Join Date: Jul 2011
This helped me.
3. ATTACK OF THE FISHMEN
You're about to embark on one of the most harrowing portions of the game.
It's a brilliant translation of the chase scene from Lovecraft's "The Shadow
Over Innsmouth." Be prepared to die several times in the next few seconds.
Incredibly, with practice, you can make it through this section without a
After an opening cutscene, the townsfolk attack!
a. Run into the adjoining room (room #2), turn around and bolt the door.
b. Run to the bookcase and slide it aside.
c. Enter the adjoining room (room #3), turn around and bolt the door.
d. Step to the nearby door to the hall and bolt it
e. Open the door to the adjoining room (room #4), turn around and bolt the
f. Next to you is a bookcase. Slide it in front of the hallway door.
g. Run to the window and push the bookcase out of the way.
h. Open the window and jump onto the balcony.
i. Jump across to the other balcony.
j. Go through the door, turn and push the grandfathers clock in front of the
Crouch and crawl the length of the hall. When you get past the last window,
jump to you feet and run. Don't worry about being a little slow. No matter
how fast you move down the length of the hall the fishmen will always break
through the door behind you when you reach the end.
Turn left and dash through the door at the end of the hall and into the
stairwell. Don't bother closing the door behind you. Descend one floor
only. Run down the hall and go through the door on the left.
Go through the room with the hysterical occupant. In the next room there is
a med-kit to your right as you enter. The fishmen stop chasing you long
enough for you to grab it. The doors in this room are sealed, so open the
window and hop out. There is a med-kit to your left.
Jump across to the fire escape. Take your time with the jump, as it's harder
than it should be and right now the fishmen aren't chasing you, but they will
as soon as you get across.
Climb the ladder (you need to climb it from the right side). Walk or crawl
across the plank to the rooftop. Quickly run to the ladder straight ahead
and slightly to the left. Once on the warehouse roof, run parallel to the
skylights until you get to the opening that leads into the warehouse. Climb
down the hole, possibly breaking a leg in the process. Use a med-kit to
heal. At the end of the walkway is a med-kit. Crawl to reach it without
being noticed. Now return to the ladder and climb down the crates to the
right to reach a save point (Hogg's Upper Warehouse 21%).
You need to crawl/sneak to the far side of the warehouse, past the guards.
At least one guard is on patrol. At the far side of the room, hop up two
crates onto the catwalk. At the other side of the catwalk, drop down on some
creates and go out the window. Once on the roof, crawl under the windows to
the air vent on the far side. Make you way though the vents to a save point
(Warehouse Vent 21%). During the cutscene you'll glimpse a hole in the
floor. You need to get into that hole.
Crawl down the crates and down the stairs. At the bottom of the stairs, go
left behind the guard and into the dark area. Go to the second turnoff and
you will see the hole. Drop inside.
Crawl past the rats until you reach a ladder leading to an office with a med-
kit. Push the bookcase aside to expose a save point (Hogg's Office 21%).
Now push the crate from in front of the door.
You're back in the warehouse. Crawl past the guards to the loading door
that's been opened at the other end of the room.
Out in the rain, you'll need to sneak to the right. If you can make it all
away around the right-hand corner, you will find a med-kit at the end of the
alley. It's very hard to reach without being seen. Whether or not you take
the med-kit, sneak through the dark archway kitty-corner from the warehouse
Follow the alley. When you come to a pile of crates next to a fenced area,
hop over to get revolver ammo. Wait for the guards to pass, then climb the
pile of crates to get out again.
Go left through the archway. You'll find another pile of crates next to a
fenced area where you can hide. Once the coast is clear, hop out and race
down the alleyway to the white door at the end. Once you enter the collapsed
building, you'll see a cutscene. There's a handy save point (Collapsed
The exit passage opens onto a street. Go right to the parked truck and pull
the red block from beneath the front tire. Quickly run to the back and jump
in from the loading dock. It will slowly roll down the hill. Surprisingly,
you can ride it all the way into the sewer without harm. Once you've caught
your breath, run to the illuminated alcove on the right where you will find a
metal bar. Use the bar on the rotating fan to slow it down enough for you to
crawl through. You have to be inside the tube with the fan to use the metal
The game auto-saves as you drop into the sewer. Climb out of the water. For
a bit of a freak-out, look though the bars to the right of the landing (or
avoid looking if you want to conserve sanity). In the next area are piles of
corrosive sludge. Avoid the brown sludge and make your way up the stairs to
a save point (Sewer Stairs 26%). Hang around here to regain sanity.
Continue up to a room with two levers and a med-kit. Farther along is a vat
of toxic sludge. Return to the room with two levers. Turn the lever on the
right so it is horizontal, turning off the sludge. Then turn the lever on
the left so it is vertical, releasing fresh water. Go to the room with the
vat and use the crank to the right to open a sluice. The sludge washes away.
Now go back to the room with the lever and turn the lever on the left so it
is horizontal, turning off the water. Go back to the vat and turn the crank.
