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SOLUZIONE CALL OF CTHULHU Chapter 1 - Pierce Investigations Agency, Boston Beginning The chapter opens with a ghastly scene, after which you will take control of the character. Go straight ahead - ignore the nearby objects, since there's nothing of interest here. You will reach a locked gate - go to the left, crouch using the button indicated on the screen and enter the next room. Here, on the right, there is another closed passage, so go straight ahead. You will pass an object lying on a pile of boxes - but you can't lift it, because you need to light it first. Continue walking and get closer to the lamp lying on the box - Hurricane Lamp - and pick it up. Now go back to the omitted object - Bolt Cutter - and pick it up. There's nothing worth your attention anymore, so come back to the blocked passage and use the chisel to get rid of the chain. Walk through the newly opened door and continue the march - there is only one path here, and there is nothing to gather on the way. After a while you will reach the more open part of the cave - again, go straight ahead by opening the door. This activates a short cut scene. Pierce Investigations Agency You will get to the office of the main character, where the action of the game begins for good. Look around the office and interact with all active objects by using the white circle icon. They cannot be overlooked here, because circles are visible from practically every place in the office. Here you will also find the first collectible in the game; in this case "case closed." Some of them do not directly affect the gameplay, some unlock additional dialog options with the characters you meet, and collecting them is also required to unlock two achievements in the game (read more about this in the chapter "Achievements"). The first document (case closed) can be found in a dark document cabinet, right next to the exit door; the second one (also case closed) in a bedside table standing right next door.
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Mar 15, 2020

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SOLUZIONE CALL OF CTHULHU

Chapter 1 - Pierce Investigations Agency, Boston

Beginning

The chapter opens with a ghastly scene, after which you will take control of the character. Go straight ahead - ignore the nearby objects, since there's nothing of interest here. You will reach a locked gate - go to the left, crouch using the button indicated on the screen and enter the next room.

Here, on the right, there is another closed passage, so go straight ahead. You will pass an object lying on a pile of boxes - but you can't lift it, because you need to light it first. Continue walking and get closer to the lamp lying on the box - Hurricane Lamp - and pick it up. Now go back to the omitted object - Bolt Cutter - and pick it up.

There's nothing worth your attention anymore, so come back to the blocked passage and use the chisel to get rid of the chain. Walk through the newly opened door and continue the march - there is only one path here, and there is nothing to gather on the way.

After a while you will reach the more open part of the cave - again, go straight ahead by opening the door. This activates a short cut scene.

Pierce Investigations Agency

You will get to the office of the main character, where the action of the game begins for good. Look around the office and interact with all active objects by using the white circle icon. They cannot be overlooked here, because circles are visible from practically every place in the office.

Here you will also find the first collectible in the game; in this case "case closed." Some of them do not directly affect the gameplay, some unlock additional dialog options with the characters you meet, and collecting them is also required to unlock two achievements in the game (read more about this in the chapter "Achievements").

The first document (case closed) can be found in a dark document cabinet, right next to the exit door; the second one (also case closed) in a bedside table standing right next door.

To the right from the desk, you will also find Sleeping Pills - you have to collect them in order to get the achievement the most trivial object.

When you've finished searching the office, get closer to your desk. Collect the Journal lying next to the typing machine and note the glass of whiskey - drinking it will prevent you from getting the More sober than Zadok Allen achievement.

Now you can finally get closer to your desk and answer the caller's phone. During the talk, you will be asked to distribute the skill points - a detailed description of this aspect and development advice can be found in the chapter called Character Development and Skill Points.

Attention. This is the only moment in the game, where you can distribute points into Medicine and Occultism - later on, expanding these abilities is only possible through obtaining the right items.

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Examine the painting

Distribute the points as you like and finish the phone call to activate the cutscene. Once the conversation with Stephen Webster ends, go back to the desk and examine the newspaper cutouts lying there.

Get closer to the painting on the couch and interact with it. Another conversation with Stephen Webster will commence.

For the first time, you will also see a mechanic which accompanies you throughout the entire game in Call of Cthulhu - the choice of dialog options depends on the information gained and/or your abilities. Each track you examine can unlock an additional dialogue option, which will shed new light on the problem.

These options also depend on the level of a given ability (such as Eloquence or Psychology) - it means that in one pass of the game there is no possibility to unblock all dialogue options because you simply lack the points of ability to do so.

Attention - these dialogue choices that yield tangible profits (such as unlocking an achievement), are described in this guide, both in the walkthrough and in the chapter "Achievements".

Click through all available dialog options to learn as much as possible about Sara Hawkins' case. Finally, select the last option in the lower right corner of the screen to end the call.

Leave for Darkwater

When you regain control of your character, search the office again, as new interactive elements will appear here.

One book is particularly interesting - "The Learning of Medicine, Volume 1" - reading it will increase Medicine by 2%. This is the first skill-enhancing item in the game Call of Cthulhu - and, as has been mentioned, the only way to improve this ability. The remaining items that increase the skill level of Medicine, as well as Occultism, are described in this guide.

When you've finished searching the office, go to the door and leave the room to activate the cut scene and complete this short chapter. The achievement The Sarah Hawkins Right Case will also be automatically unlocked.

Chapter 2 - Darkwater Port

Talk to Fitzroy

Watch a few cut-scenes. After that you have to start with talking to captain Fitzroy. However, don't go to him immediately. Instead, you should explore the area a bit.

Go up the stairs and then turn left - you will come across a group of people. Speak with Officer Bradley - it doesn't matter which dialog options you choose. The man isn't eager to talk. You should also examine the whale's corpse.

Go to the bar located next to captain Fitzroy's office. You now have to talk a bit with the barman, Roy Mitchell. The only difference between the dialog lines is that choosing "I'm

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sorry" will let you have a drink - don't choose this option if you want to unlock More Sober than Zadok Allen achievement/trophy.

Ask the barman about everything. You learn about warehouse 36. This is your new objective - you need to get inside that building. Look around the bar to gather more information.

Speak with the Mysterious Woman. The woman doesn't want to speak with you. Examine the poster hanging in the corner. After that you have to speak with the group of fishermen sitting at one of the tables. This will allow you to learn more about them. Go back to the barman - you have unlocked new dialog options.

Leave the bar and head to captain Fitzroy's office (located next to the bar). Examine both floors and items carefully before you speak with the man. The Learning of Medicine, Volume 2 is located on the upper floor.

Speak with the captain when you are ready. Turn left and examine the manifestos on the desk. Have another conversation with the captain - he now stands near the building's door. Use all the dialog options - you will learn where warehouse 36 is located.

Get inside warehouse 36

You receive a new objective - get inside warehouse 36. As you can probably tell, this won't be easy - the main entrance is guarded by police officers, and the side entrance is guarded by the Mysterious Woman's thugs (you met her at the bar). You have two options to get inside the warehouse - you can sneak past the thugs or you can use an underground tunnel.

Get inside warehouse 36 - getting past the thugs

One of the roads leading to the warehouse will need the help of two drunken sailors. You will need some liquor to convince them. To get it, go along the shore in Darkwater - avoid the people gathering around the dead whale and head to the shacks visible in the distance.

Enter the first shack by opening the door with lockpicks - inside, you will find a Bottle of liquor

Now go back to the drunks and start a conversation. At the end of the conversation you will be able to give them the alcohol, in return they will draw the attention of the guards, thus opening a way for you to slip through. For your efforts you will receive an additional achievement - No prohibition in Darkwater.

