Walkthrough. Guide and walkthrough for "Call of Cthulhu: Dark Corners of the Earth"

Prologue

Climb the hill to find yourself in front of the manor. Then go to the right corner and further along the wall of the house to the side entrance to the building.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

Walk forward along the corridor, pay attention to the drawing on the wall. Using it, you can save the game. Next, go up to the second floor, turn right, go first into the first room on the left, and then into the second. There you will find a key with which you will open the door on the first floor, located to the right of the stairs.

Inside the office, take the second key from the table, look at the photographs, and then leave the room to the door next to which there is a save sign. In the library, go to the desk and take out an ancient manuscript from its bottom drawer. Next, go behind the shelves to the right corner. There you will find a hatch leading to the basement. Along the basement corridor you will reach the morgue, and from there you will exit into a large dark hall. There is a switch in the middle of the hall, use it, and then take the small green crystal. After this, exit the room through the door on the left. Having reached the second hall, place the crystal in the device opposite the switch and activate the machine.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

Visit to Old city.

After getting off the bus, visit a local hotel. After talking with the administrator, leave the building and go to the “first national” store. It is located to the left of the monument. You will not be able to go through the central entrance, so use the side passage. Move along it carefully, hiding in the shadows. If you catch the eye of a policeman, he will simply drive you back to the square.

Once you enter the utility room, barricade the door with a closet to the right of the entrance. When you go out into the sales area, go behind the counter to where the first aid kit is. Look at the floor, you will see a hatch there, but you won’t be able to open it yet. Next, examine the front door, and then go to the manager’s office, located in the right corner of the hall. In the office, take a bottle of rum and a wooden pin from the open safe. You can use it to open the hatch in the floor - do it quickly so as not to fall into the clutches of the police.

When you wake up after a fall, look around. Take Brian's diary and first aid kit from the cabinet. After this, move the stepladder towards the wall. When it falls, it will break through the wall, and you will be able to exit the basement into the photo development room. Under the red lantern that hangs on the wall, pick up the old newspapers. Moving further, you will go out into the editorial office, where you will find cartridges for a pistol. Now go through the first door. What, scary? In fact, apart from the corpse of the hanged man, there is nothing interesting in this room. After examining the corpse, exit the editorial office through the second door.

In the editorial courtyard you will meet Lucas Maki - this is the first person who will treat you kindly. After talking with him, leave the courtyard and enter the square. From there, go left along the street. After turning right, don't miss the entrance to the alley on the left. Along the alley you will reach a bar, where you will meet an old drunkard. Talk to him, then give him a bottle of rum, after which your conversation will continue. During the conversation you will receive the keys to the local almshouse.

Returning back, you will meet a girl named Rebecca Lawrence.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

She will show you the occult sign on the fence and give you some information. Next you need to return to the square. The door leading to the nursing home is located in the building to the left of the hotel. Walking along the street to the end, you will find yourself at the entrance to the shelter. Inside the room, talk to the old man who is standing by the window, and then continue forward. After passing through the rooms of the shelter, you will come out onto a balcony, from where you can go down to the street. You need to go to the white stone house and knock on the door. A little girl will open the door and let you inside.

Go up to the second floor. Look at the photo on the chest of drawers, and then go through the second to last door. Through it you will reach a locked door in the attic. However, you won't be happy here. When you wake up, go to the attic. Take the diary lying on the box from the spread mattress, then go downstairs. At the door you will see a man crying over the corpse of a girl. He will give you the key to his store and tell you that the combination to the safe is in his diary. After the police take him away, leave the house and return to the square.

Turn left and go down to the basement door. Through it you will be taken to Thomas Veith's store. In the trading floor you will meet a girl named Ruth. After talking with her, proceed to opening the safe. The combination is as follows: up to 2 clockwise, up to 6 counterclockwise, up to 1 clockwise, up to 2 counterclockwise. Inside you will find the book "Dagon".

After saving your game, go to the hotel. The receptionist will provide you with a number upstairs. When he leaves with the policeman, go behind the counter and remove the key from the side of the cabinet. Use this key to open the door in the right corner and go into the office. Inside the room, take the cartridges and the book lying on the table. When leaving the office, close the door behind you, and then follow the administrator to your room. Lock the door in the room with a bolt, do the same with the door in the next room, after that you can go to bed.

Attack of the fish people.

Getting out of bed, run to the next room, closing the adjacent door with a bolt. Next, move the closet in the corner and go into the next room, not forgetting to lock the door. In the last room, close the side door with a bolt, block the front door with a closet, then move the closet away from the window and climb out onto the balcony.

In the next building, run along the corridor, go down the stairs to the floor below and go into open door. When you get to the apartment occupied by some old woman, go to the second room and climb out through the window onto the balcony, from where you need to jump to the balcony of the neighboring building. There, go up the stairs and cross the thrown boards to the roof. From there, climb the ladder to the roof of the warehouse. Next go to far edge roofs. There is a hatch through which you can go down to the warehouse.

From the ramp, jump left to the save sign. Then make your way to the right between the boxes. Hiding from local thugs, move to the far left corner, where you climb up the second ladder using the boxes. Run to the opposite corner and climb out through the open window onto the roof. On the far side of the roof there is a ventilation pipe that you need to climb into. Along it you will get out to the second warehouse. After jumping onto the platform, go down, turn left from the stairs and go between the boxes to the hole in the floor. Moving under the decking, you will reach a staircase leading to a small room. Inside it, move aside the cabinet standing against the wall, and you will see a board with a save sign on it. Next, move the box away from the door and return to the warehouse. You need to get to the far right corner, there is an open gate through which you will go out onto the street. When exiting the warehouse, turn under the arch.

After the end of the short video, climb the boxes over the fence. There you will find cartridges for the revolver. If you go to the end of the fence and climb over it there, you can avoid meeting the evil townsman. Next, go through the arch and follow the member of the order. At the corner, hide behind the boxes on the left. When the path is clear, run along the narrow passage to the end.

After talking with the local aborigine, go outside through the passage on the right. Next, go up to the truck and pull out the brake "shoe" mounted under its front wheel. When the car starts moving, run behind it to take cover from enemy fire. Then go down to the bottom of the large sump along the stairs located on the right side of the pit.

Collector.

In one of the blocked passages you will find an iron rod with which you can break the fan blade. After passing through it, you will find yourself in the city sewer. Having reached the platform on which there are heaps of a poisonous substance, turn right and go up the stairs. When you go through the first door, you will find yourself in a small room. Notice the two pipes located to the left of the door. Turn the lever of the pipe farthest from the corner, then go to the closet to pick up the first aid kit from there, and then go to the next room. There, turn the lift handle to drain the dirty water from the tank. Next, go back and turn the lever of the pipe closest to the wall. There will be enough in the tank pure water. Return the lever to its original position and return to the tank. Drain the water again and climb into the pipe before it is covered with a shield.

Caught in a hole in company large quantity corpses, go up the stairs two levels. After going through the door, you will find yourself in a small room with a hatch in the floor. You will go down through it. Next, go through the tunnel, go into the side passage and climb the stairs located in the corner.

Run to the right along the narrow street, avoiding the two guards. Climb the fire escape to the balcony and go inside the room. Once in the attic, use the winch to lift the box. Then go down the stairs and go through the unlocked door. At the end of the alley, enter the door, pick up the cartridges, go up to the second floor, passing along the corridor. There, enter the first door on the left. In the opened room you will meet Rebecca. After talking with her, run to the church and go inside.

Go to the podium, above which hangs a crucified priest. There you will find a first aid kit. Return to the front doors, go up the stairs to the belfry. Ring the bells by first pulling the center rope, then the left, and finally the right. Next, run to the right corner of the hall and go down through the hatch. After passing through the tunnel, you will reach the crypt.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

Take the book of births and deaths from the table, pay attention to the panel with numbers. Place the card Rebecca gave on it. Now you know the code to the safe. The combination is as follows: up to 3 clockwise, up to 1 counterclockwise, up to 5 counterclockwise, up to 7 counterclockwise. Having taken the stone cross from the safe, go further to the end of the corridor. Place the cross into the recess in the wall. The opened passage will give you access to the collector.

First, go through the side passage. There you will find a first aid kit. At the end of the second tunnel you can save the game and go upstairs to the bank. Once inside, go to the far right corner, where there is a passage through the bars. Next, cross the fallen beam to the other side of the hall. From there, go into the bank vault through the door in the corner. After that, go up the stairs, jump over the gap and go through the doorway to the destroyed second floor. Jumping on the remaining intact floor fragments, move to the far right corner of the hall. Climb onto the ledge in the wall there, and from there climb along the thrown board to the ceilings, along which you need to go to the far left corner. Once out into the corridor, jump over the distant gap and go out into the fresh air.

Go down to the lower balcony, from there jump onto the stairs, along which you will climb to the upper platform of the water tower. Go left and jump onto the balcony of the nearby house through the broken fence. From the balcony, go inside the house and go down to the floor below through the door at the end of the corridor. Coming out onto the balcony, go left and jump onto the sloping roof, from where you climb into the attic through the dormer window. Apart from the first aid kit, there is nothing interesting in the attic; take it and leave the room into the corridor. At the end of the passage there is an open window through which you need to climb out onto the balcony. From there, jump over to the one next to the left. Climb onto the box and jump onto the planks lying on the beams of the tower supports. Jump from them to the balcony of the house opposite and go inside.

At the door, look to the left, there, on the shelf, you will see pistol cartridges. Take them and continue down the corridor. After talking with Maki, climb out the window located at the end of the corridor.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

Jail break.

Climb onto the balcony, and from there jump down into the alley. Dodge the policeman, go through the door located on the right, taking the crowbar lying on the curb. It can be used as a weapon. When you find yourself in the cell block of the police station, go past the cells to the stairs. Go up to the second floor and visit the constable's room. There you will find cartridges and camera keys. Returning to the prison, talk to the prisoner sitting in the second cell from the entrance.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

After talking with Brian, show him the photo that Ruth gave you. After that, open the cell and release the prisoner. Next, open the first chamber and pick up the book lying next to the folding bed. This is an old ship's log, from which you need to remember one number, 1846. It will come in handy later.

Entering the room located on the left side of the corridor, you will find yourself directly in the area where you can finally arm yourself. After that, open the front door and kill the townspeople and police guarding the street. It's best to shoot at the head so as not to waste a lot of ammo. After clearing the street, run left. There is a garage not far from the burning car, but you will not be able to enter it. So go back, turn left in front of the police car. At the end of the alley, open the hatch with a crowbar and go down into the sewer. Along it you will reach a staircase that will take you inside the garage.

After talking with Maki and Brian, return to the station through the sewer. Move aside the cabinet standing on the right wall and start opening the safe.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

Turn the knob to 1 counterclockwise, to 8 clockwise, to 4 counterclockwise, to 6 clockwise. Having collected the brooch, run along the street to the garage, turn right in front of the gate and, after passing between the houses, you will find yourself at the side entrance.

Escape from the city.

While sitting in the back of the car, shoot back at the townspeople.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

When the car gets stuck at the tunnel, shoot at the fuel barrels that are standing by the truck blocking the path. After unloading from the car, run to the right along the street, grabbing the revolver lying on the sidewalk.

Upon entering the warehouse, walk through it on the shady side so as not to be seen by the guards. Next, turn left and go to the salt warehouse, the entrance of which is located to the right of the stairs. There you will find a Thompson submachine gun, pistol ammo, and a box of submachine gun ammo. It lies in the loading tray of a large “meat grinder”. When leaving the warehouse, turn right around the corner. At the dead end where the boxes are stacked, crawl into the passage between them and you can get into the adjacent warehouse. Follow it to the far side, keeping to the left. When you take the keys from the hundred pillar, you will be called out by Ruth, who is hiding under the roof. After talking with her, a group of local thugs will appear. Arm yourself with a shotgun and run back to the passage between the boxes.

Climb the stairs located to the right of the entrance to the salt warehouse. In a small room, break the window and climb out onto the roof. After saving your game, go left and open the door in the nook. Through it you will get to the upper platform. From there, climb the stairs and cross the rafters to the landing where Ruth is hiding. Open the door for her, go down the stairs one floor and climb out the window. Then all you have to do is leave the warehouse yard.

Plant capture.

Run right to the boxes. Move past the FBI agent and cross the targeted area again. Behind the second agent there is a passage behind the boxes. Along it you will come out onto a path that runs along the fence. It ends at the side entrance to the plant, from where you can safely shoot the machine gunner.

After talking with Hoover, wait for the agents to open the door. After that, go to the workshop and meet with the main FBI agent at the elevator.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

Next, go left from the elevator and go down the stairs. Once out into the corridor, run to the left side of the passage. There you will find a first aid kit, then continue to reverse side. At the end of the second staircase, turn right and go straight to the door leading to the workshop. In the opened room you will find an old drive belt, shotgun shells and a revolver. With this "farm" return to the stairs and go through the door on the right. The only path will take you to the generator room.

To the left of the door behind the grille are the generator flywheels. Knock down the lock with a shot from any weapon and place the belt found in the workshop on the flywheel wheel. After this, turn on the switch located on the electrical panel. After going through the door located to the right of the shield, you will go to the transporter control panel. You need to use a shot to break the glass cover covering the start button, and then turn on the conveyor. Next, return to the workshop and go right.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth

Walkthrough of Call of Cthulhu: Dark Corners of the Earth

After saving the game, sit in the hanging cradle and ride a little. When you pass by the place where the control panel is located, wait for it to stop and jump down onto the boxes lying on the platform near the stairs. Next, go up the second staircase into the corridor. When you find yourself in a room with a wall with a save sign visible from the door, look to the right. You will see a valve, turn it and go out into the corridor. After going to the right, go down and go left to the end. After killing the guard, go up the right stairs to pick up the first aid kit lying at the end of the ramp. Then go up the second staircase and go right. In the next room, go through the door in the left corner. After going up one flight of stairs, go into the small storage room to pick up the machine gun, then go higher.

After saving the game, climb onto the conveyor belt and go deeper. When you go out to the next workshop, the “kindest” Jacob Marsh will be waiting for you there, who will turn on the conveyor in the hope of grinding you in a crusher. After you are pulled towards the loading chute, jump from the edge of the belt onto the broken ramp. After this, go down to the floor and again walk along the conveyor belt to the adjacent workshop. Next, run after Marsh, and when you fall down, move to the left corner, there is a passage to the stairs leading up.

Go left through the door. Behind the first door on the left along the corridor is the elevator control panel. From there you can get to the Marches' office, where you will pick up Sebastian's letter. There is nothing else to do in this room. Once in the hallway, exit through the large door and return to the elevator. To the left of it there is a staircase, along which you will go down. Further left along the corridor and up the stairs, from where turn right. When you enter the workshop where the ore is smelted, go down and go to the adjacent workshop. There you will see Hoover sitting in a cage and Marsh who wants to give him a hot bath. You need to drive away the villain with shots and manage to disable the mechanism that lowers the agent into the vat.

Leave the rescued Hoover and go downstairs to the door in the corner. After passing through it, go left. When you leave the workshop, go to the end of the corridor, where there is a staircase leading down. In the next hallway, go through the door on the left. Next - through the door on the left side of the workshop. Going down the stairs and opening the door, you will get hit in the head.

When you wake up, run to the right and hide behind the boxes. When the hydra tentacle goes down, go down the stairs on the right and get to the second control panel.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

Take a moment to turn on the pump from the remote control, then return back to the second hydra. Walk along the ramp next to it, go down the stairs and, without stopping, run to the left along the wall. After traveling along the stairs and passages, you will reach a room where you will find a spare fuse. Now you need to go back to the first remote. Yes, to distract the hydra tentacle lying on the ramp, run around the corner to the right, and then quickly return to the ramp and run as fast as you can. Change the fuse on the block located to the right of the remote control, and then turn on the device. After that, go to the far right corner of the workshop, save the game and go out the door.

Having opened a bolted door, close it behind you and run, without stopping, to the next door. Do the same operation with her, then continue moving, closing the doors behind you. Having risen to the hall where you were before you were knocked on the head, turn right to climb the stairs. At the top, climb into the pipeline, through which you will get out into the workshop where the ore is smelted. Exit it through the door in the right corner, then go up the stairs and climb into the pipe again. This will take you to the elevator. Get into the elevator and press the floor button. When the elevator car is attacked and the alarm sounds, press the button on the elevator control panel, and then climb out of the boxes through the opened doors.

After talking with Hoover, go to the right of the elevator. After the stairs, turn left towards the grate. Knock the padlock off the door, then press the button in the wall and climb out into the elevator shaft through the opened hatch. Climb up the stairs along the wall. From there, go down the hanging cable. Once on the floor, go to the end of the corridor, press the button in the wall and go up the stairs. Next, go right through the large gate. Climb the stairs and go along the top to the hall in which the green monster is located. When you enter, look to the right, there is a valve near the wall, open it, and after screaming, close the valve. After this, quickly run along the vacated ladder to the other side. From there, go along the top again to the end, go down, jumping on the boxes, and exit through the gate. After them, go through the door on the left, behind it a corridor will open, along which you will exit to the first floor of the hall with the monster. Jumping over the creature's tentacles, get to the left corner of the hall, and then go through the door. In the opened room you will find an adjustable wrench. With its help you need to open three gas valves that do not have handles. Of course, you need to open a fourth one. After that, return to the place where you climbed out of the hatch. There you need to try to open the second gate. After trying to do this, quickly run away to a safe distance so as not to damage your health. After the explosion, go through the hall and exit through the vacated passage. Walking to the end of the corridor, you will find yourself in a small hall in which there is a statue of a winged monster. Pay attention to the crystal mounted in the stand. To the left of the statue there is a switch that activates a beam that shoots out from the statue's head. You need to move the stand with the crystal so that the beam is reflected into the stone located above the entrance. Once you succeed, you can pick up the stone from the stand and leave the factory.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

Esoteric Order of Dagon.

Run after the Marines. After the visions, climb down the rope and run along the path of white ice. Any other path will be disastrous for you.

After melting the ice with a flamethrower, enter the tunnel, and then lure the monster to the door to burn it with a flamethrower. Next, return to the passage along which you will reach the prison cells. Yes, pick up a bunch of dynamite sticks from a dead infantryman. In one of the cells, talk to Maki, then remove the key from the wall at the end of the corridor and grab the rifle. The found dynamite must be placed on barrels in the adjacent tunnel, and then hidden in a dark niche located nearby. When the path is clear, go inside the building.

