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Call of Cthulhu - 100% Achievement/Trophy Guide

Guide Last Updated:
5/31/2024

This week we'll be going over all of the achievements in Call of Cthulhu. This time will be a bit of a different formula, because instead of my normal style of a "Call of Cthulhu 100% Achievement Guide" this will be more of a walkthrough of the entire game of Call of Cthulhu as well as pointing out all of the areas for collectibles. There's a lot of specific things you have to do throughout the game for all of the endings to work, so this is one of the most efficient ways to 100% the game.

Achievement Stats

Number of Achievements - 49
True Steam Achievements Score - 742

SteamHunters Score - 6,194

Exophase Score - 7,029

Average Completion Time - 17h 42m
Average Completion Percentage - 53.25%

A few things you'll want to keep in mind as you go through the game is, first of all, that you can't reload chapters, or reload saves. Once it saves over your current playthrough you're stuck there unless you backed it up to a different location.

You also need to make sure you DO NOT drink any alcohol. There will be multiple opportunities to do so, but you need to avoid any alcohol glasses or bottles when you see them. There's one exception to this, but it's to bring other people a bottle.

We'll also be going through this guide a bit differently than normal, because there are so many little things that you need to make sure you do throughout the game for many of the late game achievements. Rather than doing each achievement specifically, we'll be going over how you can get every achievement in one and a half playthroughs.

Of course, that means we'll have spoilers, but hey, you're looking up an achievement guide for a story game so that's what happens. The collectible achievements “John Raymond Legrasse" and "Strange Secrets” have more than the required amount throughout the game so you can technically miss some, but it’ll be best to try to get them all as early as possible.

Chapter 1

You'll go through the little intro nightmare, and then once you wake up you can grab the sleeping pills for part 1 of "The Most Trivial Object."

The Most Trivial Object - 1/7

Start inspecting and interacting with things in the room. Just don't go to the door or take a drink. Eventually the phone will ring, and you'll need to take skill points. You'll want to basically put all 8 into Spot Hidden and then confirm that. We'll need to max out spot hidden, then investigation, and then it doesn't matter as much, but strength is probably the next most useful.

That'll get you the "Detective Edward Pierce" achievement for having the level of Expert in a skill.

Detective Edward Pierce

You'll then talk to Stephen and have the opportunity to investigate a painting for part 1 of "Strange Secrets." Because we don't have our investigation upgraded, we'll get "Ex Oblivione" for failing a skill test. There's also a spot coming up next chapter that can get you this as well.

Ex Oblivione

Strange Secrets - 1/15

Get through the rest of the dialogue with him and you can take a look at your book on Darkwater and interact with the door to finish the chapter. That also gets you "The Sarah Hawkins Case" achievement for accepting the Sarah Hawkins case.

The Sarah Hawkins Case

Chapter 2

We'll then be in Chapter 2 and after talking to a few people you can go investigate the beached whale for a second opportunity to get "Ex Oblivione" if you didn't get it earlier.

Now head into the stranded whale bar and you'll be dick during a cutscene. After the cutscene the bartender will talk to you, and you need to apologize to him. Make sure you DON'T order a drink.

Once out of that conversation you'll want to turn around and look at the poster on the wall for "Strange Secrets" part 2.

Strange Secrets - 2/15

Then you can leave the bar and head to the harbormaster office. Search through the items laying around the first and second floors, then talk to Fitzroy and interact with the documents he gives you.

Then talk to him again outside and go through all of the dialogue choices with him.

This is a decent spot to remind you to be putting skill points into your skills as you play through the game. The notification that it gives is very easily missable so you'll probably end up playing for a while, check it, and see that you have 5 or 6 points to spend. So just remember your order is to put points into Spot Hidden to max it, then to max out Investigation, and then you can put them into whatever else.

Now we'll go past the dead whale as it's moved towards the water, and out to the left to the docks down there. There's going to be door to one of the small buildings that you can lockpick. BUT you're going to want to be careful. If you fail the lockpick then you can't get into it, so as you're lockpicking watch out and if you see him start struggling, hit the pause button, and reload your save. Inside of there you'll be able to pick up a bottle of alcohol and a note for the first part of "John Raymond Legrasse." There are more collectibles for this than needed though so if you accidentally fail it like I did you can keep going and it'll be fine.

John Raymond Legrasse - 1/20

Then go to the end of the dock and interact with the statue for the third part of "Strange Secrets."

Strange Secrets - 3/15

You'll then want to go back up to the shore and past the two drunk guys, over to a couple of guards in the back. Don't say anything about them stealing and then go talk to the two drunks. You'll need to try to convince them to distract the guards and they will under one condition. You get them some booze.

So, then you'll head over to the bar, talk to Mitchell, and buy a bottle for the two drunks. Once you bring it back to them, you'll get "No prohibition for Darkwater" for delivering liquor to the sailors.