Now quickly get into the vat and crawl through the sluice before the gate
The charnel pit is fun. When the body drops, watch for a tentacled thing to
snatch it away. Of course, watching will cost sanity. Climb two ladders to
the top of the charnel pit where you'll find a door. Don't stay in the pit
too long because the sludge is corrosive.
The storage room with a trapdoor has a med-kit. Make your way back into the
sewer. To the right is another sanity tester you may choose to avoid.
Proceed left and carefully drop down the scaffolding to reach the save point
(Sewer Scaffolding 26%). Be careful you don't break a leg getting down.
You'll also see some spider crabs. They don't hurt much, but they will
poison you. You should have some poison antidotes by now that you need to
use as quickly as safely possible if you get poisoned. The best plan is to
run past them jumping as needed. Around a bend in the tunnel on the left
wall is a web-covered ledge you need to hop onto.
At the foot of a ladder you overhear a couple of fishmen talking. You must
lure then away by going to the second ladder, climbing, and then shaking the
grating. When they run to see what's making the noise, go to the next ladder
and repeat. Keep doing this until you've lured them into to the farthest
grate, then head back to the first ladder and climb out. As you walk down
the alley, avoid stepping on the gratings or it will attract the guards. You
can turn left to reach a dark niche with a med-kit, or play it safe by going
right to a fire escape ladder. There should be enough time to do both if you
Use the fire escape to enter the burning building. There's a crank straight
ahead of you, but if you go straight forward the floor will collapse under
your weight. Instead, weave to the right and stay on the beams. Activate
the crank to raise a crate blocking the exit, then sneak down the stairwell.
There's a med-kit under the stairs. Keep low and hope the guards don't spot
you as you sneak to the door. It opens on a passage leading to an exit from
Before step into the alley, make sure the guard to your left isn't looking
your way. Sneak to the right and take the next door you come to. You should
be in an enclosed porch with revolver ammo. The next room contains pistol
ammo (still no pistol, though). The closed door at the end of the hall leads
to a room with a fireplace and Rebecca; leave it alone for now. Instead, go
upstairs and explore. You'll find the Minister's Journal in the upstairs
bedroom (27%). Now go back downstairs and talk to Rebecca.
After the conversation, follow Rebecca to the church. Rebecca's fate seems
inevitable. The game auto-saves once you enter the church. There's also a
save point (Methodist Church 30%).
In the pulpit is a med-kit. Don't look too closely at the cross or you may
take a sanity hit.
To the right of the pulpit is a depression in the floor. This is where a
timed trapdoor will open, so mark its location in you mind.
Climb the ladder next to the save point to reach the belfry. The postcard
Rebecca handed you contains a clue. You must ring the bells from the lowest
to the highest (physical height, not pitch). Ring the bells in this order:
center, left, then right. Then race down the ladder to the timed trapdoor in
Climb down the ladder and make your way to the minister's hideaway in the
catacombs. The registry of births is on the desk (31%). Under the book is a
small stone plaque engraved with a series of numbers. Place the postcard
over it to reveal the combination to the nearby safe. The bars represent the
starting and ending digits. Use the right direction button to turn the dial
right and the left button to turn the dial left. Turn the dial right to 3,
left to 1, right to 5 and left to 7.
Take the stone cross and continue deeper into the catacombs. Use the cross
on the circular indentation in the wall at the end of the hall. Crawl back
into the sewer from whence you came.
At the first intersection, turn right to find a med-kit. Then turn around
and at the intersection go right again past the steam until you reach a save
point (Crypt Sewer 31%) next to an exit ladder. At the top of the ladder is
a double door that leads to the next area. If you're good at sneaking you
may try for the med-kit down the street next to the two guards.
You're now in the burning bank. Go straight under the fallen beam and hop
over the embers to the right. Crawl up the beam to get over the fenced area
and advance through the door. In the bank vault is a save point (Bank Vault
31%). Go upstairs, watching for a nasty hole in the floor, until you reach
the area over the bank lobby. Jump to the center of the platform in front of
you and immediately jump again to the safety of the platform across from
where you started. Go through the nearby doorway. There is a ledge to your
left with a plank rising from it. Hop up on the ledge and then crawl up the
plank to the rafters. Make your way to the first intersection and turn left.
Follow the beams to the doorway on the other side of the room. Jump across
to the partial staircase and go out the door. You can see the water tower
Descend the ladder and jump across to the suspended ladder. Climb up and hop
off to the left. Inside the water tower is a save point (Water Tower 31%).
Jump across to the crates on the balcony. Go through the house to the lower
balcony and jump across to the sloped roof. Crawl into the attic and grab
the med-kit. Leave by the door, and then crawl out the window. Jump to the
crate, climb atop it, and jump across to the water tower. Cross to the other
side and jump down to the balcony with the open door. Take the pistol ammo
and go down the hall to meet Mackey. Once you're done talking to him, hop
out the window to end the stage.