![]() Open the drawer on the left and take the key, code book and tape recorder from inside. Quickly pick up the fire extinguisher and use it on the fire, then return right to the bridge. The door opens, and you can head down the tunnel, but the ground collapses before you can catch up with Marsh.Talk to Captain Lloyd about everything, and you will end up in the hold. Convert this to a combination, where you press the buttons in Dagon, Hydra, Dagon, Cthulhu, Dagon and Cthulhu. On the stone tablet to the left, note the symbols from top to bottom as if the two fragments on the ground are in the proper position. First, read the tablet on the right to learn you need to bow at the statue of Dagon, which contains a key that you should write down. To proceed, you will need to enter a combination on the back of the three statues. The wind stops once the sorcerers fall, allowing you to examine the room. When it is interrupted, a wind will pin you against the doors, and you will have to shoot the two sorcerers while dodging their attacks. The basement has Robert Marsh and two sorcerers performing the ritual. Once Mackey raises the podium, you may head downstairs. Cultists will repopulate, and you will have to fight them once more, although the first one can be killed with the knife. ![]() Return to Mackey, give the key and pistol, and head to the winch using the staircase you opened (Mackey can't climb ladders). In this room, you can get the key to Mackey's cell on the podium. ![]() This allows you to use the staircase between the first and second floors, while accessing the room containing the passage to the basement. Return to the room on the second floor containing the inscription, and decode the prayer. You can find a scroll (the prayer to dagon), Mackey's pistol, and the Ponape scripture. Locate the safe in one of the first floor rooms, and enter the combination 1878 (as found in the Diary of Robert Marsh, and turning right first). You can return to the first floor by jumping over the furniture by approaching from the right-hand staircase, and climbing the chairs on the back of the shelf. From here, you can enter the other room where you can see the prayer to Dagon (which you can't read yet), and unbolt the door for easier access. Smash the window in the back room to see a ghost of someone you failed to save. The room contains the diary of Robert Marsh. On the second floor on the side of a staircase is a back room. It contains a winch to raise the floor in the other room, but you need something to lock the mechanism in place. Entering the room will also activate enemies that approach from behind, which is just in time for you to use the shotgun laying on the ground. This leads to a storage room that allows you to reach the second floor through a trapdoor.įrom the trap door, one door on the side brings you to a room overlooking a few enemies. You can get a key, which unlocked the first door on the left from where you entered the temple. This allows you to use a one-way door to sneak up on at least one of the Innsmouth hostiles, and kill them before they can react.įrom the secret one-way door, you will want to follow the left wall, which leads to an office who's other exits are bolted shut. You will want to enter the door on the right to collect a knife, and push the bookcase to reveal a secret passage containing two medikits. Head up the spiral staircase, and you'll reach a back room in the first floor of the temple. The blast will eliminate the starfish and open the door. Place the dynamite next to the barrels of rum, and take cover. The other exit leads to the temple, but is blocked by hostile starfish. You will also meet with Agent Lucas Mackey, who says there's some sort of ritual going on upstairs, and also see another prisoner who has since lost his mind. The first path to the left leads to a series of cells, and where you can get a bolt action rifle and a large bronze key. There is also some dynamite you can pick up. When he is at the door, turn on the flamethrower to burn it.Įnter the tunnel - you will see the remains of Parker. Follow the deep one at a moderate distance, and lure him towards the door outside. He opens it, but is attacked by a Deep One. You can see a savepoint painted on the left wall.Īt the end, you will meet with Private Joe Parker, who asks you to use the flamethrower to melt the door. Run along the white section of the river until you reach the pathway to the tunnel. Climb down - and notice that the ice starts breaking apart. You're sent with an escort of a few marines to an old smuggler tunnel.Īfter being briefed by Sergeant Sam Carter, head down the steps and walk to the end where a rope is being setup. The army has attempted to attack Innsmouth, but they've become mad upon approaching the main temple.
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