Home > Cthulhu Mythos ADV Lunatic Whispers > Cthulhu Mythos ADV Lunatic Whispers Ending Guide

Cthulhu Mythos ADV Lunatic Whispers Ending Guide

A quick guide on how to obtain each of the 7 endings of Cthulhu Mythos ADV Lunatic Whispers. There are also some notes on sanity levels and obtaining the bonus notes.

Cthulhu Mythos ADV Lunatic Whispers Ending Guide

There didn’t seem to be a guide in English for this game, so I figured I would put together some notes on how to get the endings.

I would recommend playing through the game once “normally”/investigating everything, as it is easier to get the bonus notes on subsequent playthroughs since there is an item you can obtain near the end that allows you to automatically win/lose most ability checks (and it will be easier to know what things you can skip clicking on).

Don’t worry about failing any of the ability checks to get any of the important items for progressing the story, the very friendly voice in your head will provide some kind assistance if that happens (though potentially at a cost to your sanity!).

If you spot any errors in this guide, please let me know and I will update it.

Puzzle Solutions

There are a couple of simple puzzles during the game, solutions are included here:

Day4 – Chemical Mixing

Hint: Look at the posters on the wall.
Solution:
Biological Solvent: 231
Transmutation Catalyst: 113

Day5 – Strange Ringed Devices

Hint 1: The notes from inspecting the room with the jars and the room with the brains should help.
Hint 2: Weighing the rings you have found using the box in the brain room should help.
Hint 3: The numbers on the notes are corresponding to the rings on each device, with the weights adding up to the values.
Solution:
4th device: Add 1 medium ring and 1 small ring.
5th device: Add 1 medium ring.

Day7 – Selecting a Date

Hint 1: Look at the locker room 3 note.
Hint 2: The Director’s journal hints at which day was the first contact.
Hint 3: You want to go to the day BEFORE the first contact.
Solution: 0526
For ending 1 you will need to get this wrong, for all other endings you will need to enter the correct date.

Book of Eibon: Item for ability checks

You can obtain an item that you can choose to use in subsequent new game files to toggle your stats between standard (OFF), 100 and 0, to aid with ability checks.

To get this, you will need to reach Day? (i.e. be on track for any ending other than ending 1) and when given the option to “Enter the locked room”, you should go in, click on the bookcase, and choose to read Shinjo’s book. You will receive the Book of Eibon.

Endings

There are 7 endings, with four main criteria that can impact which one you will get.

These criteria are in Day5 (which hand you grab), Day7 (whether you enter the correct date), and Day? (whether you pull on Shinjo’s coat and whether you use the syringe). Some of these only impact a couple of endings. There are ways you can get game overs, but they don’t count as numbered endings.

Ending 1

Day7: Enter the incorrect date. (You can enter anything other than 0526.)

Ending 2

Day7: Enter the correct date. (0526.)
Day?: Don’t use the syringe — when you get back to your starting room, click on it, choose “Grab the Syringe”, but then click “Stop and Listen”.

Ending 3

Day5: When given the choice to grab Reiji or Hatsumi’s hand, choose “Grab them both” but then fail the subsequent ability checks.
Day7: Enter the correct date. (0526.)
Day?: Use the syringe — when you get back to your starting room, click on it, choose “Grab the Syringe” then “Inject the Serum”.

Ending 4

Day5: When given the choice to grab Reiji or Hatsumi’s hand, choose to grab Reiji’s hand.
Day7: Enter the correct date. (0526.)
Day?: Use the syringe — when you get back to your starting room, click on it, choose “Grab the Syringe” then “Inject the Serum”.

Ending 5

Day5: When given the choice to grab Reiji or Hatsumi’s hand, choose to grab Hatsumi’s hand.
Day7: Enter the correct date. (0526.)
Day?: Use the syringe — when you get back to your starting room, click on it, choose “Grab the Syringe” then “Inject the Serum”.

