Call of the Elder Gods walkthrough – Full guide and puzzle solutions

If you’re about to play Call of the Elder Gods, you’re in for a treat. A follow-up to 2020’s Call of the Sea from Out of the Blue Games, this is a puzzle-heavy adventure with plenty of excitement and Lovecraftian lore. If you’re a puzzle lover, you’re going to be in your element, but even then, you might struggle with some the brainteasers here. That’s why we’ve put together this Call of the Elder Gods walkthrough.
You can take Call of the Elder Gods at your own pace, so we’d always recommend trying to figure out a solution for yourself before turning to our walkthrough. But if you do want to use our guide from start to finish, we’ve broken it down into chapters and have explained what to do every step of the way. Key puzzles have been highlighted, but if you follow in chronological order, you’ll never miss anything important.
Have fun playing – and make sure you’ve got your thinking cap on!
Prologue
The dream
- Follow the path through the forest until you reach a stone bridge. Walk along the stone bridge.
- Follow the stone path around and walk up a ramp leading to the large circular structure. Interact with the statuette.
Bedroom
- Look at the books, the electronics and the student pass on the bookshelf.
- Look at the documents on the desk and on the pinboard.
- Move to the next desk and unlock the journal. Rotate the top and bottom elements of the lock to allow you to rotate the middle element. You can then slide the pin inwards to open it.

- The phone will start ringing: answer it.
- After the phone call, examine everything else on the desk. Look at the document in the suitcase to your right.
- When you’re sure you’ve looked at everything, leave through the door.
Therapist’s office
- Go through the dialogue with the therapist.
Christmas scavenger hunt
- Look at the Christmas tree – there are seven baubles to interact with. You’ll automatically make a note of them in your journal.
- Examine the safe.
- Look at the photo on the table near the window.
- Look at the note on top of the piano in the middle of the room.

- Interact with the piano keys: they have symbols on them that match the baubles. Play them all, and you’ll find that three of the keys don’t work: spiral, star and triangle.
- The numbers on the baubles matching the symbols are 1, 4 and 6. Input 146 into the safe.
Chapter 1: The Everhart Manor
- Follow the garden around to reach an open window on the right side of the manor house. Climb through.
- Go through the double doors to your right, then through the next set of double doors. You’ll find yourself in a library.
- Move left and look at the document on the table near the fireplace. Examine the knocked-over chair and lamp.
- Make your way to the opposite side of the room where you’ll find a table with a skull near a window. Examine the skull and the document on the table.

- Turn right and look at the portrait of Professor Everhart on the wall.
- Move right and examine a box on the table. Read the letter inside.
- Keep walking back towards the fireplace and now go through the door to the right. You’ll find yourself in an office.

- Look at the flyer on the table to the left. Look under the table, near the chair at the back, and you’ll find a lapel pin on the floor.
- Look at the bookshelf next to the table, and note the books – there’s one missing.
- Look at the diary on the desk, and open the drawer below to read the letter inside.
- Look at the photo of Norah and Harry on the other side of the desk. Open the drawer underneath to find a key inside.
- Read the letter on top of the fireplace.
- Leave the office and walk straight forward through the library until you reach a double door. Interact with it – the key you found in the desk will open it.
- You’ll now find yourself in a hallway. Turn left and open the door to find a storage room. Look at both ripped canvases.

- Leave and go up the stairs. Examine the document on the table straight at the top of the stairs.
- Go through the double doors on your left: you’ll find yourself on the upper level of the library.
- Move left until you find an empty frame. Examine it. Keep walking around until you reach a table. Examine the photos on it.

- Turn around and walk back down, past the doors you came from. Examine the statues and the paper on the desks. Go back through the doors and walk straight ahead through the next set of double doors.
- You’ll find yourself in a dark room. Press the right stick in to use your flashlight. It looks like a storage room, but on second inspection it’s the room we were in for the Christmas scavenger hunt scene.
- Turn left just inside the door to find an empty frame propped up against the wall. Examine it.
- Look at the photo on the covered piano in the middle of the room.
- Behind, you’ll find an ID on a bench to examine.

