Call of Cthulhu

Welcome to the Call of Cthulhu Walkthrough.

This guide will show you the easiest and quickest way to earn all of the achievements.

This game will require two playthroughs. The first one is about earning as many achievements as possible. The second is about getting all the endings.

The game is not really scary, so have fun.

General Hints and Tips

  • IMPORTANT - This game relies on luck for its skills tests. This means having a high skill only gives you a better chance of succeeding not a guarantee. This also means that even though technically the game requires two playthroughs, you may have to do four or six if you have bad luck. You have been warned.
  • As you progress through the game, examine everything that has a magnifying glass on it. I will be pointing out the main ones, but you need 50 in general for an achievement.
  • If you can't find a hidden item, that means your spot hidden skill is too low.
  • If you fail a skill test, the game saves and you will miss out on that path for the playthrough.

Controls

cn_LT - Run

cn_RT - Increase lantern light (when holding lantern) / fire gun (when holding a gun)

cn_A - Interact / Pick up

cn_B - Crouch / Exit menu

cn_LS - Move player

cn_RS - Move camera

cn_back - Open Journal

cn_start - Pause Game

Skills

You have a sort of skill tree comprised of seven different skills. These skills are:

  • Investigation - Very useful, improves lock picking and your investigation ability
  • Spot Hidden - Very important, finds hidden objects for your investigation
  • Occultism - Important for unlocking the different endings and some achievements
  • Eloquence - Pretty useless skill, conversation option
  • Strength - Helps in passing some skill tests but there is usually another way around
  • Psychology - Pretty useless skill, your character will say more when investigating
  • Medicine - Pretty useless skill, your character will say more when investigating

As you play through the game you will be able to upgrade your skills. Improving your skills only gives you a better chance of being successful and is not always a guarantee. So even if you max Investigation you can still fail a lock pick which is bad, as this can screw up quite a few achievements and require a restart. If you do fail a check in your first or second playthrough, just keep going. When you are after something specific, then you will need to restart the playthrough.

Spot Hidden

When trying to unlock:

John Raymond Legrasse

Find 20 hidden items

John Raymond Legrasse
1 guide

There are more then 20 hidden items to find. In the guide I do go through the locations of hidden items, but if you're concerned about missing them, just check everywhere and get your spot hidden skill to max as soon as possible.

If you enter a room and a question mark appears in the bottom right of the screen, this means there is a hidden item in the room. It will only disappear if you leave the room or find the item.

Playthrough 1

When upgrading your skills, first max Spot Hidden, then Investigation. After that it really doesn't matter.

Chapter 1 - Pierce Investigation Agency

Move forward through the cave and crouch under the wooden planks until you reach a locked gate. Grab the lantern near the dock, use the lantern to pick up the bolt cutters on the crate behind you and use them to open the locked gate in the room. Progress to the left and open the door at the end.

When you awake in the office, go and turn the radio off. There are two filing cabinets that can be interacted with. Do so and pick up the files in each. Pick up the book near the typewriter on the desk. Make sure to NOT drink the alcohol on the desk. The phone will then ring. Answer it. You will be brought to a skills screen. Put all points in Spot Hidden. Validate your skills. When the cutscene plays you should unlock:

Detective Edward Pierce

Reach the level of Expert in a skill

Detective Edward Pierce
3 guides

Examine the files on your desk and then the painting on the couch. You should then unlock:

Ex Oblivione

Fail a skill test

Ex Oblivione
2 guides

If you don't, it doesn't matter as there are plenty more to fail later on.

During the conversation, choose the option to find out about the warehouse. Then say, that all you need to know, to move on. To the right of the couch is a small blue bottle. Examine it. On the chair next to the main door is a book. Read it. When ready, leave the office by the front door. You should then unlock:

The Sarah Hawkins case

Accept the Sarah Hawkins case

The Sarah Hawkins case
2 guides

The chapter will end.