Coming out of the stairs into the corridor, go through the door on the right. In the room that opens, take the knife and rifle cartridges from the table. Next, move the cabinet in the right corner. Along a secret corridor you will exit into the hall under the main staircase. Using a knife, remove the pair of guards standing to the left and right of the stairs. Then move along the left wall into the office, where you will find a rusty key. With this key you will open the storage room, which is located in the corridor to the right of the exit from the spiral staircase. Through this room you can go up to the second floor.

Once in the corridor, go into the room, the entrance to which is located in the right corner. There you will find a shotgun and ammo. Note the lifting mechanism against the wall. After this, return to the corridor and follow it deeper into the building. Going out onto the second floor balcony, go through the second door along the way. In the room that opens, pick up Marsh's diary, and then break the painted glass. In the next room you will meet Ramona, then break the second colored glass and climb inside the office. There, pay attention to the inscription written on the wall; you will not be able to read it due to lack of information.

Return to the office on the first floor by going down the main stairs. From there, go to the room opposite. There is a safe built into the wall. The code for it is 1878. To dial the combination, proceed as follows: rotate the knob to 1 clockwise, to 8 counterclockwise, to 7 counterclockwise, to 8 counterclockwise. After taking the contents of the safe, return to the office in which there is an inscription on the wall. Using the scroll taken from the safe, decipher the inscription. Next, return to the corridor from which you just came. There, go left to the door protected by a spell.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

After saying the deciphered prayer, you will remove the protection and be able to go down. Now you need to return to the cells to free Maki. Together with him, go to the room where the mechanism for lifting the stone disk is located. The agent will undertake to lift the disk, and you will have to go down the spiral staircase. Next you will meet with two magicians who need to be defeated. All it takes is two well-aimed rifle shots to the head and you will solve this problem. After this, you need to open the door located behind the statues.

There are buttons on the back of the stone figures, press them in the following order: Dagon, Hydra, Dagon, Cthulhu, Dagon, Cthulhu.

Dangerous trip.

After talking with the captain, go through the door opposite. On the captain's bridge, talk to the helmsman, and then go to the deck.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

There you need to talk to the sailor standing at the mast.

In the process of repelling the attack, Henson will report that he is running out of ammo. Take the keys to the warehouse from him, enter the control room in the far right corner. At the bottom of the stairs there is a warehouse where you need to get. Take the box with machine gun cartridges that lies against the wall there and take the ammunition to the sailors. After this, you need to run to the infirmary for a first aid kit. To do this, return to the control room, go through the door on the left and run straight past the stairs. In the right corner of the corridor is the entrance to the infirmary. After killing the monster who settled there to have dinner or lunch, take the first aid kit lying on the rack and take it to Henson.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

After the attack of the fish people ends, you need to survive the onslaught of huge waves. To do this without losing your health, grab the handrails like other sailors do. After the first wave, run to the gun. Through your sights you will see blue lights on the reef - these are magicians who send waves. Destroy them with artillery fire, remembering to wait out the waves while holding onto the handrails.

After destroying the magicians, go to the officer who is standing at the control room. Next, you need to run after the surviving team members to the lower deck, closing the doors behind you to delay the monsters chasing you. When you meet the second sailor on the lower deck, go through the door on the right. In this cockpit you can save the game, as well as pick up the sailor's diary lying on the bed. After the pipe in the corridor explodes, go to the left corner and turn the valve there to shut off the steam. When you reach the captain's cabin, go down to the engine room and climb into the ventilation. Along it you will climb inside the captain's dwelling. After taking the key and revolver, go to the armory. There you will replenish your ammunition and pick up some dynamite. Next, return to the engine compartment, close the furnace lid, and then install the dynamite to the fan in the second ventilation duct.

Once at the bow of the ship, pick up the mount and go out to the dining room. There, talk to the sailor, and then go to the cargo bay. The entrance to it is located next to the sailor's quarters, in which you picked up the diary. A pry bar will help you open the hatch. Having taken the “welder”, go to the engine compartment.

From the entrance, go to the far left corner. There, tighten the valve and return to front door. There is a ladder next to it - to lower it, shoot the padlock. Climb the stairs to the upper platform. From its edge, jump down to the place where steam was coming from the pipe. After sealing the damaged pipe, return to the valve and open it. Next, go to the stove, to the right of the lid there is a second valve, which also needs to be opened to start the machine. After that, go to the dining room.

Exit the dining room through the door that the monsters broke through and go out onto the deck. There you will have a “pleasant” meeting with Dagon. To destroy it, you need to shoot at it from the bow gun when Dagon appears along the ship's course. After each shot, run back to the bow of the ship so that the monster is exposed to the shot more often.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the EarthDevil's Reef.

Walking along the path winding between the rocks, you will come to a place where the wind blows very strongly. From there, first go straight to a platform that looks like a large palm, where you will find a disk. Next, follow the second path. Before the wooden decks, turn left. Along the side passage you will reach a small cave. Take the block lying on the stone there, and then insert the disk into one of the frescoes to open the secret door. Take the lever from the treasury, then return to the main path. When you go down the stone steps, turn right into a low tunnel. Along it you will reach a platform where you can save and you need to insert the lever into the hole in the rock. By pressing the lever, run as quickly as possible along the path in order to have time to pass through the trap along the flooring that appears.

Coming to the bridge, use the block on the rope to ride the bungee. When you find yourself in a small cave in which there is an unknown mechanism, translate the inscription using the book of Dagon, then insert the white gold brooch into the button and activate the machine.

As you exit the cave, pay attention to the red pebble in the floor. This is a way sign. Next, jump onto the ledge and move to the edge of the bridge. From there, follow the red stones and you will emerge into a cave where there is an empty pedestal. Place a red stone in it and the door will open for you. Along the opened corridor you will reach a large hole from which a column of air emerges. Get into it.

Walkthrough of Call of Cthulhu: Dark Corners of the Earth


Walkthrough of Call of Cthulhu: Dark Corners of the Earth

Air tunnels.

By saving the game in a cave where you can see how Submarine trying to destroy the protective field, go left along the wall. After meeting Sebastian Marsh, climb the stone steps and go into the tunnel.

Once in the chamber, take a chisel and use it to lift the sewer grate. When you exit into the next cell, climb back into the sewer and wait out the guard's visit there. Next, exit the cell, turn right and move, keeping to the right wall. Basically, you have to make a circle and come out not far from your cell, but on the other side. From there, climb through the hole in the wall into the sewer and follow it out into the corridor.

From the area where the fire is burning, move left and up to the bridge. There, turn right. After sneaking past the guards, turn left before the cave entrance. Through a narrow tunnel you can unnoticed find yourself near a locked door and from there sneak behind the guards into a kind of underground garden. There, pick up the blue flower, and then continue moving.

After entering the cave with a waterfall, go down, moving along the right wall. Next, go to the reservoir formed by the waterfall and turn right. This path will take you to Robert Marsh's office. When you come to visit him, grab the knife from the table and kill the monster. From the suitcase lying on the table, take the key to the laboratory and the book. After that, leave the office and turn right in the large corridor. After going to the end, you will find a rifle and a first aid kit. Now you need to go back along the corridor, exit through the bolted door. The place is already familiar to you, so turn right and run forward across the bridge.

Inside the laboratory, take notes from the table about blue colors, as well as a bottle of herbicide. Then talk to the experimental mutant, and then shoot him so as not to suffer. Next, leave the laboratory through the second door, go down inside the stone pillar and find yourself in the guards' room. There, take your things and a bucket of prison stew. After leaving the room, turn left and go to the iron door with a feeding trough. Place the stew and the blue flower there, close the feeder and go into the passage to the right of the door. Opening the second door, you will find yourself in a chamber with a dead monster. Take the hammer from there. With this tool, go to the crystal cave that you passed by on your way to the waterfall. There is a small green crystal to the left of the save sign. It can be pulled out using a chisel and hammer. Next, return to the guards' room, where you picked up your things. From there, go upstairs, at the tunnel leading to the laboratory, turn left to the open chamber. Inside it, water the plants with herbicide, after which you can climb up the stems. Once in the dilapidated hall, insert the crystal into the Y-shaped hole, and then activate the portal from the remote control.

Taking the plasma launcher, go left along the corridor, through the door and go down, from where you need to go to the waterfall. From there, go right into the tunnel to the water's edge, where you need to use the plasma thrower. With maximum charge, dash through the water to clear the path of starfish. Next you need to go through the opened tunnel and go down into a large cave. In it you need to go down the stone platforms and cross the bridge to the other side, from where you go up the serpentine road. The ascent will be complicated by two huge monsters that cannot be killed; you can only drive them away with shots from a plasma thrower. When you find yourself at the topmost platform, climb up the vines into the next tunnel. Follow it to the Temple of Hydra.

Once inside, go up the stairs past the large gong. In the main hall, kill the magicians, and then go behind the statue of Cthulhu. There is a lever on the back that needs to be turned to release water. After this, kill the monsters that appear and go down to the gong. Shoot the gong with maximum charge, then return to the hall, kill the monsters and stand in the small bath in the center of the hall.

Having moved into the monster, jump to the statues standing in a circle. On the back of each of them you need to press a lever to release water. The sequence of clicks is any, the only thing is that in one transformation it will not be possible to turn on all the levers. You will have to repeat the transformation procedure. When all the water has been released, shoot the maximum charge from the plasma thrower into the bathtub located in the center of the hall.

After killing the Hydra, take the red stone from the stand. With it, go to the closed door and use the disk to open the passage. Next, you will have to quickly run, avoiding falling stones, past the laboratory, through the raised grate (here you fell into a trap) to the portal from which Sebastian Marsh arrived. By the way, when you cross the second grate and come out onto a narrow bridge, press yourself against the left wall so as not to be crushed.

The horror genre has been going through hard times lately. The worthy projects that have come out in recent years can be counted on the fingers of one hand. And almost no one was expecting Call of Cthulhu: Dark Corners of the Earth. Five years of development, minimal advertising, plus failed projects based on the works of H. P. Lovecraft inspired confidence that nothing good would come of it. But she still came out. And it amazed many.

Atmosphere. Plot. Scene. Heroes. Opponents. Fear. And a rare depth of immersion. Yes, it's worth playing. However, you can learn about the advantages and disadvantages of the game by reading the review in the last issue. Now the task is: to help you survive and not get lost in the difficult world of nightmares and ancient legends. So let's get started.

Call of Cthulhu: Dark Corners of the Earth is a mixture of adventure and action with stealth elements. Therefore, we have to do most of the game:

  • solve riddles, solve simple puzzles,
  • destroy enemies using eight types of weapons,
  • crawl around corners, hiding from opponents who cannot be finished off.

The game takes place in and around the town of Innsmouth, where private detective Jack Walters has arrived to find a missing shopkeeper. He is opposed by the ancient gods and numerous creatures born of the sea... and his own madness.

The game is based on the works of Howard Lovecraft. This, if anyone doesn’t know, means that they will scare us regularly and tastefully. Therefore, let's add a fourth point:

  • be afraid of the dark and ancient monsters, enjoy the plot, atmosphere and unique universe.

About secrecy

You will have to hide constantly. The game encourages you to play stealthily, even when you have a weapon. Therefore, let us carefully understand the subject.

In Call of Cthulhu, stealth elements are quite primitive. The pretentiousness of Splinter Cell or Thief is out of the question. The rules are simple. If you move quickly and stand in the light, the enemy will detect you on the count of “one”. To prevent this from happening, you need to move on your haunches, in dark corners - and preferably in a special mode (turned on by pressing Shift). There is no way to accurately determine whether they will notice or not. Only by eye.

But even if they found and raised the alarm, do not despair. Run to some corner and wait. Soon the enemy will calm down, and you will be able to better study the route so as not to get caught a second time. True, sometimes it’s easier to rush at full speed than to crawl along the alleys. This is also an option. Although you can get a bullet. But this risk is usually justified.

Physical and mental injuries

In Call of Cthulhu, health, contrary to established principles, is not measured as a percentage. The character's body is divided into six zones: arms, legs, torso and head. If a leg is damaged, the character will limp, and if an arm is damaged, he will not be able to aim. It may be primitive, but it is much more logical.

There are four types of damage: light bleeding, fracture, heavy bleeding and poisoning. The more serious the damage, the faster the character's health deteriorates. It can be traced by the heart rhythm on a cardiogram. ...Has it become thread-like? You can order a wreath. To prevent this from happening, you need to do dressings on time.

Depending on the severity of the injury, you will use different medical treatments. For light bleeding, use bandages. For severe cases, use surgical threads. In case of a fracture - a splint. And in case of poisoning - an antidote. You will find these items in first aid kits, which are scattered throughout the level.

If you are seriously wounded and there is no time to recover, in order not to die from pain, take a morphine injection. It blocks the pain and the character can hold out for a while. However, the drug distorts the picture, making it difficult to navigate in space. Plus, frequent use affects the game's rating.

When healing, the character does not move. So try to find a secluded place. While he opens the first aid kit, while he patches himself up... three or four seconds will pass. If you accidentally hit it with a bullet, you'll have to start over. In general, treatment is a troublesome matter. Therefore, it is better not to expose yourself to shots.

Mental health is more difficult. It is not indicated anywhere, so soundness of mind and sobriety of memory will have to be determined by eye. Listen to what Jack says. See if hallucinations begin. If yes, then things are bad. You urgently need to look for a safe place or save point. Theoretically, Jack could go crazy or shoot himself. However, no matter how much I tried to drive him crazy, nothing worked.

What can cause the roof to go crazy? Because Jack will see something disturbing. A corpse eaten by worms. Ghost of a dead girl. The dead girl's father who cut her throat. Severe wounds, physical suffering. Actually a lot of things. It’s impossible to list everything. I tried to mention all the unpleasant moments in the passage.

How to avoid? Simple enough. Don't look - that's all. Remember when you were a child? I don’t see it, that means no. True, scary things are fun to watch. Who wouldn't want to look at a dead girl? Or a pile of bloody corpses? This way the whole game will pass and you won’t notice anything bad. In general, I warned you. It's up to you to decide.

Weapon

After completing almost half of the game, you will finally get your weapon. The question immediately arises: to kill or to sneak past? Of course, kill. It is possible - with special cynicism. Just remember: in some levels the enemy keeps coming indefinitely. Therefore, to be honest, I don’t see much point in starting a fight. Only if you break through.

Jack Walters is by no means an action legend. A meeting with five or more opponents will most likely end not in your favor. A similar result will occur if you try to attack in open space. Running with evasions and accurate shooting.

We need to act differently. From a dark corner, preferably in the back, with a shot to the head. When the hype starts, retreat modestly and lure them along. The right ambush around the corner - the death of the silicon idiot. One by one they will jump out - and fall dead. Just have time to change the clips.

You can shoot from the hip or from the shoulder. The last method is much more accurate. But if you hold a weapon for a long time, your hands will get tired. Lower it for a second and everything will go away.

Ammo. Yes, it's a headache. After death, the enemy instantly dissolves in the astral plane, taking ammunition and weapons with him. Therefore, carefully inspect your surroundings. What if someone accidentally threw a machine gun clip into the trash can?

Crowbar

The first weapon you find. Moderately stunted, but not useless. It will not be possible to carry out punitive operations, as in Half-Life. But if you act correctly, it will come in handy many times. Locks, windows - that's understandable. Crowbar wins without any reservations. You can sneak up from behind and hit him on the head. Kills with one hit. If the enemy is not expecting it, then attack with an angry tiger and hit the insolent face. Just make sure there are no comrades standing nearby.

And, of course, my favorite technique. You peek around the corner, wave your arms, stomp your feet. You attract attention. The enemy runs in a friendly crowd in search of adventure. You stand and wait. When the head appears, hit the crown. Usually it gets pushed back in. But another one takes her place. This is understandable. I wonder why this comrade was jumping up and down holding his head. You need to see for yourself.

Having also received a crowbar in the head, he runs off in an unknown direction. But his comrade had already left. And he wants to understand what hit him on the head. And again he pokes his curious nose into places it shouldn’t. Soon everyone who wants to die from numerous beatings.

Knife

You will find the knife in the middle of the game. An excellent weapon for quietly drawing blood. Sneak up to the victim, hold down the right mouse button and hit. Any enemy, except monsters and fish people, will go to their forefathers with one blow. And most importantly - no noise. They can also break glass, knock down locks and set up ambushes, which are described for the crowbar.

Gun

An ordinary pistol. Moderately punchy, not moderately fast. I'm glad that ammo is easy to find. The clip holds eight rounds, and the backpack holds fifty. I usually used it to save ammo for other weapons. Three shots to the head is fatal. And thanks to its rate of fire, it’s easy to fight off two or three opponents.

Revolver

Great model. Hit further and do more damage than a regular pistol. A headshot will send your opponent to heaven. Perfect for any situation. Just try not to get involved in long firefights with a lot of people. The rate of fire is low. And the clip only holds six rounds. But the backpack fits the required fifty.

Shotgun

It looks like a sawn-off shotgun. But the developers know better. Shotgun, so shotgun. To be honest, I didn't appreciate the weapon. To hell with the firing range. It's not that critical. But two cartridges in a clip? You can go up against a maximum of two opponents. If it’s more, you won’t have time to recharge.

But the power of the shot is high. Hit with close range(especially in the head) immediately kills the enemy. By the way, a shotgun can come in handy if you need to quickly escape and the road is blocked by several people. There is no need to aim - it’s inconvenient to do this while running, and if you’re lucky, you can finish everyone off at once with one shot.

Rifle

5 rounds in a clip, 30 in a backpack. Great weapon. At medium and long range the rifle has no equal. A headshot will usually kill any enemy. You will need to plant three bullets in the body. The disadvantages, of course, include slow reloading and a small clip. But the rifle copes with its tasks with a rating of “five”.

Machine

If the enemy is pressing in a crowd and there is nowhere to run, then a machine gun will help out. Clicking a person's heels is a matter of a few seconds. In general, I advise you to use it only in extreme cases. Too much noise. And ammunition is rare. By the way, there is one minus. When firing in bursts, it is difficult to aim due to the powder fumes. Therefore, you have to stop and wait for the smoke to clear. 50 rounds in a clip, 200 in a backpack.

Energy weapon

You will find this weapon at the end of the game. There are a lot of advantages. Infinite ammo. After firing, the weapon reloads itself, apparently absorbing energy from the air. Damage. The cannon fires a ball of plasma that damages multiple enemies.

In addition, you can control the strength of the shot. Hold down the left mouse button to accumulate energy. When the weapon shakes in your hands and red lights flash on the body, it means the maximum charge has been reached. You can shoot. If you overexpose it, it will misfire and you will have to wait a couple of seconds before using it again.