No Prohibition For Darkwater

Now before we sneak into this new area, we unlocked we're going to want to go back towards the bar but take a left and go down that street. There will be a building on the left you can go into. Looking in here for secret objects marked by green circles you can pick up 3 items for the "John Raymond Legrasse" achievement. You'll know secret items are around by the indicator down in the bottom left of the screen. This is why we need the spot hidden skill so high in the beginning.

John Raymond Legrasse 2/20
John Raymond Legrasse 3/20
John Raymond Legrasse 4/20

So, grab the cog, the ratchet, and the handle, go upstairs, and you can assemble it all on the winch and try to crank it to open the door. Again, if you see that your character is struggling then you'll need to immediately hit the pause button and reload your save. It should just kind of open quickly if you get it.

Now with that open you can go down there and over to the right for a cutscene. This will get you "The Delusional Investigator" achievement for being the plaything of a hallucination.

The Delusional Investigator

Keep going through the tunnel and you'll want to inspect the painting on the wall before going up the ladder for the first part of "The Shadow Out of Time."

The Shadow Out Of Time - 1/5

Once you go up a few more ladders you'll be able to crouch through the window and drop down into the warehouse. Go into reconstruction mode and interact with the pills on the shelf in the middle of the room for "The Most Trivial Object" part 2 and read the note on the box next to it for "John Raymond Legrasse" part 5. For me the note didn't show up at first, so I had to reload the save and then go to the note first during reconstruction so keep that in mind if it won't let you grab one of these.

The Most Trivial Object - 2/7
John Raymond Legrasse - 5/20

Then you can finish up the reconstruction with everything else in the room and you'll end up in a cutscene to finish the chapter. As that is going on you'll end up getting "The Strange High House" for getting driven to the Hawkin's mansion.

The Strange High House

Chapter 3

Getting into chapter 3 we'll have to get through some dialogue with officer Bradley. You’ll stop in a graveyard and will need to head up to the house. For “the Terrible Old Man” we’ll need to convince the caretaker to help you and let you in the mansion. So, get through the choices in his cutscene and this will pop.

The Terrible Old Man

You’ll then go with Bradley into the mansion and once in the dining room you’ll need to go into reconstruction mode. You’ll interact with the bottle on the floor and a shoe under a table for parts 6 and 7 of “John Raymond Legrasse.”

John Raymond Legrasse - 6/20
John Raymond Legrasse - 7/20

Then interact with the clock, the broken lamp, scratches on the door, and the missing painting. You can then jump out of reconstruction mode and go into more cutscenes. After those you’ll go through another door and then you’ll want to go left in the hall and find a crowbar. It seems the location of this can move around, but I’ll show where it showed up for me, so you check this spot. One of the other areas people have reported it spawning is to the left of the big double doors. Once you locate that it’ll be the 8th part of “John Raymond Legrasse.”

John Raymond Legrasse - 8/20

Then in the library area you can go up the stairs and keep going until you reach another set of stairs going up. To the left you can search some bookshelves for a key which counts as the 9th part of “John Raymond Legrasse.”

John Raymond Legrasse - 9/20

Go into the door next to that and pick up the book from the floor, and the bottle and prescription from near the folding room divider for “John Raymond Legrasse” parts 10 and 11.

John Raymond Legrasse - 10/20
John Raymond Legrasse - 11/20

There’s a locked door in the room that you’ll need to pick. Of course, be ready to pause the game and reload your checkpoint if your character starts struggling to pick it. It should be a quick and easy cutscene. For “Strange Secrets” part 4 you’ll need to investigate the occult circle on the ground.

Strange Secrets - 4/15

Now you can leave the room and go through the one in front of you into the kid's room.

Grab the book under the bed first for the 12th part of “John Raymond Legrasse.”

John Raymond Legrasse - 12/20

Then go into reconstruction mode and pick up the pills for “The Most Trivial Object.” If it doesn’t allow you to you may have to reload your save and then try it again.

The Most Trivial Object - 3/7

Then interact with the fort, the book on the bed, and the drawings. This will get you the “Memory” achievement.

Memory

Leave that room and go to the right to head up the stairs and into the newly opened room. There will be a cutscene up here before you’ll have to chase someone.

Once you get back down to Bradley, he’ll lead you to a new room where you can pick up a stack of letters from on a shelf and a letter on the ground for parts 13 and 14 of “John Raymond Legrasse.”

John Raymond Legrasse - 13/20

John Raymond Legrasse - 14/20

You’ll also need to pick up the candles on the table for “Strange Secrets” part 5.

Strange Secrets - 4/15

You can then use the giant globe on the right side of the room to move the view finder over the compass and it’ll unlock the secret passage, while also getting you the “A Brilliant Mind” achievement.

Then with that you’ll also get “The Secret Cave” for going through that secret entrance.