Chapter 2 - Darkwater Port

First, head to the Harbor Masters Office which is to the right of you. Talk to Fitzroy and examine the papers on the left table. Go into the room on the left and pick up a book on the table to the right. Head upstairs and open the desk drawer. Pick up the photo inside. As you are leaving the office, there will be a desk to the left. Open it and pick up the letter inside. Return outside and talk to Fitzroy again. This will open up the area a bit more.

Now head inside the Stranded Whale. Once the conversation is over, turn around and there should be a frame. Interact with it. Leave the tavern and walk past the crowd. Stay to the left and you should come across some shacks.

The first shack has a lock that you need to pick. You should be able to pick it successfully, but if luck isn't on your side and you fail, the game will save. If this happens it is best to restart the game as there are items inside that you will need. Pick the lock of the first one. A question mark indicator should appear, meaning a hidden clue is nearby. It is between some boxes on the left. Pick it up. Now pick up some alcohol from the crate at the end of the shack. Head down to the end of the dock and interact with the statue. Return to land and walk past two people near a overturned boat (we will need them later), and talk to the two people guarding the way forward. DO NOT say you have dirt on them but make sure to mention they are guarding the Hawkins Warehouse. Exit the conversation without saying anything else. Return to the two by the boat and get them to exchange alcohol for a distraction. You should unlock:

No prohibition for Darkwater

Deliver liquor to the sailors

No prohibition for Darkwater
2 guides

Head back towards the Stranded Whale, but go left down the street and make another left into a warehouse. Search the warehouse for three items. One is to the left of the entrance, but you need to move a pallet. The second is on the right behind some metal pallets. Finally, the last item is on the left in a mine cart. Once you have them, head up the ladder and interact with the winch. Mount all the pieces you found and open the gate. If you fail the following test you will need to exit the warehouse to proceed and follow Cat, but you will also miss out on a future achievement so keep that in mind. I had to come back and do a separate playthrough for this as I never had any luck and put all my points into strength to succeed. Go back down the ladder and then down another one. Progress right and into the water. After the cutscene you should unlock:

The delusional investigator

Be the plaything of an hallucination

The delusional investigator
3 guides

As you exit the water there should be a mural on the right. Interact with it. Progress up two ladders and into the warehouse. Now drop down a level and you will be in the same spot as if you had left the previous warehouse and followed Cat. Hold both triggers to start the investigation. There will be a small blue bottle, examine it (there are two pill bottles in the room so make sure to pick up the BLUE ONE). Now go around the room examining everything, especially the mirror and the painting. Now leave the warehouse through the door. A conversation should trigger, make sure to choose the option to team up with Bradley. Afterwards you should unlock:

The Strange High House

Get driven to the Hawkins Mansion

The Strange High House
2 guides

The chapter will end.

Chapter 3 - Garden of the Hawkins Mansion

Accept Bradley's offer and proceed forward, then right. Progress down the stairs and interact with the whale near the table. Return to the path and go left this time. Interact with the statue's plaque. Walk left past the statue and interact with the three graves repeatedly until nothing new happens. Head back to the statue and up to the mansion. Keep walking and you should trigger a conversation. Mention you are here because of Sarah's father, then mention Sarah Hawkins. Afterwards you should unlock:

The Terrible Old Man

Convince the caretaker to help you

The Terrible Old Man
2 guides

Return to the door with the lamp and enter. This ends the first part of the chapter.

Hawkins Mansion

Now take the time to put all your points into the spot hidden skill.

Move into the dining room and start the investigation. Interact with:

  • The meat in the middle of the table
  • The plate near the fireplace
  • A smashed plate at the other end of the table
  • The plate on the table

Progress into the next room and start another investigation. Interact with:

  • The ash imprint
  • The clock
  • The shoe under the table
  • The broken lamp
  • The bottle of alcohol under another table
  • The painting outline
  • The hand print by the door you entered

Upgrade your spot hidden skill again.