A shot into the water causes enormous damage to the enemy. But usually this is only used for the plot of the game in order to advance further. There is really no place to use this ability in combat. Scary monsters, which had to waste a lot of ammunition, die from one or two shots. Which is good. But ordinary opponents, on the contrary, tolerate damage well.

We’ll also write down the following disadvantages: long reload time and the absence of any sight. To get where you want, and not where you can, will require training. But even after this, mistakes will be common.

Walkthrough

Prologue

After the end of the video, the game will take you back six years. To the house where the story began. After going up the stairs, talk to the policeman. After the signal, run to the right and enter the house through the emergency entrance. Once inside, go to the room on the right and read the letter on the podium.

There's nothing else to do downstairs, so head upstairs. From the stairs go left. In the first room you will see a dead fanatic. The next one will be alive (albeit for a short time), who will tell you something interesting. Take the key from the chair and go into the bedroom. There are a lot of dead people there, so Jack gets a little worried. Don't linger in a scary place. Take the diary and get out of here.

Go downstairs, unlock the door with the key and study the photographs. Strange. Take the second key from the table and go to the room opposite the stairs. Take the manuscript from the table and go to broken mirror. Turn right and look down. Luke.

Open it and go downstairs. When you reach the room with the crucified fanatic, press the remote control and see what happens. Probably shouldn't have done this. However, why be sorry? Take the green crystal from the installation and exit through the door.

When you reach a closed door, use the remote control to open it. It's a strange room. It was clearly not made by people. Insert the crystal into the cavity and press the hexagon on the remote control. That's it, you shouldn't have wandered around the house alone and pressed different buttons. Now - hello, psychiatric hospital.

Visit to the old town

I had never heard of Innsmouth until the very day when it appeared before my eyes for the first and - for now - last time.

To save the agent, you need to hit the Marsh.

When the bus stops, go into the hotel and bombard the manager with questions. This, of course, will take a long time, but you will learn a lot of interesting things. There is nothing else to do in the hotel, so return to the square. You can wander around the city and chat with the residents. But they won’t say anything interesting, so you don’t have to waste your time.

When you're done walking, go to the store and talk to the policeman at the barricade. He will refuse to let in. OK. Let's find other ways. Wait until he turns away and goes into the alley. Crouch down and follow him. When you reach the barrels, crawl into a dark corner and wait until he returns. Now go to the back entrance and open the door.

Once inside the store, prop the door up with a cabinet. Take the first aid kit and go to the office with the broken door. Take a pen and a bottle of whiskey. Someone is breaking in. We need to get away quickly. Run to the counter with the cash register (they took the first aid kit there), insert the handle into the hatch, open it and jump down.

When Jack regains consciousness, pick up the diary, the first aid kit and push the ladder so that it breaks through the wall. IN dark room pick up the document (you need to use it twice to clear the garbage). The next room (yes, don't forget to take the pistol ammo) has two doors. Behind one is a hanged woman. The other leads to the street. Pull back the bolt and leave the building.

On the street, talk to the inspector. Again, you can walk around the city, look out the windows, chat with the residents. The Inspector and Rebecca will say something interesting. From the square, follow the street that leads to the exit from the city. Go into the alley. A local drunk is raging there. He will agree to help in exchange for a bottle of whiskey. Give up the alcohol to get a key and valuable information.

Go back. Halfway there, Jack will be intercepted by Rebecca. She will also help with advice. After the conversation, go to the square. Unlock the door to the left of the hotel. There is no turning back. All that remains is to move forward.

During the battle, try not to look at the monster, otherwise Jack will go crazy.

Follow the alley to the very end. There you will find a building with an unlocked door. Go inside and talk to the old man who is looking out the window. Then move on. Don't look at the corpse, otherwise Jack will feel bad. In the bedrooms, pick up a first aid kit. Then leave the room and go down the stairs.

Once downstairs, go to house 803. A strange girl will open the door. Her father is not at home, but she will allow her to wait inside. Look at a family photo. Why is a piece missing? Go upstairs, move the bolt and watch the video... When Jack regains consciousness, take his father's diary from the attic and go downstairs. The unfortunate father will give the key before the police break in. You don't need anything else either. Just pick up the girl's diary from the floor, go outside and return to the square.

Wander around the city again, talk to the policeman at the barricade and the bus driver. Clear. There's no way to get out of here. Therefore, we need to continue searching. To get to the store, from the tunnel through which you entered the square, go upstairs and go into the passage on the left. Open the door with the key and go inside. Take the first aid kit from the shelf and approach the girl. She will give a few photos and go home.

Now you need to crack the safe. There is a clue in the diary of the murdered girl's father. Here is the answer: 2612. First, turn right to number 2. Then turn left to number 6. Right again to 1. And finally, left to 2. Take the book and leave the store.

You can find Rebecca and ask for a place to stay for the night. But she will refuse. So, with a heavy heart, go to the hotel. Eavesdrop on the conversation between the driver and the manager. They're up to something. When they stop chatting, ask for the number. The manager will leave the room for a while.

Go behind the counter and take the key and shotgun shells. You can also eavesdrop on the conversation. But what will happen tonight is already clear. Unlock the door next to the counter. Take the diary and shotgun shells. I do not advise you to carefully examine the contents of the card index. It will only harm your health. Then leave the room, close the door and stand there looking innocent.

Follow the manager into the room. When left alone, close the latch on the front door. Then go to the adjacent room. Here, too, close the latch on the front door. Look at the cabinet that props up the door. Remember. Make sure to leave the door open between adjacent rooms. Now go to bed.

Fish-men attack

Yes, there is a hotel in Innsmouth, it’s called Gilman House, although that’s just one name, and that’s all. I wouldn't advise you to stay there.

Howard Lovecraft "The Shadow Over Innsmouth"

One of the most tense moments in the game. You can't linger, otherwise Jack is dead. Jumping out of bed, run into the adjacent room. Turn around, slam the door and close the latch. Move the closet. Go into the room and close the door. Run to the front door and close it with the latch.

Run into the next adjacent room. Close the door. Push the cabinet towards the second one. Run to the window, move the second cabinet and climb out onto the balcony. Jump over to the other side. Run through the door and then lock it for hours.

Sit down and crawl under the windows. Then get up and run out onto the landing. Go down one flight of stairs and go left. As you run through the room, don't forget to grab the first aid kit. Finally open the window and jump over to the other side. Climb the stairs and run across the boards.

Flashlights flash ahead. You need to quickly find shelter. Climb onto the roof using the ladder. When you reach an open window, jump down. All. The mad chase is over. Save your game, heal your wounds, and take a breath.

The warehouse is guarded by two residents. One constantly wanders from corner to corner. The second one stands and looks around. Wait for the right moment - and, squatting, crawl behind the boxes. Take a break and move to the right corner. Climb onto the boxes, then onto the bridge and jump out the window. Without raising your head, crawl under the windows. Having found the ventilation shaft, climb inside.

During the video they will show you where to sneak. Jump down and go down the stairs. Crawl into the dark area on the right. Wait until the guards are out of sight and crawl into the hole. It is much safer to move under the floor. When you get to the office, pick up the first aid kit and move the drawer in front of the door.

You are back at the warehouse. But there was less security. Therefore, you can safely sneak onto the street. Crawl right. At the end of the alley, find a first aid kit. Just be careful when you take it. They might notice. Move on. Don't forget to hide in dark corners behind baskets.

Having reached the destroyed house, watch the video and go inside. It's relatively calm here. You can record the game. Go outside. Look down. Full of security. You need to get past it somehow. Crawl towards the truck and knock the brick out from under the wheel. Now go up to the platform and jump into the back.

After the dizzying ride and fall, it’s even strange that Jack didn’t even get a scratch. Run into the small shelter with the metal grate and take the steel pipe. Now jump to the fan and use the found fittings. It will break off one blade and slow down its rotation for a while. Quickly run under the fan and jump into the sewer.

It's better not to look anywhere if you don't want to scare Jack. Run straight, then go up the stairs. In the corner lies a thoroughly rotten corpse, which will also stun the hero. When you reach a room with a vat of water, go up the stairs and look down. We need to wash away the filth somehow.

Go back two rooms and find pipes with levers. Move the right lever to a horizontal position, the left to a vertical position. Return to the vat and open the valve (you need to turn the handle). Go to the pipes again and set the left lever to the horizontal position. Raise the damper again, jump into the vat and quickly crawl into the pipe (the damper lowers after some time).

In the pit with corpses, try not to look around and climb the stairs. Take the first aid kit from the room. There will be a girl standing behind bars in the tunnels. Do not look. It's better to jump into the pit right away. There are a lot of poisonous spiders here. Try to quickly run to the stairs. Poisoning is an unpleasant thing. Go upstairs and eavesdrop on the residents' conversation. You need to get past it somehow.

Go to the nearest stairs, which are covered with bars. Push to get attention. Then run to the next staircase and rattle the bars again. And so on. Then return to the beginning and go up to the street. Now it's all about speed. Crawl along the wall and turn right. Climb up the fire escape.

A fire is raging in the building and the floor has partially collapsed. But you need to somehow get to the box. To avoid falling, crawl along the right edge. Use the winch to lift the box. Now, without making noise or attracting attention, go down the stairs to the first floor and go through the door.

Make sure the guard has his back turned before going through the alley. Move from room to room and collect ammo. When you see Rebecca, do not rush to the fireplace. First, go upstairs and pick up the diary. And only after that talk to the girl. She will agree to accompany you to church. When you find yourself on the street, the residents will open fire. Run in zigzags, looking at the girl so as not to lose your way. When you get to the church, Rebecca will die and Jack will be forced to take refuge inside.

It's safe here. You can ignore the residents outside and calmly explore the building. You will find a first aid kit in the preacher's pulpit. To the right of it is a hatch. It needs to be opened. Don't look at the cross if you don't want to see something unpleasant.

Return to the main entrance and go up the stairs. To open the hatch, you need to ring the bells in a certain order. The card the girl gave clearly hints at the sequence. Center bell, left and right. When the melody sounds, quickly go down and run to the hatch. It will close soon, so don't hesitate.

In the catacombs there is again peace and quiet. Go to the shelter and pick up the birth and death registration book. Under the book is a small plate with numbers. Use the photo on it and get the code to the safe (it's next to the door). 3 - right, 1 - left, 5 - right, 7 - left. Take the stone cross and go to the end of the tunnel.

Near one of the graves there is an image with a cross. Insert yours there, which you found in the safe, and go out into the sewer. I hoped I wouldn't end up here again. At the intersection, turn right and pick up the first aid kit. After going upstairs, wait for the patrol to leave and go into the bank.

Everything is burning and collapsing. Amazing. It will be more difficult to find. Crawl to the office where the beam fell. You will cross it to the other side. Go through the door and visit the vault if you want to save the game. Climb up and jump over the hole in the floor.

You will be taken to the second floor. It's really bad here. The floor was almost completely burnt out. And you have to jump. Move to the opposite side and climb up the log. Crawl along the beams to the stairs, which have partially collapsed. Leave the bank.

From here you will see the fire tower. Go down and jump onto the stairs opposite. Go upstairs and jump onto the balcony. From there you will enter a room that leads to another balcony. From here, jump onto the roof and crawl into the attic.

Run to the window and jump to the other side, go up and jump onto the fire tower. From there, jump to the balcony. Collect ammo and go down into the hall to talk to the inspector. When the video ends, jump out the window.

Jail break

Despite the fact that the wind was now blowing in the opposite direction, I seemed to even make out something similar to a distant noise, and some kind of devilish scratching and mooing that reached my ears seemed even more disgusting and menacing than all the sounds that I had ever heard before. this.

Howard Lovecraft "The Shadow Over Innsmouth"

Climb the fire escape and immediately sit down so that the police do not notice. When he disappears around the corner, jump down and follow the alley. Soon you will catch up with the guardian of the law. Wait until he talks to the villager and enters the building. Take the crowbar. Here is your first weapon. Just don't try to imitate Gordon Freeman. Bad things will happen. Walk along the wall until you come across a cell where he sits... Yes, this is the guy Jack was looking for. True, he still needs to be rescued. He will say that there is a violent man in the next cell. You can use this.

To destroy the monster, you will have to lure it under the flamethrower.

Show yourself to the crazy man and run to the trash cans (this is next to the place where you picked up the crowbar). Wait until the policeman goes to check the street and crawl into the station. Do not close the door, otherwise an alarm will be raised. A policeman sits in the room opposite and guards the weapon. Need to remember.

Crawl along the bars and go up. In the first room, a policeman is washing his face. Crawl further. In the cleaning room, close the two levers on the pipes and go to the stairs that lead to the third floor. Wait for the policeman to pass by and sneak into his room. Take the cartridges, keys and go down to the first floor.

Go to Burnham's camera and show the photo the girl gave him. This will convince you that Jack can be trusted. Open the door with the keys and follow the guy. When he asks where next, go to the alley opposite the police station. By the way, if you hesitate, the alarm will be raised. When you reach the hatch, use the crowbar to open it.

Stop. If what is described seems difficult, you can try to immediately get to the weapon. When you get to the police station, attract attention and run to a secluded corner where they won't be looking. The best option: second floor - bathroom, stairs to the third floor. Of course, they will shoot - and therefore there is a certain risk.

But as soon as you hide and wait, you will discover: the police in full force have gone out onto the street. Why? Unclear. What if someone is left? Then a mount will come in handy. You sneak up from behind or lure him around a corner and hit him on the crown. When the building is empty, go downstairs and pick up the weapon. After that, finishing off the guards is a matter of technique.

Let's return to our sheep. After going through the sewers (yes, don't forget to pick up the dead rat), you will find yourself in the garage. While Burnham is tinkering with the engine, he will have to visit the police station. Collect ammo, first aid kit and exit through the door.

Residents patrol the streets. There is no use in killing, new ones will come anyway. It's better to slip by unnoticed. Approach the madman's cell and hand over the dead rat. He will smash his head on the bars out of happiness. Go inside and pick up the paper. The code for the safe is written on it.

Return to the office where the weapon is. Take the shotgun, pistol, ammo and whistle (if you haven't done so before). The latter can lure opponents. Close the door carefully. The safe is covered by a cabinet that stands next to the board. Combination: right - 1, left - 8, right - 4, left - 6. Take the brooch and return to the garage. Show the find to the guy and get into the car. Crazy racing ahead.

Escape from Innsmouth

It seemed that this was the real end - the end of everything that remained on earth, the end of any tiny remnant of peace of mind and faith in the unity of nature and the human mind.

Howard Lovecraft "The Shadow Over Innsmouth"

Burnham never seemed to know how to drive. Therefore, do not be surprised if the car stops abruptly or goes into a skid. In general, I advise you not to stick your neck out too much. With such a chatter, you won’t get much trouble. Sit in the far corner of the body and shoot only if you are sure you will hit.

When the car stops, Burnham will say, "The road is blocked." Look to the right. Indeed, the truck was blocked. Shoot the barrels behind the car and hide back. Take out your shotgun and wait until the villagers show up. One shot of shot will discourage you from running after cars.

Soon the truck will finally stop. Pick up the revolver and jump onto the platform. Hide behind the fishing net and heal your wounds. Wait until the enemy scatters and take out your weapon. Try to aim for the head. There are no extra cartridges.

When you clear the street, go to the open gate. Pick up the first aid kit from the boxes and look into the warehouse. Several residents live there. They will have to be lured out one by one and killed in a dark corner. Having reached the stairs (there are again a lot of enemies there), go upstairs and collect cartridges. Break the window and jump onto the roof. Record the game and go downstairs.

Go into the room where the salt is scattered and take the machine gun, first aid kit and cartridges. That's better. Next to the stairs there is a small nook with drawers. Crawl under them to get into the large warehouse. Collect all the cartridges and take the keys from the pillar.

This will end badly. A squad of residents will run inside. There is no point in fighting them. It won't do anything. And the girl needs to be saved. Run back to the boxes and crawl to the other side. If the enemy blocks the road, calm him down with a shotgun blast.

Climb the stairs and jump onto the roof. Open the door with the keys you found. You will find yourself in a warehouse, on the second tier. Go up to the third floor. Next you will have to crawl along the beams, so don't look down. When you get within a certain distance of a girl, she will start screaming. We need to hurry. After a while it will fall down.

We'll have to talk first. Then knock down the lock with a crowbar to get out of here. When you reach the street, jump down and pick up the first aid kit. All that's left is to get to the car to finish the chapter. True, you won’t be able to get out of the city. However, how to save the lovers...

Marsha Plant

This inspector - Casey was his last name - had a lot to tell about how the Innsmouth boys were watching him, but he was constantly on the alert. According to him, Marsh's factory is a rather strange place and is an old mill built on the lower spillways of Manaxet.

Howard Lovecraft "The Shadow Over Innsmouth"

When the video ends, run away from the car and wait until the machine gunner stops shooting. Run up to Hoover for further instructions. We need to somehow neutralize the shooter. When the agents open fire, run to the cover opposite. Go around the boxes and run to the agent. Find a small passage among the boxes. You will go through it to the gate. Get to the door and shoot the machine gunner.

Wait for the agents to break down the door and follow them. In the offices you will find a shotgun and a rifle (it's behind the door). When you reach the warehouse, run to Hoover. He's waiting next to the elevator. After the scene, pick up the ammo and go down the stairs on the right.

At the end of the corridor you will find cartridges. Pick it up if you're having trouble with ammo and go down. Be careful when walking past the open area; you might get shot from below. In general, I don’t recommend staying anywhere. The enemy is constantly reborn.

Once at the bottom, remember the door and go through the side doorway. Several opponents are already waiting at the stairs. You shouldn't climb the stairs. The script will work and a crowd of people will come running. Better take the side route. He will lead you there. It just takes longer to get there.

In the place where the fence is broken, you can record the game. By the way, remember this place. We'll have to come back here. In the room, shoot the lone guard, then pick up: cartridges, a revolver, a first aid kit, a shotgun and an engine belt. If you go out into the workshop, you can find another first aid kit.

Follow the same path (remember the script) and return to the door you needed to remember. Now we have to get to the generator. The road is as straight as a mop handle, so you won't get lost. There are a decent number of opponents. Carefully inspect the upper and lower tiers so as not to get a queue at an unexpected moment.

In the generator room, knock down the lock and install the found tape. Now pull the lever to start the engine. Go out into the workshop and finish off the guard on the platform. Carefully, along the broken boards, move to the control panel and start the transport track.

Remember the place where you can save? We need to get there. Fortunately, now you can cut it. Return to the generator and open the double doors. From here you already know the way. When the cart arrives, climb inside and roll to the workshop where you used the control panel to start the transport track. When the cart stops next to the broken bridge, jump onto the boxes.

