Call of cthulhu 2022 walkthrough: Call of Cthulhu Walkthrough

Guide for Call of Cthulhu

Playthrough 2

The second playthrough should unlock all of the endings for the game. Credit for this list goes to Jotuns360Tag, as they discovered how to get all endings at once. Just follow this list and you should get all the endings at once.

Overall

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  • Put all skills points in Spot Hidden, then Investigation and the remaining points equally among the rest
  • Pick up all Occult Items, the walkthrough shows you where they are
  • Answer in R’lyehian whenever possible

Chapter 1

  • Put all starting points in Spot Hidden
  • Take as many drinks as you can

Chapter 3

  • Tell Bradley to stay by the car
  • The caretaker denied me this time and I had to go down a set of stairs (not the way you came), go around behind his house, slide a piece of sheet metal and grab the key. This may not occur for you but has been noted in case it does.

Chapter 5

  • Use the electric distraction in the left room. Just follow the cables on the floor to override it.
  • While trying to create a distraction, get the prisoner his sleeping pills. Now enter the door the guard was watching and you should lose some sanity.

Chapter 6

  • Take as many drinks as you can while in the Hawkins Mansion
  • Don’t blame Irene, but play the record for her that causes her guilt.
  • Interact with the book of unholy knowledge in the study, but do not read it.

Chapter 7

  • Interact with the book of unholy knowledge in the back of bookstore, but do not read it.

Chapter 8

  • Check on Irene laying in the bed in the middle of the large room
  • Accept Drake’s help

Chapter 9

  • Interact with the book of unholy knowledge on the table in office, but do not read it.
  • Take as many drinks as you can while in the Hawkins Mansion
  • Lie to Bradley about his ex
  • Go in Sarah’s office and investigate the ritual

Chapter 10

  • Submit to the Leviathan and accept his knowledge
  • Save Drake during the Shambler boss fight

Chapter 12

  • Shoot Bradley
  • Save Mitchell and then check on Cat in the Harbor Master’s Office

Chapter 13

  • Refuse the treatment, the meat and the gun

When you reach the end of the game, you should be given all options of all endings.

  • «Sacrifice oneself»

Nameless Cults

Refuse to take part in the ritual

1 guide

  • «It’s over»

Farewell

Refuse the ritual

2 guides

That should be every achievement. Well done!

16. Chapter 14 — Coastal Cave

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Call of Cthulhu Starter Set — A Review

Review in Summary

The Call of Cthulhu Starter Set is meant to be an easy introduction to the sometimes impenetrable and arcane system of the H.P. Lovecraft-inspired tabletop roleplaying system, and Chaosium is publishing an updated version to celebrate the game’s 40th anniversary. Despite a few minor flaws, the starter set may be one of the very best I’ve seen.

Chaosium had a big hurdle to get over when it came to introducing new players to its system. There are a lot of things to love about Call of Cthulhu, but its lack of approachability for new players interested in the system has been a long-standing challenge. Regardless of past impressions, Chaosium has knocked it out of the park with this one. The three books included in the starter set are designed to be read in sequence to slowly introduce both Keepers (Cthulhu’s name for Game Masters) and players to the rules they need to start playing relatively quickly.

The Best Intro for a Keeper

Learning a new tabletop system, especially for DMs, Keepers, Storytellers, etc can be an overwhelming experience, especially when it comes to a game as complex as Call of Cthulhu. It’s hard to know which rules are crucial to understand, which are peripheral, and where to start. The starter set simplifies this process elegantly, offering aspiring Keepers an adventure they can play by themselves to get better acquainted with the system before they even start looking at the rules.

The starter set contains three main books: a solo adventure for new Keepers called “Alone Against the Flames”; “Introductory Rules”, a short 23-page book that introduces the basic rules of the system; and a collection of small intro scenarios that increase in scope and complexity as you move further. Each of the books are meant to be played in the listed order and by the end both Keepers and players new to the system will come away with a solid understanding of how it works.

“Alone Against the Flames” is a “Pick a Path”-style adventure that plunges you into a scenario with little explanation of the rules of the game other than an intro to the style and feeling of Call of Cthulhu in general. As you play through the adventure, the book slowly introduces you to the concept of character creation, attributes, skills, professions, etc. It only introduces these systems as they become relevant to the scenario, rather than assaulting you with a huge wall of text.

You are given instruction on how to allocate your attributes right before you deal with an encounter that tests them. The man driving your bus asks you your name and why you are headed to the town of Arkham, presenting you with the option to give yourself a name and a profession. All of this is done elegantly and is a masterclass in how to do tutorials for games properly.