- Leave the room and go back downstairs, going through the double doors at the bottom. You’ll find yourself in another dark room.
- Move left and go through another dark room to find yourself outside in the manor’s grounds.
- First, move right and cross a bridge. You’ll find a large vase and a well. Examine the large vase: it can turn. We’ll have to do something with this later. Turn the handle on the well to find a bucket with a fish symbol.
- Turn back and go back to the door, this time walking left. Walk across another bridge, and just to the right after crossing it, you’ll find another vase. Interact with it to make a note of it in your journal.
- Go up the stone steps to your left. The greenhouse is on the right, but we can’t get there yet. Walk to the left and open a gate that leads to a gazebo.
- Walk up into the gazebo to find another vase, and also a note on a table. Examine both.

- From the gazebo, leave down some stone steps and across another bridge leading to a stone statue.
- There’s a fourth vase here to interact with. Examine the statue, too.
- Now, turn back and head back to the greenhouse, this time walking around it. The doors are locked, but just in front of them is another set of stone steps. Go down to find one more vase. Below is a gate with five symbols and five faces on it: examine it.
How to solve the vase puzzle in the Everhart Manor gardens in Call of the Elder Gods
The gate holds the solution to knowing which way to rotate each of the vases in the Everhart Manor gardens. On the gate, each face has a symbol above it. We need to rotate each vase in the garden so it’s pointing at something showing the matching symbol. You’ll have jotted it down in your journal, so simply pull it up to check.

- The vase nearest the gate needs to face the moon, so rotate it so it’s facing the gate (the gate has a moon symbol on it).
- The vase in the gazebo needs to face a flame, so rotate it so it’s facing the firepit in the gazebo (it was clearly recently lit).
- The vase near the statue needs to face the tree stump (the photo of the statue that we found in the manor house – viewable in your journal – shows the tree had a carving matching the symbol on the gate).
- The vase down the steps from the greenhouse needs to face the greenhouse (its symbol is a flower, which you can see on the side of the greenhouse).
- The vase near the well needs rotating to face the well (there’s a fish symbol on the bucket).
Go back to the gate, and you should now be able to open it by interacting with its handle on the left-hand side.
- Enter the mausoleum. Examine the portrait straight ahead, and the inscription below.
- Pick up the greenhouse key from the table in the middle of the room.
- Leave the mausoleum and make your way back to the greenhouse. Use the key to open the door. Walk straight ahead, and take the book off the table.

- Now, we need to go back to the office just off the library. Examine the bookshelf, and you’ll place the book you found in the greenhouse on here. Time to put the books in the right order.
How to arrange the books in the Everhart Manor office in Call of the Elder Gods

You need to find the missing book, which is in the greenhouse – read the guide above to get it. Once you’ve got all eight books on the shelf, you need to put the books in the right order.
Open up your journal. If you’ve searched the manor and followed our guide up until this point, you’ll have found four portraits, each with two words above them. Those words match the books. We need to arrange the portraits in age order. So the books should be arranged as follows:
- PRAETERITA
- MUTARE
- NON
- POSSUMUS
- SED
- FUTURA
- PROVIDERE
- DEBEMUS
- Putting the books in the right order will reveal a secret compartment. Examine the document: it mentions a secret compartment in a fireplace in the ‘west wing drawing room’.

- Next, examine the object next to it. Turn the handle, then press the small button on the front of it. It’s a music box of sorts, but it doesn’t seem to play any music.
- Now to find the fireplace. Head into the library: it’s the large one in there. Interact with the left-hand side of it. It will rotate, revealing a secret tunnel.

- Follow the tunnel down until you reach a secret room. Examine the professor’s body, and examine the broken statue.

- Go through the dialogue options with the professor.
Chapter 2: Of Colossal Caves and Ancient Relics
- Follow the path in the cave until you reach a ladder. Go down it.
- Walk across the planks then go up the ladder at the other side.
- Follow the walkway and then make your way through the cave path until you reach a table. Examine the document on there.
- Keep walking forward and make your way to the professor. Talk to him, and go through the dialogue options. Look at the big mural next to the professor.

- Go down the ladder. Look at the documents on the table to the right of the ladder. Keep walking right, following the wall, to reach another desk. Look at the photo on there.
- Follow the wooden path across a bridge until you reach a stone object – interact with it; your character calls it a dumbwaiter.

- Turn around and go up a stone ramp until you reach a control panel. You can look at it, but we can’t do anything with it yet.
- Leave the control panel at the opposite side and turn left to follow a stone path downwards. At the bottom, veer right until you reach another mural.
- Walk back away from the mural and continue right, until you reach an area with a diving suit. Examine the items on the table to your right. There’s a telephone, a photo, and a note.
- Look at the machine to the right of the table – examine the button, the cylinder holder and the valve wheel. Pick up an empty cylinder from the right of it.

