During Chapter 6 - Sanders residence - in Call of Cthulhu, you'll come across a Shambler, a monster that will crawl out from a picture under the same name. As the main character is unable to defend himself, it is impossible to fight the beast, which makes the whole battle extremely frustrating when you don't know what to do. In this chapter you will learn how to defeat the Shambler and unlock two achievements / trophies on the way.
As soon as you regain control of your character, turn 180 degrees and head towards the wall, all the time moving while crouching. Carefully enter the small room on the left - if the Shambler notices you (the music changes), quickly run for the wardrobe and hide inside.
Wait until Shambler goes away, exit the wardrobe and leave the room using the second passage and then get to the next room. If the enemy notices you during on the way, hide in the wardrobe and wait until it goes away.
Once the Shambler departs, leave the wardrobe and move to the corner of the room, to the display case standing between the furniture and the golden statue (the case is shown in the picture above). Break the glass with the interaction button and pick up the dagger. Since you just made a whole lot of noise, for safety reasons you should return to the wardrobe and wait for the enemy to move away once again.
Leave the wardrobe and locate the canvas from which the creature emerged. You now have to reach it quickly and interact with it. This will trigger a cut-scene during which the hero will cut the canvas with a dagger and (temporarily) exile the monster. After all is done, the room will return to normal and a short discussion with Cat will begin. For your heroic action you will receive two achievements - From Beyond and The Thing on the Doorstep.
This section of the guide to Call of Cthulhu contains a walkthrough of the game's sixth chapter, "Hawkins Mansion." After the long and tiring chapter 5, there comes chapter 6, where you will have a quiet exploration and a much slower gameplay.
When you regain control of your character, run down the stairs and join two characters - for the time being, there is nothing to explore or activate, so you don't have to worry about it. Get closer to Officer Bradley and start talking to him and Marie Colden.
Exhaust all available dialog options to find out as much as possible and learn more about your next goal. You must visit Sanders widow, a prisoner whose gruesome death you've witnessed at the end of chapter five. There is nothing to do here - you can only drink alcohol, which stands on the desk. Now go out through any door to move to the house of the mentioned widow.
When you arrive at the place, the cut-scene will be triggered, followed by a conversation with Irene Sanders and the Cat, already known to you. Talk to the widow and exhaust all available dialog options. After a short while, the conversation will come to an end and you will be able to look around the residence.
Start by examining the letter - Letter of Refusal - lying on your desk. Now take a look at the Photograph of the Sanders and Sarah Hawkins above the fireplace. After both of these actions, you will be able to activate the reconstruction.
Start by exploring the cups on the table. Now examine the piano standing next to you. Then go to the table standing next to the entrance of the table and examine the register there. Now get closer to the picture and take a look at it. After that, the characters will appear next to the image - examine both women, and then the image standing next to it. After a short cut-scene, the reconstruction will come to an end.
Now go back to the table, where there was a registry before - there is a book increasing medicine, Breviary of Medicine, Tome 2. Now get closer to the piano again. There is a puzzle to solve here - you have to press the piano keys in the right order. While standing in front of the piano, you will be able to press four keys - let's mark them 1, 2, 3 and 4, going from the left. Press them now in the following order: 3, 4, 2 and at the end 1. This will open a key box where you will find a book that increases Occultism, Art and Mysticism, Forgotten Objects, by Francis Sanders.
Walk right now and collect the item associated with the task, Francis Sanders' cylinder in the hallway. Now turn 180 degrees and approach the phonograph. Place the found cylinder in it and listen to the recordings. Now go back to the place where the cylinder was and go to the left. Ignore the closed door and go to the next room where Cat stands.
Here is the Amulet - you will find it on a desk in the corner of the room. After collecting the item, the ability of Occultism will be increased. On your desk, you will also find tablets Sleeping Pills. To the left of your desk, under the chair, you will find a book to gather - The Whale and the Cod.