Sneak through to the place guarded by the thugs. Go to the end of the path and then interact with the fence to open a hidden passage. You can now try your hand at opening the lock on the door - most likely your Investigation ability is not high enough and the plan will fail.

As the door can't be opened again, go back to where the Mysterious Woman, or rather Cat, as you probably already know, will be waiting for you. After a short exchange of courtesies, Cat will knock out the main character, who will wake up in the street.

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When you regain control of your character, go back to the bar and talk to Cat. After a short conversation, the woman will agree to let you into warehouse 36 and then take you to the place.

Get inside warehouse 36 - underground tunnel

The second way to get into the warehouse requires you to solve a logic puzzle. Get out of Captain Fitzroy's office and go deeper into the city - a large group of people who had previously blocked access to that part of the city will be coming from the opposite side.

There you will find a small hall with a trapdoor blocking access to the lower level. You must find three items here. First collect the Lever - this one is located to the left of the entrance to the room, behind the crate.

The second item is the Ratchet Device - you'll find it near the lever, behind the broken cart.

The last item to be found is the Cogwheel - it can be found in front of the entrance to the building, nearby the ladder leading to the upper floor.

When you get the items, climb up the ladder and reach the mechanism at the end of the platform. Interact with it and assemble the acquired parts in the following order: lever, cogwheel, ratchet device. Now activate the mechanism to open the trapdoor in the floor.

Climb down the ladder and then enter the room with gas. Now you only need to go through the flooded cave - along the way, the hero will be dragged under water by a monster, and return to the surface after a short while. For this, you will receive The delusional Detective achievement. After a short walk you will reach the interior of warehouse 36.

Search the warehouse

Regardless of the way you chose to get to warehouse 36, you will have the same task once inside - to search the building. At this point, a new gameplay mechanic is activated - reconstruction. In reconstruction you get to an alternative dimension where the hero will try to find out what happened, step by step, in a given place by analyzing traces and clues. This mode will now appear regularly in various game locations.

Now activate the reconstruction mode using the buttons indicated on the screen. Now you have to examine all the clues in the location. It's easy to find them - in this mode the hero is able to see interactive points from a greater distance.

Investigate the pain relief pills, intestines near the barrels, the painting standing against the wall, sleeping pill standing in the bookcase in the middle of the room, broken mirror and a photograph lying on the ground. After all is checked, you will be able to leave the reconstruction mode.

When you return to the "normal" world, try to leave the location. Your old pal Officer Bradley will enter the warehouse and start a conversation. When it comes to an end, Bradley will offer giving you a lift to the Hawkins family estate, also Cat will join the conversation after a while, ending this chapter.

Chapter 3 - Garden of the Hawkins mansion

Reach Hawkins Manor

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The chapter starts with a long conversation with officer Bradley. Make a few steps forward, but don't follow the officer just yet. Instead, you should go right and keep moving until you reach the end.Small wooden whale lies next to the tree on the left. Pick up the item and go back to the officer.

Soon, you reach a fork in the road. Examine the monument and then join the officer by going left. Examine the tombstones - this will trigger a conversation with the officer. Go back to the fork and follow the second path - this one will lead you to the Hawkins mansion.

The main entrance is blocked. Go right to trigger a cut-scene. Silas Winchester, the keeper of the Hawkins mansion, appears. Convince him to let you in. Speak with Officer Bradley - he is standing near the entrance. Go inside the building.

Find the fire scene

Follow officer Bradley. You reach the dining room where you can activate another reconstruction scene. Examine the roast on the table, the plate (also on the table), the shattered plate on the ground, and the untouched meal at the end of the table. You can now end the reconstruction scene.

Before you go to another room, approach and examine the picture hanging on the right of the chimney. Go to the hallway and head right - here, you can examine another painting and photos lying on the table. Go to the room where officer Bradley is.

Investigate the fire scene

Activate another reconstruction scene. Examine the doorknob, traces of the corpse near the fireplace, the cracked watch on the fireplace, the broken lamp near the fireplace, Sara's shoe under the table, and the empty bottle of alcohol lying in the opposite corner of the room. Deactivate the reconstruction - this will trigger another cut-scene.

Investigate the manor

Speak with officer Bradley. Inform him about your investigation. Follow the man. Another book that increases Medicine (History of Medicine in the XVIII Century) can be found in the hallway behind the boarded windows. The book lies on the chair located on the left. Enter another room. Examine the bloodstained bandages right next to the door. Follow Officer Bradley. Ignore the stairs leading up - they are blocked. Go down the hallway to another room.

Approach the table near the bookcases and take the Moby Dick book. Get closer to the stairs. Pick up another Medicine book (The Human Body, a Comparative Analysis) - this one lies on the drawer located on the right of the stairs.

Reach the upper floor and then go right. A picture is on the left, examine it. Make a few steps and pick up one of the collectibles - 20,000 Leagues Under the Sea. Reach the end of the hallway. Pick up the Crowbar that lies next to the door - the item will be useful very soon.

Go back to the stairs and go through the passage located directly in front of the stairs. Keep moving forward. Read the Letter of complaint that lies on the drawer near the wall. Enter another hallway.

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Ignore the door on the left, they are blocked. Go through the door on the right. Activate another reconstruction scene. Start with examining the wooden soldiers near the window. Then, examine the book on the table, and the sleep pills on the drawer. Lastly, you should examine the drawings hanging on the wall near the window. Leave the reconstruction.

Leave the room. Go right and then left. Find the Office Key lying on the bookcase. Enter the room next to the said bookcase. Examine every item located inside that room.

The prescription is behind the folding screen. The drawer, the one located right next to the folding screen, has barbiturates. Examine the items and then move to another room.

Examine the ritual circle located in the middle of the room. You should also check the note on the drawer located on the right, and Sales Ledger in the right desk drawer. Go back to the hallway. Go up the stairs and proceed through the half-open door. This will trigger another cut-scene.

Catch the thief

Chase the thief - don't worry if you can't catch him. This scene is scripted, the thief always escapes. Jump down to join Officer Bradley - the man is surprised by the whole situation.

You receive a new item - a Hurricane Lamp. This is a better "version" of your lighter - it shines brighter. However, it also has a time limit displayed in the bottom right corner of the screen. The lamp must be refilled regularly - a refilling spot can be found in the next room.

Follow officer Bradley. You will enter the previously locked room. Start with searching the room. A letter can be found on the left, behind the door. Celtic Runes, which increase your Occultism, are on the table. Pick up the map from the desk, you will need it. Oil container stands on the desk - use it to refill your lamp.

Keep searching the room. Pick up a photo from the table. A hand-drawn map is on the ground, in the corner of the room. You should also examine the ship model standing on the bookcase.

Interact with the wall located right of the ship. This reveals a mechanism that will allow you to open a secret passage leading to the undergrounds.

The secret passage can be opened with the previously acquired crowbar, or by using force (provided that you have enough Strength). After that, you simply have to go around the wall and activate a point. This is the end of chapter 2.

The alternate way of entering the undergrounds - the globe puzzle

There is an alternate way of opening the passage to the undergrounds - you have to solve the globe puzzle. First, you have to examine the map on the desk - a journey's path is marked on it. The lines between the points are hints - you need to recreate this path on the globe. Approach the object and interact with it. Do the following:

- Set the starting location to 42N, 70W.

- Move the marker to 47N, 55W - you need to move the marker up and then right.

- Move the marker to 49N, 61W - up a bit and then left.

