We bring to your attention a detailed walkthrough of the
Gibbous A Cthulhu Adventure quest. The protagonist of the game finds the magic book Necronomicon and casts a spell, which causes Kita the cat to start talking to him. In search of a means to return everything to its place, together with his new companion, he sets off on a dangerous journey.
Walkthrough Gibbous A Cthulhu Adventure
Prologue
The movement of the character is carried out by clicking LMB. Another important key is the space bar. By holding it, you can see all the interactive points on the screen. Climb the steps and enter the library. For a quick save, use the F5 key. Once inside, talk to the librarian on all topics. Then exit, pick up the parcel and enter the room. Talk to the librarian about the package again. After the explosion, pick up the shoe and use it on the strange medallion above the librarian's seat (it glows). To do this, click on the mouse wheel, which will open the inventory below. Select the boot LMB and drag it onto the medallion. After taking the Necronomicon, Baz will go home. [caption id="attachment_8292" align="aligncenter" width="300"]
lass="size-medium wp-image-8292" src="https://showgamer.com/wp-content/uploads/2019/08/Gibbous-A-Cthulhu-Adventure-2019-08-07-19-43 -43-124-300x169.jpg" alt="Gibbous A Cthulhu Adventure Walkthrough" width="300" height="169" /> Gibbous A Cthulhu Adventure Walkthrough[/caption] Take
the lighter from the table on the right, then open the refrigerator and get
a can of Dr. Fisher soda . Then examine the oven by selecting the "Whales" icon. Only in this case, Baz will open it and find
the key to Lemon's room. In the same place, Baz will find
a very suspicious cookie . Use the key on the door on the right and enter Lemon's room. Examine the rags on the floor to find
scissors . Examine the decorated cabinet and select the Whale icon. The cat will climb inside and find
the diary . You won't be able to read it because the pages are empty. On the right is a stick of incense. Set it on fire with a lighter, and then use the diary. You will learn about Lemon.
Chapter 1. Darkham
Talk to the little girl and go right.
A poster with a male figure hangs on the side wall of the building. Take it. Go to the location on the right and chat with the woman on the bench. Then chat with the person behind the mystical door. The password is not yet known. Talk to ttaxi driver in the car on the left and say that you are a friend of the blonde. He will ask her name, but you don't know him. Talk to the blonde again and find out behind the mysterious door. She ends up introducing herself as Margot. Talk to the taxi driver again and say the girl's name. State that you will deliver the letter. You will receive
an envelope . Talk to Margot and say that Charlie sent you. Interact with the door and name the password - "Fidelio". Call it to the guard outside the door and you will be inside. [caption id="attachment_8295" align="aligncenter" width="300"]
Passage of Gibbous A Cthulhu Adventure [/ caption] Talk to the Voodoo boy and find out where to look for a person. You should go to Fishmouth. Go outside after reviewing all the topics and talk to the taxi driver. Try to convince him, and then ask him what to do so that he agrees to go to Fishmouth. The taxi driver wants to get rid of Asenath, his cousin's wife. Return to the voodoo boy and chat with him. He will name the ingredients. You need a poster of that same man, scissors and a doll. Only the last one is missing. Go to the girl and remove the fish doll from the fish store on the left. Ask Kita to do it. When the cat takes off the fish doll, then takeThread it on a girl to exchange it for an ordinary doll. After collecting all the ingredients, follow the library. In the background is a dusty book. Examine it several times, choosing the eye icon. After you find out that this is a voodoo treatise, go to the voodoo boy.
Talk to him, examine the book in your inventory and learn the order. Tell the voodoo boy it's done and then choose the order of the ingredients: photo, scissors, doll. Asenath is finished. Go outside and talk to the taxi driver. He will agree to go to Fishmouth. The chapter ends here.
Chapter 2. Temple
[caption id="attachment_8297" align="aligncenter" width="300"]
Passage of Gibbous A Cthulhu Adventure [/ caption] Now we will play for the detective. Try to open the metal door on the left. After that, you can collect items: a fire extinguisher in the background, an empty soup can on the stairs to the left, a mug on the bed, a plank and a rag to the right of the bed. use the mug on the oil puddle under the bed, then pour the oilo from the mug to the recess in the floor. Place an empty soup can there, and a plank on top. Place the fire extinguisher on the springboard and interact with it. After a conversation with the head of the cultists, you will again find yourself in a detention cell. Interact with the fire extinguisher to get rid of the guard. Exit the room. Examine the wall to the left of the stairs. You need something heavy to break it. Go left and find a piece of wire on the globe. Hang on the star flag, but it won't break off. Tie a wire to a pipe near the stairs, and then attach a fire extinguisher to it. Start the fire extinguisher to knock out the hatch and go upstairs. Study one book and then three more. Open the cabinet drawer to the right of the table to get a spoon. Use the spoon on the lens in the telescope (and not on the telescope itself). Wipe the lens with the rag from inventory and use it on the intense light beam in the window on the right. The matches will burn. Take the crystal and the core.