Progress through the hallway and a book should be on a chair to your left. Grab it. When you enter the lobby, interact with the bandages on the right. Next to the front door on the left are two tables. Between them is a crowbar. Grab it. Continue through the mansion, interacting with items along the way, until you reach a corridor with some doors. Enter the right door and begin the investigation. Interact with:

  • The home made fort
  • The book on the bed
  • The small blue bottle on the nightstand
  • The drawings on the walls

You should unlock:

Memory

Explore the memories of the Hawkins family

Memory
1 guide

Leave the investigation and grab the book hidden under the left side of the bed. Return to the corridor and walk past the first door, picking up the key hidden on the bookcase. Enter the door nearby and pick up the book between the cabinet and couch, and a piece of paper behind the room divider. Also, find the pills in the draw. Return to the door you went past and open it with the key you found earlier.

Interact with the middle of the ritual circle. Now grab the letter on the table, the ledger in the desk drawer and another letter in the filing cabinet. Leave the room and go up the stairs. After the cutscene, chase the thief until you reach the door that was previously closed. In the room, pick up the runes on the left and below the table should be a hidden letter to pick up. Read the map on the desk and pick up the picture on the table. Read the book on the couch and interact with the globe. Put in the co-ordinates 33N, 53W. You should then unlock:

A brilliant mind

Use the globe to open the secret passage

A brilliant mind
4 guides

Open the bookcase and you will also unlock:

The Secret Cave

Discover the mansion’s secret passage

The Secret Cave
1 guide

The chapter should now end.

Chapter 4 - Tunnels under the Hawkins Mansion

Walk downstairs and left to the table and begin the investigation. Interact with:

  • The table
  • The mask
  • The chest behind you
  • A piece of cloth on a wooden support towards where you entered

Put your skills into investigation and try to open the chest. It doesn't matter too much if you are successful or not. Progress downstairs until you reach a gate. After the conversation, head down to the water and through a crack in the wall on the left. Keep moving and pick up the diary near the skeleton. Next interact with the mural, there are three more after this one along the wall. Interact with all of them. At the end, jump down and proceed to the other side of the room. Open the door and continue until you see the painting from earlier. DO NOT interact with it until you pick up the horn on the right altar. Afterwards interact with the painting. You should unlock:

The pit of horror

Fall into the sacrificial pit

The pit of horror
1 guide

You will now be in a familiar area. Progress forward and through a small path on the right near the gate. Once you're on the other side, head to where the cultists were and pick up the dagger. Pick up a book on the other bench behind you. Keep going through the hole and straight to the door this time. Keep to the left until you reach some cultists lying down. Behind them is another mural, interact with it. Move up and hide behind the rocks, as the cultist walks by. Now head to the door where he came from. You should unlock:

The Temple

Take part in the ritual in the caves

The Temple
1 guide

After the cutscene, you need to just run. Now make your way through the cave some more until you reach the end. This will end the chapter.

Chapter 5 - Riverside Institute

Move to the window and watch the scene. When its over interact with your bed. In the dream, go through the door and keep moving. Open the door at the end to finish the dream. Head into the cell across from yours and start the investigation. Interact with:

  • The vials on the floor
  • The bed restraints
  • Sarah's name on the wall
  • The star symbol on the ground
  • The clipboard behind the bed
  • Writing on the wall, left of the door

Leave the cell and go through the door. This will begin a stealth section, so its best to stay crouched from now on.

Head through the door, this room is the main room. It has a small room in the middle and multiple corridors and doors around it. First head left into a room, avoiding the guards. Search the desk drawers and pick up the note. Search the body and the sink full of arms, then head inside the cage. On the floor, left of the chair, is a badge. Pick it up. Leave the cage and head back out to the main room.

Enter the room in the middle. Pick up the book and the wheel, then leave the room.