- Move the marker to 57N, 51 W - up and right.

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- Lastly, move the marker to 33N, 53W - down.

The final placement of the marker is in the middle of the symbol representing world directions - check the picture above. Confirm your choice. This will open the secret passage. You also unlock Brilliant mind achievement/trophy.

Chapter 4 - Tunnels under the Hawkins mansion

Find the thief's trail

Once you regain control of the character, follow Officer Bradley. Soon you will reach the new room. You will carry out a reconstruction.

Start by examining the table and then checking the chest standing under the wall. Return to the table and explore the mysterious mask, and then walk towards the passage, from which a couple of heroes just arrived. Examine the entrance and go back to the table again, where the last point that you should investigate - i.e. one of the characters sitting at the table.

Exit the reconstruction. Approach Officer Bradley and run downstairs. Ignore the entrance - it's locked. Rather, go to the very bottom, jump into the water and continue. Squeeze through a narrow passage to reach the cave.

Go to the main cave

When you find yourself in the main cave, go up a bit and explore the dream catcher hanging from above. Go forwards while holding on to the right and collect the item lying on the ground - Diary of the pastor's wife, Volume 2 - as well as examine the nearby skeleton.

Before you move on, also examine the fresco directly above the skeleton - it's related to completing one of the achievements, The Shadow out of Time. Walk along the right wall and explore 3 more frescoes. Continue your march and jump to the new part of the cave.

Find the thief's trail

A short exchange of views will begin with Officer Bradley, who, however, will not be able to join you and will look for another way. Turn around and walk along the only road available, until you reach the stairs.

At this point, ignore the stairs to the left and go straight to the boxes to examine the items there. Run down the stairs and examine the oil bottles next to the boat. Now go upstairs and climb the stairs to the left.

Continue straight ahead and walk through the door to activate the cut-scene. Once you regain control of your character, walk along the only path available until you reach the room with the altar.

First, examine the altar on the left and then go to the altar on the right - next to it, you will find an object that increases the Occultism, a Carved Bone. Collect it and explore the altar in the middle, with a photograph of the protagonist - this activates a short intermittent scene.

You find yourself in a room full of intestines and dead fish and here, for the first time, the panic attack mechanics is activated.

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During the panic attack, the image will gradually darken and move, and the sound will be distorted, making navigation much more difficult - as you can guess, avoiding enemies in this state is not the simplest thing to do.

The hero will calm down when you go back to a "normal" place - away from enemies, bodies and... tiny rooms. Yes, the hero doesn't like small rooms - hiding in wardrobes allows you to avoid enemies, but causes panic attacks quickly.

Explore the caves

Get upstairs and bounce to the right of the closed door. Squeeze through a narrow passage and watch the cut-scene. From this point on, you have to be careful - you have to move quietly here, best crouched to avoid being discovered by cultists. If this happens, they will catch you and you will need to load a checkpoint.

Enter the cultists' room and turn left, where you will find an object that increases Occultism, the Ritual Dagger.

Rotate 180 degrees now and enter the niche on the right - there will be Annotated Bible, another item that raises the level of Occultism.

Continue the journey. You'll find the door, which is of course closed - turn left from the door and squeeze through the passage. From now on, the level looks very similar to the beginning of the game. Don't waste your time searching the darkness, because there's nothing here and head to the next door to activate the cut-scene.

You must be careful not to be noticed by cultists, so it's a good idea to move around while crouching and not to use any light. Ignore the right side of the cave - there is nothing but a refill tank.

Go left until you reach the cultists lying in a row. You can interact with the second cultivator from the left. Investigate the cultivator and the painting behind him. Now head towards the new cultivator and open the door at the end of the passage to activate a scene you've seen in the first chapter, but slightly changed.

When the scene comes to an end, you will need to act quickly. You have to run away, run away through a collapsing tunnel - don't stop for a moment, as this will result in the immediate death of the hero. Run through the cave and after a short while you will reach the end of the cave and activate a new scene.

When you regain control of your character, navigate the only path available, up the cave. There is nothing to gather or explore here, so just keep walking. After a while you will reach the end of the cave, another cut-scene activates and the chapter will end.

Chapter 5 - Riverside Institute

Leave the asylum

After a rather long series of intermittent scenes, you will regain control of the character for a moment. Investigate the ceiling pipes, then the door, and then return to bed and lie down to push the action forward.

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After a while, you will regain control of your character again. Walk through the foggy corridor - there's nothing to gather or investigate, so head across the door and go through the door to trigger the next cut-scene.

When it's over, the hero will be visited by a woman - Marie Colden. Talk to her on all available topics to find out what's going on here. After a moment, the lady will depart and you will regain control.

Exit your cell and enter the one in front of you. You will carry out a reconstruction. You need to examine the two walls, the floor, the bed and a note under the bed. Leave the reconstruction now, leave the cell and walk through the double door at the end of the corridor.

Create a diversion

From this point on, you will have to sneak. The corridors of the psychiatric hospital are filled with bodyguards. The sneaking mechanics are quite simple - the enemy may notice something, then a white icon will appear above his head and he will check the area. When the icon becomes red, it means that the enemy has noticed you.

Then the only way out is to escape to another room and/or hide in a wardrobe - in the latter case, make sure that the enemy can't see you hiding, otherwise, he will pull you out and tear you apart.

Exit through another double door to reach the corridor. It is worth to use the leaning mechanics - information about it will be displayed on the screen. Your goal while in the hospital is to divert the attention of the guards so that they can escape from the mental asylum.

This can be done in three ways - by giving medicine to the prisoners to make noise, by gassing the rooms, as well as by overloading the power grid. The choice really depends on the player - all possibilities will be described in this chapter.

From the main room, turn left and go down to the room below. In the desk, the drawer on the right, you will find a file - a Medical record of Francis Sanders.

There are several objects to investigate here - a board at the desk, a quartered body on the left side of the room, as well as a jar with green meat and a syringe in a spot fenced with a net.

Here is also the first mechanism to create a diversion, an electrical device located in the center of the room. Four switches are required to power it. One of them is to the right of him, you can reach the next three by following the cables on the ground - we will get to them in a moment.

Switch on the switch and exit the room with the second doorway, and then enter the room with the ARCHIVES signboard. Search carefully for objects located here. Interact with libraries, then open the drawer of one of the document cabinets and read Medical Record of Sarah Hawkins.

Now go to the rest of the archive, open another document cabinet and read Request for Treatment. Be careful when moving around in this room - it is better to do it in a crouched position, as the guards can see you while you're standing. When this happens, hide in the wardrobe. Exit the room now.

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Go left and wait until the guard passes through the corridor. Now enter the niche on the left and switch the second power switch. There are two more left.

Return now to the archive door area and wait until the guard makes a circle and then quickly turn right. If you want to explore the corridor in front of you, stick to the right - at one of the doors on the left, a prisoner will break through the glass and will try to catch you - making a lot of rumble and drawing the attention of the guards. That's why it's better to move on the right side.

Go to the end of the corridor and turn left, where you will find a row of cells. In one of them, there is a prisoner you can talk to. He will offer you his help - he can make lots of noise by drawing the attention of a nearby guard, but you need to provide him with Sleeping Pills - you will collect them soon.

Do not go further along the corridor, as a guard is waiting there. Instead, turn back and enter a more open room. In the middle of the room, there is a small structure - inside you will find an object that increases medicine (Breviary of Medicine, Tome 1) and a Wheel, which you can use to distract the attention of the guards - about which in a moment.