A Brilliant Mind

The Secret Cave

Chapter 4

At the start of chapter 4 you’ll go down the stairs and go into reconstruction mode.

Inspect the table, then the chest to the left, then the thing near the stairs, and then the collar of the guy at the table. The collar will get you “John Raymond Legrasse” part 15.

John Raymond Legrasse - 15/20

Then inspect the mask on the table for the last part of the reconstruction.

Go over to the chest nearby and try to unlock it. Again, if you start struggling to open it just pause and reload the checkpoint. This will be “Strange Secrets” part 6. Of course, if you miss it that’s fine as we still have more than enough items for this achievement as well as John Raymond Legrasse.

Strange Secrets 6/15

Then keep on heading through the caves and then into a tunnel. As you’re going through there make sure you inspect the painting on the wall and pick up the diary below it for “Strange Secrets” part 7 and “Detective Historian” part 1.

Strange Secrets - 7/15
Detective Historian - 1/5

To the left of that you have another 3 more cave paintings to inspect for “The Shadow Out of Time” parts 2 through 4.

The Shadow Out of Time - 2/5
The Shadow Out of Time - 3/5
The Shadow Out of Time - 4/5

You’ll continue down and eventually reach an altar. Over to the right there will be a carved bone on the right that you can pick up for “Strange Secrets” part 8. With that you can go to the picture of yourself to start another cutscene and that will get you “The pit of horror” achievement.

The Pit of Horror

Strange Secrets 8/15

You’ll want to quickly get out of the sacrifice pit and then after you run into some cultists that are talking, you can pick up the ritual dagger on the left side of the hall and then also the Bible on the right side. These will get you “Strange Secrets” parts 9 and 10.

Strange Secrets - 9/15

Strange Secrets - 10/15

Then continue through and you’ll have to sneak around. Go over to the left to find a few dead cultists and inspect the wall behind them for “Strange Secrets” part 11.

Strange Secrets - 11/15

As you continue on, you’ll have to go slightly to the right before heading back further left. Be careful at that turn though as a cultist comes walking from the left side over to the right. Once you reach another group of cultists and a cutscene starts you’ll get “The Temple” achievement as well and that will be the end of chapter 4.

The Temple

Chapter 5

Starting chapter 5 will be a few cutscenes where you eventually can try to interact with the door and some pipes above you. Then interact with your bed.

You’ll want to continue forward through more cutscenes until you can finally leave your room.

Sneaking through here will be very important. The guards aren't super hard to get away from, but it is definitely easier to get through this chapter without being seen.

You'll want to go through the first door on your left that you can go through and sneak into the circular desk area to pick up a valve wheel for "John Raymond Legrasse" part 16.

John Raymond Legrasse - 16/20

Leave that and go over to the hallway to the left where a prisoner will ask you for sleeping pills.

Then in the hallway on the other side of the circular desk you'll want to go down there and pick up the pills from in the pharmacy for "The Most Trivial Object" part 4. Just be careful of the guards walking around here.

The Most Trivial Object - 4/7

Then in the other storage room next to the pharmacy (a guard walks from in the pharmacy to that other storage room) you'll want to grab another valve wheel for "John Raymond Legrasse" part 17.

John Raymond Legrasse - 17/20

Head back towards the circular desk area and head into the room with an electric chair. Go up to the electric chair there and look under it to pick up a badge for "John Raymond Legrasse" part 18.

John Raymond Legrasse - 18/20

Now go pull the lever on the side of the room and go out the back of the room through a door and follow the guard that's walking around towards the right. Once you come up to a room on the left that you can go into, you'll be able to pick up the rosary from the floor for "Strange Secrets" part 12.

Strange Secrets - 12/15

Then head back through the electric chair room and over to the guy that wanted the sleeping pills so that you can give him those for the "Sandman" achievement.

Sandman

You'll then want to run away from there and go back towards the pharmacy, but this time head to the left to go into the kitchen. There's a guard walking around in here, but you'll want to sneak through and pick up the keys from the end.

Go back towards the circular desk area and then to the left to an area with some pipes and missing valve wheels. Place the valve wheels we picked up earlier on the missing spots and then turn all 3 of them to increase pressure on each one.

Then go back towards the entrance to the room and pick the door on your left. Of course, you'll want to pause and reload your save if your character starts struggling. Keep going and interact with the vent to get through there.

On the other side you'll want to interact with that valve and, pick up the bolt cutters and break the chains to get through the door. As long as all 4 of the valves show high pressure you can then hit the lever. Then jump into the vent and go around to sneak past the guards that come running in. At this point you can head out to the left and exit through the door. You'll get a few cutscenes that will get you "The aficionado of horror" achievement for meeting Francis Sanders.

The Aficionado of Horror

Chapter 6

In chapter 6, once you wake up, you'll be able to head downstairs and talk to Marie and Bradley.