Collect ammo, first aid kit and go upstairs. Once out into the corridor, turn the lever to remove the steam. The road to the main hall is now closed. Take the ammo from the agent's corpse and carefully go down the stairs. This area is full of enemies, so you need to be careful.

Search the corridor for ammunition (you will find it for a rifle and a revolver). Then go through the only open door. Here, in addition to enemies, you will find ammunition for a shotgun and a first aid kit. To get to it, you need to climb the stairs on the left.

Then climb the stairs on the right and run along the path. In the next area, look for a machine gun in a small room. You will also find a first aid kit. Afterwards, climb onto the path and go towards the light. When you reach the room, you will come across Marsh, who will launch a path. There is no use in resisting. Turn around and wait. When you approach the crusher, run and jump onto the platform opposite.

Climb through the hole and climb back onto the path. Thank God she doesn't work anymore. Once you get into the room, look carefully around. How many opponents? And the worst thing is that they are endless. So it's useless to fight. You need to run quickly.

Go forward. When the bridge falls, run left and straight. There is a small room with an open hatch. Climb up and lower the lid to cut off your pursuers. Go through the double doors and use the remote to start the elevator. Hoover should be pleased.

Go into the administration room, take the cartridges, the note and go downstairs. The persistent agent had already disappeared somewhere. Call the elevator and go down. There are a lot of enemies here. Moreover, they suddenly jump out from around the corner. Therefore, when you hear Marsh's voice, run away and take out your shotgun.

Move straight, clearing the corridors and collecting ammo and first aid kits. There is only one road, so don't get lost. When you reach the recording point, be sure to save the game. In the next room, Marsh decided to dip Hoover in molten gold. To prevent this, you need to hit it once with a rifle. Then go upstairs and use the remote control to raise the agent.

Then go downstairs and go through the door. You'll soon reach doors marked Gold Casting and Chemical Storage. The first one is nothing interesting. So go to the second one. Here you will find a save point. Be sure to record the game. Now there is a battle with the monster. By the way, remember the stairs. It will still be useful.

Walk straight until Jack faints. What a surprise. And what do you want to do with such a monster? Run to the right and hide behind the boxes. Catch your breath and when Jack says, “You can move,” run down the stairs. When you reach the remote control, wait until the creature stops waving its tentacles and press the button.

Go back and examine the control panel. Need a new fuse. Run across the bridge. When you reach the center, turn left and go down. Don't forget to dodge the blows. Having reached the wide staircase, you can take a breath. Translated? Go upstairs.

In the office, stay away from the window. It’s better to immediately grab the fuse and first aid kit and run back. The road was blocked by a tentacle. We need to distract ourselves somehow. Stand to the left and when it attacks, slide past. The further road will pass without incident. Insert the fuse and use the remote control. The monster will turn into a pile of slime.

Go to the far right corner. Before moving on, record the game. Did you really think it was all over? When you go up the stairs and open the door with the latch, turn around and look behind you. It's coming back. Close the door and run down the corridor. Quickly open and close the second latch door.

Having reached the place where you saved the game before meeting the monster, go up the stairs and climb into the ventilation. Once you get out into the room, run through the door and climb up again. Climb into the second ventilation shaft. From there you will get to the ski lift.

Press the button to call the elevator. Go inside and use the remote control. Do not go anywhere and carefully look at the emergency door opening button. Soon the cabin will begin to shake. The damned thing finally got there. When the button lights up, press, quickly climb onto the boxes and get out.

Well done agents. We managed to catch it. But Hoover doesn't want to leave, so he'll have to run. To hell with all of it. But he will give you a gun. As if it would help against a huge creature. Go to the corridor that leads to the administration room. Turn left there. Shoot the lock and open the door. Now press the button to open the ventilation shaft.

Go up the stairs. Then climb onto the rope. Slowly go down, trying not to fall over from the height. Once at the bottom, crouch down to crawl through the hole. Once in the tunnel, press the button to open the hatch.

You will find yourself in a large hall with four gates. Only one works, so the question of “where to go” disappears by itself. You won’t be able to turn around, so go wherever they let you in. Once you find yourself in a room with a monster, carefully look around. See the two valves (two more on the other side)? Everything needs to be revealed. But the problem is that there is only one valve. We'll have to look for improvised means.

Open the only valve and wait for the tentacle to move away from the passage. Close it. This is necessary to avoid gas poisoning. Now run to the other side. Remember where valves 3 and 4 are. Exit through the door. At the end of the corridor you will find a hole in the fence. Jump over to the ledge and go down the baskets. Open the big doors.

Unlock the door with the latch in advance. This will help shorten the journey in the future. Then exit through the second door. You will find yourself in a room with a creature. Jump over the tentacle and turn the corner. And the next tentacle doesn’t want to miss. Jump on the remains of the boxes to avoid getting burned by the slime. When the tentacle rises to strike, slide past.

Go through the door, pick up a first aid kit and a gas key. Unlock the door, go up the stairs and run into the hall with the monster. Use the first valve to remove the tentacle from the passage. Run to the other side. Open valves 3 and 4 with a gas key. Then go down to the lower hall (the door at the bottom of the stairs is open, so you can take a shortcut).

The first tentacle came to life. To get past it, wait until it hits and run past it. Jump over the second tentacle and again return to the upper hall with the monster. Why such maneuvers? Because if you open valve 1 and 2, you can no longer get to 3 and 4. Therefore, we had to make an extra circle. Open the mentioned valves and run out of the hall. The air is poisonous, and if you linger, you will die from poisoning.

There is gas. All that's left is to get a spark. Return to the hall where you found yourself at the very beginning (there are four more gates there). Approach the gate overgrown with slime and press the button. Don't move anywhere. Turn around and watch the explosion go off. Go inside and slowly move towards the door.

When you get to the temple, wait until the vision appears. To get rid of it, just leave the cell. Once you come to your senses, look around the place. We need to act quickly. Cthulhu looks through the statue. Therefore, if you hesitate, Jack will go crazy.

Examine the stone on the stand. I need to get it out somehow, but the claws get in the way. Push the stand towards the door. Run to the remote control next to the statue and press the button. The beam will hit. Examine the stand. If you choose the right distance, the claws will open and you can pick up the stone.

If not, push the stand slightly towards the door again and press the button again. In general, from the original place the stand needs to be moved towards the door by about 1.5 meters. When you receive the stone, the doors will open and agents will come running. And the long chapter will end.

Secret Order of Dagon

And I cannot think of the depths of the sea without shuddering at the nameless creatures that perhaps at this very moment are slinking along their slimy bed, worshiping their ancient stone idols and carving their own terrible portraits on obelisks of submerged granite .

Howard Lovecraft "Dagon"

They took the cult seriously. Now the FBI is being replaced by the army. But what about us? Run after the soldiers. When you reach the edge, wait for the roller to pass and use the rope to descend. The ice on the river has not yet frozen completely, so you can only move on white ice. I advise you not to stop. A second's delay and you'll go to the bottom. Jack glides with the grace of a cow and tries to crawl into a dangerous area. Therefore, do not forget to correct the movement.

Having reached the cave, take a breath and run to the entrance to the dungeon. There is a lone soldier standing there. The only one who managed to survive from the squad. Talk to him, take the first aid kit and melt the ice with a flamethrower. No, unfortunately, you won't be able to take it with you. After the cutscene, run into the cave and lure the monster to the door. When it appears in the opening, use a flamethrower to set the creature on fire.

In the tunnel, take the dynamite from the soldier's body. At the fork, turn left. You can record the game in the camera. You will also find a rifle and a bronze key here. Before moving on, talk to an old acquaintance who was put behind bars. Needs to be released.

Return to the fork and go straight. The door is overgrown with some kind of nasty stuff, so it’s better not to approach. Place the dynamite on the barrel and run as far as possible. The filth fell off along with the door. You can go. Go upstairs.

First, go through the nearest door on the right. Pick up the knife from the table. Now you can cut out the enemy quietly. Inspect the closet. He's kind of strange. Push to the side and find a passage. Pick up two first aid kits and exit through the door. There are a lot of people wandering around the hall. Take out your rifle and start logging shots. Don't forget about the snipers on the second floor.

When the enemy stops moving, carefully examine the hall. See the door sealed with blue flames? Nearby there is a sign with strange signs. Use the Book of Dagon on the manuscript. Now search the rooms for items. In one you will find a safe. Remember where it is. Will need it later.

Among other things, they must find the key. He will unlock the door to the room with the stairs. Collect ammo and go upstairs. The hatch will close and there will be no coming back. Enter the room on the left. Close the door, take out the rifle and look through the loophole. Security. Shoot in the head, take out the shotgun and wait for the guests. Then finish off the enemies below. Just for fun, spin the winch. She lifts the hatch below. But you need someone to hold it. Otherwise it will close.

Return to the corridor and go through the door on the right. There's another sealed door here. Use the Book of Dagon on the strange tablet. Back to the corridor. Go to the green room. There is nothing interesting here, so go straight out to the balcony.

Go to the second door from the beginning (it is the only one that is not locked). Pick up the diary and break the glass, climb into the closet and approach the girl. Crap. I came up with that too. Collect the cartridges and break the second glass. Search the room and use the Book of Dagon on the stone tablet. Open the door and get out of here.

Use your rifle to kill the guards on the first floor. Now we need to get out of here. Go to the barricade along the right stairs. Climb onto the chair, from it onto the cabinet - and jump down. If you read the found diary, you probably noticed the date. This is the code for the safe. Go to him and enter the numbers: 1 - right, 8 - left, 7 - right, 8 - left. Take the pistol, book and scroll.

Run back to the room on the second floor. Use the found scroll on the stone tablet. Now run to the sealed door with the blue flame (any one will do). In the hall, finish off the guards, take the key and the first aid kit. It's time to return to the prisoner and unlock the cell.

Makey will agree to help penetrate the secret passage. Return to the mansion. People came running. If you don't want the agent to be shot, you can order him to stand still. He can take care of himself though. He’s not particularly stupid and doesn’t get in the way of bullets.

You need to break through to the room with the winch. But Makei refuses to climb the stairs. You will have to fight your way through the main hall, a room with a secret passage and climb the stairs. When you get there, have the agent turn the lever and go back and go down.

Once in the temple, immediately hide behind the pillars so that the wind does not blow you to the wall. Take out your rifle, lean out and shoot the wizards in the head. Two or three hits should be enough. It is advisable to avoid fireballs. They seriously hurt. The evil wind has died down. But how to go further?

The riddle is interesting. Let's analyze it in detail. But first the answer. Press the buttons behind the statues in the following order: Dagon, Hydra, Dagon, Cthulhu, Dagon, Cthulhu.

Now the analysis. Examine the broken tile. Mentally place the fallen fragments. The result is the following combination: anchor, rotated anchor, anchor, flower, anchor, flower. Now look at the signs behind the statues. Dagon is the symbol H, Hydra is the diamond, Cthulhu is the pyramid. Kneel in front of the Dagon statue and examine the stone tablet. Even more interesting. Anchor - Dagon, rotated anchor - Hydra, flower - Cthulhu. All that remains is to analyze - and the answer suggests itself.

After opening the door, follow the tunnel until Jack falls under the water. The chapter is over.

Dangerous journey

Huge, polyphemus-like and disgusting, it, a monster from nightmares, rushed towards the monolith, extended its gigantic scaly paws towards it, bowed its terrible head and began to make rhythmic sounds.

Howard Lovecraft "Dagon"

Collect cartridges and go up to the control room. Talk to the helmsman. He will tell Jack to come down to the deck. Do it. Talk to the sailor armed with a machine gun. Immediately after the cutscene, grab the rifle and retreat to the door. Carefully shoot the monsters, and at the same time try to ensure that the sailors survive. This will increase the game's rating.

When the sailor with the machine gun demands ammo, run inside and go down the stairs in the right corner. Unlock the door, take the cartridges, shotgun, pistol and return to the deck. Give me some ammunition. Now he asks for a first aid kit. Run inside. Now go to the left corner. Go to the first aid station (it's on the right), turn right and shoot the monster. Pick up a special first aid kit from the shelf and go to the sailor.

Shots will continue to ring out on deck for some time. Then everything will calm down. If this does not happen, it means that some monster accidentally fell overboard. We need to find him and shoot him. Don't be fooled by the calm. It’s better to immediately grab the handrails opposite the cabin. Soon a huge wave will cover the ship, killing and maiming the sailors. If you don't hold on, you'll get it too.

When the ship stops rocking, get behind the gun, turn on the zoom (right mouse button) and knock the three wizards off the cliffs. If you don't make it before the next wave, get out of the gun and grab the handrail again. The sea has calmed, but the monsters are attacking again.

Move behind the sailor and close the doors so that the monsters cannot catch up. Don't forget about the latch on the door in the first aid station. Once on the lower deck, shoot at the fire extinguisher to finish off the creature. Go to the room on the right. There you will find ammo and a save point.

Return to the corridor and turn the valve to close the pipe. There is no point in following them to the captain's cabin. It still won't open. Better go down one level. Close the oven door. This can be done later. But it's better right away. Then climb into the ventilation shaft on the left. Follow it to get to the captain's cabin. Pick up the key, gun and diary.

Go out into the corridor and unlock the weapons room (for this you will need a key). Take a machine gun, dynamite, cartridges and a crowbar. Turn around and shoot the creatures that come running. So. Now you need to use explosives. Return to the engine room and climb into the middle ventilation shaft. Set the explosives and run for cover.

Afterwards, climb back and crawl along the shaft. Once in the room, collect the items and go into the dining room. Here you will find two surviving sailors. The lights will go out. Talk to the sailor twice. He will open the door and give you the key. You need to start the engine, otherwise the ship will remain dangling in the sea.

There is steam in the engine room, so you will have to make your way through the ventilation. Do not turn the valve next to the stove, otherwise the engine will rupture. And that's the end of it all. Run into the corridor where the fire extinguisher tore the monster apart. There is a hatch in the far corner. Open it with the key and go downstairs. Pick up a first aid kit and a welding machine. Immediately turn around and finish off the monster.

Go to the engine room. Do you see where the steam is blowing? There is a valve on the left. It needs to be turned to block the pipe at the top. Return to the entrance. Look to the right and up. The staircase is held in place by a lock. Shoot him down and go upstairs. Find the broken pipe and repair the hole. Now go down and turn the two valves. The one that was closed earlier, and next to the stove.

Go to the sailor and demand to open the door (the one next to the captain's cabin). Give me the welding machine. A crowd of monsters will immediately come running. After shooting them, go upstairs and go out onto the deck.

The sailor welded the door and died. Coward. Got what I deserved. But Jack, like a real hero, will have to deal with the monster. He attacks in two ways: hits with his paw or shakes the ship. The first one must be avoided. From the second - grab the handrails. It is clear that only a weapon will take such a creature. But the cannon hits straight. And the monster loves to come out from different directions. What to do?

In fact, things are not so bad. There is a good way to trick the monster. After the video, climb into the gun and shoot in the head. Only there. Otherwise you will have to tinker twice as long. The creature disappears overboard. Run around the gun and stand with your back to the nose. When you hear a roar from behind, get into the cannon and shoot again. Again stand with your back to your nose. Repeat until the bitter end.

Devil's Reef

So, they say that occasionally on this reef you can see a whole brood, a tribe of these same devils - sitting there waddling or wandering back and forth near the caves that are located in its upper part.

Howard Lovecraft "The Shadow Over Innsmouth"

When you wake up after a disaster, look around. We finally got there. Having reached a cave with water, slide to the left for a first aid kit. Next, follow the path. When you reach the pit, jump over to the other side and immediately crouch down and crawl to the very edge. A spiked grille will whistle overhead. So you can kill yourself.

Coming out of the cave, you will be hit by a strong wind. There are two paths here. Take the lower one first. Be careful. Part of the ledge will fall down under Jack's weight. Don't forget to jump over. Having reached the circle of stones, take the strange disk and go back. Now take the upper path. Don't forget about the collapses.

When you reach the fork, turn right. The cave is full of carnivorous starfish, so try to run faster. Otherwise they will bite you to death. In the room with paintings, take the wheel and insert the found disk into the hole in the wall. A passage will open. Go inside, trying not to look to the left. There's a hanged man. Take the lever and return to the cave.

Take the upper path. When you reach the wooden platform, get ready. Some of the boards will fall down, and you will have to quickly jump over. Having finally reached the sea, do not rush to run down. There's a trap there. Explore the two niches on the right. In one you will find a first aid kit. The other will lead to a small cave. Inspect the wall there. Do you see the hole? Insert the lever there and pull. Below, where the trap is, a scaffold appeared. But not for long. Quickly go back and run to the sea.

To avoid being carried away by the wave, you need to grab the rings when the wave rolls in. Although if you run fast, you can slip through. Once you reach the destroyed bridge, use the wheel found in the cave to get to the other side. Enter the cave. Do you see the remote control? Use the Book of Dagon on it to translate the symbols. Now insert the brooch into the hole opposite.

Now there's a race against the clock. The meaning is this. Click on the brooch. The timer starts ticking. You run up to the abyss. Do you see the red dot glowing? She points the way. Jump over to the narrow cliff opposite, go into the cave to the right of the bridge - and follow the red markers. In the allotted time, you must reach the cave with the pedestal and insert the stone there. The gate will open and you can move on.

Seems easy? Not really. Some tips. First of all, don't take it green stone from a pedestal in the room with the remote control. To open the gate, you need to set red and green. Secondly, before you start your time trial, explore the caves. There are crabs crawling around there that will get in the way. After finishing them off, make the road easier. That's probably all. You can begin.

After passing the gate and wandering around the caves a little, you will come across a room with a huge hole. The wind blows from it, so you won't miss it. Look down. Have you guessed what to do? Curse and jump.

Air tunnels

He who rises can go into the abyss, and he who has fallen into the abyss can rise again. The embodiment of universal abomination sleeps in the depths, waiting in the wings, and the stench of decay spreads over the dying cities of people.

Howard Lovecraft "The Call of Cthulhu"

Having successfully hit the surface, Jack escaped with a slight fright and dizziness. Stand up. Look around. Run along the path. Along the way, look out the window. A submarine is trying to destroy an underwater city. So far no success. But something tells me that a lot may change soon. Having reached the rise and watched the video, run to the shelter opposite.

Jack advises not to show yourself. Bad advice. Why hide from the enemy if you have weapons? Wait for the fish people to come down and shoot them in the head. Go upstairs and read the sign next to the console using Dagon's book. You will have to return here at the end of the game.