On the left, you will notice a room with an Administration sign. The door is locked at this point, so walk along the wall, turn left and continue along the left edge until you reach the open entrance.

Wait until the patrolling guard takes care of the work in the kitchen, and then sneak along the left wall to reach the administration room. Here are two keys to collect - Key to the guards' room and Key to the maintenance room. Collect them both, they will be useful soon.

Exit through a previously closed door to return to the corridor. Turn left again and head straight ahead to the Storage Room. Wait for the guard to move away and enter the second part of the room. Behind a small table, you will find the second and last Wheel.

Wait for the guard to return to the warehouse and sneak into the nearby Pharmacy. Go to the other side of the room and examine the bookcase, where you will find an item to investigate and Sleeping Pills for a prisoner you met a moment ago. Now collect an item lying on your desk - History of Medicine in the XIX Century - that will raise your level of Medicine.

Return to the Storage Room and go out to the corridor. At this point, you already have two options for distracting the guards, but it's still worth looking around the rooms to collect additional items. Return to the kitchen, wait for the guard to move away and go to the right (where the guard is cutting something). In the tiny room, you will find an item that increases medicine - Incision and Bleeding: Good Practice.

Exit the kitchen and go to the end of the hallway, holding on to the left wall. Turn left and pay attention to the guard standing backward to the door. Sneak up slowly behind him and enter through the door to reach the morgue. Enter the part separated by a fence. On the left-hand side, you will find another subject increasing medicine - History of Medicine in the XX Century.

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Collect it and turn 180 degrees - there will be a current switch in front of you. Return to the corridor and avoid the guard by going left. Turn right and walk along the corridor to the very end until you reach the column - from there turn left and enter the small room.

Examine the note on the right, ignore the door on the right (you'll be back here right away) and go down to the lower level. Go into the fenced area and place the previously collected circle on the protruding element. Rotate the wheel so that the indicator above it shows maximum pressure. Exit the fenced area and turn the wheel on the right side as well - also to show the maximum pressure. From your desk on the left, collect the item - Memo to Staff.

Now run up the stairs on the left and turn the valve to set the maximum pressure. Ignore the door on the left as it is locked and return to the door at the entrance, which had previously been omitted. Get inside. Inside you will find the fourth, last switch. Activate it, then enter and go through the ventilation tunnel.

You will exit on the other side of the closed door. Collect the Pincers on the left-hand side and cut through the chain locking the door. Now place the second wheel on the protruding part and turn it to increase pressure. At this point, all three ways of distracting the guards will be available.

You can go to the prisoner and give him sleeping pills, you can gas the rooms by switching the lever you are now standing next to, or you can go back to the room with the power lever and overload the system. At this point, the choice is yours alone, but the most efficient method (because it attracts the most guards) is the overload of the fuses.

Escape from the asylum

Choose your preferred way of diverting attention, and then quickly escape from the place where you've made too much noise - in a moment, the guards will converge there.

Return now to the more open part of the floor - where all corridors connect (and where there was a circle and a book for Medicine). Go to the right, to a corridor that has not yet been visited. Go through the doorway to activate the cut-scene and the conversation.

When the conversation is over, run up the stairs to the top and go through the double door. There are three paths here, but only the last door is open. Go through them to activate the intermittent scene and close this long chapter.

Chapter 6 - Hawkins Mansion - Sanders Residence

Talk to widow Sanders

When you regain control of your character, run down the stairs and join two characters - for the time being, there is nothing to explore or activate, so you don't have to worry about it. Get closer to Officer Bradley and start talking to him and Marie Colden.

Exhaust all available dialog options to find out as much as possible and learn more about your next goal. You must visit Sanders widow, a prisoner whose gruesome death you've witnessed at the end of chapter five.

There is nothing to do here - you can only drink alcohol, which stands on the desk. Now go out through any door to move to the house of the mentioned widow.

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When you arrive at the place, the cut-scene will be triggered, followed by a conversation with Irene Sanders and the Cat, already known to you. Talk to the widow and exhaust all available dialog options. After a short while, the conversation will come to an end and you will be able to look around the residence.

Examine the Shambler

Start by examining the letter - Letter of Refusal - lying on your desk. Now take a look at the Photograph of the Sanders and Sarah Hawkins above the fireplace. After both of these actions, you will be able to activate the reconstruction.

Start by exploring the cups on the table. Now examine the piano standing next to you. Then go to the table standing next to the entrance of the table and examine the register there. Now get closer to the picture and take a look at it. After that, the characters will appear next to the image - examine both women, and then the image standing next to it. After a short cut-scene, the reconstruction will come to an end.

Now go back to the table, where there was a registry before - there is a book increasing medicine, Breviary of Medicine, Tome 2. Now get closer to the piano again.

There is a puzzle to solve here - you have to press the piano keys in the right order. While standing in front of the piano, you will be able to press four keys - let's mark them 1, 2, 3 and 4, going from the left.

Press them now in the following order: 3, 4, 2 and at the end 1. This will open a key box where you will find a book that increases Occultism, Art and Mysticism, Forgotten Objects, by Francis Sanders.

Walk right now and collect the item associated with the task, Francis Sanders' cylinder in the hallway. Now turn 180 degrees and approach the phonograph. Place the found cylinder in it and listen to the recordings. Now go back to the place where the cylinder was and go to the left. Ignore the closed door and go to the next room where Cat stands.

Here is the Amulet - you will find it on a desk in the corner of the room. After collecting the item, the ability of Occultism will be increased. On your desk, you will also find tablets Sleeping Pills. To the left of your desk, under the chair, you will find a book to gather - The Whale and the Cod.

In the document cabinet behind the desk, you will find a letter - Letter by Sarah Hawkins. Walk along the left wall to get to the next collection item - Diary of the pastor's wife, Volume 3. Next, to the Cat, you will find a key box, Key to the Sanders gallery.

Before you start talking to the woman, go to the corner of the library room. You can move the trunk lying on the side to discover the book increasing Medicine - Dissertation on anatomical Question. Now go to Cat and read the book in front of it, Malleus Bestiarium, Volume 2. This will unlock the achievement of Beyond Reality and raise the level of Occultism.

Now start talking to Cat. Exhaust the available dialog options and after the conversation is over, walk through the door to enter the Sanders family gallery. You can examine a whole lot of objects here, but there's nothing crucial. When you've finished browsing the gallery, approach the Wandering image on the platform to activate the intermittent scene.

Defeat the Dimensional Shambler

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When the scene is over, the interior of the gallery will be darkened and the title monster, the Shambler, will be wandering around. The monster comes out of the picture hanging on the wall. As the main character cannot fight, it is impossible to tackle the monster. The enemy, however, still needs to be defeated, which is relatively easy when you know the way.

As soon as you regain control of your character, turn 180 degrees towards the wall, constantly moving while crouching, thus reducing the chance of being detected by the monster. Enter the small room on the left - if the Shambler will notice you (which will be accentuated by the change in music), quickly reach the wardrobe there and hide there.

Wait a moment for the Shambler to move away, then leave the wardrobe and head towards the nearby room, passing through the second passageway. If the enemies notice you during the passage, hide in the wardrobe and wait for them to move away again.

When the enemy is away, go out of the wardrobe and go to the corner of the room, where you will find a display case standing between the furniture and the golden statue (shown in the above picture). Break the glass, interacting with the display case and collect the dagger there. You'll make the noise, so for your safety, hide in the closet again and wait for the enemy to move away.