- Follow the yellow wiring from the machine to a green box near the diving suit. Interact with it. You need to interact with the switches in order to get the gauge in the green. We flipped the second, third then fifth switch.

- Go back over to the big machine and put the cylinder in the holder on the left side. Open the small panel where the yellow cable leads and turn the switch inside to turn it on. Turn the wheel until the gauge is in the green, then press the big yellow button to the left. You can now pick up the canister, which will be full of air.

- Walk past the diving suit and keep going until you reach another desk. Look at the documents on there.
- Keep moving forward up a wooden walkway until you reach a huge mural. There’s another desk with another two documents to look at.
- Go back to the diving suit and attach the cylinder on the back of it. Interact with the front of it and choose to go down.
- Follow the path forward: it branches but ends up in the same place. Go through the underwater cave and squeeze through the passageway. Keep walking forward up a ramp. At the top, climb the ladder.
- In the next chamber you find yourself in, examine the two murals in front of you. Go to the left and look at the giant mural. After talking to the professor, there are four distinct parts of the mural to examine.
- Behind you, there’s a large circle on the ground. Stand on it to power on the machines. Now the machines are on, we need to use them to separate water and black ooze, and to get four units of black ooze.

How to use the water/black ooze machine in Call of the Elder Gods

- Press the button nearest the water to fill the first tank. From there, press the button at the other side of the first tank to send the fluid to the second tank.
- Next, press the button between the second tank and the small tank to send only the water into the small tank. You’re left with one unit of black ooze in the second tank.
- Fill the first tank again, then once again send it to the second tank. Press the button to the right of the small tank to drain it, now send the water from the second tank to the small tank. Drain the small tank again.
- You should now have two units of black ooze in the second tank.
- Fill up the first tank again and send what you can to the second tank. You should now have three units of black ooze and one unit of water. Press the button in between the first and second tanks to change the flow direction. Drain what’s left in the first tank: it will now go to the small tank.
- Send liquid from the second tank to the small tank. The second tank should now have three black ooze units and no water.
- Switch the flow direction back.
- Fill the first tank, then transfer to the second tank. It should now have four units of black ooze. Press the button on the vertical pipe nearby to send the ooze upwards to the surface.

- You’re now in control of Harry in front of the piano-like control panel. The notes in your journal relate to this.
- First, play the first, second, fourth and fifth keys, and press the ‘C’ button on the right. This will raise the towers.
- Now, play the first key twice and the fourth key twice, then press the ‘C’ button. This will rotate the towers, revealing a doorway in the left tower. Go down and enter, and look at the mural inside.
- Go back to the control panel, and now press the fourth key twice and the first key twice (then ‘C’) to rotate the towers back to their original position. Then, press the first, second, fourth then fifth keys (then ‘C’) to raise the towers even higher. This has revealed an entrance in each tower. Walk down to them.
- Go in the right tower and look at the mural – it seems to be another notation for the control panel. Look at the contraption to the left of it.

- Leave, and go to the left tower. Pick up the statuette on the floor. Place it in the contraption in the right hand tower.

- Go back to the control panel. The two most recent murals you’ve found have notations for ‘clean’ and ‘fire’. Do clean first. So press key 1, 4, 2 and 3 (then ‘C’). That will fill the tower with black ooze.
- Now the fire: press 4, 2, 5 then 3 (then ‘C’).
- Go back down to the right tower and take the statuette. Place it in the dumb waiter between the two towers to send it down to Evangeline.
- Back in control of Evangeline, look at the statue. Press the left and right buttons, then press the central button that appears on it.
- Take the statue and make your way back to the water. Interact with the diving suit to put it on.
- Walk forward through the lake, retracing your steps from earlier. You’ll eventually get a cutscene.
Chapter 3: A Guide to the Members of the Starry Wisdom Society
- Go through the dialogue options.
- When you’re in Evangeline’s bedroom, walk through the door and follow the path.
- Keep going forward until you reach giant books. From here, go right, onto a paper path that twists sidewards. Follow that until you reach a giant book that’s open on your right. Walk into it to pass through it.
- You’re now on a road – keep following it. The location will keep changing (from the Everhart Manor gardens, to the jungle) but just keep moving forward, following the path. You’ll eventually end up following a stone ramp up to a large structure, as you did in the dream at the beginning of the game.
- Eventually you’ll come to in a store room. Press the right stick to turn on your torch. Head forward and go through the double doors to the right.