Go down the left hallway in the wall in front of you. A prisoner should talk to you. Converse with him. Go back into the main room and stick to the left wall until you go round a new corner. You will reach an open door to the kitchen. When the chef is on the right of the kitchen, enter and go forward, then left into a little office. Pick up the two keys and use the door to enter the main room before he comes back.

Now stick to the left wall until you reach the kitchen door again. This time close the door. Turn around and go left. Lock pick the door open and return to the kitchen door. On the right will be a short hallway with two doors, a guard will patrol between the two rooms. When the guard enters the right room, go into the left one. Go around the back of the shelves and pick up the small blue bottle. There is also a book on the table to pick up and another bottle to inspect. Stay here until the guard returns to the room, just stay on the other side of the bookcase to him and enter the other room when it's clear. In front of you should be a table and on the left is another wheel. Pick it up. Now leave through the other door before the guard returns.

Return to the prisoner and give him the sleeping pills. You should unlock:

Sandman

Make a deal with a crazed inmate

Sandman
2 guides

Now quickly return around the corner before the guard shows up. On the wall to the right of the kitchen corridor is another room with an open door. Open the locked door to the right and enter it. Now enter the vent and progress through it. Place the wheel and turn it. Pick up the pliers off the box and use them to open the gate. Turn the wheel on the other side of the gate. Now enter the vent and progress through it. Place the wheel and turn it. Pick up the pliers off the box and use them to open the gate. Turn the wheel on the other side of the gate. Go up the stairs and on the left wall is a note to read. Go back into the room and ignore the first valve wheel and search the desk for notes. Now enter the cage, place the wheel and turn it. Go back in the other gate and pull the lever. Enter the vent again and exit the other side. Exit through the far door. Take a left down the hallway and through the left door at the end. During the cutscene you should unlock:

The aficionado of horror

Meet Francis Sanders

The aficionado of horror
1 guide

Progress upstairs and, after the second door, the chapter will end.

Chapter 6 - Hawkins Mansion

Head downstairs and chat with Bradley and Colden, it doesn't really matter what you say. Afterwards head to the door to leave. Make sure to NOT have a drink on the way through.

Sanders Residence

When speaking to Irene, make sure to blame her for Sanders' death by saying "It wasn't me who sent him there...". After the conversation, head to the piano and play the keys in this order:

1, 2, 3, 4, 2.

A book should appear for you to read. Read the letter on the desk and inspect the picture on the fireplace. This will trigger an investigation. To complete this, interact in this order:

  • Tea cup on table
  • Book on table near door
  • Blurred painting
  • Sarah
  • Irene
  • Painting

Head past the phonograph and pick up the cylinder on the table behind. Interact with the phonograph and wait for the audio to finish. Go down the hallway and enter the room with Cat. In front of her is a book, read it. You should unlock:

Beyond reality

Accept to read an unholy book

Beyond reality

Talk to Cat. Interact with the box on the fireplace to get the key. Grab the diary nearby. Grab the note in the filing cabinet, the book on the floor, the amulet on the desk, and the sleeping pills on the desk. You might then unlock:

Jack of all trades

Inspect 50 items

Jack of all trades
2 guides

If you haven't, just keep playing the game and inspecting things and you should get it soon.

Move the suitcase to read a book behind. Once the study has been searched, use the key on the door and enter the room. Soon you will have a boss fight/stealth section in this room so familiarize yourself with it. Go past the Shambler painting and pick up the drawing off the ground. Pay attention to the shape as you will need to find that dagger. With your back to the Shambler, head into the right room. In the back right of the room, near the statue, is a display case. When the fight begins you have to come back here and grab the dagger. When you're ready to go, interact with the painting. When the fight starts, sprint into the left room and then straight to the dagger case. Break the glass and grab the dagger. Turn around and leave by whichever door is clear. Run straight up to the painting and stab it with the dagger. After the cutscene you should unlock two achievements:

From Beyond

Banish the Dimensional Shambler

From Beyond

The Thing on the Doorstep

Banish the Dimensional Shambler using only one dagger

The Thing on the Doorstep
2 guides

After the conversation with Cat, the chapter will end.