Exit the wardrobe when it's safe and locate the canvas from which the enemy has come out. You have to reach it quickly and interact with it. This activates an intermittent scene in which the main character destroys the canvas and wins a battle with the monster. After a while, the room will return to reality and a short conversation with Cat will start. For defeating the enemy, you will also receive two achievements - From Beyond and The Thing on the Doorstep. After the conversation with Cat, the chapter will end.

Chapter 7 - Nameless Bookstore

Inspect the bookstore

As soon as you regain control over the main protagonist, take The Interpretation of Dreams from the bookcase to the right, as it increases Medicine. Next, go left towards the exit and take the Diary of the pastor's wife, Volume 4 lying on the pile of books.

Now, continue within the bookstore and go along the right wall until you find another book you can take - History of Darkwater, Volume 2. Enter the small room to the left, where you will find the History of Darkwater, Volume 4.

Leave the small room and go to the other end of the bookstore. In the penultimate aisle, opposite the counter, you will find Breviary of Medicine, Tome III that increases Medicine. Right next to it, you will find Book of Dzyan that increases Occult. In the next (and last) isle, you will find another such book: Handbook on Anatomy and Dissection, Book II.

In the corner of the room you are in (opposite the bookcase with the previous book), you will find a small box lying on the floor. Take out your lamp to light it, open it and interact with the book - Malleus Bestiarium - in order to read it and increase the level of Occult. Enter the room behind the counter.

Here, you encounter another reconstruction. Before you activate, though, approach the bookcase opposite the entrance and take the book increasing Medicine - Handbook on Anatomy and Dissection, Book 1. To the right, on the floor among the books, you can find

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the Amulet in the shape of a dog that increases the Occult level. Now, activate the reconstruction.

First, investigate the door. Go a bit forward and investigate the footprint next to the door leading to the small room. Approach the counter and investigate the object lying there. Now, enter the room behind the counter and investigate the painting there along with nearby objects.

Now, investigate the safe and wait for the cutscene to end. Next, inspect the levitating man, Sara Hawkin's silhouette, and the book the woman is putting into the safe. Finally, inspect the man standing behind the painting and leave the reconstruction.

Open the safe

Before you leave the room, investigate the desk - inside, you will find Sleeping Pills, and in the drawer, the Key of R'lyeh file to read. Go to the bookcase located to the right from the same - between the books, you will find the Drake's Memories in which you'll find clues on how to open the safe.

Return to the bookstore's main room and go towards the last bookcase isle. You will find a board you can interact with - behind it, there are two new Drake's Cylinders (2 and 3). Now, go to the small room located next to the bookstore entrance.

Approach the stack of books by the window and investigate the Goblet. Now, check the chessboard set on the table, and finally approach the phonograph and listen to all recordings from the cylinders, as they include the clues on how to open the safe:

Cylinder 1 - regards the Goblet from this room. Indicated number 5.

Cylinder 2 - regards chessboards on the table and the chess pieces defending the queen. Indicates number 3.

Cylinder 3 - regards the books you can find on the counter and to the total amount. Indicates number 9.

Now go to the sage and set the right combination: 5, 3, and 9. Accept your choice. This will activate a cutscene, after which the chapter ends.

Chapter 8 - Riverside Institute

Examine the dying patient

As you realize at the beginning of this chapter, you are inside Marie Colden's body - a woman, who helped the main protagonist to escape from the asylum. This chapter starts with a conversation between Marie and one of the nurses. There are a lot of dialogue options to choose from, however, they do not affect the story that much, so just click through the conversation.

You regain control over your character after a while. Examine the patient lying on the bed in front of you - check his ears, hands, and abdomen. This will start another conversation with the nurse that will soon be joined by Dr. Fuller. Click through the dialogue options.

Get into Fuller's office

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You will receive a new task - get into Dr. Fuller's office. Before going there though, explore the asylum a bit. Start from examining the medicine standing on the table next to the patient you examined a while ago.

Go to the new room - the Block B sign. On your left, right behind the entrance, you will find a medical file - investigate it. Next, behind the drape, you will find a sick patient - approach him to examine him. Now, investigate the drip he has been applied with. Marie will call a nurse and the patient will be cured.

Now, continue along Block B and stay close to the left. You will find a new patient. First, study his file and then talk to the man. Irene Sanders can be found right next to him - approach her and try talking to her. Next, study the Irene Sanders' medical file.

Continue along Block B, staying to your left. Check the medical file of a patient on the bed. Continue along the wall to your left until you reach drug stockroom. Inside the desk you will find the Boiler Room Key - you will be able to take it later on.

Now, continue until the end of Block B, where you find a nurse and another patient. Start talking to the nurse, and then examine the patient - first his head, then the palm. Finish the conversation with the nurse and the patient will be "cured".

There nothing else to do here, so return to where this chapter started and go through the door by the cabinet. Go through another door into Man's Bathroom. Talk to Nurse Elizabeth who's inside.

Leave the laundry room and continue to the Administration. You will find The Reference Book of Medical Sciences that improves medicine on the desk by the window. Try reaching the other end of the room to enter Fuller's office. You will be stopped by Nurse Donovan standing nearby.

Distract Donovan + Cut off the water

After exchanging amenities with Donovan, you will receive a new task - distract the woman to get inside Fuller's office. Return to the corridor with the entrance to the laundry room and Block A.

Go a bit forward and enter Pharmacy to the right. Inside, you will find a book you can take (Uomo Deliquente) and a prescription under the counter to read. Wait until the nurses finish talking and talk to the woman working at the Pharmacy.

Leave the Pharmacy and turn left. You will reach the Boiler Room - this is where you have to go to distract Donovan, however, let's leave it for some time. Continue along the corridor and enter the room to the right. Inside, you will find the Medical record of Edward Pierce. Talk to the nurse.

Go to the waiting room and talk to Officer Bradley who's sitting there. The Storage Room is inaccessible at the moment, so continue along the corridor.

After making a full circle you will encounter two fishermen by the Block B - talk to them to assure them that their mother (one of the patients on this block) as well. Then (if you healed all patients) you will unlock the Hippocratic Oath Achievement.

Continue walking. Ignore the kitchen, as there is nothing to do there. There is a man wiping the floor in front of the bathroom - remember this place, as you will return here shortly. Enter the room nearby to collect the Medicine and Secret Sciences.

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Return to Block B and take the Boiler Room key mentioned several paragraphs before. Now, go to the Boiler Room (the door with the Boiler Room signed on it) and try to turn the valve.

Unfortunately, Marie is not able to do it, so she will need a tool. Return to where the man was wiping the floor. Enter the room and take the monkey wrench hidden behind the door Return to the boiler room and try again.

Return to Nurse Elizabeth working at the man's bathroom. Talk to her and inform her that the water was shut - this will draw Donovan away from guarding Fuller's office. Go to the Administration and go through the open door to Doctor's office.

Upon entering the office, turn right and collect the Psychological Study from the rack. Now, go along the wall to the right until you reach a model of a ship. It is another puzzle to solve - set the masts so that they are facing the proper direction - towards the ship's bow.

You can maneuver three masts - turning one of them changes the direction the remaining two are facing. In fact, this is a simple puzzle to solve after several attempts. Nonetheless, you can use the following method to turn the masts (1 to 3, counting from left): 2, 2, 1, 3, 1, 3, 3, 2, 1,3, 2, 2, 1, 1, 2, 3, 3, and finally 2. Surely there is a faster way, however this one for sure works. For solving this puzzle, you receive the White Ship.