- This leads to a large room with Egyptian statues. Walk straight ahead and look at the hieroglyphs on the wall and read the note.
- Turn left and go up the stairs, where you’ll find yourself in a marble room with a pyramid/tetrahedron in the middle.
- Look at the poster above a side table just at the top of the stairs. Look in the drawers of the table to find a small tetrahedron. Note it has suns on one side, moons on another side, and stars on the third side.
How to solve the pyramid/tetrahedron puzzle in Call of the Elder Gods
Interact with the large tetrahedron in the middle of the room. Press the central triangle buttons on each side. This will allow you to interact with the edges of the shape.
Just like the small pyramid you found, you need to have one side showing three moons, one side showing three stars and one side showing three suns.
Look at the bottom corners first: one piece has only two symbols. Start by rotating this into place, then trying to get the other pieces to match. Once you’ve completed it, the top of the tetrahedron will open, revealing an orb.
Rotate the orb so its glowing line matches the glowing tab – in the 6pm position.
A building will now pop out – it represents the room you’re in now. There are three layers to rotate. Rotate the bottom and middle layer so the stairs line up right in front of you. Rotate the the top dome part so there’s no tab above the front-facing door.
When you’ve done, it’ll click into place, and the upper doors will be open.

- Go up the stairs, and go up the right set. We now need to search each office and find clues about their occupants. Start with the first room – a green office belonging to a biologist.
Biologist’s office

- Start at the left side of the room and make your way right. Look at the note on the desk to the left of the door.
- Look at the crumpled paper in the bin next to the desk.
- Examine the diploma on the wall behind the desk.
- Look at the note on the desk.
Psychiatrist’s office

- Look at the metronome, the note and the tape player on the table.
- Look at the file on the desk.
- Open the box on the desk. Take the roll of film, and look at the note.
Dilettante’s office

- Look at the note on the table just to the left of the door.
- On the desk, examine the two pieces of paper and the calendar.
Archaeologist’s office

- Look at the book on the shelf to the left of the door.
- Look at the letter on the desk.
- Examine the camera on the table across from the desk.
- Go through the door in the Archaeologist’s office to find a photo development lab.
How to develop the cult photos in Curse of the Elder Gods

Place the film you picked up earlier in the machine to the left-hand side. Interact with it to get a photo ready to develop.
Now we need to put the photos in the trays in the right order – we jotted down a clue for this from a note we found earlier.
- First, put it in the second tray.
- Next, the first tray.
- And finally, the third tray.
You now have a complete photo.
Astronomer’s office

- Look at the book on the table to the left of the door.
- Examine the note on the desk.
- Look at the photos above the filing cabinets.
- Pick up the note in the tray on the desk to the right of the door.
Now you have some information as to each of the members of the cult, you can start piecing together the details. Ultimately, we need to correctly insert all the details into the chamber with the statues downstairs.
How to fill in the Egyptian statues in Curse of the Elder Gods
This takes quite a lot of logic work, but by filling in the information we have from searching the office, the photograph and figuring out the blanks, you’ll eventually have everything you need.
The table below has all of the answers.
Position | Name | Role | Code Name | Hieroglyph | Statue/Mask |
|---|---|---|---|---|---|
II | Patricia | Biologist | Corvus | Pot and two semicircles | Cat |
IIII | Eugene | Psychiatrist | Eridanus | Little bird on the left | Dog |
I | Howard | Dilettante | Orion | Has a crocodile | Crocodile |
III | Felix | Archaeologist | Auriga | Has a snake on the right | Long beak |
IIIII | Larry | Astronomer | Lynx | Has an eagle on the left | Eagle |
Tips for finding the solutions
Wondering how we got there? It took some time to work everything out, but these key bits of information helped:
- The photo in the Dilettante’s office shows he’s the biggest member of the group. In the photo we developed, the biggest member has a crocodile head.
- From a note in the Astronomer’s room, we know that the Astronomer and Orion have masks that match their hieroglyphs. Orion must be the crocodile/Dilettante.
- The hieroglyph calendar can help us work out positions once we know some symbols. From the date we know we are in the third Akhet, so the third row down on the calendar. We read the calendar from right to left.
- Once you’ve inputted all of the information in the statues, press the button in the centre to call the elevator. Enter the elevator, close the door and press the button to go up.
- You’re now in an office. Look at the letter on the wall just to the left of the lift.