Climb down and hang on the flagpole on the left. Pick up the rod and go to the detention room on the right. Use the rod on the oil puddle, and then connect it to the crystal. Break the cracked wall with the resulting hammerin the room on the left.
Chapter 3. Fishmouth
Talk to the bandit, the girl and the people under the archway. The latter will refuse to let you into Fishmouth. Enter the building on the left, to the clerk. Chat with him and tell him that you have a talking cat. Thanks to this, he will issue a license to visit Fishmouth. Also, remove the label from the liquor bottle on the floor to the right. Show the license to the guards and go to Fishmouth. Talk to everyone at the location. Give the sandwich man a can of soda to get a sandwich in return. Enter the hotel on the corner, try to talk to the pilgrim, and then talk to Finman at the reception. Go outside and go to the alley on the left, at the back of the screen. You will be at the port. Chat with an old drunkard. He never smelled coffee. Also go to the right to see the sailor and the captain. However, the dialogue with any character will not work. Return to the hotel and examine the jug of coffee to Finman's right. Go to the first location and talk to the girl. Offer a sandwich for her dog. In return, you will receive dolphin milk. Go to the clerk and talk to him. Ask for souvenirs (examine them in the background) and ask for a coffee mug. Go to the hotel and type in a mug of coffee from a jug. Go to the pier and give the cup of coffee to the drunkard. He will drop the bottle. Pick up an empty bottle and fill it with coffee at the hotel. Throw in a dolphinmilk, and then stick a liquor label (from the bottle at the clerk). Give a coffee with milk to a drunkard to sober up. Chat on all topics. Go to the hotel and talk to Finman to give him a bottle of alcohol and a cookie. After that, the pilgrim will reveal his true face. Talk to him about various topics until you find yourself in the apartment. After talking to him again, inspect the bed and pick up the page with the sign of Olmstein. Show it to Barnabas and after a long conversation, watch the video. You will meet Detective Ketype and find yourself in his office. Look in the file cabinet, go to the AD section and find the document on Barnabas. Chat with Baz. He will give you a sheet with Olmstein's sign. Study it with your new ability (select the appropriate icon), and then agree to go to Paris.
Chapter 4. Paris
Pick up Nicholas Flamel's flyer. Ring the bell on the table and talk to Serge on all topics. Use the ability on Flamel's portrait by the stairs on the left, and then ask Serge for Olmsteve. Serge will leave. There is a fishing boat on the left. Interact with her by selecting "hand" to get a hook. Examine the book on the table in all ways. Ring the bell and talk to Serge. When he leaves, ring the bell again and ask for the book. Next time Serge will forget the pen. Explore it with your new ability to learn more.about Olmsteve. For the last time, ask Serge about everything, and the main character will go upstairs. Examine the pentagram, after which you will need to pick up words for each candle. Examine the books on the right. You are interested in the preserved books on the upper shelves. You need to find 5 correct words. The following phrase should turn out: Cattus est draconi in finem. Look for words in these books. After that, say at each candle in ascending order of Roman numerals. Climb up the stairs. Examine the container and apply the ability on it. Use the flyer with Flamel to open the container, then interact with the "gear".