Overall, “Alone Against the Flames” is a fantastic way to introduce new Keepers to the system without overwhelming them.

Play By The Rules

It’s only after Keepers play through the solo scenario that they are encouraged to read the rules intro. Call of Cthulhu is a massive book with a ton of interacting rules, but the starter set keeps it simple with just the basic rules players need to get started. Character creation is simplified into a series of three steps that only go on for about two pages. The dice system (Cthulhu uses a d100 system) is introduced, skills and sample professions are explained, as is Cthulhu’s infamous and all-important sanity system. While the rules presented are barebones, they are enough to help players start their first adventures before they delve into the more complicated mechanics.

Once players and Keepers familiarize themselves with the system, they are presented with three beginning scenarios that they are encouraged to play in sequence with the same or different characters (called “Investigators”). The kit additionally comes with five pre-generated characters for players to start out quickly, as well as handouts for the various scenarios such as letters, diary entries, and telegrams.

Each scenario builds in scope and complexity, helping guide both player and Keeper. The first scenario, “Paper Chase”,  is meant for a Keeper and one player, though two investigators can play, if desired. It concerns a missing persons case and a mysterious robbery. The second scenario, “Edge of Darkness” involves 2-5 players and revolves around the last wish of a dying man who accidentally summoned an eldritch entity into an old farmhouse with his friends when he was young. The final scenario, “Dead Man Stomp” involves 3-5 players and takes place in Harlem where racial tensions, a cursed trumpet, and a herald of the Old Gods threaten to boil over.

The scenarios themselves are gripping and exciting in addition to helping players and Keepers become more comfortable in the system. In the first scenario, the book continues to guide the Keeper’s hand, having asides to explain certain rules or exceptions and how to deal with the unexpected, while also keeping the stakes low and less challenging for the player(s). The other two scenarios begin to let the Keeper have the reins more and adjudicate their own sessions while also upping the danger for the players. It’s a fantastic way to get acquainted with the system.

Highlights

I cannot sing the praises of “Alone Against the Flames” enough. It’s a brilliant introduction to the system that should be the gold standard for RPG starter sets going forward. Not only does it present its rules in an easy-to-digest fashion, it tells a compelling story that kept me at the edge of my seat. It demonstrates what makes Call of Cthulhu so special among the catalog of other TTRPGs. There is a distinct lack of combat, having only about three or four possible combat encounters in a 56 page booklet, all of which can be missed or entirely avoided depending on the choices you make. The combat encounters also don’t last more than a minute or two. The focus is instead on atmosphere, investigation, puzzle solving and social interaction. 

The rules intro book pleasantly surprised me with its simplified presentation and easy-to-follow jargon. It’s also a small touch, but I appreciate how Chaosium gave us a graph at the end for calculating the various levels of skills and attributes at a glance. One of the most tedious parts of Cthulhu is dividing your skills and attributes (1-100) into hard (½ of skill level) and extreme levels (⅕ of skill level) and this simplifies that process significantly.

I want to applaud Chaosium for their delicate handling of racism in the 1920s. This was always going to be a minefield and I feel Chaosium did it credit in the “Dead Man Stomp” scenario. The scenario itself encourages Keepers and players to play minority characters in order to educate themselves on the harsh truths of living in the 1920s. But it also encourages players to know their own limits and for Keepers to adjust things for the sake of fun above all else and to make their players feel comfortable. 

The beginning of the scenario also offers a sidebar that explains the complex topic of institutionalized racism. It doesn’t try to sugar coat things or blame individuals for racism, and tries to explain the challenges that still face minority groups in the modern day in addition to the Jim Crow laws prevalent at the time the game takes place. Call of Cthulhu has faced push back in the past due to its time period and the personal ideology of the writer who created the universe it is based on. While I don’t think it completely solves the issue, I applaud Chaosium for bravely trying to address it, rather than simply ignore it.

Pain Points

“Alone Against the Flames” , while great, feels rather limiting. Some of the choices felt more like flavor than actual decisions. I played through the scenario multiple times and at various points it felt like choosing a different option didn’t change the ultimate outcome, or only changed it superficially. I also wish they explored the awesome chase rules more in the scenario as well as introduced more variety of skills. It felt like there was one specific type of character (one good at investigating) that would succeed in this scenario while other builds would struggle.