Take the Sarah Hawkins' interview from an open stash. Put it into the phonogram in corner of the room to listen to the recording. Doing so will trigger a reconstruction.

Begin with investigating the documents on the table by the phonogram. Next, turn around and examine the finger on the rack, where the Psychological Study used to be. Then, approach Dr. Fuller's desk and investigate the drugs on the table nearby. Two men will appear - examine them.

Finally, investigate the shoe in the cabinet by the door. Now you can leave the reconstruction. Before you leave the room, approach the bookcase located to the right from the shoe and examine the drug vial.

Go down into the psychiatric wing

Finish the reconstruction. You have already completed everything there was in here, so go to the underground entrance to reach the psychiatric wing. You can find the entrance between the doors to Block A and the men's room. Go downstairs and open the only door there to trigger a cutscene.

After the cutscene, you will return to the main protagonist's body who, as it turns out, has a company. Algernon Drake will hold him at his gunpoint and keep asking questions. Click through consecutive dialogue options. Finally, accept his offer to help in order to unlock the Scholar of the Unspeakable achievement. This will end this quite long chapter.

Chapter 9 - Riverside Institute

Find Dr Colden

Upon regaining control over your character, investigate the desk in front of you - in the drawer to the right, you will find Diary of the Pastor's Wife, Volume 1. Also, you can find the sleeping pills vial in the document locker by the wall on the other side of the room. If you managed to collect all the vials described in the previous chapters, you will unlock The most trivial object achievement.

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Approach the coffee table to the left from the desk - there, you'll find Malleus Bestiarium, Volume 3, one of the bezbozne books - if you collected the ones described in previous chapters (6 and 7), you will unlock the Complete Revelation achievement). Also, the Occultism stat will be increased.

Leave Dr. Fuller's office using the door to your left. Continue leftward along the corridor - ignore all the doors, as they are either locked or hide nothing interesting. Go towards the basement doors and open them to initiate a cutscene.

Upon regaining control over your character, you will notice that the layout of the rooms has "slightly" changed. Guards will be gone, so you do not have to fear to go about the corridors, nonetheless, you need to pay attention to the brightness - if it is depleted, the Shambler, known from the previous chapter, will appear and you will have to restart this checkpoint. Initially, the area you can move in will be limited - it has to be unlocked.

Regenerate the brightness at the control point, and then turn into the corridor to the left. Before reaching the end of the corridor, enter the small office to the right - inside you will find Medicine and Secret Sciences which increases Medicine. Take it, return to the control point and go towards the light through the portal.

The main protagonist returns to the control point. A lamp will appear on the table to your right. It can be used to switch between two views ("dimensions") - the one you are currently in (tainted green) and the more real one. In order to complete this location, you need to switch between these two dimensions.

Switch the view and go to the spot where the energy beam led (the door with the PHARMACY sign). Go through the door and take the Uomo Deliquente from the bookcase. It will increase your Medicine stat. Return to the control point and switch the view to "green".

Follow the beam of light. Go to the Pharmacy again, and then to the next room. Approach the interactive spot to increase the lamp's brightness using the button presented on the screen. From now on, you can increase the brightness with this button - you can use that to unlock pathways, which will prove useful soon enough.

Upon returning to the control point, follow the beam of light until you reach a wall. Increase your lamp's brightness to unlock a pathway. Return to the control point and switch the view. Approach the door indicated by the beam of light and open it.

Return to the control point yet again and change the view to "green". Now, go through the newly unlocked door. Go across the room and through the next portal-door. A beam of light will appear - reach its end and increase brightness to return to the control point.

Stay in this mode, turn into the corridor going leftwards and then follow the beam of light. Approach the light wall and increase the brightness to unlock the pathway.

Return to the control point and refill the oil in your lamp. Now, enter the corridor on your left and when in it, turn left to enter Block A. At the end of this room, there is another wall to unlock.

Now go to the next part of the room, Block B, and approach the desk in which you found the Boiler Room key during the previous chapter. On this desk, you will find another spot where you can recharge your lamp - you cannot change the view, however.

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Follow the beam of light that will guide you to a circle on the floor. Increase the brightness while standing by it. Now return to the control point from the beginning of this level.

Follow the beam of light to reach a wall that you can unlock. Return to the control point and switch to a regular view. Follow the corridor to the left and go around the asylum. Open the door to Dr. Fuller's office, but do not go inside. Instead, go to Administration located on the right from the aforementioned door - inside, on one of the desks, you will find another book that increases Medicine - The Reference Book of Medical Sciences.

Return to the control point and switch to "green" view, and then, follow the energy beam until you encounter Shambler again. Now, go to Dr. Fuller's office and shed light on the symbol on the floor.

Now, you will return to the control point. You can go around a bit to unlock more paths, however, there is nothing more to collect. Go to the entrance to the Psychiatric Wing and light it with your lamp.

Finally, the entrance to the Psychiatric Wing will be unlocked. Go there through the same door as Marie Colden in chapter 8.

You will get to a long and dark corridor with many doors. Go in the chosen direction and do not look around - the doors cannot be opened. After a while, in front of you, an image of a cell with the main protagonist locked in it will appear in front of your eyes. Next, you will find yourself in that cell.

The main protagonist will experience panic attacks. Look around the room, and soon an exit will appear. Go towards Marie Colden. After a short cutscene, new doors will appear - go through the corridor to start another cutscene.

Upon regaining control over your character, leave the room and follow one of the available paths. After a short walk, another cutscene will start, during which you learn that... Sarah Hawkins is alive!

Get Sarah Hawkins out

This is the first time you can select an answer in Rlyeah - if you want to unlock the achievement connected to it, select it. - Chapter 9 - Riverside Institute | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide

This is the first time you can select an answer in R'lyeah - if you want to unlock the achievement connected to it, select it.

Upon starting the conversation, pay attention to the dialogue option in the top left corner. It is an answer in R'lyehian - if you want to unlock the Fluent in R'lyehian achievement, select this option. During the course of the game, there are 9 such dialogue options - in order to unlock the aforementioned achievement, you need to select them all.

After the conversation comes to an end, follow Sarah - there is nothing to investigate nor collect during this sequence. She will stop by the entrance - after going through it, you will be spotted by the guards and you will have to run towards the corridor ahead. Just run across it until you reach a safe location.

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After a short conversation ends, go downstairs and try to turn the valve by the container. You will not succeed, as you need a tool to do it. You can find it by turning by 180 degrees from the tank - there is a Poker right ahead of you. Take the tool and return to the valve.

This will trigger a cutscene and then a conversation with Charles Hawkins, Sarah's husband. The dialogue options you chose do not matter much here - just go through the conversation to activate a short cutscene, after which the action will take you to another location.

Question Sarah Hawkins

You will again find yourself in the Hawkins' residence. After regaining control over your character, approach Officer Bradley sitting on the first floor and talk to him. Tell him what happened to Marie Colden, and in the later part of the conversation select the R'lyehian dialogue option.

Finish talking to him, and go downstairs to talk to Sarah Hawkins and Aldernon Drake. When talking to Sarah, an R'lyehian dialogue option will show up - select it.

Talk with Algernon Drake

After talking to Sarah, you will be tasked with talking to Drake. Go to the office, where you solved the globe puzzle and talk to him. During this conversation, there also is an R'lyehian dialogue option - select it and finish talking to the man.