But this will not happen soon. It's time to move on. Go down the right path and collect ammo and a first aid kit. Go back and go into the tunnel. Trap. Captivity. Darkness. Having woken up in the cell, pick up the chisel and use it to lift the sewer grate. Along it you will get to the chamber with the monster. Show yourself in front of him and hide back. Hearing the screams, the guards will come and calm the prisoner down.

Now get out. Open the door and crawl left. Be careful and don't run into the guard. Soon you will notice a hole in the wall. Jump down there. Along the passage you will get out of prison. You will find yourself next to the door. You shouldn't open it. Otherwise you'll go back. Better move on.

When you reach the guards at the fire, crawl to the left. Go upstairs. When you reach the fork, wait until the guard turns around and follow him. To pass the illuminated area, you need to press tightly into the wall. Now comes the difficult part.

Crawl along the path and look to the left. There will be a hole there. Along it you will find yourself in a cave. It can be reached along a path. But then the guards will notice Jack and turn him into a sieve. Nothing, in general, good. After getting out of the hole, wait until the horizon is clear and move along the left wall. After going around the guard, go into the cave.

Pick the blue flower and climb into the hole in the wooden lattice. After going down into the cave with green crystals, try to tear one off. One chisel will not be enough. Remember the place and move on.

Soon you will come to a waterfall. Go downstairs. There are two caves. One, next to it, is a first aid kit, filled with starfish. We'll have to come back here later. The second will lead to a grate, after looking behind which... after the video, grab the knife from the table and run away from the wizard. When he starts casting spells, squat down and hide behind a chair or table. Otherwise, an unknown force will throw you against the walls, breaking bones and tearing tissue.

When he reads the spell and loses strength, run up and stab him in the face. Then run back behind the safety table/chair again. Repeat the technique until the wizard dies. Afterwards, collect ammo and a first aid kit. Be sure to take the book of Dagon and the key from the suitcase. Leave the office.

Go up. Wait for the patrol to pass by and crawl to the right. At the statue you will find a first aid kit - and below, near the door, a rifle. Great. It's time to take revenge. Kill everyone.

You can exit through the only door, which is locked with a latch. But before you unlock it, look through the window on the door. You can use it to shoot guards. And they won't be able to do anything. Collect ammo in the cave and get out of here. The road is familiar, don't get lost.

When you reach the large cave, look straight ahead. Do you see someone coming? According to your soul. Shoot the monsters with the guard before they get there. Then follow the path. Please note that there is no one at the fire. They fled. Therefore, from the fork, go straight up.

At the very end you will find a laboratory. Unlock the door with the key you found in the suitcase. Take a book and a sprayer with chemicals from the table. Don't forget about the ammo and first aid kit. In the left corner lies a bound monster. He will tell you about a secret passage and ask to kill you. This is not necessary. It's even harmful to the psyche. But, damn it, it’s a shame to leave it in this state.

Unlock the second door and exit the laboratory. First go right. There you will find a room with a weed. Spray chemicals on it. Now you can go upstairs. But without the stone it will not be possible to open the gate. So go left.

You will return to prison. Finish off the guards and go downstairs. Take a bucket of prison gruel. On the table there is a bundle with weapons that were taken from Jack. Life is Beautiful. Especially with such an arsenal. Unlock the door and clear the area. Collect ammo and first aid kits.

Walking past one of the cameras, you probably noticed a terrible roar. If you want, unlock the door that is locked. Then you will find out who is sitting there. I guarantee a thrill. We joked and that’s enough. There is an iron gate nearby. Open it and put inside the gruel with the blue flower that you picked in the cave. Close. Wait a little. Go into the cell and pick up the hammer from the floor.

Remember the cave with the green crystals? You should go there. You know the way, so let's get straight to the point. Once inside, use the hammer on the crystal. Once you've got the trophy, take the old route. No need to go to the waterfall!

When the ground shakes, run to a secluded place. Soon 5-6 monsters will come running. Fighting in the open is a bad idea. For example, I hid perfectly in a hole that leads to a cave with green crystals. They simply didn’t get through there.

Having dealt with the monsters, run to the laboratory. Not through prison. Remember the room where the plant was sprayed? Let's go there. Halfway there, the earth will shake again and the creatures will come running. Step back and hold the line in the hallway. Then go into the room and climb up the stems. Place the crystal on the pedestal and use the green remote control. The gate will open. Jump inside.

Look down. Alien weapons. You can read how it works in the corresponding chapter. There are two ways out of the cave. If you follow the stream, you will come to a waterfall. Take the ammo and look down. Jack will say that it is too dangerous to go down. Yes, it's difficult. But it's doable. Moreover, if you follow this road, you will avoid trouble (more on that later).

How to get down? You need to slide down along the left edge. This is how you get to the site. From there you can jump even lower. Of course, there is a good chance that you will break your leg if you fall, as happened to me. But these are really minor things. Moreover, you will immediately find yourself in the right place. If you want to take the path that the developers provided... then in the cave, turn into the tunnel on the right. At the same time, you will see what awaits.

There are guards just outside the door. Finish it off with a shotgun and go down further. When the ground shakes, prepare your energy cannon. The monsters will come running soon. And they, as you remember, cannot stomach such weapons. Once done, get to the waterfall the old way. Through the cave with flowers, then with crystals and so on. For a long time? Yeah. It's easier to jump down.

Once at the waterfall, go to the cave with starfish. Shoot the water with maximum energy. The passage is free. Run along the path. Having reached the bridge, cross the rock and jump up. Wait until it loads new area.

Next to the first aid kit is a stone slab with a huge hole. Jump down. Now there is a series of acrobatic exercises. A little hint: from the platform with strange footprints you need to go down the left side. When you find yourself on the bridge, an earthquake will begin. Run to the very end and hide next to the rock.

There is a battle ahead. When the earthquake passes, two giant polyps will arrive. They suck in and exhale air, causing Jack to hit the walls or fall into the abyss. Take a position so that one of the polyps cannot be reached. This will increase your chances of survival. Take an energy cannon, accumulate energy to the maximum and shoot at the creature. Paying attention: " to the maximum" This is the only way to damage the monster (at the same time you will interrupt the attack). When you finish off the first monster, crawl out of cover and take on the second one.

Having dealt with the creatures, jump onto the ledge and climb up the vine. Next is a tiring run through the caves. You will have to jump a lot, so I beg you, be careful. If you die, you will have to deal with the creatures again. Once you reach the tunnel, record the game and go down.

Collect first aid kits that are scattered around the temple. Then use the Book of Dagon to read the stone tablet opposite the entrance. Now go inside. Pay attention to the gong. You'll need it soon. Four wizards sit in the temple near Mother Hydra. A rifle will help.

Now you need to think about how to deal with the monster. You need to release water from five statues. But you can only get to one. Others are too high. However, there is always a way out. Run to the statue and pull the lever. Water will spill and monsters will come running. Fire back with the energy cannon before they get to Jack.

Go down to the gong. Accumulate maximum charge and shoot at the center. You need to stand close, otherwise there will be no effect. Run back to the hydra, finish off the two creatures and stand in the circle with water. If you did it right, then you can control the monster. Jump up to the statue and use your paw to lower the lever. Don't hesitate, time is limited.

The water will flow and the monsters will come running. To avoid the claws, run down the stairs, turn around and shoot back with the energy cannon. With the rest of the statues - the same compote. Shoot the gong, transform into a monster, press the lever...

When all the levers are lowered, accumulate the maximum charge and shoot at the circle with water (all the streams flow there). If done correctly, Hydra will die. Take the golden disk from the pedestal next to the monster. Now run to the door, use the item you found and go outside.

You will end up in the place where you received the rifle. When you reach the window, you will see a submarine launching a torpedo. Hydra is dead, there is no protection. The end of the underwater kingdom begins. And at the same time Jack, if you don’t have time to get away.

Do you remember where he was captured? The very beginning of the level. Great. You need to run there. You already know the road, and you won’t be able to turn around. Stones cut off unnecessary paths. Having reached the tunnel that was previously closed by bars, run out. Nothing happened? Great. Use the golden disk to open the gate and get out of the dark place.

If you are constantly bombarded with stones at the exit of the tunnel, I sympathize. This is a script error. You can try the following - restore the game. Insert the installation disc and select Repair. The game will reinstall some of the files. If that doesn't work, try to get through this section without getting damaged. When you run through the ill-fated tunnel, stick to the left wall - and jump just before the exit.

It should work. Not the first time, but the tenth time. But it will definitely work. For example, I passed only after the 30th attempt. Then you know what to do. Afterwards, watch a long video that puts an end to Jack’s adventures.

The final credits are running across the screen, and the question is spinning in your head: “Why”? Why did it end this way? It seems to me that not only remorse over the girl’s death is to blame for this (by the way, there was no ghost - these were just Jack’s hallucinations). And not even mind transfer.

It just couldn't be any other way. Think about the end of almost any of H. P. Lovecraft's works. The hero has gone mad or died. Because I saw something that a person is not supposed to see. I did not survive too severe a blow to my psyche. So it is here.

It is sad: Call of Cthulhu: Dark Corners of the Earth is the latest game from Headfirst Productions. Shortly after the release of the PC version, the company was declared bankrupt. The studio released its only masterpiece, which ruined it. Maybe the curse of Cthulhu?..

Say a word about poor Howard

Before sitting down to play, I advise you to familiarize yourself with the writer’s work. Then the events that are happening around you will become clearer. And in general it will become more interesting to play. Just a warning - don't expect easy reading. The text is heavy. Confused, long sentences with piles of adverbial phrases. Outdated language. The books were written at the beginning of the last century.

Where to begin? We can recommend: “The Shadow over Innsmouth”, “Dagon”, “Call of Cthulhu”, “The Ridges of Madness”, “The Somnambulistic Search for the Unknown Kadath”. The plot of the game is based on them. A sort of literary vinaigrette. Here’s an interesting fact: the scene of the escape from the hotel is almost exactly recreated from the book “The Shadow Over Innsmouth.” A significant part of the characters appeared in the same work. In general - go for it.


Name: Call of Cthulhu: Dark Corners of the Earth
Genre: Action
Game released: 26.12.2005

Talk to the policeman at the bottom of the stairs. Go upstairs. Talk to another policeman. They are going to storm the house that the sectarians have occupied. Walk past the gazebo and enter the narrow passage formed by the wall of the house and the fence. Walk forward a little and enter the house through the open door on your left. Go to the end of the corridor and open the door to exit into the hall. Notice the symbol painted on the wall next to the locked door. Climb the dilapidated stairs to the second floor. Turn left and go along the corridor to the farthest room from which you can hear shots. Come into the room. Approach the sectarian. When he is killed, take the keys from the chair. Leave the room and go down to the hall. Unlock the door to the right of the grandfather clock and go into the room. Take another keys from the table. Leave the room and go to the locked door opposite the stairs. Open it with the key. Go to the table in the right corner of the library and take the manuscript from the drawer. Go behind the bookcase that is on your left and come close to the mirror. You will hear strange sounds coming from somewhere below.

Jump down into the niche. Turn right and look at the floor to see a hatch. Open the hatch and go down the stairs to the basement. After passing through the collapsing tunnel, you will find yourself in the morgue. Find a way out of it into a huge cave.

Approach the green hexagon-shaped panel. Activate the panel. Pull the green crystal from the slot to the right of the panel. Exit the room through the door to your left. Go through the tunnel and exit into a large cave. Activate another panel to open the entrance to the adjacent cave.

Insert the green crystal into the slot to your right. After this action, activate the panel opposite the slot. Watch the final video of the level.

After a short bus ride, control of the game hero will return to your hands. Talk to the bus driver and go to the Gilman Hotel. Turn right and walk down the corridor to the registration desk. Start a conversation with the receptionist. After each answer from the receptionist, press the S key again to ask another question. Thus, extract as much information from him as possible. Having run out of things to talk about, leave the hotel and go to the right side of the street. Walk past the building with the Variety Store sign. Talk to the policeman guarding the passage to Dock st. Go to the store located on opposite side streets. The entrance to the alley to the left of the store is blocked and is also guarded by police. Wait until the policeman turns his back to you and disappears into the alley. Carefully trying not to make noise, follow him. When the policeman turns the corner, hide behind the barrels in the dark alcove on the left side. Wait for his return. When he passes by you, get out of cover and go to the place where the policeman just appeared. Go up the steps and open the door to enter the warehouse.

Close the door behind you. Barricade the entrance using the cabinet standing to the left of the door. Go to the next room. Take the first aid kit - the white box lying on the shelf to your right. If you look at the floor in the place where you took the first aid kit, you can see a hatch with a hole. Find the dilapidated door and, opening it, go into the office. Take a bottle of rum and a pen from the open safe. Extraneous noise began to be heard from the warehouse. The policeman began to break down the door. Now very quickly leave the office and go to the hatch. Use the handle on the hatch to open the hole into the basement. Go downstairs. About halfway down the descent, the stairs will begin to collapse, and you will fall down with a roar.

As soon as you come to your senses, take the first aid kit and the diary. Push the ladder towards the brick wall on your left. It will fall and completely destroy the brickwork. Go into the next room. Face the red lamp and look at the floor.

Move the planks to the side and take the newspapers from the niche. Leave the room and go up the stairs until you reach the locked door. Open the door and go into the printing house. Take the pistol ammo from the box on your left. Go to the far right corner of the printing shop. Slide the latch on the door and open the door itself. Go outside. Walk past the editorial van and meet Maki here. Talk to him. Use a save point. Just go to the white emblem on the wall of the house and press the S key. Walk along the alley and exit into the square.

Talk to the policeman guarding the passage to Dock st. When the conversation is over, return to the store. Walk along the store and then turn right onto South st. Look for the sign that says Washington st. Enter the alley opposite this sign. Walk down the alley until you meet Rebecca, a middle-aged woman. Ask her all the questions that interest you. Then exit the alley and turn right. Go through the open gate into the warehouse area. Here you will meet Maki again. Talk to him. Return to South st. Go into the alley where the Washington st. sign is directed. Find a drunk person. Talk to him. When he stops answering your questions, give him a bottle of rum. In exchange, he will give you the key to the almshouse. Ask him a couple more questions until he shoos you away. Return to South st. You will meet Rebecca in the alley. After talking with her, a familiar symbol will appear on the fence. Save at this point.

Head to the alley where you first met Rebecca. Ask her a few more questions.

Return to the town square. Talk to the bus driver. The town almshouse is to the left of the Gillman Hotel. Find the door with the Poorhouse sign and open it with the key. As soon as you walk through the door, it will slam shut behind you.

Exit the tunnel and go to the end of the street. Find the door with the Poorhouse sign next to it. Enter the building.

Go up to the second floor. Talk to the almshouse inhabitant standing near the window. Go into the bedroom. Take the first aid kit from the basket. Exit the bedroom, go through the hallway and up the stairs to the top floor. Go to the farthest door on this floor. Go through it to the balcony. Go down the fire escape to the street.

The house that Rebecca spoke about stands on the right side of the street in front of a bunch of various junk. Go up to the porch. A little girl will open the door. Come into the house. Talk to the girl. Her name is Ramona. Go up to the second floor. Look at the family photo lying on the chest of drawers. Find a door with a latch on the floor. Unlock this door and go up the stairs to the attic. Watch the script video. Come into the room. Take Thomas Waite's diary from the chair next to the bed. Go downstairs.

The owner of the house, Thomas Waite, will give you the keys to the store. Pick up Ramona's coloring book from the floor and go outside. Enter the tunnel directly opposite the house you just came out of. Meet Rebecca here and talk to her. Return to the house. Talk to Rebecca.

Now go back through the tunnel to the town square. Talk to the bus driver. He says that the bus will not leave until tomorrow morning.

Try to leave the city on foot. Passage to South st. blocked by police. Talk to the constable. Return to the tunnel you just came out of. To the right of the tunnel entrance there is a staircase that takes you down to the back door of the store. Go downstairs and open the door with the key that Thomas gave you.

Walk along the corridor and then up the stairs to the room in which the store is located. You will watch as a woman tries to open a safe. Take the first aid kit from the counter and approach the woman.

You can read about the combination to the safe in Thomas Waite's diary. He writes that he uses the month, day and year of his daughter Ramona's birth as a four-digit combination. Yesterday was her tenth birthday. Today is February 7, 1922, which means Ramona was born on February 6, 1912. Combination to safe 2/6/12.

Open the safe and take out the hardcover book. Save the game at this point.

Return to Waite's house. Talk to Rebecca. She says you should spend the night at the Gilman Hotel.

Enter the Gilman Hotel. Eavesdrop on a conversation between the bus driver and the receptionist. Unfortunately, their conversation is not reassuring for you.

Talk to the receptionist as soon as the driver leaves the hotel. At the end of the conversation, the receptionist will leave you alone at the counter. While he is away, remove the office key from the hook and take the cartridges from the shelf. Unlock the door to the right of the counter. Come into the office. Go into the room next to the office, where you take the open book from the table and the cartridges. Leave the office. Follow the receptionist to the second floor. He will show you the room where you will spend the night. Close the door of the room with the latch. Go into the adjacent room and also close the door with the latch. Go back to your room and go to bed.

Fishermen attack

Go out into the next room. Close the door with the latch. Move the cabinet to the side. Enter the next room and lock the door behind you. Lock the door closest to you. Go out into the next room and close the door with the latch. Slide the cabinet to block the doorway. Go to the window and move the cabinet to the side. Open the shutters. Get out onto the balcony. Jump onto the balcony of the opposite house. Go inside the house through the door on your left. Close the door behind you and slide the grandfather clock.

Sit down so that you cannot be seen from the street through the windows. Thus, walk along the corridor until there is an area with windows behind you. Now you can get back on your feet. Turn left and run to the nearest door. Go through it and go down the stairs to the lower floor. Walk through the hall and enter the door on your left.

Go through the room with the hysterical occupant. In the next room, take the first aid kit. Open the window and climb out onto the balcony. Running jump onto the balcony of the neighboring house. Climb the fire escape to the roof. Walk along the plank to the roof of the neighboring house. Now go forward a little and climb the stairs to the roof of the warehouse. Go to the far right side roofs. Find an open window and go down the stairs into the warehouse. There is a checkpoint below to your left. Walk to the end of the bridge and then drop down to the floor. Turn left and go in the opposite direction in the direction of the stairs you took down into the warehouse. Climb over the crates and save your game at the checkpoint. Now, unnoticed by the two fishermen, make your way to the other side of the warehouse. Jump onto the box and jump from it onto the flight. Walk forward a little and climb out of the warehouse through the open window. Crouch down and go under the windows to the ventilation shaft. Jump into the mine. Get to the exit. Save the game at the checkpoint.

