll glimpse a hole in the floor. You need to get into that hole. Crawl down the crates and down the stairs. At the bottom of the stairs, go left behind the guard and into the dark area. Go to the second turnoff and you will see the hole. Drop inside. Crawl past the rats until you reach a ladder leading to an office with a med- kit. Push the bookcase aside to expose a save point (Hogg's Office 21%). Now push the crate from in front of the door. You're back in the warehouse. Crawl past the guards to the loading door that's been opened at the other end of the room. Out in the rain, you'll need to sneak to the right. If you can make it all away around the right-hand corner, you will find a med-kit at the end of the alley. It's very hard to reach without being seen. Whether or not you take the med-kit, sneak through the dark archway kitty-corner from the warehouse door. Follow the alley. When you come to a pile of crates next to a fenced area, hop over to get revolver ammo. Wait for the guards to pass, then climb the pile of crates to get out again. Go left through the archway. You'll find another pile of crates next to a fenced area where you can hide. Once the coast is clear, hop out and race down the alleyway to the white door at the end. Once you enter the collapsed building, you'll see a cutscene. There's a handy save point (Collapsed Building 21%). The exit passage opens onto a street. Go right to the parked truck and pull the red block from beneath the front tire. Quickly run to the back and jump in from the loading dock. It will slowly roll down the hill. Surprisingly, you can ride it all the way into the sewer without harm. Once you've caught your breath, run to the illuminated alcove on the right where you will find a metal bar. Use the bar on the rotating fan to slow it down enough for you to crawl through. You have to be inside the tube with the fan to use the metal bar. 4. SEWER Auto-save 26% The game auto-saves as you drop into the sewer. Climb out of the water. For a bit of a freak-out, look though the bars to the right of the landing (or avoid looking if you want to conserve sanity). In the next area are piles of corrosive sludge. Avoid the brown sludge and make your way up the stairs to a save point (Sewer Stairs 26%). Hang around here to regain sanity. Continue up to a room with two levers and a med-kit. Farther along is a vat of toxic sludge. Return to the room with two levers. Turn the lever on the right so it is horizontal, turning off the sludge. Then turn the lever on the left so it is vertical, releasing fresh water. Go to the room with the vat and use the crank to the right to open a sluice. The sludge washes away. Now go back to the room with the lever and turn the lever on the left so it is horizontal, turning off the water. Go back to the vat and turn the crank. Now quickly get into the vat and crawl through the sluice before the gate closes. The charnel pit is fun. When the body drops, watch for a tentacled thing to snatch it away. Of course, watching will cost sanity. Climb two ladders to the top of the charnel pit where you'll find a door. Don't stay in the pit too long because the sludge is corrosive. The storage room with a trapdoor has a med-kit. Make your way back into the sewer. To the right is another sanity tester you may choose to avoid. Proceed left and carefully drop down the scaffolding to reach the save point (Sewer Scaffolding 26%). Be careful you don't break a leg getting down. You'll also see some spider crabs. They don't hurt much, but they will poison you. You should have some poison antidotes by now that you need to use as quickly as safely possible if you get poisoned. The best plan is to run past them jumping as needed. Around a bend in the tunnel on the left wall is a web-covered ledge you need to hop onto. At the foot of a ladder you overhear a couple of fishmen talking. You must lure then away by going to the second ladder, climbing, and then shaking the grating. When they run to see what's making the noise, go to the next ladder and repeat. Keep doing this until you've lured them into to the farthest grate, then head back to the first ladder and climb out. As you walk down the alley, avoid stepping on the gratings or it will attract the guards. You can turn left to reach a dark niche with a med-kit, or play it safe by going right to a fire escape ladder. There should be enough time to do both if you hurry. Use the fire escape to enter the burning building. There's a crank straight ahead of you, but if you go straight forward the floor will collapse under your weight. Instead, weave to the right and stay on the beams. Activate the crank to raise a crate blocking the exit, then sneak down the stairwell. There's a med-kit under the stairs. Keep low and hope the guards don't spot you as you sneak to the door. It opens on a passage leading to an exit from the building. Before step into the alley, make sure the guard to your left isn't looking your way. Sneak to the right and take the next door you come to. You should be in an enclosed porch with revolver ammo. The next room contains pistol ammo (still no pistol, though). The closed door at the end of the hall leads to a room with a fireplace and Rebecca; leave it alone for now. Instead, go upstairs and explore. You'll find the Minister's Journal in the upstairs bedroom (27%). Now go back downstairs and talk to Rebecca. After the conversation, follow Rebecca to the church. Rebecca's fate seems inevitable. The game auto-saves once you enter the church. There's also a save point (Methodist Church 30%). In the pulpit is a med-kit. Don't look too closely at the cross or you may take a sanity hit. To the right of the pulpit is a depression in the floor. This is where a timed trapdoor will open, so mark