Also, while I appreciate Chaosium’s delicate handling of race in the scenario, as I said before I don’t think it does enough. It’s a hard issue and not something that can be easily addressed with a disclaimer that fits on one page. I think if Chaosium really wants to address this issue it should be addressed in every facet of their game design going forward. Racism is not an easy subject to discuss, especially when we are talking about the setting Cthulhu takes place in. Rather than just one scenario here or there involving racism as a theme, those themes should at least be acknowledged in all of their adventures and scenarios. At that point it becomes the players’ choice as to whether or not to engage in those themes rather than the developers’.

Conclusion

The Call of Cthulhu Starter Set is an excellent introduction to one of the best TTRPG systems out there. It offers a gold standard on how to introduce players to a system and helps ease new Keepers into it with a simple and exciting scenario. I feel the bar has been set and future starter kits should be measured against this. 

Call of Cthulhu is an incredible and deep system and I am hopeful and excited that this new starter set will introduce many more players to a game I truly love. If you have ever had an interest in picking this game up, there has never been a better time.

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Call of Cthulhu Walkthrough | Stop Game

Chapter 1

Beginning

The chapter begins with a nightmare of the protagonist, and after a few seconds of the cut-scene, you will take control of Pierce. Follow the only path, ignoring any items as there is nothing of interest here. You will reach a closed door with a chain. Look to the left to find a hole in the wall. Crouch down by pressing CTRL and sneak into the next room.

On the right side there will be another locked door connected with a chain, so move forward first. There is an item on the pile of crates, but you can’t interact with it until it’s lit up. Continue walking towards the pier and find a lantern on top of a crate. Take it to light your path. Return to the previous item and pick it up. This will be a bolt cutter.

Go back to the second locked door and use the bolt cutter to cut the chain. Follow on, move along the only path. You don’t need to collect anything. After a while, you will reach the open part of the cave. Keep going forward and open another door to see a cutscene.

Pierce’s Detective Bureau

You will find yourself in the office of the main character, Detective Pierce. Look around the room and interact with different interactive objects on which a «white circle» appears. In the game, the dots indicating the objects available for interaction are visible from a distance of two to three meters, so you will not lose sight of anything in the office.

In the room you can find the first collectibles — «closed case» and «open case». Most of these documents do not affect the gameplay in any way, but allow you to learn more about the life of Pierce and the inhabitants of Darkwater. Some items will unlock secondary dialogue phrases when talking with characters, others will allow you to get two achievements.

The first document (closed case) can be found in the dark document box near the front door. The second document (solved case) is located in a small cabinet nearby. To the right of the table on the books is a vial of sleeping pills. If you collect all the blue bottles (1/5), you will unlock achievement «The most common item» .

When you’re done exploring the office, go to Pierce’s desk. Take the magazine lying next to the typewriter and pay attention to the glass of whiskey. If you drink at least once during the game, you will not be able to get «Soberer than Zedok Allen» achievement .

Now you can finally get closer to your desktop and answer the phone. During a conversation with a woman, you will be asked to allocate Pierce’s skill points.

Tip . This is the only way to invest ability points in medicine and the occult, because in all other cases, in order to pump these skills, you will have to look for books and other objects related to them.

Examining pattern

Distribute the ability points as you see fit and end the phone call to activate the cutscene. As soon as you finish the conversation with Stephen Webster, then return to the desktop and examine the documents and newspaper clippings lying on it. Approach the painting on the couch and interact with it. This will start another conversation with Webster.

Stephen Webster.

Here for the first time you will get acquainted with the mechanics that will accompany you throughout the entire passage of Call of Cthulhu — the choice of dialogue branches depends on the information received, the objects inspected and even Pierce’s abilities. Each clue found can unlock additional options in the dialogue with the characters, shedding light on certain events. These options depend on the level of some ability (for example, eloquence or psychology). This means that in one playthrough you will not be able to unlock all the dialogue options, because you simply do not have enough ability points.

Note . Some dialogue branches will help you unlock certain achievements.

Choose all of the options available to Webster to learn more about the Sarah Hawkins case. Finally, select the last option in the lower right corner of the screen to end the conversation.

Leave Darkwater

When you regain control of the main character, then search the room again, as new interactive items will appear. Of particular interest is the book «History of Medicine — Volume I». Take it to increase your Medicine skill by 2%. This is the first skill you will upgrade in the game and, as mentioned above, the only way to level up Medicine (and Occultism).

You also need to go to the bookshelves to the right of the map hanging on the wall to find a book with information about Darkwater Island. After that, you can go to the door and leave the office by holding the corresponding key. This will end the first chapter and unlock achievement «The Case of Sarah Hawkins» .