Chapter 5. Transylvania
On the spot, talk to two men. To the right of the standing person there is a trash can. Get the trash out of it. Examine the tourist information panel and look at the light bulb. She's too hot to be pulled out of the panel. Go right and note that the wire goes into the tavern. Go inside and from the table at which the old man is sitting, take away the bent fork and vinegar. A candlestick hangs from the ceiling, and on it is a thin glove. Use Kita to make the cat climb in and drop the glove down. Chat with the innkeepers on the right. To ask a question, you need to drink tsuiku. Try to do this, but Baz will be too drunk for the right questions. Say you'll be back later. Go left and at the entrance you will find a man with kuri?spruce pipe. Talk on all topics, ask how to resist tsuiki. The man will tell you, but for this he needs a working Internet. You can also pick up a bowler hat from his table. Go outside, go left and turn into the alley. There is an imposing statue here. Interact with the slingshot and talk to Niku on all topics. In the end, you will get this slingshot. Chat on all topics with an art critic and go through the arch to the left. Chat with the old man and ask for the fresco. You will hear an interesting story. Return to the first location and go left along the wire. There will be red gates. Interact with them. The old woman will open the window. To go further, you need a password, and you can restore it through her husband Ion. Go to the tavern and talk to Ion - a man sitting at a table where there was vinegar. Ask for recovery. He will say that some letter is needed. In inventory, combine the slingshot with vinegar to unhook the rubber band. You will still have a wooden letter Y. Talk to Ion and he will say that now you need light. Go outside and apply a thin glove to the light bulb in the board near the statue. You will receive a light bulb. Take it to the art critic and insert it into the spotlight on the left. Apply the letter Y on it, as a result of which you will see a heart divided into nine parts. Go to the old woman at the red gate and say this password (nine parts). Come inside. Pask Kita to inspect the hatch. She will hit her head on him. In inventory, combine the bowler hat and the rubber band from the slingshot to get a helmet. Put it on Kita, after which it will break through the hatch and turn off the Internet silencer. Return to the inn and talk to Luka. He will give a remedy for sobriety. Chat with the innkeeper and agree to drink tsuiku. Ask all the questions you have, then talk with Luka and ask to be thrown to the castle. Go outside and see that Luka is already sitting in his wagon. Talk and say you're ready to go. However, masks will block your path. After talking to them, return to the city. If you have already listened to the legend of Myoara and her dog Azora, then talk to the little girl with the cat and ask for help. Kita and this cat will pretend to be Mioara and Azor, thanks to which the masks will agree to let you through to the castle. Examine the gate near the castle and look under the stones on the right. You need to select the "gear" icon to find the key and get inside. Vlad (Tepes) is sitting on the throne, a DJ is standing next to him. Try to go to the left, deep into the castle, but the DJ will say that this can only be done after defeating Vlad. Climb up the stairs and go through the central door. Open the lock with a fork and remove a glove from the chest. Climb down and throw the glove to Vlad to start the duel. It will be a rap battle, not translated into Russian. Can you sra?communicate with him in English or skip this riddle. After that, you will enter a room with Mira, who will connect the Base. Kita, in turn, will bind Mira. Talk to the girl. Next, you need to manage Kita. Use the panel on the left to move the planets to the left, middle or right button. Press these buttons in the following order: left, right, center, right. The display of these buttons will light up on the panel each time. If everything is correct, then on the panel where the stairs were depicted, a large red button will appear. Click on it and chat with Mira. Talk to Don to find out about the Baron's plans.
Chapter 6
Go to the boy's voodoo house and talk to him until you get the cultist's disguise. When this happens, return to the first square and go to the fish shop. Chat with the seller on several topics. Do this twice until you find out for sleeping pills. The seller will leave a jar of sleeping pills on the counter, and a new entry will appear in the journal. Use your ability on the medicines to find out the secret command. Talk to the seller and call this command to make him fall asleep. You will cover yourself with fish and get to the festival in Fishmouth. So, here you need to find the Butcher. Search the barrel on the left for a corrupted face and Randolph's name tag. Go to the arch on the right and talk to the cultists. They will let you through.Follow the new street and talk to the doomsday predictor blocking the way to Finman's hotel. Choose from the following answers:
- the biggest problem;
- will not reach;
- Losers;
- waste of time;
- lemon tart and cotton candy.
