Characters: Cthulhu Saves the World

Under construction.


One of the Great Old Ones who had a curse put upon him by a band of heroes. This curse drained him of his power, and the only way for him to break it is for him to become a true hero.
  • Anti-Hero: A Zig-Zagging Trope in this game.
  • Casting a Shadow
  • Cthulhumanoid: Goes without saying.
  • Combat Tentacles
  • Dark Is Not Evil: A comically reluctant example.
  • Deadpan Snarker
  • Driven to Madness / Go Mad from the Revelation: Something like it. Though others have a limited ability to do it, he has the most ability to give enemies insanity, a sort of nonstandard status effect. Insane enemies behave differently (usually becoming less tactical but more damaging), and Cthulhu and some other party members can draw strength from their insanity.
  • Face-Heel Turn: In the fake-out ending, when his curse is broken, he unleashes his foretold terror upon the world. Subverted when the narrator reluctantly rewrites the ending, and Cthulhu embraces his heroism.
  • Fourth Wall Observer: He chats/argues with the narrator every now and then. For example, he would have never learned how to break his curse unless the narrator blabbed about it.
  • Heel-Face Turn: As stated above, he became a hero thanks to a curse.
  • Heroes Prefer Swords: Since being a hero is his goal, this is another trope he has to fulfill.
  • Large Ham: Very much so, and right off the bat.
  • Kraken: Summoned by his Union with Umi.
  • Lovecraft Lite: Most of the other other Lovecraftian horrors in the game have at least a little bit of this, but Cthulhu tops them all by being a hero.
  • Magic Knight: The degrees of "magic" and "knight" he attains depend on how you handle his branching level-ups. Generally speaking, he's got higher Magic, Will, and MP than Sharpe, but lower Strength, Vitality, Agility, and HP.
  • Pragmatic Villainy: He intends to become a hero only because he wants to gain his power back.
  • Red Is Heroic: At least on the covers, he wears a red kilt.


A woman of the sea who joins Cthulhu after he saves her from monsters.


A sentient sword with a strong sense of heroism who joins Cthulhu & co. after they defeat him and he learns that they are heroes.


A Goth girl who joins Cthulhu & co. in Dunwitch, after she laments that she can't use necromancy to control Nyarlathotep's zombies.


A green cat-like alien, known as an Ultharion, who joins Cthulhu & co. once they unwittingly sneak onto his spaceship.


A comically senile old priest who joins Cthulhu & co. in the Water Shrine.


A red demon dragon who joins Cthulhu & co. after they defeat him.