After that dialogue you can head out the door, have another cutscene, and you'll end up talking to Irene. During that conversation you'll need to choose "he died screaming" and "it wasn't me who sent him there." and then finish up the dialogue. Yes, brutal I know, but we need to be brutally honest for some things later on to happen...

After that go to the piano and when looking at the keys from left to right you'll want to play 1, 2, 3, 4, 2 in order and that will be the code to open the drawer underneath. Pick up the book from inside for "Strange Secrets" part 13.

Strange Secrets - 13/15

You won't want to do the reconstruction just yet but go to the room to the right. Grab the cylinder on the desk and then play it on the gramophone in that room. After Irene comes over and listens to the recording you can go out to the left of the desk where you picked up the cylinder and go to the room where Cat is.

Grab the pendant from the desk on the left for "Strange Secrets" part 14.

Strange Secrets - 14/15

Grab the pills next to it for "The most trivial thing" part 5.

The Most Trivial Object - 5/7

Over to the right you can grab a diary for "Detective Historian" part 2.

Detective Historian - 2/5

Near Cat you'll be able to interact with the unholy book on the table and choose to read it for "Complete Revelation" part 1. This will also get you "Beyond Reality" for reading an unholy book.

Beyond Reality

Complete Revelation - 1/3

Around this point in the game, you should also be getting "Jack of all trades" for inspecting 50 items. If you haven't yet don't worry too much, there's still plenty to inspect to get you the rest of the items you need.

Jack of All Trades

Talk to cat, and then you can try to open the locked box above the fireplace. Of course, if you start struggling then reload your last checkpoint so that you can get the key from inside.

Open the door near where cat was standing with your newly obtained key, and then all the way in the back of the museum you'll see a large painting. Behind it there will be a piece of paper for you to grab for "Strange Secrets" part 15. This is the first point where you can get this achievement, but if not don't worry too much, we have more collectibles to grab during the rest of the game that count for this.

Strange Secrets

Strange Secrets - 15/15

Now interact with the painting to start a cutscene and a bit of a fight sequence. This may take a few tries to get down. Once you gain control you'll want to go back and around the left side of the room and make your way over to what would be the far-right corner. Break the glass to grab this specific dagger and as long as the monster isn’t between you and the painting you can run up to the painting and interact with it to stab it. You want to make sure that it’s that specific dagger so that you can get “The thing on the doorstep" for sending the monster back with just the one dagger. You'll also get "From beyond" for sending it back in general.

The Thing on the Doorstep

From Beyond

You'll go through some more dialogue with Cat and the chapter will end.

Chapter 7

When the chapter starts, you can turn to your left and pick up a diary from a pile of books for "Detective Historian" part 3.

Detective Historian - 3/5

Go towards the middle of the store and bring out your light to pick up the "Book of Dzyan" on a shelf to the right of the counter for "Strange Secrets" part 16.

Strange Secrets - 16/15

Go forward some more towards the shelves behind it and open the crate on the ground. Read the unholy book there for "Complete Revelation" part 2.

Complete Revelation - 2/3

You can then go behind the counter, into the office, and grab the dog amulet from in the back corner for "John Raymond Legrasse" part 19.

John Raymond Legrasse - 19/20

We're then free to do the reconstruction in here and you'll need to interact with the door, the note on the ground, the broken glass near the counter, the painting, the safe, Charles Hawkins, Sarah Hawkins, the big book, and Drake behind the painting.

After all of that you can pick up the pills from in the middle drawer of the desk for "The Most Trivial Object" part 6.

The Most Trivial Object - 6/7

Then interact with the safe and enter in the code 5-3-9 where you'll then have a cutscene and get "The Book" achievement for reading the Necronomicon.

The Book

Chapter 8

Starting chapter 8 you'll be in control of Dr. Colden. Go through dialogue with the nurse and examine all 3 points of the patient, then go through the rest of the nurse's dialogue. Once you can move again, you'll head to your left into block B.

Interact with the patient on your right, and the medicine.

Then check the note on the left side.

Interact with the patient on the left past the fireplace and the chart near them.

Turn around from the chart and interact with Irene Sanders and her chart. Uh-oh sounds like things didn't go well after our visit.. Don't worry that's what we want to happen with her.

Then go interact with the next patient on the right.

Keep on going forward and to the left to go talk to a nurse near a patient.

Interact with the patient's mouth, his hand, and then talk to the nurse and tell her to "keep taking care of his wounds."

Turn around from there and go forward to your left into the lobby to talk to the cop. Choose to "prescribe something" and say "it looks like an affliction."

Again, turn around and go down the hallway on the left before you go back into block B. There will be two guys sitting there and you'll talk to them. Say "I saw her, she's fine." If that isn't an option and you have something else, then you need to go back through the other steps to make sure you help every patient. If you are able to choose that choice, then you'll get the "Hippocratic Oath" achievement for helping all of the patients.