- Go to the desk and look at the photo and letter on there. Look at the letters pinned to the map.
- Head behind the desk and open the double doors. Look at the note on the table, the large painting, then open the door on the right.
Chapter 4: ZNP-C
- Go through the dialogue options with the professor.
- When you’re back in control, walk down through the snow. There are branching paths but all lead to the same place – you’ll eventually reach a sign and an entrance through the rocks.

- Keep walking through and, once you’re out of the other side, make your way up to the radio tower.
- Go through the building on the right to get inside the fenced area.
- At the other side, go in the destroyed building. Examine the beds, the book underneath the bed and the electrical box on the floor at the other side. No good.
- Leave, and make your way up to the radio tower. Harry will complain that there’s no much you can do with the power out.

- From the radio tower, the generator building is just to the left down the hill – but it’s locked. We need a key.
Where to find the key to the power station in Chapter 4 of Call of the Elder Gods
The key is on the ground floor of the radio tower. Just to the right of the stairs, there’s a lockbox on the wall. Interact with it, and you’ll find a key.

- Once you have the key, leave the radio tower and go to the generator building.
- Inside, flip the switch on the generator to turn it on.
- Once you’re in control of Evangeline, go up the ladder.
- Interact with the fuse box – you need a screwdriver.

- Luckily, there’s one on the table at the side of you. Pick it up and return to the fuse box.
- Unscrew the four screws and then flip the bottom switch.
- Press the left shoulder button to switch to control of Harry.
How to get the power on in the radio station in Call of the Elder Gods
Once you’ve unlocked the generator room and opened the fuse box, you need to route the power through the different buildings of the grounds. You’ll need to switch control between Harry and Evangeline by pressing the left and right shoulder buttons.
- As Evangeline, make sure the bottom switch on the fuse box is turned on. Switch to Harry.
- Follow the red wire through a wrecked building and to a garage. At the back, pull a lever on the wall. Switch to Evangeline.

- You can now turn on the next two switches. Switch back to Harry.
- There are two cables coming off the roof of the garage. One leads to the sleeping quarters, and we’ve already seen that power box is broken. The next leads to a mess hall. Follow the wire to get there through the trees. The switch is on the right-hand wall. Pull it, then switch to Evangeline.

- Flip the switch second from the top. Go back to Harry.
- From the mess hall, the next building you need to find is storage. Follow the wire and make your way through the trees. The switch is on the back wall. Go back to Evangeline once you’ve pulled it.
- You can now switch the top switch for the radio tower. Go back to Harry.
- Make your way to the radio tower. Go inside and up the stairs, then through the door leading to an outside balcony. Go up the ladder, and you’ll find the switch on the right hand side, past some boxes.
That’s it – the power is on!
- Make your way back inside the radio tower, and a cutscene will kick in.
- In Harry’s flashback, go through the open door and examine the two desks. Go through the closed door to find yourself in another office.
- On the desk to the right, pick up the message that needs to be deciphered.
- Go around the corner and examine both documents on the desk.
- On the desks in the centre of the room, look at both documents and the photo. Then interact with the enigma machine.
How to solve the Enigma Machine in Harry’s flashback in Call of the Elder Gods

If you’ve looked around Harry’s office, you’ll have picked up the instructions. They are, thankfully, fairly easy to follow.
- Once you’ve interacted with the enigma machine, interact with the slot at the top where the message goes. Note the first three letters: GMR.
- Pull up your journal to find the code relating to GMR. It’s row 25.
- The discs are III, I and II. Click the top part of the Enigma machine, then press the orange button to reveal the reel. Rearrange the reels so they are in order III, I then II.
- Back in your journal, look at the Dial code that matches GMR. It’s 15, 26, 1.
- Hit ‘back’ to close the Enigma Machine back up. Interact with the dials and turn them so the first is 15, the second is 26 and the third is 1.
- Finally, you need to adjust the plugs. Again looking in your journal, you’ll see the plugs are UA and WF. Click the bottom part of the Enigma machine to reveal the plugs. Adjust one cable so one end is plugged into U and the other end in A, and the other so it’s plugged into W and F.
- When you’re done, pull the orange switch on the top of the Enigma machine. A note will come out saying you’ve successfully cracked it.
- Answer the ringing telephone on the right-hand side of the room. Go through the dialogue options.

- You’re back in the radio tower. Go downstairs, and let’s start looking at everything to ensure we don’t miss anything.
- Start on the desk to the left of the door. Read the letter on there, then examine the photo on the shelf behind.
- Look at the worker’s registry on the wall just to the right. Read the note attached to the bottom-right corner and look at the four portraits on the wall next to it.