its location in you mind. Climb the ladder next to the save point to reach the belfry. The postcard Rebecca handed you contains a clue. You must ring the bells from the lowest to the highest (physical height, not pitch). Ring the bells in this order: center, left, then right. Then race down the ladder to the timed trapdoor in the corner. Climb down the ladder and make your way to the minister's hideaway in the catacombs. The registry of births is on the desk (31%). Under the book is a small stone plaque engraved with a series of numbers. Place the postcard over it to reveal the combination to the nearby safe. The bars represent the starting and ending digits. Use the right direction button to turn the dial right and the left button to turn the dial left. Turn the dial right to 3, left to 1, right to 5 and left to 7. Take the stone cross and continue deeper into the catacombs. Use the cross on the circular indentation in the wall at the end of the hall. Crawl back into the sewer from whence you came. At the first intersection, turn right to find a med-kit. Then turn around and at the intersection go right again past the steam until you reach a save point (Crypt Sewer 31%) next to an exit ladder. At the top of the ladder is a double door that leads to the next area. If you're good at sneaking you may try for the med-kit down the street next to the two guards. You're now in the burning bank. Go straight under the fallen beam and hop over the embers to the right. Crawl up the beam to get over the fenced area and advance through the door. In the bank vault is a save point (Bank Vault 31%). Go upstairs, watching for a nasty hole in the floor, until you reach the area over the bank lobby. Jump to the center of the platform in front of you and immediately jump again to the safety of the platform across from where you started. Go through the nearby doorway. There is a ledge to your left with a plank rising from it. Hop up on the ledge and then crawl up the plank to the rafters. Make your way to the first intersection and turn left. Follow the beams to the doorway on the other side of the room. Jump across to the partial staircase and go out the door. You can see the water tower from here. Descend the ladder and jump across to the suspended ladder. Climb up and hop off to the left. Inside the water tower is a save point (Water Tower 31%). Jump across to the crates on the balcony. Go through the house to the lower balcony and jump across to the sloped roof. Crawl into the attic and grab the med-kit. Leave by the door, and then crawl out the window. Jump to the crate, climb atop it, and jump across to the water tower. Cross to the other side and jump down to the balcony with the open door. Take the pistol ammo and go down the hall to meet Mackey. Once you're done talking to him, hop out the window to end the stage. 5. JAILBREAK Auto-save (33%) Climb the ladder to the fire escape and immediately crouch to avoid being spotted by the guard that comes to investigate. When he turns to leave, drop down onto the crates and slink after him. Hide in the shadows as he talks to another goon. The safest approach is to wait for the cop to go into the rear door of the police station, bolting the door behind him. Sneak out and get the crowbar. Continue down the alley. At the second cell window you'll meet Burnham. He tells you that his neighbor will cause a ruckus if he sees you at the window. Go to his window and set him off, then go hide behind the trashcan next to the rear door of the police station. Wait for the guard to come out and investigate, then sneak in through the door he leaves open. Do not close or bolt it or he will notice and call out the alarm. You're now in the police station. The open door in front of you leads to the front office where there are guns. Unfortunately, there's also a guard and you're likely to get killed. Instead, turn left past the cells and quietly climb the stairs. Go straight and you'll peek into the bedroom. You'll see the police chief washing his face. Backtrack to the stairs and this time take the left passage to a room with a med-kit. Through this room is a bathroom. There are two levers on the wall that control the water. The lower lever controls the bathroom sink and the upper lever controls the sink in the adjoining bedroom. Turn off the water to the adjoining bedroom to lure the police chief into the bathroom. Hide in the stairwell to the attic until he passes. Return to the bedroom and take the cell keys from the wall hook next to the bed and grab the revolver ammo. Get out of the bedroom quickly before the police chief returns. Hide on the stairs to the first floor. Descend to Burnham's cell and show him the photo of Burnham with Ruth. This will gain his trust. Now use the keys on the cell door to free him. Follow Burnham to the garage doors. Once he asks you where to now, lead him down the street past the burning car. When you get to the corner, you will see an alley across the street from the police station. Lead Burnham to the alley and to the metal grate in the floor. Through the inventory screen, use the crowbar on the grate to open a passage into the sewer where you'll find a save point (Sewer 33%). Guide Burnham through the sewer, grabbing a dead rat along the way. At the intersection continue straight to the ladder to the garage, where Mackey is waiting. Note: If you don't get Burnham to the sewers fast enough the police will discover he's missing and set off the alarm. You'll need to either get him to the sewers or leave him at the save point at the backdoor to the garage (it's in the alley to the right of the main garage doors). Enemies entering the alley will shield their eyes from the elder sign, giving you the opportunity to whack them with your crowbar. You