Chapter 2

Talk to Fitzroy

After watching a few cut-scenes, you will have to talk to Captain Fitzroy. It is not necessary to go to his office right now. You can take the time to explore the area. Head up the stairs and then turn left to run into a group of people at the dead whale. Chat with Officer Bradley, it does not matter which dialogue options are currently selected. The man will refuse to communicate with Pierce. You can examine the corpse of a whale.

Go to the bar opposite the pier, next to Captain Fitzroy’s office. Talk on all topics with bartender Roy Mitchell. The only difference between the dialogue threads is that choosing «I’m sorry» will cause Pierce to drink a glass of whiskey. If you want to get achievement «Soberer than Zedok Allen» , then do not select this phrase. Chat with the bartender about everything to find out about warehouse #36. This is your new goal — you need to get inside the building. Look around the bar for more information.

Talk to the mysterious woman, but she refuses to talk to Pierce. Examine the poster hanging in the opposite corner, then talk to a group of fishermen sitting at one of the tables. This way you will find out more useful information. Return to the bartender, who will have new dialogue options.

Leave the bar and go to Captain Fitzroy’s office nearby. Before you talk to a man, inspect both floors of the building and various objects. On the top floor you can find the book «History of Medicine — Volume II». Talk to the captain, turn left and look at the table with manifestos. After examining them, talk to Fitzroy again (this time outside the office) and select all dialogue branches to find out where warehouse #36 is located.

Go to Warehouse 36

You will get a new objective — enter Warehouse #36. You probably already guessed that it will not be easy to do this — the main door is guarded by an officer, and the side passage is guarded by two thugs of a mysterious woman from a bar. There are two ways to get inside the warehouse — get past the thugs or use the underground tunnel. There is a third option — to negotiate with a woman, but only if the other two fail.

Get to warehouse 36 — how to get rid of the thugs

One way to get to the warehouse is with the help of drunken sailors. You will need to find a drink for them, after which they will agree to distract the bandits. Two sailors are located near the side passage with the thugs. To find the bottle, follow the shore of Darkwater, go around the people at the dead whale and go down to the nearby pier with three houses. The door of the nearest house can be interacted with, but to get inside, you need to pick the lock. Whether or not you can do this depends on the level of the Investigation skill. Inside the room is a bottle of liquor.

Go back to the drunkards and talk to them. At the end of the conversation, it will be possible to pass alcohol, and the men, in turn, will distract the attention of the bandits in the aisle, opening the way for Pierce. For all these efforts, you will receive achievement — «No Prohibition on Darkwater Island» .

Move towards the passage guarded by the thugs. Since there are none, then follow forward and to the right to get to the closed passage. Move the metal sheet, after which you will find a lock that also needs to be cracked. Behind this door is Warehouse #36, and if you manage to hack, you will get inside and avoid the actions described below. If everything ends in failure and you do not have enough of the current value of the Investigation skill, then you will have to look for another way inside.

After the failure, go back and meet Kat. After an exchange of pleasantries, Kat will knock out the main character, who will wake up after a while in another alley. When control over the character returns to you, then follow the bar and chat with the woman. After a short conversation, she will allow you to enter the warehouse, provided that you agree to become her debtor. If you give your consent, it will remain with Kat to go to the warehouse doors. The woman will open them for Pierce.

Cat.

Go to Warehouse 36 — Underground Tunnel

The second way to get into Warehouse 36 is to solve a small logical object search task and pass a strength check. Exit the bar and follow the alley on the right, where the thugs used to be. Go forward and on the left side you will find a room with a hatch in the floor. Now you will need to find three items.

Hint . When a green icon with a question mark appears in the lower right corner, know that in this place you can find some kind of inventory item.

First, pick up the lever located immediately to the left of the entrance, against the wall behind the box. Next, you will need a ratchet lying inside the cart near the location of the lever. The last item is the gear, and the hardest to find. It is hidden under the stairs opposite the entrance, behind a flat object.

Once you’ve collected all the items, go up the ladder and reach the mechanism at the end of the platform. Interact with him and collect these parts in the following order — lever, gear and ratchet. Now activate the device to open the hatch in the floor. Go down the stairs and then go into the room filled with gas. It is necessary to overcome the flooded cave. On the way, the hero will be dragged under the water by some monster, but after a while Pierce will float to the surface. For this you will receive a new achievement — «Delirium Investigator» . After a short walk through the cave, you will find yourself in warehouse #36.

By the way, if you can’t lift the hatch and break the device, Kat will stop you again when you leave the warehouse. We don’t know what will happen if this happens for the second time, but if they didn’t try to break the door earlier, diverting the attention of the thugs, then everything will happen the same way as at the first meeting.