- To the right, there’s an ID to examine on a shelf.
- Next, move to the desk to the right of the door. There’s a letter to read here.
- Finally, on the desk at the bottom of the stairs there’s another letter to read.
- Head upstairs. Turn right at the top and go all the way to the wall. Press the button on the device to get an encrypted message.

- Move right from here and open the box on the third desk along. Read the document inside.
- On the row of desks behind, there’s another box on the desk furthest right. Open it and read the document inside.
- On the second desk in this row, there’s another document to pick up. There’s another on the desk to the left of it.
- Finally, on the row of desks closest to the stairs, open the box on the desk furthest right to take out the cable.
- Now, head to the Enigma machine at the top of the stairs.
How to solve the encrypted messages with the Enigma machine in the radio tower
We can use the Enigma machine here just as we used before.
There are three messages to encrypt, but one has the first three letters are scribbled out, so let’s start with the others.
UZW: Start with the message that starts with ‘UZW’, which corresponds to the 25th line on the February sheet in your journal. You need:
- Discs: II, III, I
- Dial: 23, 13, 2
- Plugs: GE, FM
BDA: Next, go for the one that starts ‘BDA’. This corresponds with 1 January. You’ll need:
- Discs: III, II, I
- Dial: 19, 25, 6
- Plugs: PW, CR
???: For the final note, the first letters digits are blanked out, but we can see the last letter is a ‘W’, and the second letter appears to have a curve, like an S. If you look at the codes in your journal, there are only a few options that could fit. We are going to assume it’s ‘SSW’, on 3 January. You need:
- Discs: I, III, II
- Dial: 15, 25, 25
- Plugs: ZI, HP
- We now have all the information we need to open the big heavy door where Evangeline is stood on the ground floor of the radio tower.
How to open the reinforced door in the radio tower in Call of the Elder Gods
Once you’ve decrypted the three notes in the Enigma machine, you’ve got everything you need to open the reinforced door.
One note gave us the door code instructions: the code changes every 10 days, and it’s made up of the general’s assigned number and the date. It also noted if the current general was absent, the previous general would be in charge. Another note gave us the general’s codes. A third note was the final communication to the radio tower.
We know that the final communication was 25th February, so the code was last changed on 19th February. Adler was the general in charge, but he died on 26th January, meaning Hohenberg was in charge. That means the code to the door should be 9519.

Interact with the panel to the left of the wheel to reveal four dials. Clockwise starting from the top left, input 9, 5, 1 and 9.
Once the code is in, you can interact with the red wheel and turn it to open the door.
- Walk down the corridor and use the lift at the end.
- From the lift, walk down the corridor and look at the note on the boxes at the bottom.
- Keep following the corridor until you see a red wheel on the wall. Turn it to open a huge door.

- Walk through the door and you’ll find yourself in a control room of some sort. Look at the documents on the desks, then look through the window where a black cloud is flying around.

- Look at the map on the wall, then go through the door labelled with ‘A’. Interact with the diving suit.
- When you’re underwater, make your way down the corridor and through the rooms – there’s only one path you can take. You’ll eventually reach another ladder. Climb up it.
- In the next room, look at the three documents on the desk to your left, and the notice on the wall.
- In front of the large window is a console that can remotely unlock doors. Ultimately, we need to move the smoke monster out of the way to let Evangeline move safely around – but first, we also need to find codes to the doors so we can unlock them.
How to unlock doors in the secret facility in Call of the Elder Gods

There are four doors, each with their own code. Once Harry has inputted them into the machine, you can unlock and lock them at will. Look down as Harry and you can see the first door: 438.
As Evangeline (switch between characters with your left shoulder buttons), you can see two digits: 27. There’s one number before it. We simply tried them all until we found 527.
Switch back to Harry. Typing in the door numbers will light them up on the panel. Type in 527 then press the corresponding red button to unlock it. The smoke monster will move into that room (C). Lock the door – you’ll know the smoke is in there as the camera will go fuzzy.
Now, unlock door 438 to allow Evangeline to move into that room. In there, she can see another door number: 309.
You can only have one door unlocked at once, so have Evangeline move back to the room she started in, and then into room B. As Harry, open the door between B and C.
- Move into room C as Evangeline and use the wheel next to the door on the right. Harry can now join you. Go through the double doors with the red light above them.