In the document cabinet behind the desk, you will find a letter - Letter by Sarah Hawkins. Walk along the left wall to get to the next collection item - Diary of the pastor's wife, Volume 3. Next, to the Cat, you will find a key box, Key to the Sanders gallery.
Before you start talking to the woman, go to the corner of the library room. You can move the trunk lying on the side to discover the book increasing Medicine - Dissertation on anatomical Question. Now go to Cat and read the book in front of it, Malleus Bestiarium, Volume 2. This will unlock the achievement of Beyond Reality and raise the level of Occultism.
Now start talking to Cat. Exhaust the available dialog options and after the conversation is over, walk through the door to enter the Sanders family gallery. You can examine a whole lot of objects here, but there's nothing crucial. When you've finished browsing the gallery, approach the Wandering image on the platform to activate the intermittent scene.
When the scene is over, the interior of the gallery will be darkened and the title monster, the Shambler, will be wandering around. The monster comes out of the picture hanging on the wall. As the main character cannot fight, it is impossible to tackle the monster. The enemy, however, still needs to be defeated, which is relatively easy when you know the way.
As soon as you regain control of your character, turn 180 degrees towards the wall, constantly moving while crouching, thus reducing the chance of being detected by the monster. Enter the small room on the left - if the Shambler will notice you (which will be accentuated by the change in music), quickly reach the wardrobe there and hide there.
Wait a moment for the Shambler to move away, then leave the wardrobe and head towards the nearby room, passing through the second passageway. If the enemies notice you during the passage, hide in the wardrobe and wait for them to move away again.
When the enemy is away, go out of the wardrobe and go to the corner of the room, where you will find a display case standing between the furniture and the golden statue (shown in the above picture). Break the glass, interacting with the display case and collect the dagger there. You'll make the noise, so for your safety, hide in the closet again and wait for the enemy to move away.
Exit the wardrobe when it's safe and locate the canvas from which the enemy has come out. You have to reach it quickly and interact with it. This activates an intermittent scene in which the main character destroys the canvas and wins a battle with the monster. After a while, the room will return to reality and a short conversation with Cat will start. For defeating the enemy, you will also receive two achievements - From Beyond and The Thing on the Doorstep. After the conversation with Cat, the chapter will end.
And one more note before we begin: I won't be mentioning anything not directly related to moving the plot and getting achievements. There are medical books and other things you can collect to boost stats or get more story elements, so explore each room thoroughly outside of what I specifically mention.
Note: From here on, I won't be mentioning how to use your skill points. Due to limited skill points, the skill checks in Chapter 2 can often give you trouble, but after this you should have little problem. There are still a few lockpicking checks, so be sure to bump your Investigation skill and max out Spot Hidden as well. You should have both at 100% by Chapter 6 or 7, then you can branch out from there.
If you are following my Road Map, refer to Step 2: "Farewell" Ending for additional info on this playthrough. Since you should only have one achievement left to unlock, unless noted you can progress the story any way you like, ignore all collectibles, and choose any dialogue options you want.
I'm honestly not sure how much of this is required for this ending, since I personally messed up and missed one of the unholy books and still got it anyway. However, doing it all will guarantee the ending (as confirmed on PSNProfiles), so I'd suggest following it closely to be safe.
I have been talking to everyone and searching everything, the reason I'm playing this is the plot so I'm not rushing or anything. Everything was like you said until raising spot hidden to 80%, but I had no other points after that to raise strength. Are you sure you didn't leave spot hidden at 70% and used the points on strength? Because I'm having a hard time believing there's something hidden that I cannot find, unless you could earn points from checks like the whale or intimidating the barman, that I failed and didn't bother because they were no big deal at all.
I remember getting new skill points each time I broke into the shack and got the bottle of booze (and this was directly after I applied the two I got from talking to the Harbormaster). I had to redo the first two chapters six times before I properly got all those steps done correctly (either a collectible was missing or I screwed up a skill check).
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