Warehouse search

Regardless of how you got to warehouse 36, you will have the same task — to explore the premises. At this stage, it is required to activate a new game mechanic — reconstruction. During the reconstruction process, you will find yourself in an alternate dimension where the main character can interact with previously invisible objects, after which he will try to find out what happened in the room. This mode will appear regularly throughout the game.

Activate Reconstruction Mode using the indicated keys, then start learning the hints. Finding them is quite simple — interactive objects are visible from a distance. Look at the pain pills, the insides near the barrel, the painting against the wall, the sleeping pills on the closet in the middle of the room, the broken mirror and the photo lying on the ground. After you do this, a prompt will appear stating that you can exit the reconstruction mode.

When you return to the real world, try to leave this place. Officer Bradley will appear at the entrance, with whom you will need to talk. After a while, you and Bradley will go to the Hawkins family estate.

Chapter 3

Reach the Hawkins Mansion

The chapter will begin with a lengthy conversation between Pierce and Bradley. Take a few steps forward, but do not rush to follow the officer’s heels. Instead, go forward up the mountain until you reach a fallen log. An ax will be stuck in it, which you can examine. Climb down and go the other way to find a toy in the form of a small whale under a tree at the very edge. Take the item and return to Bradley.

You will soon reach a fork. Examine the monument, then go with Bradley to the left and examine the gravestones of Sarah, Charles and their son. After talking with Bradley, go back to the monument and go left to the Hawkins estate. The main entrance is closed, so move on until the cut-scene begins with the attack of Silas Winchester, the guardian of this mansion. Convince him to let you inside, chat with Bradley at the entrance and enter the building.

Silas Winchester.

Find the location of the fire

Follow Officer Bradley until you reach the dining room, where you need to activate a new reenactment scene. Examine the roast on the table, the plate next to it, the broken dish on the floor, and the untouched dish at the end of the table. Now you can complete the reconstruction. Before heading to another room, approach the painting to the right of the chimney and examine it. Move into the corridor and turn right. Here you can find another painting and a photo on the table. Follow the room into which officer Bradley entered.

Examine the fire site

Start a new reconstruction scene. Examine the doorknob, the corpse marks near the fireplace, the cracked clock above the fireplace, the broken lamp next to it, Sarah’s shoe under the fallen table, and the empty bottle of alcohol lying in the opposite corner. Complete the reconstruction and you will see another video.

Explore the mansion

Chat with Officer Bradley and report what you learned from the investigation. Follow the man to the main hall of the mansion. In the corridor near the windows you can find another book «The History of Medicine in the 18th century». The book is on the chair located on the left. Enter the new room, inspect the blood-soaked bandages on the chair on the right hand and go further behind the officer. Ignore the stairs leading up — it’s blocked. Get to the new room along the corridor.

Go to the table next to the bookcases and pick up the book about Moby Dick. Go to the nearest stairs, pick up another book on medicine «The Human Body: A Comparative Analysis», located in the drawer to the right of the stairs. Get to the top tier and then go right. On the left side there will be a picture — study it. Take a few more steps and pick up a new book — 20,000 Leagues Under the Sea. Go to the end of the corridor and take the crowbar lying next to the door. The item will come in handy soon! By the way, the object can lie in another room — where you found the bloody bandages, behind the boards at the boarded-up front door.

Go back to the stairs and take the new passage directly in front of it. Continue forward, read the letter of complaint lying on the box against the wall, and enter the corridor with doors. Ignore the door on the left as it is locked. Go through the door on the right and activate a new reconstruction scene. Examine the wooden soldier by the window, the book on the table, and the sleeping pills on the crate. Finally, you need to examine the drawings hanging on the wall near the window. Leave the reconstruction scene.

Exit the room, go right and turn left. On one of the shelves of the bookcase to the left of the door, you can find the key to the workshop. Enter the room next to this bookcase where you found the key, inspect each item. Behind the screen you can find a recipe, in the box next to it — barbiturates. You can go to the next room. You will either have to break open the door located here, or return to the corridor, go to the right and open the door on the right hand with the key you found earlier.

Examine the ritual circle in the center of the room. Read the note on the drawer on the right side, examine the sales book in the desk drawer. Return to the corridor and find that the door on the left is now open. Go to her, enter the painting room and watch the video.

Catch the thief

The thief will run away — but don’t worry, you won’t catch up with him anyway, because the criminal will hide anyway. Jump down the stairs to face Officer Bradley. The man is surprised because he didn’t see anyone. You will receive a new item — a lamp. Think of it as an «improved version» of the lighter. It shines brighter, but consumes oil, so you will have to regularly replenish its stocks.