Chapter 7 - The Nameless Bookstore

If you're still short on inspection items, the bookstore has many books to read. Start by going left and picking up the diary of the pastor's wife. Next go down to the last bookcase row and open the box. Read the book inside. You should unlock:

Strange secrets

Find occult items

Strange secrets
2 guides

If not, you should unlock it soon if you follow the guide.

Head into the room next to the counter, then head behind the counter and into the back room and an investigation will trigger. To complete it, interact with these items:

  • Broken window on door
  • Footprint on floor
  • Smashed glass on counter
  • Three spots near painting
  • Symbol on the safe
  • Hawkins
  • Sarah
  • Book in safe
  • Drake right of painting

Afterwards, move the books to reveal a note. Read it. Then search the desk drawers for small blue bottle and a note. You can also find a secret item hidden with some books.

Take the time to upgrade spot hidden to the maximum and put the rest in investigation. If you want to solve the code, move the blackboards near the forbidden book from earlier to reveal some cylinders. Listen to them and follow the clues to get the code.

The safe code is 539.

After the cutscene you should unlock:

The Book

Read the Necronomicon

The Book
1 guide

The chapter will then end.

Chapter 8 - Riverside Institute

You will now be playing as Colden.

Progress through the conversation until you can move. In this room and the next are patients so examine them all/read their medical reports and interact with them when necessary. Make sure to inspect Irene Sanders and her medical report. Once done, go outside and talk to two men on a bench about their mother. After the conversation, you should unlock:

Hippocratic Oath

Heal all the patients

Hippocratic Oath
1 guide

Now make your way to Dr. Fuller's office, head into the right room and try to enter from there. Upon trying to enter you will be stopped by a nurse. After the conversation, head out of the room via the far side and into the bathing room. Talk to the nurse there. Exit the room and take the hallway back to Dr. Fuller's office. The last door on the left will be the boiler room. Try to open it. Now head back to the large room full of patients and in the corner of the room is a desk with the boiler room key inside the draw. Head back to the boiler room, unlock the door and try to turn the valve. Head right of the room and right at the end of the hallway. Open the second door on the right and pick up the wrench on the shelf behind the door. Return to the valve in the boiler room and turn it. Go back to the bathing room and talk to the nurse. Once done you should be able to enter the office.

Approach the model of a ship. Turn the middle mast right twice and the right mast right once. You should unlock:

The White Ship

Learn the secret of the Scylla

The White Ship

Pick up the cylinder and use it next to the table. This begins an investigation, interact with the following:

  • Pill jar opposite bookcase
  • Note on table
  • Pill jar on cart
  • Fitzroy and Fuller
  • Shoe in open filing cabinet draw
  • Finger in jar on other bookcase

Exit the way you came in, head left down the hallway and through the metal gate at the end. Once down the stairs, open the door on the left. Talk to Drake and accept his help. You should unlock two achievements:

Scholar of the unspeakable

Meet Algernon Drake and accept his help

Scholar of the unspeakable

Caught in the trap

Fall into Fuller's trap

Caught in the trap

The chapter will then end.

Chapter 9 - Riverside Institute

Firstly, upgrade your investigation skill to the maximum.

Open the right desk drawer with an investigation check and pick up a diary entry. Go to the filing cabinet and open the drawer. Pick up the small blue bottle. You should unlock:

The most trivial object

Discover all the small blue bottles

The most trivial object
1 guide

On the table on the other side of the room is a book. Read it. You should unlock:

Complete revelation

Read all the books of unholy knowledge

Complete revelation
1 guide

Exit the room and back down the hallway to the metal gate. This next bit might be confusing so bare with me. Also, when using the lantern that can see the light trail, always run.