Jump on the boxes and go down the stairs. Walk carefully past the fisherman. Stand under the stairs. Go into the passage between the boxes. Find a gap in the floor and jump down into the basement. There are a lot of rats here, but they cannot cause any significant harm to your health. Bend over, crawl under the flooring towards the stairs, along which you can climb to the office.

In the office, take the first aid kit from the cabinet. Move the bookcase to the side to reveal a control point. Save your game. Move aside the box blocking the path to the door. Open the door and go out into the warehouse. Turn left and walk along the wall to the open warehouse gate. Position yourself so that you can see the arch, but the fisherman cannot see you. Wait for the fisherman to disappear into the alley. Exit the warehouse and go towards the arch. Go through the arch to the next street. Go around the boxes. Follow the fisherman carefully. Use the boxes to climb into the fenced-off section of the street area. Take bullets for the revolver from the barrel. Wait until the fisherman goes in the opposite direction. When everything is quiet around, get out of the shelter and go through the arch. Coming out of the arch, you will see the back of a retreating guard. Follow him. When the fisherman is out of sight, hide behind the cart lying on the ground to your left. After some time, the fisherman will go in the opposite direction. Get out of the shelter and go into the alley where the fisherman just came out. Reach a dead end and enter the house through the gray door on your right.

Save the game at the checkpoint. Exit the room into the corridor. Get to the end of the corridor, open the door and go outside. Get to higher ground. Remove the red block from under the front wheel of the truck. Climb onto the platform and jump from it into the back of the truck. Stand close to the cockpit. After a couple of moments, the truck will begin to go downhill and fall into a deep hole.

When you come to your senses after the accident, you will see that you are in a drainage tank. Enter the illuminated tunnel on your right. Take a crowbar near the grate. Enter the tunnel with the fan running. Get as close to the rotating blades as possible and use a crowbar to break some of the blades and slow down the fan. Make your way into the tunnel when the fan slows down again.

Collector

Walk forward until you see a ladder on the right side of the tunnel. Go up to the platform. Walk carefully past the piles of trash. Touching this garbage will have an extremely negative impact on your health. After passing the dangerous area, climb the stairs to the top floor. Save the game at the checkpoint located on the platform between the stairs.

Going upstairs, you will enter a room in which there is a first aid kit and two working levers. Take a first aid kit if necessary. In the next room there is a container full of toxic liquid. Before we go into that room, let's work a little here with the levers. Place the right lever in the horizontal position and the left lever in the vertical position. Go to the room in which there is a container filled with poisonous liquid. Turn the valve on the right side of the container to open the damper. Return to the room with the levers. Place the left lever in a horizontal position. Return to the next room. Turn the valve and reach into the container. Now climb into the pipe very quickly while the valve is still open. After a certain period of time, the damper closes automatically.

Get out of the pipe. Watch as the corpse falls onto the grate. Climb the two stairs to a landing where you will find a door. Open the door and go into the room where the boxes and barrels are stored. Take the first aid kit. Open the hatch in the floor and jump into the tunnel. Walk forward a little and turn left. Follow the tunnel until you see a hole in the floor. Jump to the platform below. Now carefully move from one platform to another and thus get to the base. Save the game at the checkpoint.

Crouch down and walk under the decking. Continue further along the tunnel. A small part of the tunnel is inhabited by spiders. Their bite is not too dangerous to health, but it is still better to avoid direct contact with them. Continue moving forward and, if necessary, jump over the spiders you encounter along the way. Having reached the partition, go into the tunnel, the entrance to which is half covered with cobwebs.

Get to the stairs and, standing at the bottom, eavesdrop on the conversation between two fishermen. Go to the next staircase, go up and pull the grate. Fishermen will hear extraneous noise and immediately approach the grate. Go down and go to the next ladder to repeat the operation described above. Thus, lure the fishermen to the farthest grate. Then return to the first ladder and go up. Follow the alley to the nearest fork. If you need a first aid kit, then you need to turn left and go to the dark niche on the left side. If you do not need additional medications, then turn right and go to the end of the alley. Use the fire escape to get inside the burning building.

Get to the room under which the fire is raging on the first floor. Part of the ceiling has already been destroyed by fire. Walk along the surviving board from the right to the opposite side of the room. Spin the wheel to lift the box blocking the doorway on the first floor. Jump down to the lower floor through the gap in the ceiling. Take the first aid kit under the stairs. Climb over the boxes and quickly run to the door. Enter the corridor and run to the next door. Leave the house into a quiet alley.

Turn right and go to the end of the alley. Come into the entrance. Take the revolver cartridges from the box and go into the apartment. Go to the bedroom on the second floor. Take the priest's diary from the bed. Go downstairs. Find the room where Rebecca is waiting for you. Talk to her.

After the conversation, follow Rebecca to the church. On the threshold of the church, Rebecca is struck down by a bullet fired from a hunter's gun. Quickly enter the church before you suffer the same fate.

Approach the priest's pulpit. Take the first aid kit. Please note that to the right of the pulpit there is a hatch in the floor covered with tiles. Return to the exit. You can save your game at the checkpoint to the right of the stairs. Go up the stairs to the balcony. Three ropes tied to the bells hang over the balcony. The postcard that Rebecca managed to give to you before her death contains the key. You must ring the bells from lowest to highest sound. Pull the ropes in this order: center rope, left rope and right rope. Get down very quickly and run to the pulpit. Climb into the secret passage through the open hole in the floor to the right of the pulpit.

Go downstairs. Find the priest's room. Take the register of births, deaths and marriages from the table. Under the magazine was a stone slab with embossed numbers. Place the postcard from Rebecca on the stove. There are four holes in the card. The numbers are visible through the holes: 5 7 3 1. Approach the locked safe. Turn the knob in the following sequence:

turn right – 3
turn left – 1
turn right – 5
turn left – 7

Take the stone cross from the safe. Leave the room. Reach a dead end. Find a cross-shaped recess in the slab. Insert the stone cross from the safe into this recess. A secret passage will open nearby. After passing through it, you will again find yourself in the collector.

Go under the floating pipe and follow the tunnel to the nearest checkpoint next to the stairs. Save your game. Use the stairs to get out of the sewer and onto the street. Next to the well is a bank building. Open the double door and go inside.

You are in an operating room engulfed in flames. Go under the beam that fell from the roof. Turn right and walk past the smoldering embers in workplace bank clerks. Climb over the beam to the other side of the hall. Go through the open door into the bank's office building. Go to the vault, where you save the game at the checkpoint. Exit the storage room and go up the stairs to the top floor. Jump over the large gap in the floor and continue down the corridor. In the end, you will reach a room in which the ceiling between the floors is almost completely destroyed. Jump onto the surviving patch of flooring in the center of the room, and from it jump to the section of flooring in front of you. Now, along the surviving beams, get to the ceiling of the upper floor, which has not yet been destroyed by fire. Do not step on the dark green boards, they will immediately fall down. Go through the doorway. Walk forward a little and take a running jump onto the remaining part of the flight of stairs. Go through the door. Now standing on the ledge, you can see the water tower in front of you. Go down the stairs to the lower ledge. Jump from it onto the stairs of the water tower. Go up to the tower. Save your game at the checkpoint inside the water tank. Jump from the tower to the balcony with the box. Come into the house. After passing the corridor, you will go out onto the balcony. Jump from it onto the sloping roof of the neighboring house. Climb into the attic through either of the two windows. Take the first aid kit. Go through the door and walk around the house until you see an open window on the right side. Get out onto the balcony. Jump onto the balcony to your left. Climb onto the box and jump from it to the water tower platform. Carefully cross to the other side of the area. Jump onto the balcony with the door open. Come into the house. Take the pistol cartridges from the table. Go down to the bottom floor. In one of the rooms you will meet Mickey. Talk to him. Then climb through the open window onto the ledge and jump down into the courtyard.

Jail break

Climb the fire escape to the balcony. Duck down immediately to avoid being spotted by the cop coming out of the alley. When he turns around and goes back into the alley, jump onto the boxes and follow him. Hide in a dark area of ​​the alley while he talks to his partner. After the conversation, one policeman will continue to patrol the street, and the other will enter the police station from the back entrance and lock the door behind him.

Exit the alley. Take the crowbar from the side to your right. Approach the second barred window. Talk to Burnham. He will complain about his friend being too noisy in the next cell. Go to the third window and call him over. Now go to the back entrance and hide behind the trash cans to the right of the door. Wait in cover until the door opens and a policeman comes out, sent to patrol the street. Enter the station, but do not lock the door behind you if you do not want the police whistle to sound after a while. The open door in front of you leads into an office that has a weapon and a police officer to boot. We'll look here a little later. Walk past the cameras and take the stairs to the second floor. Approach the open room at the end of the corridor. The sound of water can be heard coming from the room. Carefully look inside and you will see the police chief standing over the sink. Return to the stairs and turn right. Go to the far door. Come into the room. Take the first aid kit from the cabinet to the left of the door. Open the door next to the closet. Go into the bath. Find two pipes with valves. The valve on the top pipe cuts off the water supply to the room in which the police chief was washing. The valve on the down pipe cuts off the water supply directly to the bathroom. Shut off the water supply to the room to lure the boss into the bath for water treatments. Exit the bathroom and stand on the stairs leading to the attic. When the boss enters the bath, come out of hiding and head into the room.

Remove the bunch of keys from the hook and take the revolver cartridges from the bed. Leave the room and quickly go down to the first floor before the boss notices you.

Approach the cell in which Burnham is sitting. Show him the photo of Burnham and Ruth. By this action you will earn his trust. Use the keys on the camera lock.

Follow Burnham. Near the locked garage door, he will ask you what to do next. Lead him down the street past the burning car. Go into the dark alley opposite the front entrance to the police station. Together with Burnham, go to the end of the alley. Look down at the metal grate. Use the crowbar on the grate to open the passage to the sewer. Once you go down, save your game at the checkpoint. Lead Burnham to the stairs that will take you up to the garage. Along the way, grab a dead rat. Maki will be waiting for you in the garage. Burnham asks you to return to the police station, open the safe and take Ruth's brooch from it. He himself will remain in the garage to repair the truck. Take ammunition and first aid kits from the garage if necessary. Go up the stairs, unlock the door and go out into the alley. The police have already discovered an open camera and are currently actively patrolling the streets. Sneak into the police station without being noticed.

Enter the first chamber, where you will pick up the ship captain's diary from the floor. It contains information that should help you open the safe. Go out into the corridor. Approach the cell in which a hysterical prisoner is spending his time. Throw a dead rat into the cell. Enter the cell. Take a piece of paper from your sleeping place and go out into the corridor.

Go to the office. Close your front door to avoid being seen from the street. Take the police whistle from the table and the shotgun with the pistol from the weapons storage cabinet.

The safe is behind the closet. Move the cabinet to the side. Burnham said that the combination to the safe is important date in the captain's diary. On the last page the date is 1846, this is the correct combination to the safe lock.

Turn the knob in the following sequence:

turn right – 1
turn left – 8
turn right – 4
turn left – 6

Take the brooch from the safe.

Return to the back door of the garage. Knock. Go into the garage and show the brooch to Burnham. Get into the back of the truck. Crouch down as soon as the truck leaves the garage.

Escape from Innsmouth

Throughout the journey, do not lean out of the truck so as not to get hit by a stray bullet. Occasionally bullets will still hit you. Use the first aid kit as needed.

When Burnham addresses you, lean out of the back and look at the road to your left. A truck is blocking the road ahead. Shoot the barrels behind the truck to clear the road. After a short drive, the truck driven by Burnham will stop in an alley.

Quickly get out of the back of the truck. Grab the revolver from the counter and hide in the shadow of the fishing net. Wait until a significant part of the guards move away from the place where you are currently hiding. Then get out of cover and go towards the pier. Along the way, kill two guards. Go through the open gate into the marina area. Take the first aid kit from the box to the left of the stairs. Enter the cannery territory. Go deeper into the hangar. Kill all the guards you meet on your way. Find an open door, there is a ladder to the left of it. Standing below, shoot the two guards standing on the passage. Go upstairs and enter the room. Take the revolver ammo. Break any window and climb out onto the roof through it. Save the game at the checkpoint.

Go downstairs. Enter a room with an open door. Kill the two guards. Take the machine gun leaning against the box. Take the ammunition from the nearby box and the first aid kit from the bunker. Leave the room. Turn the corner and approach the pile of boxes. Behind them the outlines of the neighboring hangar can be seen.

Find a hole between the drawers. Crawl into the adjacent hangar. Head towards the column. There is a nail driven into it, on which a bunch of keys hangs. Touch the keys to activate the script cutscene.

You must save Ruth before the ghost gets to her. Do not engage in combat with the guards who arrive at the hangar. Go back to the boxes and crawl along the narrow passage between the boxes into the adjacent hangar. Climb the stairs, enter the room and climb out through the window into the attic. Save the game at the checkpoint. Take a couple steps and turn right. Unlock the door opposite the barrels and go into the room. Make your way to the opposite end of the room and go through the door onto the hangar balcony. Climb the stairs to the platform under the ceiling. Carefully walk along the beams to the opposite end of the hangar, where Ruth is impatiently waiting for you. Talk to Ruth. Grab the first aid kit from the box to your left. Shoot or use a crowbar to break the padlock on the door. Open the door and go down the stairs. Ruth will follow you down the stairs. Climb out through the open window onto the street. Take the first aid kit from the box. Move a little away from the building. Wait for Ruth to slowly follow you downstairs. Take her to Burnham's truck and use it to get out of this place as quickly as possible.

Marsha Plant

At the command of federal agent Hoover, get out of the car and hide behind the boxes to your left. Go to Agent Hoover and talk to him. While the FBI is shooting, run across the fire zone to cover on your right. Go around the boxes from the side of the wall and run across the area under fire to another shelter. Behind the agent is a small opening at the base of the boxes. Bend down and climb into the hole. Once outside, run along the wall in the direction of the hangar, in which Marsh’s people have set up a firing point. Enter the hangar through the side door. Kill the shooter.

Wait for FBI agents to arrive at the hangar. Talk to Agent Hoover. Follow the agents into the office. Take the shotgun and ammo. Go into the next room. Close the door behind you and take the rifle.

Go out to the workshop. Head to the lift located on the left side of the workshop. Talk to Agent Hoover. To the left of the lift there is a staircase that takes you down to the lower level. Take the revolver cartridges from the box opposite the lift and go down the stairs.

Open the door and go out into the corridor. Destroy the guard to your left. Take the ammo from the crate near the buried door. Go in the opposite direction. Stop in front of the stairs and shoot the two guards coming up to you. Go downstairs. Open the door and immediately use your weapon to quickly take out the next guard. Take the first aid kit lying on the box behind the door. Turn right and go to the stairs. Go down and shoot another guard. Now go up the other stairs and go forward to the open door with the Workshop sign. Come into the room. Take a belt, a revolver and ammunition for it, a first aid kit and a shotgun. Leave the room through another door. Take the first aid kit from the balcony and go back to the room. Go out into the corridor. Now go forward a little and turn left. Get to the door and go out into the room with the control point. Save your game.

Go down the stairs and follow a T-shaped intersection of several hallways. Go up the stairs to your left and go to the door with the Ore Processing sign. Come into the room. Take the revolver cartridges lying on the box opposite you. Go along the numerous flights to the room where there is a large container with cyanide. From there, go into the next room through the door with the Generator Room sign.

Destroy the guard. To the left of the entrance behind a closed fence is a generator. Shoot the padlock to gain access to the generator. Install the drive belt. Go to the panel and pull the lever to turn on the generator. Go through the door with the Bucket Room sign. Go to the control panel. Break the red button's protective shield and press that button. You have activated the operation of buckets throughout the plant.

Return to the last checkpoint. Save your game. Go to the edge of the area and wait for the bucket to pass by you. Quickly hop in and take a tour of the entire plant. In the room where the control panel is located (you have already been here), the bucket will stop for a second at the entrance to the tunnel. Quickly jump out of the bucket onto the platform with the boxes. Take the first aid kit and go up the stairs. Go into the next room. Take the pistol ammo from the barrel next to the entrance. Go to the far room with the locked door. Turn the pressure valve to the right of the door and the game will automatically save in this place.

Unlock the door and go into the room with the floating pipes. Take the ammunition from the floor next to dead body agent. Go down the stairs to the lower floor.

Look to your left. Kill the guard with his back to you. Run along the corridor to a closed door with an Ore Transit sign. Open the door and go to the next workshop.

Take the shotgun shells from the box near the left wall. The double doors on the right side of the workshop are locked. Head to another part of the workshop. Find two stairs. Climb the stairs, the one closest to the wall. Walk along the balcony and find a first aid kit. Go down and climb another ladder onto the conveyor belt. Enter the tunnel and follow the belt to the crushing rollers. When you reach the edge of the tape, jump down to the floor. Go up the stairs and go through the door with the Upper Grinder sign. Climb the stairs to the upper room. Find a machine gun in the small room. Take it. Leave the room. If you need a first aid kit, then go up the stairs located to your left and take the first aid kit from the tray.

Go up the other stairs and enter the room with the conveyor. Save the game at the checkpoint. Climb over the conveyor fence. Follow the tape until you come out into the room where the conveyor control panel is installed. Near the console you will see the owner of the plant, Marsh. He will turn on the conveyor. Run along the tape in the opposite direction. In front of the crushing rollers, jump onto the dilapidated bridge ahead and immediately go to the right side. The bridge will completely collapse and fall into pieces. One of the pieces will fall on the running rollers and jam them. To get out of a closed area, duck and crawl under the overhanging bridge.

Save the game at the checkpoint. Climb over the conveyor fence and run along the belt into the room with the control panel. Jump off the tape and run along the floors of the workshop until one of them begins to collapse under your feet. You will fall to the floor. Look around, the workshop is full of security. Do not engage in aimless firefight with them, as their number will not decrease from this. Go into the inconspicuous passage to the left of the place where you fell from the flight. Run along the wall and go up the stairs. As soon as you get out of the hole, the hatch will automatically close, thereby protecting you from further pursuit by the guards.

Go through the double doors on your right. You came out into a long corridor. Enter the first room by left hand through the door with the Elevator Room sign. Click on the red button on the control panel and take the first aid kit. Go into the next room. Take the letter from Sebastian Marsh from the table, and also collect all the ammunition in this and the next room.

Go out into the corridor and go through the door with the Shipping sign. Approach the lift. Press the lift call button. Enter the lift and press the button on the panel to go down to the next area.