Find the amulet

Now, you have to find the amulet. Drake will help you by giving you a clue - the drawing of a bust that you have to find. Go upstairs and towards Sarah's room, where you need to perform a reconstruction.

Examine the true on the floor, then the easel, the book on the floor, the circle on the floor, Sarah, and finally, the object by the door, also on the floor. Now, leave the reconstruction and approach the desk, on which you will find the bust you are looking for. You will receive the Sketch of a still-life.

The sketch you receive shows another bust that you can find right next to the place, where the main protagonist woke up a moment before - upstairs, near Office Bradley. Go there, approach the bust, and take the amulet lying there. The amulet - R'lyeth Key also increases you Occultism stat.

Show the amulet to Drake

After the cutscene ends, return to Drake and show him the amulet. Now, go to Sarah, who's waiting for you by the house entrance. Talking to her will initiate a cutscene, after which this very long chapter ends.

Chapter 10 - Darkwater police station

Conversation with the Leviathan

As this chapter starts, the main protagonist is asked a lot of questions by a police officer - Henry West. The answers you chose do not matter much, so just click through the conversation. After it is finished the main protagonist will be visited by a new character.

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The Leviathan will show up - the entity that has been haunting the main protagonist for several chapters in different moments. There are many dialog options to choose from, however, if you want to unlock The Dreamlike Investigation achievement, you need to select specific answers and give in to Leviathan's will.

First, select the Submit option. Click through the part of the conversation, and by the end of it, select the Accept the knowledge option, after which the aforementioned achievement will be unlocked.

Find Drake

After a series of cutscenes, you will control Sarah Hawkins. Your target is to find Drake. Ignore the paths going up and down, as there is nothing interesting there. Go forward, through the wooden door.

You can freely move in this area, as there are no threats. On the other hand, there is nothing interesting to find or investigate. Look around the area, then go upstairs and approach the group of people with Drake among them to initiate a cutscene.

Banish the Shambler

Shambler you already know will show up again, and this time it will be the last fight with the monster. After regaining control over the main protagonist, follow Drake and start talking to him. You will learn that in order to get rid of the monster once and for all, you need to destroy three barriers.

This task is relatively easy - you need to reach a given barrier, stand inside it for several seconds, and then run towards Drake, who created a protective zone against the Shambler charging at you.

Find and destroy the first glyph

Time to destroy the first barrier. The first glyph can be found upstairs- you can see it from where Drake has created his barrier. Go there and explore everything on your way, to plan an escape route - Shambler will not bother you until you enter the barrier.

When all is set, step inside the glyph and wait for a few seconds. When the barrier gets shut down, run towards Drake - do not turn back so that the enemy won't be able to catch you.

Find and destroy the second glyph

The second glyph will appear on the main level of the cave. Before going there, though, refill your lamp oil - the tank is right next to barrier created by Drake. Approach the glyph - it is hidden behind the bar fence, so first, you need to open the gate by interacting with it.

Shambler is going to appear as soon as you open the gate. You won't be able to destroy the glyph immediately, so run towards Drake. You can help yourself with the lamp when running away - increasing the lamp's brightness (exactly like during Chapter 9) slows the enemy down for several seconds and prevents it from attacking you.

Remember not to hold the brightness increase button the whole time but to activate it for a second every two to three seconds. This way, you save a lot of oil in your lamp.

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Go inside Drake's barrier and wait for the enemy to disappear. Refill the lamp and go back to the second glyph. Stem inside it and wait for it to be destroyed.

Now, run towards Drake. Shambler will appear on your way - use the lamp to weaken it and slowly go past him, light beaming at it until you reach the safe place.

Find and destroy the third glyph

Now the time has come for the third glyph. This is a bit different, as you need to lure the monster to Drake. Refill your lamp oil and step into the third glyph.

After a while, Shambler will appear. Start blinding him with your lamp right away and go slowly towards the safe circle created by Drake. Keep blinding the enemy and slowly move towards your destination. Go inside Drake's barrier and wait for the monster to do the same.

When this happens, your enemy will become immobilized. Run to the painting of Shambler standing by the oil tank and interact with it. The creature will be dragged inside the painting and you will get rid of it once and for all.

Note - for beating the Shambler, you unlock The Outsider achievement. You can also unlock another one - Companion in arms, by doing one simple thing. When Shambler is being pulled inside the painting, light him intensely - the opponent will try to take your companion with it. The lamp will prevent it and you will unlock another achievement.

Finally, a long cutscene is triggered that ends this short chapter.

Chapter 11 - Darkwater police station

In the cell

This chapter begins in a prison that the main protagonist is still in. After a while, two policemen will come, however, they will leave jail pretty fast and leave you alone in the cell. You cannot get out, so turn around and lie down on the bench to push the story forward.

After a while, Leviathan will come again. When talking to him, you will have to choose from 6 R'lyehian answers. Then the cell doors will open and you will be able to leave.

Go leftwards and look inside each cell to see sequences with main characters. After a while, you will reach the main protagonist's office door, and a short cutscene will be initiated that will take you to another location.

Examine the corpse

Now you get to play as Cat. After a short cutscene, you will encounter two thugs that caused the death of officer Henry West. Now, Cat has to interrogate them. You can choose any dialogue options, however, there is an opportunity to unlock The Rats in the Walls achievement by selecting the bottom options (Punch the one on the left or Punch the one on the right).

After selecting any of the dialogue options, you will receive a new task to examine the corpse in the warehouse. Enter the building and go towards the door to the left, upstairs - you need to go around the entire warehouse.

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Upon getting there, activate the reconstruction. Examine Henry West's body. Now, leave the room and examine the blood stain nearby. Next, check the trace on the ground, by the warehouse entrance. Then examine the gun on the ground, the cultist, and the pack of cigarettes on the bench, by the perforated boat. Finish the reconstruction by examining one of the cultists.

Go back to Murphy

Upon regaining control over your character, you will receive a firearm. This, to be delicate, is not well polished in the game - you can easily miss while shooting at an enemy right in front of you. Nonetheless, you can use it to defend yourself. Leave the room, kill two enemies headed your way, and then leave the warehouse. This will activate a cutscene and end this short chapter.

Chapter 12 - Darkwater Port

Reach the whaling station

This chapter begins when Officer Bradley visits the main protagonist and releases him from jail. After a while, Bradley will be eaten by the madness that has taken over the entire town. He won't be able to fight it. You have a choice - ease his suffering and shoot him, or leave him. Saving Officer Bradley allows you to unlock the Farewell achievement at the end of the game.

Decide on the policeman's fate and leave the jail. You will find yourself on a street at Darkwater port. Here, you encounter a group of mad townspeople - similarly to the sequence with Cat from the previous chapter, if you come in contact with them, you die. Thus, you have to either avoid or kill them. If you kill 5 mad townspeople, you get the Abomination of Darkwater achievement.

Note - remember that your weapon has a limited number of bullets. Try shooting from up close in order not to miss and, if possible, avoid killing by sneaking past the enemies.

Continue along the street until you reach a wounded policeman lying on the ground - he will give you several additional bullets. Get cross the street to the captain's office that you visited at the beginning of chapter 2.

While on the ground floor, investigate the map on the table - this will activate a reconstruction. Other objects to examine are the plate on the table, Dr. Fuller, Charles Hawkins, CPT. Fitzroy, and Sarah Hawkins. After the reconstruction, a short cutscene will start.

