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Call of Cthulhu Guide by gamepressure.com

Call of Cthulhu Guide

Free iOS App iPhone & Ipad Download Game Guide PDF, ePUB & iBooks
Table of Contents

Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough Call of Cthulhu Guide and Walkthrough

This section of Call of Cthulhu guide describes chapter 10 called "Darkwater police station". By the end of chapter 9, the main protagonist is arrested by the police and thrown into a jail cell.

Conversation with the Leviathan

You begin this chapter from talking to Henry West. - Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide
You begin this chapter from talking to Henry West.

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

After a while, the Leviathan will visit you. Select the option [Submit], to unlock a new achievement. - Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide
After a while, the Leviathan will visit you. Select the option [Submit], to unlock a new achievement.

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

Now, select [Accept the knowledge] to unlock this achievement. - Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide
Now, select [Accept the knowledge] to unlock this achievement.

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

Find Drake

Go through the wooden door - the paths leading up and down are not worth the attention. - Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide
Go through the wooden door - the paths leading up and down are not worth the attention.

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

A group of people arguing. Drake is among them. - Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide
A group of people arguing. Drake is among them.

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

Banish the Shambler

When talking to Drake you will learn how to get rid of the Shambler once and for all. - Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide
When talking to Drake you will learn how to get rid of the Shambler once and for all.

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

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

Find and destroy the first glyph

The first glyph is located upstairs. - Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide
The first glyph is located upstairs.

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

Stand inside the glyph to destroy it. - Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide
Stand inside the glyph to destroy it.

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

Find and destroy the second glyph

The second glyph is hidden behind the bar fence. - Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide
The second glyph is hidden behind the bar fence.

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

Shambler is going to appear - run towards Drake, as there is no way to destroy the glyph immediately. - Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide
Shambler is going to appear - run towards Drake, as there is no way to destroy the glyph immediately.

Shambler is going to appear as soon as you open the gate. You won't be able to destroy the glyph immediately, so run towards Drake. You can help yourself with the lamp when running away - increasing the lamp's brightness (exactly like during Chapter 9) slows the enemy down for several seconds and prevents it from attacking you. Remember not to hold the brightness increase button the whole time but to activate it for a second every two to three seconds. This way, you save a lot of oil in your lamp.

Weaken the enemy with the lamp and go towards Drake. - Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide
Weaken the enemy with the lamp and go towards Drake.

Go inside Drake's barrier and wait for the enemy to disappear. Refill the lamp and go back to the second glyph. Stem inside it and wait for it to be destroyed. Now, run towards Drake. Shambler will appear on your way - use the lamp to weaken it and slowly go past him, light beaming at it until you reach the safe place.

Find and destroy the third glyph

You can weaken the enemy while still inside the glyph. - Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide
You can weaken the enemy while still inside the glyph.

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

Move towards Drake, while weakening the opponent the whole time. - Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide
Move towards Drake, while weakening the opponent the whole time.

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

Finally, just interact with the painting to definitely get rid of the monster. - Chapter 10 - Darkwater police station | Call of Cthulhu Walkthrough - Walkthrough - Call of Cthulhu Guide
Finally, just interact with the painting to definitely get rid of the monster.

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

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

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

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