Follow the light trail through the portal. Pick up the lantern and you should be able to open that door now. Go back and switch lanterns. Now follow the light trail and hold cn_RT, to increase the light, when you reach the symbol.

Follow the trail and remove the barrier, proceed through another portal. Make your way back to the start and switch lanterns. Go right and open the door, then switch lanterns again. Go through the door you just opened and right into another room. Head through the portal to another room. Head to the back of the room and use increased light on the symbol.

Go left and remove the barrier with your lantern. Enter the room on the left and remove that barrier as well. Go back and switch lanterns, then switch back so you have full fuel. Now return to the room you removed the second barrier from and enter the next room. Crouch and hug the right wall until you reach the symbol. Then use increased light on it.

Head down the hallway and remove the barrier. Head back and switch lanterns. Head all the way around the hospital and open the door to Fuller's Office. Return and switch lanterns. Take the same path back to the office. Go inside and use increased light on the symbol. Now remove the final barrier.

Follow the same path as Colden until you reach the endless hallway. Head left until you mention it being endless, then start looking on the right for a cell you can interact with. Do that and spin in a circle until you can proceed forward. Keep going until you find Sarah. When you do you should unlock:

The curse of Sarah

Find Sarah Hawkins

The curse of Sarah

When talking to Sarah you should have a response that is all symbols. This is R'lyehian and you want to answer with this option whenever possible. Now just follow Sarah for awhile. After the chase scene, try to turn the valve. Back next to the stairs, there is a fire poker sticking out from barrel. Grab it and use it to turn the valve. After a cutscene you will have a conversation where the answers don't matter and end up back at the mansion.

Hawkins Mansion

Make sure to NOT have a drink while in the mansion. Before you go downstairs, go and chat with Bradley who is sitting at the table near the stairs. Tell him the truth and make sure to answer in R'lyehian. Now go downstairs and talk to Sarah. The second conversation option will have a R'lyehian option so choose it. Head to the study and chat to Drake. He will have a R'lyehian option so choose it. Next head upstairs to Sarah's office and interact with the statue to get the next clue. Interact with the ritual circle and you will begin an investigation. Interact with:

  • A candle
  • A easel
  • The painting
  • The Necronomicon
  • Marks on the floor
  • Sarah
  • Lock on floor near door

Head back to where you just woke up and interact with the chest to receive the amulet. You should unlock:

The amulet of the Ancients

Lay your hands on Algernon Drake's treasure

The amulet of the Ancients

Now return to Drake in the study and give him the amulet. Head to the front door and chat with Sarah. You should unlock:

More sober than Zadok Allen

Never drink

More sober than Zadok Allen
1 guide

The chapter will now end.

Chapter 10 - Darkwater Police Station

During the first conversation, if you have been following this guide, you should unlock:

Shared guilt

Push Irene Sanders to the limit

Shared guilt
2 guides

After the conversation ends, just wait for another one. Choose to struggle and accept the knowledge. You should unlock:

The dreamlike investigation

Accept the revelations

The dreamlike investigation
1 guide

Bootleggers' Cave

You will now be in control of Sarah. Progress forward and head up the stairs on the right to find Drake, then follow him to the center of the room. You are now in another fight with the Shambler where you must activate three symbols by standing in them and fleeing from the Shambler when it appears. Use increased light to slow him down. Chat with Drake and head back to where you entered the room to find the first symbol. When you can move, head down two sets of stairs away from the Shambler and back to Drake.

Take the path behind the painting and go left, you will find a sheet of metal as a gate. Move it. Run back to Drake, switching between increasing the light and sprinting. Now head back to the second symbol and stand on it. Take the long right path back to Drake, making sure to increase the light to slow the Shambler down.