Hippocratic Oath

Continue on down the hall and you'll see the men's bathroom past some nurses. Go in there and talk to the nurse.

Leave that room and go forward to Fuller's office, but the nurse standing guard won't let you in.

Exit that area and down the hall to the right until you find the storage room on the right. Go in the room to the left and talk to the nurse in there, if she's there.

Then go back to where the 2 guys sitting down were and go into the other storage room. Talk to the nurse there. If you go too quickly you may have to wait a second for her to walk over.

You can then turn around to go through Block B. Go in there and go to the right until you reach the desk. Open the right drawer to pick up a key and then go back to the hallway and go into the boiler room on your left.

You can try to turn the valve there, but you won't be able to until you go grab the wrench from the storage room which counts as "John Raymond Legrasse" part 20. That's the first point where you can get the achievement, but if not, don't worry as there are more collectibles to be found that will count towards this.

John Raymond Legrasse - 20/20

John Raymond Legrasse

Now go back to the boiler room and turn the valve. Then you can go back to the men's bathroom nurse and talk to her.

She'll go distract the nurse that stopped you earlier so you can go into Fuller's office now.

Once in there you'll want to interact with the ship and, counting from left to right, interact with the sails in the order: 2, 2, 1, 3, 1, 3, 3, 2, 1, 3 to unlock the drawer. This will get you "The White Ship" achievement.

The White Ship

Then go interact with the gramophone and enter reconstruction mode. Over to your left you'll find a jar on a shelf to interact with for "John Raymond Legrasse" part 21.

John Raymond Legrasse - 21/20

On the other side of the room there will be a blue medicine bottle to pick up for "John Raymond Legrasse" part 22.

John Raymond Legrasse - 22/20

Inspect the book near two people, inspect the bottles near them, inspect the two people, inspect the show inside the drawer, and then exit reconstruction mode.

You can then leave the office and go forward, then to the right of the men's bathroom to interact with the door with bars. Keep going down there and head through the door to your left when you're able to.

At this point we'll flash back to our regular guy and finish talking to Drake. Choose "Yes" when he asks to help you. That will get you the "Scholar of the unspeakable" achievement for accepting Drake's help.

Scholar of the Unspeakable

You'll also see more cutscenes and get "Caught in the trap" for Dr. Colden being caught in Fuller's trap.

Caught in the Trap

Chapter 9

Starting the chapter, you can open up the right drawer and read the diary for "Detective Historian" part 4.

Detective Historian - 4/5

Then go to your left and read the unholy book sitting on a table for "Complete Revelation" part 3. This will also be where you actually unlock the achievement for reading the three unholy books.

Complete Revelation - 3/3

Completion Revelation

Open up the cabinet on the other side of the room to pick up some more pills for "The most trivial object" part 7. This is also where you get this achievement for picking up 7 of these pill bottles. Yes, we're unlocking all kinds of these collectible achievements around this point.

The Most Trivial Object - 7/7

The Most Trivial Object

Leave the room you're in and go to the left to open the door with bars. You'll get a quick cutscene before having to go through a very long series of, puzzles? I guess, basically you're taking the green lantern to see the path that the leviathan wants you to go, and the normal lantern to switch back to the real world. In the real world you can open regular doors, and in the green world you can open up leviathan's doors.

So, start with the green one and follow the path to go through a portal.

Switch back to normal and open the pharmacy door.

Switch back to the green one and follow the path until you get a button prompt to go through.

Keep going until you reach a wall and then increase your light to break it down.

Turn around and enter a portal that has shown up.

Switch back to the normal lantern.

Open the door to where you had just entered the portal and then switch to green.

Go back there again and in that room, you'll find ANOTHER portal.

Follow the path and increase the light once you get to the end and it'll have you back at the beginning.

Go down the hall to your left and increase the light to get through that barrier.

You can then turn and enter into block A. There will be another wall for you to break down with your light.

Go straight down through the block to the desk where you can refill your lantern and then continue on where you see the path again.

Keep following that up to a circle on the ground where you can increase the light to activate that.

Follow the path again and break down another barrier where you can now switch back to normal view.

Then go down the hallways to get back to Fuller's office and open his door.

Switch back over to green and go back to Fuller's office and increase the light on the symbol on the floor.

Again, increase the light at another barrier and then we're finally done with this light series. This is one of the only parts of the game I didn't really enjoy.

Go down the stairs and open the first door on your left.

Start running down the hallway, either direction, and once your character says something you can stop and look through one of the doors on the side where you'll see yourself.

Interact with the door and it puts you in the cell. Your character will start freaking out and you just need to keep spinning in circles until the room finally changes where you can leave and talk to Marie.

Go through another hallway and you'll have a cutscene, go forward some more, and then you'll have more cutscenes and get "The Curse of Sarah" achievement.