After the cutscene, go upstairs, where you will find wounded Cat. She will offer you help with getting to the whaling station provided you bring her a first aid kit. It can be found at warehouse 36 - the one you explore in chapter 2.

Leave the building and go towards the bay - the place where you could find a bottle of liquor during chapter 2 in order to get to the warehouse. You will find wounded Mitchell (the bar owner) at the end of the bay. He will also offer his help in return for healing. Additionally, if you bring him the first-aid kit, you will unlock the Good Samaritan achievement.

Now, go to warehouse 36 to get the first aid kit. You can get there using the passage that was guarded by a band of thugs in chapter 2. In the warehouse, there is a madman - kill him and take the first-aid kit from the table to the right from the entrance. Now, you have to

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decide who are you going to help.

The choice is purely "cosmetic" - depending on your decision, you will enter the station from a different side. If you want the achievement - choose Mitchell.

Now, reach the whaling station - it is a cloistered area. There are many dark locations where - you can use that to hide from your enemies and not waste ammo.

Go through the narrow passages - you can't get lost here, as there is only one way. There are no collectibles either - so you don't have to look for books hidden in the corners. Continue forward until you reach metal stairs. Climb them upstairs and enter the whaling station to finish this chapter.

Chapter 13 - Abandoned whaling station

Get to the main room

After regaining control over your character, go towards a wooden platform and climb down the ladder, as you need a key to open the door upstairs. Ignore the mechanism that you pass - you will return here in a moment.

Upon reaching the ground, take the hook on a rope nearby. Go towards the room and go through the door to the right.

Take the Diary of the pastor's wife, volume 5 from the drawer to the right - if you collected all the previous parts, you will unlock the Detective historian achievement. Now, approach the wall with a window and examine the sheet of paper lying on the floor - Page torn from log I. Leave the room, go a bit right, and enter the next one.

Approach the right side of the desk and take the office key from the top drawer. Turn around by 180 degrees and examine Page torn from log 2 on the damaged bookcase.

Leave the room and climb the ladder. Go to the end of the gangplank and use the key to get inside the room. Approach the counter and take the knife. Next, approach the window from the right and examine Page torn from log 4. Finally, approach the valve from the left and turn it.

The mechanism hanging above the floor will make the tank on the chain move left. Leave through the door to the left, approach the tank, and install the newly-acquired hook on a line on it. Return to the room with the valve and turn it again. Now, go to the line you've just installed and cut it using the knife to activate a cutscene.

Find Sarah Hawkins

Go downstairs and through the newly opened passage. Go to the lower level and approach Sarah, to activate the cutscene. Approach the desk and pick up the phone. After regaining control over your character, go to the door and go through it to return to the previous location.

Before you continue, return to the room. Investigate the photos on the table and the note from the middle desk drawer, in which you will find Page torn from log 3.

Finally, approach the crate in the corner and open it using the main protagonist's ability. After you do so, you will unlock the Voyage into history hidden achievement. Before you

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leave the room, take the book that increases Medicine (Excision of the Madness Stone) from the file cabinet nearby.

Now, leave the room and take the only available way to reach a hatch in the floor. Open it and jump inside. Go to the other end of the pipes. Leave this path and run towards Sarah to activate another cutscene.

After you get to the cell, you will start talking to Dr. Fuller. Then, turn around and go to the medicine vial - you can decide whether to take it or not. Now continue to the next part of the room and decide whether you want to eat Leviathan's meat. After getting into one room with Dr. Fuller approach the weapon to the right and decide whether to use it or not.

After you return to the previous location, approach Sarah to switch locations once again. Here, you have to go through several doors until you get to an open room with a few puzzles to solve.

First, go through the passage to the right until you reach the fork. Go on the penultimate gangplank, turn right, left, and then left again to get to the hardpan.

Now stand in front of the valves and turn the one to the left. Return to the beginning of this location and go through the passage to the left.

You will reach four sets of valves. When standing in front of them, turn the front one from the second right set. After doing so, return to the start of this location and pull the lever by the furnace.

After regaining control over your character, you have to run, as everything is starting to collapse. This does not differ much from the previous escape sequence - run ahead and do not stop, as there is nothing interesting to collect. At the end of your route, a cutscene ending this chapter will activate.

Chapter 14 - Coastal Cave Alabaster Point

After regaining control over your character, march along the only available path. Enter the cave and go deeper within, until another cutscene activates taking you to a new location.

Carry on and take a look at the fresco painted on the wall to the left. Approach and examine it to unlock the Shadow out of Time achievement - provided you examined previous frescos. Continue walking.

Upon reaching the circle of candles, a cutscene featuring Marie Colden with initiate. When talking to her, you will get the chance to select the R'lyehian dialogue option three times. After a short while, the conversation will end and you will be able to continue.

Continue through the caves and climb down the ladder. Ignore the boat - instead, turn left and continue along the corridor. A loading screen will be initiated, and the chapter name will change. After a while, you will be able to control the main protagonist again.

Go a bit forward to activate another cutscene. Two versions of the main protagonist will, in turn, talk to Charles Hawkins. When the conversation ends, continue along the corridor, then go upstairs to the final location in the game.

After going a bit further, the last animation in the game will start. There are several dialogue options to select - they affect the ending of the game. Which options are available

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depends on the choices made by the main protagonist - this means you cannot unlock all of them with one playthrough.

Note - during the final sequence, the last R'lyehian dialogue option will be available to choose. Doing so will unlock the Fluent in R'lyehian achievement.

Selecting the ending activates the last cutscene and ends the game. Congratulations, you have completed Call of Cthulhu.

Endings

Throughout the entire game, Call of Cthulhu gives you many opportunities to make different decisions - whether or not to drink alcohol, eat Leviathan's meat, acquire the monster's knowledge, or what to do with Officer Bradley.

These elections seemingly do not have much significance - they do not significantly influence current events. They do, however, determine the ending of the game to a huge extent. There are four endings in total - this section contains all the information required to learning the requirements of each of these.

Note - not all steps are required to unlock the endings described below, but some steps, such as killing or saving a character, are indeed required.

Call of Cthulhu

It is the "default" ending - it is always available, regardless of the choices made by the player during the game.

The protagonist's suicide

In this ending, the main character decides to sacrifice himself, ending his life. To unlock this ending, you must do the following:

Do not drink alcohol.

Read all unholy books.

Tell Bradley the truth about what happened to Marie Colden.

Choose an answer in R'lyehian language 9 times.

Accept Drake's help offer.

Save Drake during the final clash with the Shambler.

Embrace the Leviathan's knowledge.

Drink the medicine during chapter 13.

Do not eat the Leviathan's body and do not pick up weapons during chapter 13.

Give Cat a first-aid kit and then examine the body of the deceased Mitchell.

Kill Bradley in chapter 12.

The Suicide of Sarah Hawkins

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The ending, in which Sara Hawkins decides to break the ritual, committing suicide. To unlock this ending, you must do the following:

Drink alcohol.

Read all unholy books.

Never answer in R'lyehian.

Accept Drake's help offer.

Save Drake during the final clash with the Shambler.

Do not embrace the Leviathan's knowledge.

Do not drink medicine, do not eat the Leviathan's body and do not raise the weapon during chapter 13.

Save Bradley during chapter 12.

Conduct the Counter-Ritual

The ending, where the Counter-Ritual is carried out. In order to unlock it, you have to make sure that Drake survives the final meeting with the Shambler because he is needed later. More details about this can be found in the description of chapter 10