Return the way you just came to find the third symbol. Stand on it and run the opposite way to the Shambler. This time run through the symbol with Drake and the Shambler should get trapped. Now interact with the painting and hold cn_RT to save Drake from dying. You should unlock two achievements:

The Outsider

Banish the creature for good

The Outsider

Companion in arms

Save Drake's life during the fight with the creature

Companion in arms
2 guides

This will end the chapter.

Chapter 11 - Darkwater Police Station

When you can move, interact with the bench. When you can speak it doesn't matter what you choose as its all R'lyehian. Progress forward, interacting with the cells as you go.

After you go through the door, you will now play as Cat.

Darkwater Port

When you get the conversation option, choose to punch one of the fishermen. You should unlock:

The Rats in the Walls

Make the suspects talk by using a heavy hand

The Rats in the Walls
2 guides

Enter the warehouse, go up the stairs, left and into a room. Approach the corpse and you will begin an investigation. Interact with:

  • The corpse
  • Blood on ground outside of room
  • Blood top of staircase
  • Blood near the entrance of the warehouse
  • Amulet nearby the previous blood
  • Shadowed figure
  • Cigarettes on bench
  • Another shadowed figure

After the investigation, exit the room and quickly shoot the two enemies on your left. Exit the warehouse and this section will end. You should unlock:

Attack the docks

Escape your fallen territory

Attack the docks

The chapter will then end.

Chapter 12 - Darkwater Police Station

Choose to spare Bradley. You should unlock:

Now leave the police station. You will be back at the docks near the start of the game. You have unlimited ammo so don't hold back. After the second encounter with the enemies, you should unlock:

The Abomination of Darkwater

Kill 5 inhabitants who are being controlled

The Abomination of Darkwater
1 guide

Now head to the Harbor Master's Office. Interact with the map on the table and you will begin an investigation. Interact with:

  • The meat
  • Dr. Fuller
  • Charles Hawkins
  • Fitzroy
  • Sarah
  • Amulet

After, head into the back room and pick up the note on the table. Leave the building and go around the back of the warehouse you investigated earlier and enter it. Head inside, watch out for the enemy, and grab the first aid kit. Now head to the statue by the docks and you will find Mitchell. Use the first aid kit on him. You should unlock:

The Good Samaritan

Save Mitchell

The Good Samaritan
1 guide

Head back up the dock but take a left and use the key on a locked door. In this next area you will need to move fast. Jump down and kill the first enemy you meet. Run past the gate and into the shed on the right. Sprint left until you reach a corpse under some shelves and crouch with him. Move past him, up the stairs and into the building. This will end the chapter.

Chapter 13 - Abandoned Whaling Station

Take a left and go down the ladder. At the bottom pick up the hook and rope. Approach the back of the room and enter the right door. Open the filing cabinet and pick up the diary. You should unlock:

Detective historian

Piece together Margaret Wyckwood's memoirs

Detective historian
2 guides

To the left of the desk should be a hidden note. Read it. Leave the room and enter the next one. Open the filing cabinet and grab the key. Pick up the note on the tall bookcase and leave the room. Go down the stairs and take the ladder on the right up. At the top, use the key to open the door and enter the room. Pick up the knife off the workbench to the left. Pick up the note right of the broken wheel. You should unlock:

John Raymond Legrasse

Find 20 hidden items

John Raymond Legrasse
1 guide

Interact with the other wheel and leave through the other door. Approach the cylinder and attach the rope and hook to it. Return to the room and use the wheel again. Return to the cylinder and cut the rope. You should then unlock:

The Beast in the Cave

Enter the beast’s den

The Beast in the Cave

Go down the ladder and through the new opening. Move forward and approach Sarah. Answer the phone in front of you, then open the door.

Turn around and open the large chest on the right. You should unlock:

Voyage into history

Open the sailor's chest in the whaling station

Voyage into history
1 guide

You can still fail the lock pick and miss the achievement, but with the maxed Investigation that you should have, you should be fine.