The Curse of Sarah

You'll now be talking to Sarah and can choose the R'lyehian answer, which is the one with a bunch of symbols instead of letters. That will count as "Fluent in R'lyehian" part 1.

Fluent in R'lyehian - 1/9

You'll then have to follow Sarah until you get spotted by some guards. Then keep running until you get to a safe place.

Go downstairs and grab a tool to turn the valve. You'll have another cutscene and more dialogue to get through.

You'll have more cutscenes before going back to the mansion. You can talk to Bradley upstairs with you, tell him what happened, and choose the R'lyehian answer for "Fluent in R'lyehian" part 2.

Fluent in R'lyehian - 2/9

Then you can go downstairs and talk to Sarah and Drake for a minute. Then talk to Sarah again and also choose the R'lyehian option for "Fluent in R'lyehian" part 3.

Fluent in R'lyehian - 3/9

You can then go find Drake sitting in the office area and when you talk to him, you'll also want to choose the R'lyehian option for "Fluent in R'lyehian" part 4.

Fluent in R'lyehian - 4/9

You'll need to find a bust which you can do by going back upstairs to Sarah's room, look at the symbol on the floor, and then do the reconstruction.

Examine the candle on the floor, the easel, the painting, the book on the floor, the circle on the floor, and then Sarah and the monster by the door.

Once out of the reconstruction mode you can go up to the desk for another picture of a bust to look at.

Now you'll need to go back to where Bradley is and where you woke up and go over to the busts on the side of the walkway. There you can grab the amulet for "The Amulet of the Ancients" achievement to pop.

The Amulet of the Ancients

Now go back down to Drake and give him the amulet. He'll have you go back to Sarah near the front door, and you can finally finish the chapter. At this point, as long as you haven't drunk any alcohol, you'll also get the "More sober than Zadok Allen" achievement.

More Sober Than Zadok Allen

Backup Your Save!

That will end Chapter 9 and it's here that we need to make a backup of our save before going through anything in Chapter 10.

To back your save up on PC you'll want to go to your appdata folder. The easiest way to do this is to go into your windows search and type in %appdata% and hit enter.

Then click the "Appdata" part of the path in the address bar and navigate to:

Local/CallofCthulhu/Saved/SavedGame

Copy all of the files within there and paste them into a folder on your desktop, or some other safe place that we can grab them from later on. If you're on console you'll need to look up how to backup saves on your specific console, but the idea will essentially be the same.

Chapter 10 (Playthrough 1)

Now getting into chapter 10 you'll start off with a conversation with a guard. During this you should get the "Shared guilt" achievement to pop. This is due to our choices regarding Irene and making her feel guilty for sending her husband to the asylum. Brutal, I know.

Shared Guilt

After that conversation the leviathan will contact you and you'll need to choose the options to "Submit" and then eventually to "Accept the knowledge." This will get you "The Dreamlike Investigation" achievement.

The Dreamlike Investigation

After a few cutscenes you'll be in Sarah's body. Go forward through a door, and then you'll climb down a ladder and continue on forward and to the right. Just keep going that way until you can climb up some steps to go up and to the left and you'll run into a few people.

This starts a cutscene where you'll end up needing to run and follow Drake. Talk to him, and you'll start a new little combat type sequence.

You'll want to fill up your lantern behind Drake and continue filling this up whenever you come back down here. There are a few rounds we have to go through this.

Now once the series of closing symbols to get ready to send the monster back in the painting starts, you'll want to face Drake, turn around, and go upstairs towards a light where you'll see a circle on the ground. Go inside of it and shine your light. Once the monster shows up, you'll run quickly back to Drake and his safety circle.

Refill again, and then while facing Drake you can look over to the right at some stairs. Go up those, and to the left a bit until you see some wooden boards. Break that down and you'll see the second circle. The monster will pop up pre-emptively and you'll need to run back to Drake. Then you have to go back up there and close that circle and run back to Drake again. Shining your light directly on the monster slows it down, so do that if you need to.

Refill again, face drake, then go up the stairs over to the left to find the third circle.

The monster will show up again behind you, so you'll need to run forward and down another set of stairs to get back to Drake while shining your light on the monster to slow it down. Once you get to Drake you'll need to wait on the other side of the circle and slow the monster down again as it gets into his circle as that's where you'll trap it.

Once it gets caught, you'll want to run over to refill your lantern and then interact with the painting. Hold down the button to increase your light on the monster and Drake as the monster gets sucked into the painting because you need Drake to be kept alive and not allow him to be taken. That will get you "Companion in Arms" for saving Drake, and you'll also get "The Outsider" achievement for completing that part of the game.

Companion in Arms

The Outsider

Chapter 11 (Playthrough 1)

You'll be back to your regular character and will talk to a couple of guards. Go through that dialogue and interact with the bench behind you.