- Walk towards the large vault door in the next room to start a cutscene.
Chapter 5: Prisoners of Ice
- Follow the icy passage until you reach a large chamber. Head to the consoles to the left of the door and examine the document on a trolley.
- Head to the console at the opposite side – there are two documents to find here.
- Go up the stairs and examine the chair. Pull the switch on the right-hand side of the machine. Evangeline will sit in the chair.
How to set the machine so Evangeline can communicate with the creature
- On the left-hand side of the machine, you need to move the cable between numbers and letters to find brainwaves that match between Evangeline and the creature. Test out each possible combination by moving down the letters and trying each number. You should end up with seven different brainwave patterns.

- Now, move on to the next part of the machine. There are four knobs: A, B, C and D. Each one needs to be set to a unique brainwave. Look at the brainwave patterns – we need a unique one from each letter. That means A3, B1, C4 and D3.

- Set the dials to the right numbers: A to 3, B to 1, C to 4 and D to 3, then turn the ‘on’ switch. You can now press the red button.
- Go through the dialogue options.
- When you’re in control of Evangeline, look at the items on the desk, then interact with the door to leave.

- Go down the path to your left, and follow it until you come to a crossroads. Take the left path to look at a creature, the path straight ahead to find a mural, and the path to the right to go through a large door.
- Walk down the corridor and, when you reach the strange light orb, walk into it to be transported to another room.

- Head left to find another mural, then head behind you to look at a strange machine. Hmm. Leave this room then go left to interact with a beam of light. It will take you to yet another room.

- Look at the telescope. There doesn’t seem to be anything else in here. Go back down both light beams, and then go through the door on your right. This is the Great Library.
- In the library, turn left to look at a note on a desk and a large mural. There’s another note on the desk to the right of the mural.
- Head to the right of the library and ensure you look at all documents on the desks over there. There’s three on the desk straight ahead, and then three more in the alcove to the right.
- Walk into the yellow strand to get taken to the upper level.

- Look at the murals either side, then walk along the walkway straight ahead.
- Follow it to the yellow beam, which will transport you across the gap.
- Head right, to find another mural.
- Go through the gap into the observatory-like room.

How to use the Observatory in Chapter 5 of Call of the Elder Gods

Our overall goal in this section of the game is to find the Pnakotus of Evangeline’s time. But first we need to discover what time she is actually in. If you’ve followed our guide through the chapter so far, you’ll have all the necessary notes in your journal.
Because we saw a Dimetrodon in the gardens, we know we are in the second era (going on the order of the murals in the journal). We know that the number ‘2’ is written with two wavy lines.
We are also on Earth, so look at the drawing in the journal that represents the solar system. Each is the third planet away from the sun, so it’s represented by a large circle with two wavy lines going through it, and a small circle above them.

On the Observatory machine, find the symbol matching Earth, then press it. Then, using the ‘C’ button above, rotate the options until you find two matching lines (for 2). Then press the button at the opposite side of the Observatory machine.
Now, look at the ceiling of the Observatory: there are a number of constellations here. Look for the one that Evangeline has noted in her journal, then note the symbol underneath it.

- That’s all we can do in the Observatory. We now need to go back to the other strange machine we found earlier.
- Leave the Observatory and go back across the gap. Head downstairs into the Library, through the door and left into the light beam. Go to the room to your left, then turn left again to use the constellation machine – or the Central Map as your journal calls it.
How to use the Central Map in Call of the Elder Gods

We need to first input the constellation symbol into the machine, which is a large circle with two wavy lines to the left, and a smaller circle jutting out with a line to the right – it’s in your journal.
Use the upper arrow buttons to cycle through the options, and press the central button to rotate them. When you’ve found the correct symbol, you then need to pay attention to the lower buttons on the machine.
Now, we need to input the number that represents the the number ‘5’, since present day (man) is the fifth era. Five is represented two wavy lines, with a ball on the end of the top one.
When you’ve selected the right number, press the green button below.
- You’re now back in the present. Go down the steps and turn right, heading to a big green door that should open as you approach it.
- Follow the pathway around to reach the ‘spaceship’. Stand on the circle in the floor to power it up, then approach the machine.

- Like the Central Map, you need to input a number using the strange notation of lines and dots. The number you need is 89345.
How to work out the number system in Call of the Elder Gods
- The number system is fairly easy if you picture it in a grid of threes.
- The first three numbers are simply one, two and three lines. They form the basis of every digit.
- Adding a dot increases the number. So for four, five and six, only one dot is needed. Nine is the only number that needs three dots.