After that, throw a rotten egg at the predictor. But this is not enough. Take the crowbar located by the car. Go to the pier on the left. Chat with the guy chewing gum, and at the very end on the right, look for the second egg. Walk back and throw it at the fortune teller. Walk to the right and go to a new location. Talk to Pesche and find out that the Butcher is hiding in this factory, but you need some kind of gift to get inside. Return to the location with the predictor and look for a trash can on the right. Dig through it to find the third egg and the boot. Throw an egg at the fortuneteller, causing the crowd to chase him away. Enter Finman's hotel and talk to the man at the reception. As a result, you will find out that Piovra is sleeping in the chair on the right. In the same place on the right, find an empty glass. Go outside and use it on the oil puddle. Go to the alley on the left (near the transition point to the pier) and talk to the girl on all topics. Offer her a fishing hook, as a result of which she will agree to rent a wheelbarrow. Return to the hotel, use the glass of oil on the sleeping occultist. Next, use the crowbar to throw it into the wheelbarrow. ?? eventually, you will get to the factory. Pull the lever on the right, but the engine will not start. Need fuel. Use the crowbar on the container on the left and get a power tool. Climb the stairs to the left and talk to Priscilla, the same girl from the first chapter. Climb down and go left. Hit the rift wall on the right. You will see a door. Remove the rivets with a power tool, then enter the room. Take the fuel canister on the left and then interact with the strange machine. Select any photo and close the device. An octopus man will fall towards you. Chat on all topics. Pick up the liquid nitrogen spray from the floor (on the right). Go back and pour fuel through the inlet valve at the lever. Pull on it to start the engine. Pull the lever upstairs where you met Priscilla. Get down. Can't reach the pipe. Go to Priscilla in the room on the right and ask for a gun. Get out and shoot the hanging pipe to break the glass. Otis will climb through the gap at the top of the door and open the way to the next room. Go there. Examine the red button. Go to the panel to the right of the door and use the crowbar on it. Examine the panel and drag the cell onto the button. Click on the red button, and then drive away all the monsters using a can of liquid nitrogen. Pick up pebbles and a wooden stick, then move on. Pick upon the left side of the handle, use it on the drill to make a hole, and then insert a wooden stick into it. Insert the handle with a stick into the hole on the right to turn on the light. Approach the central panel and examine it. A four-digit code is required. Examine the papers on the table. The first capitalized ISNC word starts with M. Memorize the next three characters and place them on the four-digit code bar in the center. Find the first character by matching. Just change it until the script works. Open the book in the center and scroll until you see three triangles with symbols. Both left and right need to install these triangles. Place all these symbols on the left panel and rotate the triangles to the right. A niche with torn fabric will open. Use abilities on it to find out directions for other triangles. This is a mystery that is not so easy to solve. In the panel on the right, select the following symbols:
- fifth in the top row (left to right);
- first in the third row, counting from top to bottom (first left);
- the fourth in the top row, to the left of the first character in that sequence.
Moreover, all triangles d??should be directed to the right. Go through the opened door and throw stones from your inventory at the cultists until a cut-scene starts. Next, talk on all topics with Barnabas, after which you will find yourself in the detective's office. Talk to each other, then open the world map on your computer and open the file with the Olmstein sign. Align this sign on the map with Paris, Fishmouth and another place so that the bottom point points to a place in the ocean, to the left of South America.
Chapter 7
Arriving on the island, you will have to go through four arches. This must be done in different forms. Baz transforms automatically, and to transform Kita, use the Necronomicon on the cat. From left to right, you need to go in the following forms: ordinary, unusual (turban on the head), octopus, pixel. For Kita to go through the gates, click on them and select her image. Enter the cave and get out on the other side. Go down below and see four magic circles. Each of them must be connected to each other, resulting in a figure similar to the sign of Olmstein. In this case, to connect the two circles, you need to activate them in the correct form. So, the first circle is the usual form, the second is st??annaya, the third - pixelated, the fourth - terrible. [caption id="attachment_8381" align="aligncenter" width="300"]
Walkthrough Gibbous A Cthulhu Adventure[/caption] Turn Kita into a terrible form and point to the fourth circle. Next, in different forms, activate the three remaining circles. Just click next to them and Baz will teleport. In order for Baz to change shape, you cannot stand near the circle. Move away from him. After connecting the fourth circle with all the others, do the same with the three remaining circles, connecting them to each other. Enter the new cave and you will see a block with a cutout in the form of a branch. Go back to the cave, which was up to four glowing circles. Turn Kita into an octopus and order him to climb the stele on the left. She activates it, and the wall will collapse. You will see a statue with a sword and a branch on the right. Use the necromonikon on the branch until it falls off. Pick up a block branch. Use the Necronomicon on the statue until the sword falls out of its hands. Take it. In the next room, order Kita to interact with one of the pillars that matches her shape. For example, if she is an octopus, then select the first column. She will fall into a trap. Head to the right, listen to the ghost and use the sword on the pow??inu on the right. Move on without Kita. Examine every item in the strange room and go right. Talk to the villain. After a long conversation, examine the raised pile of debris below the Butcher to find a detonator. To study, use the ability of the detective. Then order Keith to move to the exit on the upper right. Watch the final cut-scene.