Get off the lift. Go through the open doorway, go up the stairs and kill the two guards heading towards you. Turn your gaze to the left. Climb the stairs to the upper level. Take the first aid kit from the basket just before entering the green-lit hallway. Keep going forward. At the corner, take the ammo from the metal box. At the end of the corridor near the right wall there is a row of red lockers. Take bullets for the revolver from the open cabinet. Enter the smelter through the open door opposite the lockers. Go down to the lower flight of the workshop. Save the game at the checkpoint.

Exit to another workshop through the door closest to you. Go deeper into the workshop. Agent Hoover

asks you to free him from his cage, which is slowly descending into a furnace of molten lava. Standing below, shoot the guard until he is killed. Climb the stairs to the upper landing and use the control panel. Agent Hoover is saved.

Go downstairs and exit the workshop through the door labeled Gold Casting. Get to the door on the other side of the workshop and go out into the corridor. Take the first aid kit from the area next to the electrical cabinet. Go down the stairs.

Enter the room marked Chemical Storage. Go to the right side of the room. Save the game at the checkpoint.

Go through the door marked Elecrolisys. Go forward along the only path until you lose consciousness. When you wake up, run to the boxes to your right. Hide behind them.

When you stop seeing double, come out of cover and run to the nearest stairs.

Go downstairs. Run to the stairs at the end of the flight. Climb to the platform where the pump control panel is installed. Wait out the attack of the monster with tentacles in the corner. Then go to the remote control and press the red button to turn on the pump. The monster will be drawn to the bottom of the container.

Return to the place where you came to your senses after the terrible blow. Look at the control panel that says Electrode activated. Try pressing the button. You need a new fuse, the old one has melted in its socket.

Walk along the bridge over the container to the opposite end of the room. Go down a couple of flights of stairs and down two stairs. You should reach a wide staircase that leads up to the office. At the top, take the first aid kit and a new fuse. Do not go close to the window to remain invisible to the monster.

Go downstairs. The path is blocked by a monster's tentacle. Perform a deception maneuver.

Take a couple of steps towards the boxes lying near the wall, and then quickly enter the passage that was blocked by the tentacle and run in the opposite direction.

Return to the Electrode activated panel. Insert the fuse into the socket and press the button on the panel. Electrical discharges will destroy all monsters with tentacles. Get to the middle of the bridge and turn right. Get to the area on the right side of the room. Save the game at the checkpoint.

Open the door next to the checkpoint. Go through the storage room and up the stairs. Unlock the door. You will hear a terrible noise behind you. Immediately go through the door and close it behind you. Without stopping, go to the end of the long corridor. Go through the door and quickly close it behind you. Now go up the stairs and save your game at the checkpoint.

You find yourself in a room with a locked exit and two staircases. Climb any stairs to the platform where the ventilation pipes are laid. Find the hole in the pipe and climb inside. Crawl towards the exit. After getting out of the pipe, get to a room with a locked door. To the left of the door is a staircase. Climb along it to the technological room. If you want to stay healthy, don't step on piles of corrosive deposits. Carefully approach the ventilation pipe and climb into it. Crawl towards the exit. From the ventilation pipe, jump onto the boxes. Get on the lift. Click on the button to start going down. When the lift begins to shake, quickly press the emergency door release button. Climb onto the boxes and get out of the lift.

Near the lift you will meet Agent Hoover. He will give you a gun. Go to the lift located on the other side of the hangar. Go up the right stairs. Turn left and go to the electrical equipment enclosed by a fence. Shoot the padlock and go behind the fence. Save the game at the checkpoint. Click on the black button next to the control point. Bend down and get through the narrow hole into the lift shaft. Jump onto the stairs and go up. Jump off the stairs onto the floor. Then wrap your hands around the cable in the center of the room. Go down the cable to the base of the shaft. After going down, find a hole in the floor and jump into it. Bend down to walk under the floor beams and finally feel the firmament under your feet. Go into the corridor.

Go to the end of the corridor and press the red button to open the hatch at the top. Go up the stairs. After getting out of the hole, look to the left. Approach the gate. Press the black button to open the passage to the secret vault. Exit the vault through the door in the far right corner. Follow the long corridor until you find yourself in a room with gas valves and vents. Turn the valve next to the door to release the gas from the pipe running just above the monster's tentacle. Now the passage along the bridge to the other side of the room is free. Turn off the gas supply and run across the bridge to the other side. Go through the door into the next room. Keep going forward until you hit a wall. There is a hole in the fence to your right. Go to the edge of the slab and jump from it to the adjacent ledge. Walk forward a little and move from the ledge to the box on your right. Go down by jumping from box to box. Find the black button in the room. Click on it to open the gate. Enter the storage room.

Unlock the door at the back of the vault. Return to the exit. Go through the door to the right of the ramp. Turn left and look at the monster's tentacle. After the tentacle hits the floor, come close to it and wait until the tentacle begins to rise up again.

Quickly run under the tentacle. Stay close to the dilapidated crates to avoid stepping on the sticky goo. Open the door and go out into the corridor. At the end of the corridor, open another door and go out into the room with the corpse. There is a key next to the corpse. Lean down and take the key. Don't forget to take the first aid kit from the box near the door. Unlock the far door, go up the stairs and go into the room with the monster and the gas valves. Turn the valve to open the gas supply. After the monster's heart-rending scream, close the gas supply. Cross the bridge to the other side of the room. Use the key on gas valves 3 and 4. Get out of the room very quickly before the gas begins to affect you. Go down the stairs. Go through the door you opened earlier. Exit into the corridor through the door to your right. Go to the room with the monsters. Carefully make your way between the tentacles and run towards the exit. Go through the room with the corpse, go out into the corridor and go up the stairs. Return to the room with the valves. Use the key on valve 2 near the grate. Open the valve next to the door. Leave the room.

Return to the location with the large gate. Approach the dilapidated gate. Click on the black button. Sparks will fly from the gate. Don't move. After a couple of seconds, the gate will fly off to the side. Come into the room. Get to the door on the opposite side of the room. Go through the door. Go along the dark corridors to the room with the Cthulhu statue.

Slide the support with the gem towards the door. Click the button on the panel to the left of the statue. If the support is positioned correctly, the beam should touch the stone above the door. Take gem from the support. Watch the video.

Esoteric Stone of Dagon

Follow the sergeant. Once you reach the edge of the cliff, look for a rope among the rocks to your right. Look down. You will see a river covered with ice. Go down the rope onto the ice.

The ice cover is not yet very strong. Only the white areas of the coating can support your weight. Walk along the river, exactly following the twists and turns of the white path. If you walk too slowly, the ice under your feet will begin to crack and you will end up falling into the water. Absolutely certain death.

After leaving the ice, run along the path to the entrance to the smugglers' cave. Along the way, save the game at the checkpoint. Near the cave, talk to the soldier. Take the first aid kit near the burning barrels. Use the flamethrower to melt the ice at the cave entrance.

Enter the cave and walk forward a little. When the monster sees you, he will go in your direction. Fish slowly towards the exit so that the monster does not lose sight of you. Stand near the flamethrower and wait for the monster to pop out of the cave. At this point, use the flamethrower to fry the monster.

Enter the cave. Take the dynamite near the soldier's corpse. Go to the intersection of several tunnels. Enter the tunnel on your left. Approach the third chamber. Talk to Maki. Go to the end of the corridor to take the rifle and remove the bronze key from the hook. Enter the open chamber. Take the ammo from the bench and save your game at the checkpoint. Go out into the corridor and go to the fork. Enter the left tunnel. Get closer to the barrels, which are surrounded by living biomass. Place dynamite on the barrel and quickly leave the tunnel. After the explosion, go back into the tunnel. When you go through the destroyed doorway, the game will automatically save at that location.

Climb the spiral staircase and enter the house. Open the door on your right. Go into the room where you take a knife with a bloody blade from the table. A convenient weapon for silent killing. Move the right bookcase to reveal a passage into the corridor. Take two first aid kits from the sofas. Exit the corridor through the only unlocked door.

It's time to use the knife. There are guards to your right and left with their backs to you. Silently kill both guards using the knife. Then destroy two more guards that appear on the right side. Run to the opposite side of the hall. Do not move too far from the columns so as not to come under fire from a sniper perched on the balcony. Enter the corridor to your left and run to the far door engulfed in a bluish glow. To the right of the door on the wall hangs a stone plate with hieroglyphs. Use the Book of Dagon on the plate. Return to the hall. Enter the room through the door to the right of the large staircase. Take the rusty key from the table and the pistol ammo from the mantelpiece. Open the door to the left of the table and go into the room where you found the knife a little earlier. Exit into the corridor through the door to your right. Unlock the door opposite you with the key. Go into the storage room. Collect useful items in the pantry - a first aid kit and ammunition for a shotgun and pistol. There is a staircase at the end of the storage room. Climb up, open the hatch and climb out into the corridor. The hatch behind you automatically closes, blocking the way back.

There are four doors in the corridor. Find a locked door. Enter the room to the right of the closed door. Take the shotgun and rifle ammo from the shelf opposite the window. Note the lifting mechanism near the wall. Look out the window. Through it you can see part of the hall with guards. They immediately noticed you and started shooting out the window. Turn towards the exit and wait for the two guards to arrive. Destroy them as soon as they appear in the doorway. Return to the window and shoot the guards in the hall through it.

After destroying the last guard, leave the room and follow to the far left door. Go through it into the green room. Take the ammo to the right of the door. Exit the room to the balcony.

Shoot two guards on the balcony and as many below in the hall. Open the door next to the stairs and enter the room. Take Robert Marsh's diary from the chair. Break the stained glass. Come into the winter garden. Talk to the crying girl. Break another glass to get into the secret office. Take the ammunition from the table. Use the Book of Dagon on the large stone slab with hieroglyphs. Unlock the door and go out onto the balcony. Go downstairs. Along the way, climb over the barricade of furniture. Enter the corridor to the left of the stairs. Go through the door on the left. Now open the door to your right and go into the office. Take the first aid kit from the table. There is a safe to the right of the fireplace. The combination to the lock can be found in Marsh's diary. The only date in the diary is 1878. Face the safe and press the S key.

Turn right – 1
Turn left – 8
Turn right – 7
Turn left – 8

The safe contains a pistol, a scroll and a thick manuscript "The Holy Scripture of Ponape". Take it all from the safe.

Return to the secret office. Use the scroll on the plate with hieroglyphs. Exit the office onto the balcony. From there, go into the green room, from the room into the corridor and through the first door on the left. Approach the closed blue door and press the S key. Go down the stairs and exit into the prayer hall. Take the first aid kit from the pew and the set of keys from the altar.

Go down into the complex of underground structures under the mansion. Head into the tunnel with the cameras. Free Maki and take him into the house. There are plenty of guards here again. Go ahead and shoot the guards you meet along the way. If Maki is killed, the game will start from the last save. Lead Maki through the prayer hall and up the stairs. Head to the room with the lifting device. Tell Maki to follow you. When Maki starts turning the handle of the device, leave it here and go down to the prayer hall. Maki lifted a round slab in the center of the hall, under which there was a secret passage.

Go down the spiral staircase to the basement. Take the first aid kit from the wooden box. Save the game at the checkpoint. Come into the temple.

In the temple you will find yourself in front of two magicians. A fierce piercing wind is blowing. Use stone pillars as cover from fireballs released by magicians. Lean out from behind the pillars and shoot at the magicians. As soon as the last magician is killed, the wind in the temple will disappear. Look at the stone fresco on the wall. Two parts of the fresco lie on the floor. Note the various symbols on the frescoes.

In the center of the temple, on a raised platform, there are three statues: Dagon, Cthulhu and Hydra. Behind each statue is a symbol and a button. Kneel in front of the Dagon statue and look through the bars. You will see that each symbol corresponds to a specific statue:

Anchor – Dagon
Left anchor – Hydra
Flower – Cthulhu

Click on the buttons behind the statues in this order: Dagon, Hydra, Dagon, Cthulhu, Dagon, Cthulhu.

Go through the open door. Follow the tunnel to the end of the level.

Dangerous flight

In the cabin with the map, get ammunition for a pistol, a rifle and a first aid kit. Exit the cabin into the corridor with lockers. Go through another door and up the stairs to the captain's bridge. Leave through another staircase. Pick up the shotgun, pistol, and rifle ammo from the floor near the stairs. Return to the bridge and save your game at the checkpoint.

Talk to the man standing at the helm. Take the same route back to the cabin with the map. Come out onto the deck. Talk to the sailor who is holding a machine gun. After the conversation ends, monsters will attack the ship. Pick up the rifle from the deck and help the sailors fight off the attack on the ship. After a few minutes of fighting, go to the cabin door and approach the sailor with the machine gun. He asks you to go to the ammunition storage area on the lower deck. Press the action key on it to get the warehouse key.

Enter the cabin. Go down to the lower deck using the stairs located in the right corner of the cabin. Unlock the door labeled Storage with the key. Collect all the ammunition available here and two sets of first aid kits. Save the game at the checkpoint. Return to the upper deck.

Give the ammunition to the sailor near the cabin door. Now he asks you to go to the infirmary to get a first aid kit for him. Return to the cabin. Enter the corridor with lockers and go to the far door on the right side. Go to the first aid station. Close the door behind you. Kill the monster that is disemboweling a man on the far bed. Take all the ammunition available in the first aid station and take the first aid kit you came down here for.

Go upstairs. Give the first aid kit to the sailor. Help the sailors clear the deck of monsters. After the command “Everyone take cover!” go to the railing opposite the cabin. Grab the railing with your hands and bend down. In a couple of moments, a giant wave will crash onto the deck. Remain in this position until all the water has subsided from the deck. From now on, approximately every 30 seconds another wave will hit the deck. During the break, get to the cannon in the center of the deck. Click the right mouse button to see the crosshair. Then press the left mouse button to change the image scale. Look for blue dots on the cliff (3 in total) and fire shells at this place. Aim the projectile slightly higher than the target. Having covered a significant distance between the ship and the cliff, the projectile will hit where it needs to be. After the command “Everyone take cover,” leave the cannon and wait out the wave in a familiar place.

Return to the cabin when you shoot all three points on the cliff with a cannon. While the two sailors are talking to each other, at this time you will go down to the ammunition depot on the lower deck and save the game. Return to the cabin. You need to get to the engine room with two sailors. One of them was seriously injured. Follow the sailors and quickly close the compartment doors behind you. When you enter the first aid station, close the door behind you. Go to the emergency exit from the first aid station and try to open the door. It's locked. Go out onto the deck after one of the sailors opens the door with the key. Follow them through the door next to the first aid station. Close the door behind you with the latch. Go downstairs.

Go to the ship's crew cabin. Take all the ammunition and the diary of one of the team members from the sleeping shelves. Pick up the first aid kit from the floor and save the game at the checkpoint.

Go out into the corridor. There is a valve to the left of the floating pipe. Turn the valve to turn off the steam. Enter the engine room. Follow the sailors. They will lead you to the captain's locked cabin. There is a staircase near the captain's cabin. Go down it to the lower level of the engine room. Climb into the right ventilation duct. Through it you will get to the captain's cabin. Find the key to the weapons warehouse. Take the revolver from the dead captain's hand and the ammunition for it. Unlock the door and go out into the corridor. Save the game at the control point in the crew's cabin.

Use the key to unlock the door to the weapons warehouse, which is opposite the captain's cabin. In the warehouse, take a first aid kit, all the ammunition for weapons available here, dynamite and a machine gun. Having picked up the machine gun, immediately turn towards the exit and empty the entire magazine into two monsters who entered the warehouse. Leave the warehouse. Go down the stairs to the lower level of the engine room. Use dynamite on the fan in the left ventilation duct. After the explosion, climb back into the channel and crawl to the exit. You find yourself in a small room with a control point. Take the first aid kit and crowbar. Exit the room into the dining room with two sailors. Talk to the sailor standing on his feet. He will give you the key to the cargo hold. Follow the sailor. Go through the door opened by the sailor.

Go down to the lower level of the engine room. Close the oven door. Go to the opposite side of the compartment. Go up the stairs and exit the engine room. Walk past the crew quarters and turn left. Under the red lamp in the floor there is a closed hatch through which you can get into the cargo compartment. Unlock it with the key and go downstairs. Take a welding machine and a first aid kit. As soon as you take the device, get ready to repel the attack of a lone monster.

Return to the engine room. Go across the bridge to the other side of the compartment. Turn the valve to your left to turn off the steam at the top level. Go back to the other side. To your right is a block with a lever. High below him is a padlock. Shoot the lock to lower the stairs. Go upstairs. Go to the end of the bridge and jump down. Go along the pipe. Use a welding machine on the pipe to seal the fistula.

Go down to the lower level of the engine room. Turn the valve next to the stove. Go upstairs. Go to the other side of the engine room. Turn the valve in the left corner. Go through the door and go to the dining room door. Enter the dining room as soon as the sailor opens the door. Give him the welding machine. Get ready to repel the attack of two monsters.

Go up the stairs and in the small room, save the game at the checkpoint. Get on deck. Approach the cannon. After showing a short scripted video, the ship will be attacked by Dagon. When control returns to you, press the S key to see the sight. Shoot Dagon. Aim for the head. When Dagon plunges into the water, move away from the gun and wait for him to resurface. He usually appears on the left side of the ship. Dodge his attacks. Three or four accurate hits from the cannon and Dagon will sink to the seabed forever.

Devil's Reef

After a shipwreck you come to your senses in a small lagoon. Follow the path into a cave with a pond. On the left there is a narrow hole into a small cave in which you can find a first aid kit. Continue along the path until you reach a cliff. Take a running jump to the other side and immediately retreat to the edge of the cliff to avoid the fate of being impaled by the spikes. Then go to the checkpoint and save your game.

Soon you will reach a rocky coast, blown by strong winds. There are ledges in the rocks to your right and left. Step onto the right ledge. Some parts of the ledge cannot support your weight and immediately fall into the sea. It's safest to keep jumping on the ledge until you reach the cliff. Take the strangely carved lead disk with hieroglyphs. Go back. Step onto the left ledge and, taking the same precautions, get to the cave.

Enter the left branch of the tunnel. Walk forward carefully past the carnivorous starfish. Enter the cave with rock paintings. Take the rope block. Find a picture of fishermen throwing discs into the sea. One disk is missing. Use the lead disk in the picture. A passage to a secret cave will open. Come inside. Find a painted lever among the scattering of jewelry.