Leave the room and approach the locked gate. You should be able to lock pick it. Move forward and approach Sarah. Progress through the next section and make sure to:

  • Refuse the treatment
  • Refuse the meat
  • Refuse the gun

Move towards Sarah. When you awake, turn around and open the door on the right. There are two puzzles in the next section so we will start with the left one. Go left and walk on the third set of planks. Then take a right, another right and a left. You should reach the other side. Turn the left valve to complete this puzzle.

Now head to the right side puzzle. Move forward and under the pipes on the right. Interact with the third valve to solve this puzzle. Head back to the furnace and pull the lever. Everything will explode and you will have to run through the next section. Once you reach the end, a cutscene will play and the chapter will end.

Chapter 14 - Coastal Cave

The path ahead is quite linear so just keep moving forward. After the cutscene, approach the mural on the left. Interact with it and you should unlock:

The Shadow Out of Time

Discover all the murals of the disappeared tribe

The Shadow Out of Time
3 guides

Head towards the painting and another cutscene will play. Afterwards make sure to choose all answers in R'lyehian. After the conversation you should unlock:

The voice beyond the grave

Chat with a vision

The voice beyond the grave

Move past the painting and continue along the path. Eventually you will trigger the next part of the chapter.

Alabaster Point

This next part is quite long and linear so just keep pressing forwards. Once you reach the top, approach the circle of cultists. During the conversation, make sure to answer in R'lyehian.

Choose to perform the ritual. You should unlock two achievements:

Fluent in R’lyehian

Choose all the replies in R’lyehian

Fluent in R’lyehian
2 guides

The Call of Cthulhu

Invoke Cthulhu!

The Call of Cthulhu
1 guide

Once you're back at the menu. Reload your save and this time choose to invoke the counter ritual. You should unlock:

Fight destiny

Successfully carry out the counter ritual

Fight destiny
1 guide

If you had any other endings, go back and unlock them as well. However, it doesn't matter as we will get all the endings in the second playthrough.

Playthrough 2

The second playthrough should unlock all of the endings for the game. Credit for this list goes to Jotuns360Tag, as they discovered how to get all endings at once. Just follow this list and you should get all the endings at once.

Overall

  • Put all skills points in Spot Hidden, then Investigation and the remaining points equally among the rest
  • Pick up all Occult Items, the walkthrough shows you where they are
  • Answer in R'lyehian whenever possible

Chapter 1

  • Put all starting points in Spot Hidden
  • Take as many drinks as you can.

Chapter 2

  • Tell Bradley to stay by the car

Chapter 5

  • Use the electric distraction in the left room. Just follow the cables on the floor to override it.
  • While trying to create a distraction, get the prisoner his sleeping pills. Now enter the door the guard was watching and you should lose some sanity.

Chapter 6

  • Take as many drinks as you can while in the Hawkins Mansion
  • Don't blame Irene, but play the record for her that causes her guilt.
  • Interact with the book of unholy knowledge in the study, but do not read it.

Chapter 7

  • Interact with the book of unholy knowledge in the back of bookstore, but do not read it.

Chapter 8

  • Check on Irene laying in the bed in the middle of the large room
  • Accept Drake's help

Chapter 9

  • Interact with the book of unholy knowledge on the table in office, but do not read it.
  • Take as many drinks as you can while in the Hawkins Mansion
  • Lie to Bradley about his ex
  • Go in Sarah's office and investigate the ritual

Chapter 10

  • Submit to the Leviathan and accept his knowledge
  • Save Drake during the Shambler fight

Chapter 12

  • Shoot Bradley
  • Save Mitchell and then check on Cat in the Harbor Master's Office

Chapter 13

  • Refuse the treatment, the meat and the gun

When you reach the end of the game, you should be given all options of all endings. Choose them and you should unlock:

Nameless Cults

Refuse to take part in the ritual

Nameless Cults
1 guide

Farewell

Refuse the ritual

Farewell
2 guides

That should be every achievement. Well done.

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