Leviathan will talk to you again and you'll need to use the R'ylehian option for "Fluent in R'lyehian" part 5.

Fluent in R'lyehian - 5/9

You can then leave the cell and go down the path to the left. Be sure to interact with each of the 3 cells that show you different visions as you go down there. Eventually you'll reach a door that you can go through.

You'll then be in Cat's body. While you talk to the two guys you're interrogating, you'll need to choose to punch one of them. It doesn't matter which one, just do it, and you'll get "The Rats in the Walls" achievement.

The Rats in the Walls

Then after you're done there you can walk into the warehouse, go straight through and around to the left into a room. Inside of there you can go into reconstruction mode and examine the body, the blood outside of the room, the marks on the ground near the stairs, the blood near the entrance to the warehouse, the symbol on the floor, the cultist, the cigarettes on the bench, and then another cultist.

After that you'll have to shoot a couple of zombie type enemies and make your way out of the warehouse and to the harbor master building for the "Attack the docks" achievement.

Attack the Docks

Chapter 12 (Playthrough 1)

Starting chapter 12 you'll be back in a cell and Bradley will come up to talk to you. When given the choice between saving him and killing him you'll want to kill him. This will get you the "In The Footsteps of Daniel Upton" achievement.

In The Footsteps of Daniel Upton

Leave the cell and you'll be put onto the street. Here you'll want to proceed further and kill the zombie people as needed. Once you kill at least 5 you'll get "The Abomination of Darkwater" achievement.

The Abomination of Darkwater

Head on up to the harbormaster building and once inside you'll want to go to the room on your left to inspect a note for "John Raymond Legrasse" part 23. Of course, if you already have the achievement you don't have to worry about this.

John Raymond Legrasse - 23/20

Go back to the first room and interact with the map to start another reconstruction. Examine the meal, the person on the left, the person on the right, the person in the middle, Sarah in the middle of the room, and then finally the symbol.

Go back to the left room and upstairs to talk to Cat. Tell her to wait there and leave the building.

You'll then go down along the pier and over near where we went to a statue before, you'll find Mitchell on the pier. Talk to him and also tell him to wait there.

You can then head up to the warehouse that we went to near the beginning of the game and head to the right so we can get back in there. Ignore the guy on the ground and go into the warehouse to grab the first aid kit.

You'll then want to go back to Mitchell and use the first aid kit to save him, and you'll get "The Good Samaritan" achievement.

The Good Samaritan

Going back up the pier this time you'll take a left and go through the door up there. Then go up the stairs and jump.

You'll need to sneak through the next area or kill enemies depending on if you have ammo left, and then once you see an open door with a light inside go in there. Run past the enemy that drops down and then go outside and crouch under the area in front of you. You'll pass a dead body and then going over to the left you'll see some stairs that you'll need to run up.

Chapter 13 (Playthrough 1)

When the chapter starts, you'll move forward and climb down the ladder.

Grab the rope and hook laying on the ground in front of you and then keep going forward and over to the door on your right.

Pick up the diary from in the drawer in front of you when you walk in and that will count for part 5 of "Detective Historian" and also get you the achievement by the same name.

Detective Historian - 5/5

Detective Historian

Grab the note from on the ground next to the window for part 24 of "John Raymond Legrasse."

John Raymond Legrasse - 24/20

Leave that room and go over to the other one. There's a key in there you can pick up inside the left drawer, then you can turn around and pick up the note from on a shelf for "John Raymond Legrasse" part 25.

John Raymond Legrasse - 25/20

Leave that room and climb up the ladder on the right side and then another ladder. Go forward from there and open up the door. You can grab the knife from over on your left and pick up the note from on the right side of the room on the ground for part 26 of "John Raymond Legrasse."

John Raymond Legrasse - 26/20

Turn the left valve in there and then head out through the other door. Interact with the plank above the tank you moved over to attach the rope and hook.

Then you can go turn that valve again and go back to the rope to cut it. This opens up a giant hole for you to proceed through and gets you "The Beast in the Cave" achievement.

The Beast in the Cave

Now climb down the ladder to your left and head on in the hole we opened up. Keep going forward through there and you'll run into Sarah.

You start going through a sort of fever dream sequence at this point, so go up to the desk and pick up the phone when it rings.

Go through the door in the office once you're able to, but then turn back around and go back into the room. It's changed now and you can open up the crate in the back right for the "Voyage into history" achievement that you get for opening this hidden chest.

Voyage Into History

There will also be a note in the middle drawer of the desk in that room that you can pick up for "John Raymond Legrasse" part 27.

John Raymond Legrasse - 27/20

Now you can leave that room and go forward down the only path available until you can reach Sarah again.

You'll then see Fuller behind you. Interact with the medicine and choose NOT TO TAKE IT. (Your character may end up taking it anyway, but the option that you choose is what really matters here.)