Follow Officer Bradley to enter the previously locked room. Start searching the room. There is a letter on the left behind the door. On the table you can find Celtic runes that will increase the Occult skill. Examine the map on the table. She will be useful to you. You can also find oil for your lamp there. Continue exploring the room, pick up the photo from the table. In the corner of the room, you can find a hand-drawn map. You can also examine the ship figurine standing on the bookcase.

Interact with the wall to the right of this ship. You will find a hidden mechanism that will allow you to open a secret passage leading to the dungeon. You can open the way inside with the help of a previously found crowbar or the “Strength” skill (if it is enough). Then you will need to go around the wall and open the door from the bookshelves. Thus ends the second chapter.

Alternative way to the dungeons — puzzle with a globe

There is an alternative way to open a passage to the dungeon — you need to solve the riddle on the globe. First, study the map lying on the table — it has several travel points. The lines between these points are hints — you will need to recreate this route on the globe. Approach the object and interact with it. Do the following:

• Set the coordinates to 42N, 70W.

• Mark coordinates 47N, 55W — you need to move the marker up and to the right.

• Mark coordinates 49N, 61W — slightly up and to the left.

• Mark coordinates 57N, 51 W — up and to the right.

• Mark coordinates 33N, 53W down.

After setting the last coordinates, confirm your choice, and a secret passage to the dungeon will open. By the way, it may be enough to immediately set the last travel coordinates and confirm the choice — 33N and 53W.

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Walkthrough Call of Cthulhu: Dark Corners of the Earth

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Even experienced gamers definitely talk about Call of Cthulhu — the passage of role-playing horror is quite difficult. Considering that the hero is gradually losing the ability to reason sensibly, many cannot go through the story at all to the end. The latest version of this game was released in 2018, while the first development appeared in 2005. Here we will talk about the old version now.

Game Call of Cthulhu: Dark Corners of the Earth — general information

According to the plot, the hero loses his mind, but the remnants of sanity can be saved if you make the right informed decisions. The higher the hero’s insanity, the fewer options for ending the game will remain.

Also, some functions and features will open and close, depending on the decisions made.

System requirements, how long the whole process takes

To play, the computer must have a Windows operating system of at least 2000\XP version, a Pentium 3 1 GHz or more processor, and a video card with its own memory of 32 MB or more. There must be more than 2 GB of free hard disk space, at least 156 MB of RAM.

Call of Cthulhu: Dark corners of the earth will take no more than 13 hours to complete. Horor provides several options for ending the plot, and the correctness of the decisions made will affect other parts of the game.

Complete 100 percent walkthrough text guide for The Call of Cthulhu

The game translates as The Call of Cthulhu, the walkthrough is difficult, even considering the release time of the horror. But now many gamers will be able to go through the story faster than usual, because a lot of guides and detailed descriptions have been released. The Russian interface will help you complete all missions with minimal losses. As soon as the hero suffers a strong moral shock, the game may end.

Prologue

Climbing up the hill, you can see the estate, you can enter on the right, from the side entrance. Further along the corridor you need to find a drawing on the wall, with its help you can save.

Search the rooms on the second floor. The task is to find the key that opens the door on the floor below. View pictures. Return to save. Find the manuscript in the library and go down to the basement behind the shelves. The tunnel will lead to the morgue, from there the hero enters the hall, you need to turn on the light and pick up the green crystal.

Then go out the door to the left, go to the second hall and put what you found in the device, then activate the device.

Visit to the old city

In this chapter, you should immediately visit the hotel, and then the shop located to the left of the monument. You can get into it through the side door, being careful of the policeman. Upon entering, you need to cover the door with a scarf, and in the trading floor, find a first-aid kit behind the counter. Then enter the manager’s office, where you can pick up rum and a wooden bayonet in the safe. With a stick, you can open the hatch under the counter.

The hero will fall into the basement. Take a diary, a first-aid kit in the closet and move a stepladder, which will fall and break a hole in the wall. Behind the gap there will be a room for developing photos.

Attention! We need to pick up the newspapers, and find cartridges in the editorial office. Examine the corpse in one of the rooms and exit.

On the street, talk to Lucas and head left along the street, turn right and find an alley on the left. Near the bar, talk to the tramp, give him the rum you found and get the keys to the psychiatric hospital.