can keep luring bad guys into the alley until the streets are clear. In any event you'll need to get through the sewers to gain admittance to the garage. Once you and Burnham are in the garage, you're told you'll need to return to the police station, both to open the safe and to get some firepower. In the garage you'll find a med-kit under the stairs, another on a crate, and some ammo. Ascend the stairs and unbolt the door to the alley to reveal a save point (Garage Backdoor 33%). By now fishmen will be patrolling the streets. Sneak back to the back door of the prison. In the first cell you'll find Marsh's journal, which contains the clue to the safe combination. Use the rat on the crazy guy's cell so you can safely get the paper from the floor of his cell. The last cell contains Waite and nothing but a sanity loss. Now go to the main office. You'll have to close the front door without being seen. On the desk you'll find a police whistle and ammo. The shotgun and pistol are in a case next to the desk. The safe is behind the cabinet next to the chalkboard. Push the cabinet aside. As Burnham told you, the combination is an important date in Captain Marsh's journal. On the last page is the date 1846, which is also the combination. Push the right direction button to turn the dial right and the left button to turn the dial left. Turn the dial right to 1, left to 8, right to 4 and left to 6. Take the brooch from the safe (35%). Return to the garage backdoor and knock for Burnham to open the door. Show him the brooch and he'll be ready to roll. 6. ECAPE FROM INNSMOUTH Auto-save 37% As Burnham drives like a madman, you have to dodge the bullets. Unless you're a very good shot, just concentrate on staying low and dodging back and forth. You're bound to take damage from shots and your friend's driving. Ultimately Burnham stops and says for you to take a look. Look to the left of the truck's cab. You'll see a truck blocking the road. Shoot the barrels in the back of the truck to clear the path. After a bit more punishment, you'll finish the stage and the game will auto- save. Quickly get out of the truck and take the revolver from the right-hand porch. Hop on the porch and crawl into the shadows behind the fishnet. Here you can heal. Wait for the goons to disperse, then go straight forward from your hiding place. You'll have to kill two goons in your way until you reach the open gate in the fence. The dock area has a med-kit. A good place to lie in wait is under the dark staircase. Enter the large door at the foot of the stairs. Before you go inside the cannery, you may want to clear the streets of goons. Back the way you came you will find a niche with revolver ammo and, back at the collapsed tunnel where you entered, you'll find two med-kits. Return to the cannery. Crouch/sneak into the building and go left immediately. Then go forward in the dark area behind the guards. When you can go no father, you'll have to cut across a lit area hopefully without being seen. When the coast is clear advance deeper into the cannery. You'll come to a corner with a door across from a stairwell. Keep following the hallway until you reach a pile of crates. There is a small opening at the bottom that you can crawl into. This is a great place to take out foes. Fire off a shot to attract some attention and shoot from your hidey-hole. Once you've thinned the crowd, go up the stairs to a room with revolver ammo and two windows you can break to reach a save point (Cannery Storage 40%). There's nothing else of interest except a locked door. Go downstairs and to the nearby door to the salt room. Search the crates to the left of the back wall to find a Tommy gun. Jump up into the bin against the back wall for a med-kit. There's some pistol ammo in the room. Thus armed you can try to clear out the rest of the cannery. For your trouble you'll find three boxes of revolver ammo spread around the front room. When you're done, return to the crates at the end of the hall with the hole. Crawl all the way through the hole to the warehouse. There's not much in here, just a med-kit near the entrance, some shotgun shells in approximately the middle of the room and some keys at the far end (near a fallen ladder). Touching the keys triggers a cutscene. You should try to save Ruth. Fighting the goons on the ground floor isn't all that great because they will be replenished by the time you get upstairs. So simply make your way back to the crates and crawl through. Climb the stairs, jump out the window, run past the save point (consider saving) and unlock the door. Go though a room to a balcony. Climb the ladder to the left. Hurry across the rafters to talk to Ruth. Grab the med-kit and open the door by shooting or smashing the lock with the crowbar. Open the door and Ruth follows you out. Lead Ruth downstairs and climb out the window. Take the med-kit from the crate. When you've gotten fairly far away Ruth will finally follow you to Burnham's car. Saving Ruth is really very difficult. If the goons spot you climbing across the rafters they'll shot you to pieces. Whether or not you save Ruth ultimately doesn't matter, except to your completion score. 7. THE MARSH REFINERY Auto-save 45% As the shooting starts, go left before your cover is blown away. Move forward to the agent. While the feds are shooting, go across the field of fire to the nearest cover. Go around the crates and head across the field of fire again. Behind the agent is a small hole at the bottom of the crates. Crawl in and work your way forward to the side door. Shoot the goon at the gun emplacement. 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 from GameFAQS 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. 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.