Turn back around and go through the door to a bit of leviathan flesh and choose NOT TO EAT IT. (Again, your character will anyway, but what matters is your choice.)

Now go up to the gun to the right of Fuller and pick it up. Choose TO USE IT on him.

Then run to Sarah again. This will start another scene where you have to just keep opening up doors until you finally find one that goes out to a new area.

From here you can turn to the left and go down the path by the lamp. Keep going down there and then take the second to last path and follow the way I go here. You'll turn right, right again, and then left and make it to the end.

Then while facing the valves, you'll turn the one the furthest to the left.

Go back down the path that has changed to get back to the start and then you'll need to the other path and get to those valves. While facing them turn the middle right one.

Then go back to the beginning again and pull the lever. You'll now have to run down the path as things are breaking and exploding until you get put into another cutscene.

Chapter 14 (Playthrough 1)

Once you're into chapter 14 you'll need to go down the only path you have through a cutscene, and then keep going off to the left until you find a painting on the wall. Interacting with this will get you "The Shadow Out of Time" achievement for discovering all of the murals as long as you also interacted with the ones in previous chapters that we pointed out.

The Shadow Out of Time - 5/5

The Shadow Out of Time

Continue walking down the main path to reach the circle of candles where you'll be greeted by Marie. Hey, she's alive! Maybe. Who knows. While talking to her make sure you choose the R'lyehian choices to get "Fluent in R'lyehian" parts 6, 7, and 8. Talking to her will also get you "The voice beyond the grave" achievement.

The Voice Beyond The Grave

Fluent in R'lyehian - 6/9
Fluent in R'lyehian - 7/9
Fluent in R'lyehian - 8/9

Once you get through that cutscene you'll need to continue along the path going behind the painting and climb down the ladder.

Go to the path on your left and after the game loads again you'll start going up a long path of stairs. You'll talk to Fuller for a bit, Charles for a bit, Sarah for a bit, and then Charles for a bit. Eventually you'll come up to the ritual scene and speak to the real Sarah.

Here you'll want to choose the R'lyehian option for part 9 of the "Fluent in R'lyehian" achievement.

Fluent in R'lyehian - 9/9

Fluent in R'lyehian

You'll have another cutscene show up and then you'll need to choose to perform the ritual. This should get you the "Fluent in R'lyehian" achievement for speaking R'lyehian all 9 times that the option was available, and "The call of Cthulhu" achievement for invoking Cthulhu.

The Call of Cthulhu

That will be the end of the game and you can then reload your last save to be taken back to the final ritual area.

Repeat all of the same actions, but this time choose to perform the counter-ritual. This will get you the "Fight Destiny" achievement for successfully carrying out the counter ritual.

Fight Destiny

Now once in the main menu again you'll want to reload the last save again and do all of the same actions again, but this time choose to sacrifice yourself. This will get you the "Nameless Cults" achievement for refusing to take place in the ritual.

Nameless Cults

Reload Your Save!

This is where we'll close out of the game and go back to our appdata folder, then navigate to:

Local/CallofCthulhu/Saved/SavedGame

Here you'll copy and paste our backup saves that we made earlier on so that we can play the game from chapter 10 rather than doing a completely new playthrough.

Chapter 10 (Playthrough 2)

Now with our backup save loaded we'll be back in chapter 10 when continuing our saved game.

I won't go into detail about all of the steps needed in every chapter for this playthrough, but I'll go over any changes that we need to make in our choices. That way you can see what differences there are, and then go to the timestamp for the chapter you're on from the first playthrough and see the steps there. As long as you got the collectible achievements already you won't have to worry about picking up every one of those either.

Now the only differences for chapter 10 this round will be to struggle when talking to leviathan in the prison cell, and then to refuse the knowledge. Everything else this chapter will be the same.

Chapter 11 (Playthrough 2)

Chapter 11 actually has no changes needed, so just playthrough it the same was as last time.

Chapter 12 (Playthrough 2)

For chapter 12 we'll choose to spare Bradley's life this time rather than killing him. Then do everything else the same way, but this time you'll give Cat the first aid kit and she'll give you the key to a door over by her warehouse instead of the door by the pier. Other than that, you'll do all the same things and take the same path.

Chapter 13 (Playthrough 2)

For chapter 13 it's essentially all the same steps, except we don't have to go through all of the collectibles in the other rooms. Other than that there's no changes needed.

Chapter 14 (Playthrough 2)

This chapter will have a few differences. The first being when talking to Marie you'll want to be sure NOT to choose the R'lyehian choices, and then once at the ritual spot you'll want to choose "Are you crazy" when talking to Sarah. Then after the cutscene choose "It's over" to get the "Farewell" achievement.

Farewell

And there you go! 100% of the achievements in Call of Cthulhu.

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