Then talk to Rebecca and return to the square. At the end of the street there will be an entrance to a nursing home, enter and talk to the old man at the window. Exit through the rooms to the balcony and go down the stairs. Find a white house and knock, a girl will let you in, examine the globe. On the second floor, find a photo on a chest of drawers and head to the penultimate door. Go to the attic.

When the hero wakes up, enter the attic, pick up the diary and go downstairs. The man at the girl’s corpse will give the keys and tell you how to find the code for the safe. You need to return to the basement in the square, enter the store, talk to Ruth and open the safe. Take the book of Dagon. After returning to the hotel.

When the administrator leaves, you need to take the key from the side of the cabinet and open the door with it, she will lead you to the office, pick up cartridges, a book there and exit, closing the door. You can go to sleep only after locking all the doors in the room.

Fish-men attack

After waking up, you need to run to the next room and close the door behind you, and then carefully run to the last room. Barricade the entrance there and climb out onto the balcony.

After sneaking into the neighboring house, go down one floor and enter the open door. In the apartment with the old woman, climb out through the balcony and jump over to the neighboring house. Climb up the stairs and get out onto the roof. Go to the storage roof and go down inside.

Jump off the ladder and save. Go right, between the boxes, at the end climb onto the second ladder. Climb through the roof window and climb into the ventilation pipe. It will lead to another warehouse. Climb down, find a hole in the floor and sneak into the room.

Attention! If you move the cabinet, you will be able to save.

Return to the warehouse of the plant, exit through the gate and turn under the archway. Climb over the fence and find ammo. Follow the member of the order under the archway, take cover on the corner with the help of boxes on the left, then run to the end.

After talking with a local resident, go into the passage on the right, remove the prop from under the wheel of the car and run after the truck. There will be a ladder in the pit on the right, you need to go down it.

Prison escape

From the balcony, jump into the alley, use the crowbar against the policeman, go to the stairs in the prison. On the second floor, enter the constable’s office, pick up the keys and cartridges. Return for a conversation with the prisoner of the second cell. After talking, show the photo and release Brian. Pick up a book in the first cell.

You can arm yourself in the station, for this you need to go along the corridor and turn left. Exit through the door and fight the people and the police. Then run to the left and find a garage, but it will be closed. We must return back. There will be a hatch near the police car, you need to open it with a crowbar and go down.

The stairs lead to the garage. Talk to Brian and Maki, return to the station the same way, open the safe behind the cabinet. Pick up the decoration, run to the garage, enter through the side door.

Escape from Innsmouth

Open fire on citizens while in a vehicle. When driving further there will be no opportunity to blow up fuel barrels, unload the car and run to the right along the street, taking the gun.

Enter the warehouse, turn left, find pounds of salt. Pick up the machine gun, cartridges and go around the corner. Between the boxes, you can go to the next warehouse, pick up the keys on the pillar. Talk to Ruth, run away from the inhabitants through the opening in the boxes.

There is a staircase near the salt warehouse, it will lead to the room, and through the window you can go to the roof, find the door in the corner. Climb the stairs across the landing and find Ruth, open the door for her, go down a little lower and climb out the window. Leave the warehouse.

Marsha Plant

There is an exit behind the FBI agent, he will lead you to the path near the fence, at the end of which it will be easy to shoot the guard. After talking with Hoovert, meet with the head of the FBI, go down the stairs to the left of the elevator. Pick up the first aid kit and go to the workshop, which will have a drive belt and ammo, then find a room with generators.

Shoot the lock and install the belt, switch on the electrical panel, go to the remote control and shoot through the transparent cover of the start button, press it, return to the workshop. Save.

Proceed as follows:

  1. Pass in the hanging cradle, jump onto the boxes and go to the second floor corridor.
  2. Find a room with a valve and turn it.
  3. Go downstairs, deal with the guards, find a first aid kit on the ladder.

Use the stairs to climb into the corridor, find the door in the hall, climb up and find the machine in the pantry, then go higher. Save yourself, use the transporter to get deeper.

You can escape Jacob by jumping onto the broken ladder. Then on the floor, go to the next workshop and catch up with Marsh. After falling down, you can go to the stairs in the left corner. The first door along the corridor will lead to the elevator control panel.

Enter the office and pick up the letter, return to the elevator. Go down using the stairs, go along the corridor to another staircase and go up and to the right. Go through the workshop to the next one, where there will be Hoover in a cage and Marsh. Drive the traitor away, turn off the mechanism and leave through the door in the corner.

Exit the workshop and go down, after hitting the head the hero will wake up, he needs to hide behind the boxes. Find the second control panel, turn on the pump, make your way along a series of stairs and corridors, find a spare fuse, return to the first control panel. Change the part and turn on the unit.