Ending 6

Day5: When given the choice to grab Reiji or Hatsumi’s hand, choose “Grab them both” and succeed on both subsequent ability checks.
Day7: Enter the correct date. (0526.)
Day?: When given the option to “Grab Shinjo’s Coat” or “Fight Back”, choose to “Fight Back”.
Day?: Use the syringe — when you get back to your starting room, click on it, choose “Grab the Syringe” then “Inject the Serum”.

Ending 7

Day5: When given the choice to grab Reiji or Hatsumi’s hand, choose “Grab them both” and succeed on both subsequent ability checks.
Day7: Enter the correct date. (0526.)
Day?: When given the option to “Grab Shinjo’s Coat” or “Fight Back”, choose to “Grab Shinjo’s Coat”.
Day?: Use the syringe — when you get back to your starting room, click on it, choose “Grab the Syringe” then “Inject the Serum”.

Sanity and Bonus Notes

There are two notes for each day, each requiring a certain level of sanity remaining at the end of the day to obtain it. You should easily get the first note each time, but on some of the later days, the sanity is quite tight to get the second note.

In general, investigating any “strange” things (for example, the funky lights, or any blood) can potentially result in decreasing your sanity. If you are aiming to keep your sanity high, it is best to avoid clicking on extra things and only focus on gathering the items that are necessary for carrying on with the story. Some days also have Mental Stabilizer Pills that you can find to regain a small amount of sanity.

I’ve not included all things that decrease your sanity (plus some are unavoidable), but have listed a couple of the easier ones to watch out for, where applicable.

Day1

Mental stabilizer pill location: In the wardrobe.

Day2

Mental stabilizer pill location: In the medicine cupboard in the room with the two big pods.

Day3

Mental stabilizer pill location: In the medicine room (the one with the jars and fish tank), on the lower of the two shelves containing all the bottles.
Notable sanity decrease1: You don’t need the stun gun bullets in order to get to the end of the day, and entering the room with the corpse and putting your hand in the bathtub to get these will result in a couple of sanity decreases. If you’re wanting the second note, you should avoid doing this.
Notable sanity decrease2: Don’t touch the wall/funky lights at the exit, it’ll decrease your sanity.

Day4

Mental stabilizer pill location: In the hidden room, check the cabinet, one of the shelves has a pill.

Day5

Mental stabilizer pill location: Underneath the fifth strange device–the one that’s the shape you’ve been seeing visions of.
Important note: you will lose 15 sanity on entering the room on the left at the end of the corridor. You will therefore need to be on full sanity before going in if you want the second note. Avoid doing any extra investigation, for example do not look closer at the first strange device when prompted, as that one will lower your sanity.

Day6

This day is particularly strict on sanity. The left door is a no-go as you will lose too much in there. In the right door, you will have to succeed on three ability checks in a row to have enough sanity for getting the second note, as failing any check in this door will lower your sanity. However, it seems that the Book of Eibon (if you have this) also benefits your competitor, and if you have it turned on you will lose and not get the item you need to proceed. It took me a few tries with the stats set as standard to get this. Good luck!

Day7

You should easily have enough sanity on this when aiming for endings 6 and 7 because having Reiji and Hatsumi there with you results in you losing less sanity.

Memory Pieces

You will obtain Memory Pieces throughout the story, and these all make up a larger picture. Most of these seem to be obtained automatically, though I am missing the bottom right section–if anyone is aware of where this is obtained, please let me know and I will update this!

  • Top left: automatically during Day1
  • Top middle: automatically during Day6
  • Top right: automatically during Day1
  • Middle left: automatically during Day4
  • Middle: automatically during Day7
  • Middle right: automatically after setting the rings on the 4th device during Day4
  • Lower left: automatically during Day1
  • Lower middle: automatically during Day3
  • Lower right: ???

After getting all the endings/ending 7, an alternative version of the picture is unlocked.

Written by Gláe Bolg

Leave a Comment