Return to the main tunnel. There is an area with traps ahead. The first wooden deck will immediately collapse as soon as you step on it. Jump on it and immediately jump onto the rocky area of ​​the cave. In the same way, go through the section of the tunnel with spikes. Jumping from block to block, go down to the lower level. Enter the right branch of the tunnel. If you need a first aid kit, you can find it in the niche just ahead of the right branch. Go to the end of this tunnel and save your game at the checkpoint. There is a hole in the wall near the control point. Insert the lever into the hole and pull it out. Below, wooden decking will cover the trap panels. Jump onto the decking and emerge onto a ledge washed by the waves. Along the entire length of the ledge washed by the waves, iron rings are embedded in the rock. You can hold on to them so you don't get washed out to sea. During the next tide, grab the ring closest to you and hold it until the wave subsides. Thus, get to a calm section of the coast and go into the cave.

Approach the partially destroyed bridge. Use the block on the rope to get to the other side. Enter the small cave and look around. You will see a green stone fixed in a support, a panel with hieroglyphs and a button with a familiar pattern. Use the Book of Dagon on the hieroglyph panel. It looks like a map. Use Ruth's brooch on the patterned button. Click on the button to activate the panel. Note the exposed green stone retainer. Do not take the stone under any circumstances, you will need it here. Time has passed.

Return to the cliff. You will see a red dot on the floor - this is the beginning of the path. Jump onto the nearby ledge. Go left to the second half of the surviving bridge. Follow the red dots through the tunnel. Don't fall into a hole halfway through the journey. Get to the room with support. Insert a red gem into the support. If you made it on time, then after a couple of moments the stone should sparkle with red light and a passage into the tunnel will open.

Go down into the huge cave. Approach a large hole in the ground with air currents coming out of it. Touch the boulder lying near the edge of the hole. He will fall into the abyss. Jump down.

Air tunnels

Go through the tunnel and exit into the cave with the first checkpoint on this level. Exit here through the tunnel above the control point. Listen to the fishermen's conversation. Climb the steps to the upper platform. Shoot all the fishermen.

Use the Book of Dagon on the hieroglyph slab. Go down the other stairs. Pick up two sets of first aid kits from the ground. Climb up and go into the tunnel. Once you reach the end of the tunnel, you will be trapped.

You awaken in a locked cell without a weapon. Take the chisel from the stone. Use it to open the grate in the floor. Climb into the narrow hole. Crawl along it into the next chamber. Return to the hole when the prisoner begins to fight in hysterics. The guard will enter the cell, calm the prisoner down, and immediately go out into the corridor. Go up to the cell, unlock the door and carefully follow the guard along the left wall. Climb into the tunnel through a narrow hole.

Save the game at the checkpoint. Get out of the tunnel and follow the corridor into a large cave. Turn left. Carefully sneak past two guards warming themselves near the fire in the center of the cave. Climb up the steep path. When you reach the fork, turn right and continue up. Enter the tunnel, the entrance to which is edged with an arch.

Follow the path. Climb into the narrow hole in the left wall. From it you will get out into a cave with several guards. Choose a convenient moment to slip past the guards into the far cave. Pick the blue plant.

Near the exit of the cave there is a wooden sign with hieroglyphs. You can only translate the inscription using the Book of Dagon. Enter the tunnel and take the T-fork. Save your game at the checkpoint to your left. Pay attention to the group of green crystals located at your height level. Try using a chisel on them. Turn into the right tunnel and go into the cave with a waterfall. Go down to the base of the cave. Take the first aid kit at the entrance to the first tunnel. Enter another tunnel and head towards the T-junction. Turn right. Follow the upward sloping tunnel to the next checkpoint.

Head slightly left of the checkpoint to activate the script. You will be transported to Robert Marsh's office.

Take the knife from the table. Hide behind a table or chair when Marsh activates his next spell. During a short pause between calling the next spell, come out of cover and stab him in the face with a knife.

When the owner of the office is killed, open the case and take the book of Dagon and the key from it. Collect all the ammunition and first aid kits available here in the office. Exit the office corridor through the figured door. Go out into the hall. Go to the right side of the hall and go down the stairs. Take the rifle and first aid kit nearby.

Return to the hall. Go the other way and shoot all the guards along the way. Go into the tunnel and go to the locked door. There are holes on the right and left sides of the door through which you can see the guards on the other side. Shoot all the guards from a safe shelter. Unlock the door and go out into the large cave.

Enter the tunnel on your right and go into the cave with the fire. Go downstairs. Climb the ramp that is next to the fire. Unlock the door with the key found in the case and go into the laboratory. In the laboratory, take a first aid kit, rifle cartridges, a journal with notes and a green bottle of weed killer. Save the game at the checkpoint.

Leave the laboratory through the emergency exit. You find yourself on the top tier of the prison. Go into the room on your right. Use a bottle of pesticide on the roots of the plant. Take the first aid kit and leave the room. Go into the passage that is next to the carcass of a dead animal hanging on a hook. Go down the spiral ramp. Take the bag of ammunition and the bucket of prison gruel from the table.

Go through the door. Destroy the guard to your right. Find a cell with a guard guarding the entrance. Quickly eliminate him and open the cell door. You can't just get into it. On the other side of the cell there is an iron door with a pocket. Through this pocket food is supplied to the cell for the prisoner. Open your pocket. Place the blue plant in it and pour the tower gruel out of the bucket. Close your pocket and wait a bit until the deadly mixture begins to affect the prisoner. Enter the cell. Pick up the hammer and first aid kit from the floor. Go up to the laboratory. It's time to go to the cave where you saw the green crystals.

Once you get to the right place, use a hammer and chisel on the crystal to break it off the wall.

Return to the laboratory. Exit it through the back exit and go into the room with withered weeds. Climb up the weeds to the upper room. Insert the green crystal into the slot shaped like a Y sign and activate the panel on the opposite side. Go through the white gate.

Pick up the electric cannon from the ground. Save the game at the checkpoint. Enter the tunnel to the left of the checkpoint. At the end of the tunnel there is a closed door. Open the door and go into a large cave. Go down, pass the arch with flags and go into the cave in which the blue plant was picked. Enter the tunnel and go to the T-fork. Turn right and go into the cave with the waterfall. Go down to the base of the cave. Enter the first tunnel and approach the water's edge. Use the cannon on the water. The electrical discharge will destroy the cluster of starfish ahead and you will be able to move further along the tunnel. Coming out of the tunnel, cross the bridge to the other side of the cliff.

Find the first aid kit and save the game at the checkpoint. Climb through the hole in the platform. Cross the bridge. Use the electric cannon to destroy the two polyps. Climb to the top of the cliff and go into the tunnel. Turn right and follow the path to the nearest checkpoint. Along the way, pick up first aid kits.

Get out of the pipe into the cave with the temple. Opposite the bridge there is a plate with hieroglyphs. Translate it using the Book of Dagon. Cross the bridge and enter the temple. Notice the large gong near the stairs. Go up to the upper hall. In the center sits Mother Hydra in a giant bubble. A group of wizards noticed you and immediately headed in your direction. Go down and shoot the wizards as they come down the stairs. Return to the upper hall. Climb the ramp to the platform with the statue. Pull the lever behind the statue to release the water. Destroy a group of monsters that Hydra will periodically unleash on you. Go downstairs. Take out the electric gun and shoot the gong with a full blast of energy. Get to the top. Kill the monsters and stand in the niche with water in front of the Hydra. In a couple of moments you will be transformed into a monster. You can now make giant leaps. Jump into the niches in which the statues are installed and hit the lever with your paw. In total, you need to press four levers installed behind the statues.

After destroying the Hydra, take the golden disk from the support. Save your game. Go to the other side of the hall. Go into the tunnel under the ramp. Use the Book of Dagon on the board with hieroglyphs. Open the door using a sacred spell. Go up the stairs. Head to the cave with the fire. Go down to the base of the cave. Walk along the right wall. Enter the cave entrance, which was closed with a grate. Reach the support with the red button. Use the disk on the support and go through the open gate. Game over.

If you are having problems with passing the game, you can always use our advice and information to take action. We describe in detail the steps that need to be taken to completely complete the game. Call of Cthulhu: Dark Corners of the Earth. In the most difficult places we add pictures that can help you. Walkthrough Call of Cthulhu: Dark Corners of the Earth read on our website.

Talk to the policeman at the bottom of the stairs. Go upstairs. Talk to another policeman. They are going to storm the house that the sectarians have occupied. Walk past the gazebo and enter the narrow passage formed by the wall of the house and the fence. Walk forward a little and enter the house through the open door on your left. Go to the end of the corridor and open the door to exit into the hall. Notice the symbol painted on the wall next to the locked door. Climb the dilapidated stairs to the second floor. Turn left and go along the corridor to the farthest room from which you can hear shots. Come into the room. Approach the sectarian. When he is killed, take the keys from the chair. Leave the room and go down to the hall. Unlock the door to the right of the grandfather clock and go into the room. Take another keys from the table. Leave the room and go to the locked door opposite the stairs. Open it with the key. Go to the table in the right corner of the library and take the manuscript from the drawer. Go behind the bookcase that is on your left and come close to the mirror. You will hear strange sounds coming from somewhere below.

Jump down into the niche. Turn right and look at the floor to see a hatch. Open the hatch and go down the stairs to the basement. After passing through the collapsing tunnel, you will find yourself in the morgue. Find a way out of it into a huge cave.

Approach the green hexagon-shaped panel. Activate the panel. Pull the green crystal from the slot to the right of the panel. Exit the room through the door to your left. Go through the tunnel and exit into a large cave. Activate another panel to open the entrance to the adjacent cave.

Insert the green crystal into the slot to your right. After this action, activate the panel opposite the slot. Watch the final video of the level.

Visit to the old town

After a short bus ride, control of the game hero will return to your hands. Talk to the bus driver and go to the Gilman Hotel. Turn right and walk down the corridor to the registration desk. Start a conversation with the receptionist. After each answer from the receptionist, press the S key again to ask another question. Thus, extract as much information from him as possible. Having run out of things to talk about, leave the hotel and go to the right side of the street. Walk past the building with the Variety Store sign. Talk to the policeman guarding the passage to Dock st. Go to the store located on the opposite side of the street. The entrance to the alley to the left of the store is blocked and is also guarded by police. Wait until the policeman turns his back to you and disappears into the alley. Carefully trying not to make noise, follow him. When the policeman turns the corner, hide behind the barrels in the dark alcove on the left side. Wait for his return. When he passes by you, get out of cover and go to the place where the policeman just appeared. Go up the steps and open the door to enter the warehouse.

Close the door behind you. Barricade the entrance using the cabinet standing to the left of the door. Go to the next room. Take the first aid kit - the white box lying on the shelf to your right. If you look at the floor in the place where you took the first aid kit, you can see a hatch with a hole. Find the dilapidated door and, opening it, go into the office. Take a bottle of rum and a pen from the open safe. Extraneous noise began to be heard from the warehouse. The policeman began to break down the door. Now very quickly leave the office and go to the hatch. Use the handle on the hatch to open the hole into the basement. Go downstairs. About halfway down the descent, the stairs will begin to collapse, and you will fall down with a roar.

As soon as you come to your senses, take the first aid kit and the diary. Push the ladder towards the brick wall on your left. It will fall and completely destroy the brickwork. Go into the next room. Face the red lamp and look at the floor.

Move the planks to the side and take the newspapers from the niche. Leave the room and go up the stairs until you reach the locked door. Open the door and go into the printing house. Take the pistol ammo from the box on your left. Go to the far right corner of the printing shop. Slide the latch on the door and open the door itself. Go outside. Walk past the editorial van and meet Maki here. Talk to him. Use a save point. Just go to the white emblem on the wall of the house and press the S key. Walk along the alley and exit into the square.

Talk to the policeman guarding the passage to Dock st. When the conversation is over, return to the store. Walk along the store and then turn right onto South st. Look for the sign that says Washington st. Enter the alley opposite this sign. Walk down the alley until you meet Rebecca, a middle-aged woman. Ask her all the questions that interest you. Then exit the alley and turn right. Go through the open gate into the warehouse area. Here you will meet Maki again. Talk to him. Return to South st. Go into the alley where the Washington st. sign is directed. Find a drunk person. Talk to him. When he stops answering your questions, give him a bottle of rum. In exchange, he will give you the key to the almshouse. Ask him a couple more questions until he shoos you away. Return to South st. You will meet Rebecca in the alley. After talking with her, a familiar symbol will appear on the fence. Save at this point.

Head to the alley where you first met Rebecca. Ask her a few more questions.

Return to the town square. Talk to the bus driver. The town almshouse is to the left of the Gillman Hotel. Find the door with the Poorhouse sign and open it with the key. As soon as you walk through the door, it will slam shut behind you.

Exit the tunnel and go to the end of the street. Find the door with the Poorhouse sign next to it. Enter the building.

Go up to the second floor. Talk to the almshouse inhabitant standing near the window. Go into the bedroom. Take the first aid kit from the basket. Exit the bedroom, go through the hallway and up the stairs to the top floor. Go to the farthest door on this floor. Go through it to the balcony. Go down the fire escape to the street.

The house that Rebecca spoke about stands on the right side of the street in front of a bunch of various junk. Go up to the porch. A little girl will open the door. Come into the house. Talk to the girl. Her name is Ramona. Go up to the second floor. Look at the family photo lying on the chest of drawers. Find a door with a latch on the floor. Unlock this door and go up the stairs to the attic. Watch the script video. Come into the room. Take Thomas Waite's diary from the chair next to the bed. Go downstairs.

The owner of the house, Thomas Waite, will give you the keys to the store. Pick up Ramona's coloring book from the floor and go outside. Enter the tunnel directly opposite the house you just came out of. Meet Rebecca here and talk to her. Return to the house. Talk to Rebecca.

Now go back through the tunnel to the town square. Talk to the bus driver. He says that the bus will not leave until tomorrow morning.

Try to leave the city on foot. Passage to South st. blocked by police. Talk to the constable. Return to the tunnel you just came out of. To the right of the tunnel entrance there is a staircase that takes you down to the back door of the store. Go downstairs and open the door with the key that Thomas gave you.

Walk along the corridor and then up the stairs to the room in which the store is located. You will watch as a woman tries to open a safe. Take the first aid kit from the counter and approach the woman.

You can read about the combination to the safe in Thomas Waite's diary. He writes that he uses the month, day and year of his daughter Ramona's birth as a four-digit combination. Yesterday was her tenth birthday. Today is February 7, 1922, which means Ramona was born on February 6, 1912. Combination to safe 2/6/12.

Open the safe and take out the hardcover book. Save the game at this point.

Return to Waite's house. Talk to Rebecca. She says you should spend the night at the Gilman Hotel.

Enter the Gilman Hotel. Eavesdrop on a conversation between the bus driver and the receptionist. Unfortunately, their conversation is not reassuring for you.

Talk to the receptionist as soon as the driver leaves the hotel. At the end of the conversation, the receptionist will leave you alone at the counter. While he is away, remove the office key from the hook and take the cartridges from the shelf. Unlock the door to the right of the counter. Come into the office. Go into the room next to the office, where you take the open book from the table and the cartridges. Leave the office. Follow the receptionist to the second floor. He will show you the room where you will spend the night. Close the door of the room with the latch. Go into the adjacent room and also close the door with the latch. Go back to your room and go to bed.

Fishermen attack

Go out into the next room. Close the door with the latch. Move the cabinet to the side. Enter the next room and lock the door behind you. Lock the door closest to you. Go out into the next room and close the door with the latch. Slide the cabinet to block the doorway. Go to the window and move the cabinet to the side. Open the shutters. Get out onto the balcony. Jump onto the balcony of the opposite house. Go inside the house through the door on your left. Close the door behind you and slide the grandfather clock.

Sit down so that you cannot be seen from the street through the windows. Thus, walk along the corridor until there is an area with windows behind you. Now you can get back on your feet. Turn left and run to the nearest door. Go through it and go down the stairs to the lower floor. Walk through the hall and enter the door on your left.

Go through the room with the hysterical occupant. In the next room, take the first aid kit. Open the window and climb out onto the balcony. Running jump onto the balcony of the neighboring house. Climb the fire escape to the roof. Walk along the plank to the roof of the neighboring house. Now go forward a little and climb the stairs to the roof of the warehouse. Go to the far right side of the roof. Find an open window and go down the stairs into the warehouse. There is a checkpoint below to your left. Walk to the end of the bridge and then drop down to the floor. Turn left and go in the opposite direction in the direction of the stairs you took down into the warehouse. Climb over the crates and save your game at the checkpoint. Now, unnoticed by the two fishermen, make your way to the other side of the warehouse. Jump onto the box and jump from it onto the flight. Walk forward a little and climb out of the warehouse through the open window. Crouch down and go under the windows to the ventilation shaft. Jump into the mine. Get to the exit. Save the game at the checkpoint.

Jump on the boxes and go down the stairs. Walk carefully past the fisherman. Stand under the stairs. Go into the passage between the boxes. Find a gap in the floor and jump down into the basement. There are a lot of rats here, but they cannot cause any significant harm to your health. Bend over, crawl under the flooring towards the stairs, along which you can climb to the office.

In the office, take the first aid kit from the cabinet. Move the bookcase to the side to reveal a control point. Save your game. Move aside the box blocking the path to the door. Open the door and go out into the warehouse. Turn left and walk along the wall to the open warehouse gate. Position yourself so that you can see the arch, but the fisherman cannot see you. Wait for the fisherman to disappear into the alley. Exit the warehouse and go towards the arch. Go through the arch to the next street. Go around the boxes. Follow the fisherman carefully. Use the boxes to climb into the fenced-off section of the street area. Take bullets for the revolver from the barrel. Wait until the fisherman goes in the opposite direction. When everything is quiet around, get out of the shelter and go through the arch. Coming out of the arch, you will see the back of a retreating guard. Follow him. When the fisherman is out of sight, hide behind the cart lying on the ground to your left. After some time, the fisherman will go in the opposite direction. Get out of the shelter and go into the alley where the fisherman just came out. Reach a dead end and enter the house through the gray door on your right.

Save the game at the checkpoint. Exit the room into the corridor. Get to the end of the corridor, open the door and go outside. Get to higher ground. Remove the red block from under the front wheel of the truck. Climb onto the platform and jump from it into the back of the truck. Stand close to the cockpit. After a couple of moments, the truck will begin to go downhill and fall into a deep hole.

When you come to your senses after the accident, you will see that you are in a drainage tank. Enter the illuminated tunnel on your right. Take a crowbar near the grate. Enter the tunnel with the fan running. Get as close to the rotating blades as possible and use a crowbar to break some of the blades and slow down the fan. Make your way into the tunnel when the fan slows down again.

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