- Input the correct code into the console for 89345, then press the green ‘C’ button to go.

- Interact with the steering wheel.
- After the cutscene, leave through a door at the back of the room.
- Head right to find yourself in the room you could see through the window. Interact with the mind-swapping device.
- You need to get the wires in the right place. A green light simply means one of the wires is in the right place. If you can get a yellow light, then you can easier deduce which ones are correct and which aren’t. It took a fair bit of trial and error. The solution is below.

- Go back to the room where you started, and interact with the chair.
- Go through the dialogue options.
Chapter 6: Pna-ko-tus
- Turn around and walk down the path.
- Go through the small passageway, and you’ll be in a large open space.
- Move left, where you’ll find a tent. Examine the four documents in there.

- Cross the water and there’s a waterfall to the left- look behind it to find a door with some symbols on it.
- There’s a ramp heading up behind the waterfall. Climb it, and look at the documents in the tent up here.
- Keep moving, past a ladder until you reach a large stone wall. Look at the symbol on here.
- Go back down the ramp at the waterfall and go examine the giant door, and the symbol at the right side of it.
How to complete the puzzle in Chapter 6 in Call of the Elder Gods
The puzzles look and sound more complicated than they are in Chapter 6 in Call of the Elder Gods. You don’t need to worry too much about the light sources other than to activate two mechanisms. Everything you need to do revolves around the central system with the rotating balls just in front of the large door.
The first pattern
- Interact with the console just behind the ball contraption. It has four arrow buttons, and three odd switches. Pressing one of the four buttons will start the corresponding ball in motion.
- Look in your notebook – you’ve got a diagram showing the first ball – the one in the outer ring – and the second ball in movement, with around 80 degrees between them. You need to recreate this: start the second ball moving and, when it gets to the first quarter, set the first ball moving.
- It may take a few tries, but it should eventually make an ‘S’ with a dot shape appear in the air above. Use the first of the three odd switches to manipulate it so it matches the shape you’ve drawn in your journal, found on the rock on the upper level. It needs to be turned around, so the dot is on the left, underneath a wave.

- Once it matches, leave the console and press the button in front of the ball mechanism.
- This will activate a lift near where you found the symbol.
- Head up the ramp behind the waterfall. This time, go up the ladder and interact with the orb. This will create a beam of light. Interact with the lens and rotate it so it hits the orb you can see below the ladder.

- Go down to this orb, and rotate its lens to the left to connect with another orb over there.
- For the final light beam, don’t connect with the next orb – instead, shine the light upwards so it hits a small circle in the stone wall.
- Now, stand on the platform where you found the first symbol and press the diamond button which will send the platform moving upwards. If you’ve correctly placed the beam of light, it should connect with the orb once you reach the top.
- Use the lens to connect with the globe sticking out of the ground here. Interact with the globe to get the second pattern for the ball machine.
The second pattern
- Go back to the console for the ball machine. Look at the ball pattern you’ve jotted in your journal – we now need the third ball to be moving, roughly 90 degrees behind the first ball.
- Leave both balls you’ve already got moving. Press the button for the third ball when the first ball reaches the first quarter marker. You can press the button again to stop the ball to keep trying if you need to.
- Now, use the first and second switches to rearrange the symbol to match the one found on the door next to the waterfall. It sort of looks like ‘ISS’.
- Once you’ve got it, press the button in front of the ball mechanism. This will open the door near the waterfall. Enter the door and you’ll find another light orb.
- Go up the ramp and up the ladder. Manipulate the lens here so it’s pointing down through the hole in the ground and connect it with the orb down there.

- Go back down the ladder and ramp and through the door. Move the lens so the light is pointing at the globe on the wall. Interact with it to collect the third and final pattern.
The third pattern
- Go back to the console.
- There’s only the fourth ball to set in motion. Look in your journal: it needs to go at the same time as the third ball.
- Time it just right to get the third and fourth ball moving off the start together.
- When the next part of the symbol appears, use all three switches to manipulate the shape to match what’s on the side of the large door.

- When you’re done, press the button in front of the mechanism.
- Go through the door and head down the ramp. Turn left to go down further, then follow the passageway.

- Use the yellow light path to zap to the top of the tower.
- Follow the path up, then make a choice.
- In the final scene, simply follow the path with Harry, then engage with the dialogue.
That’s it, you’ve finished Call of the Elder Gods, and we really hope you found our walkthrough helpful!
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