Attention! Here you need to save in the corner, and then carefully run through several doors, closing each one with a bolt.

After climbing up, climb into the pipeline, get out in the ore shop and find another one leading to the elevator. Enter the cabin, press the button, and after falling, climb out of the boxes. Talk to Hoover.

Then use the stairs to get to the green monster, try to turn the valve and close it. Run to the ladder, and then to the gate. Once again to the monster, go through the door on the left and pick up the wrench. Turn valves without handles.

Try to open the gate, but immediately run to the side, go through the hole to a small hall with a statue, which must be placed so that the beam is reflected in the crystal above the entrance. Take the stone from the stand.

The Secret Order of Dagon

You must run after the sailors, stepping only on the white path, enter the tunnel and burn the monster. Return to the tunnel, where to install the dynamite, and after the explosion, enter the building.

Go to the hall, go up to the second floor to collect ammunition, go out to the balcony of the second floor. Climb into the office, but for further passage you will have to return to the first floor.

After unlocking the safes, go back and free Maki. Going down, you need to fill up the magicians with a rifle and open the door behind the statues.

Dangerous Journey

First get to the warehouse and give the sailors the ammo, find the first aid kit and give it to Henson. Destroy the magicians who send the storm, run away from the monsters into the hold of the ship and save.

Inspect the cabins and get out of the captain’s room by returning to the engine room. Then you need to weld the burst pipe and open the valves.

Help! At the end, there will definitely be a battle with Dagon — the bow gun will help to defeat him.

Devil’s Reef

Find the windiest place, pick up the disk and find the cave. The secret door will help you get the lever. Go through the tunnel to the platform where the same lever is required and there is the possibility of saving.

As soon as the lever is inserted, you need to run away and ride on the bungee. In the cave, you need to activate the machine, then go along the red stones. Then get out of the huge hole in the corridor.

Air tunnels

First save, go to the cell and use the chisel to raise the sewer manhole. After passing in a circle, you need to get out into the corridor. Reach the bridge and go through the tunnel to the underground garden.

A sudden fall into the study will interrupt the journey, and the hero will meet the monster, but he can be killed with a knife. Check the laboratory, the prison cell, put a plate of food and a blue flower found in the greenhouse into the feeder.

Take the green crystal and climb up with the help of plants watered with herbicide. Use the green stone to activate the portal. Climb up the serpentine and go to the Hydra’s dwelling. Fight monsters in the hall. Turning into a monster, connect the levers. Kill the Hydra and take the stone. After running through the obstacle course, the game will end.

All endings of Call of Cthulhu and how to get them

Newcomers often end up with their hero going crazy. More experienced players can complete the game to the end, but professionals are able to reach the bonus level. To do this, you need:

  • get a complete list of log entries;
  • find the rifle at the beginning of the refinery;
  • save Ruth from death;
  • lose a minimum of sailors in a sea battle with fishmen.

There are two more important conditions — the time of passing the game, at least one must be met:

  • passing in 3 hours and less than 30 saves;
  • no more than five saves, but then you can fight for 5 hours.

There should be 13 entries in Walters’ diary, 18 on the progress of the investigation, and 6 books and manuscripts on myths.

Gameplay features and weapon guide

Each firearm has its own set of ammo. In total, there are eight different guns in the game:

  • scrap;
  • knife;
  • Colt M1911;
  • colt revolver;
  • shotgun;
  • springfield 1903:
  • Thompson machine gun;
  • energy weapon.

A crowbar opens locks and bars, a knife helps to kill in close combat, shooting weapons reload somewhat slowly, and energy weapons help to hit deep-sea monsters.

Physical and mental injuries

Physical injuries can be mild and heal, or severe and interfere with play. Broken arms will affect shooting, and broken legs will slow down movement. Severe pictures cause various psychological traumas in the hero, which causes his health to suffer:

  • blurred vision;
  • dizzy;
  • floats in the eyes;
  • voices are heard;
  • trembling appears;
  • panic overtakes;
  • everything slows down;
  • hero stalls;
  • hallucinations;
  • delirium from exposure to poison;
  • suicide.

The more often such situations happen to the hero, the sooner he goes crazy. This leads to his death.

The passage of Kal of Cthulhu requires the attention and activity of the player. At the same time, the hero is rather weak, he is not a military man, but a detective. The pictures that he has to see drive him crazy, cause a rapid heartbeat and a deterioration in well-being. Which greatly affects the result. The comments of the players who have completed the game still arouse vivid discussions and interest.