In this chapter, you will find a list of all achievements/trophies that you can get in the game Call of Cthulhu. There are 49 in total (50 for the PS4 console version). Each trophy contains a description of the activities required to get it.
- Professor of Arkham University
- Detective Edward Pierce
- John Reynold Legrasse
- Jack of all trades
- Ex Oblivione
- The most trivial object
- Detective historian
- The Shadow Out of Time
- Strange secrets
- More sober than Zadok Allen
- Beyond reality
- Complete revelation
- The Sarah Hawkins case
- The Delusional Investigator
- The Strange High House
- The Terrible Old Man
- The Secret Cave
- The Brilliant Mind
- The pit of horror
- The Temple
- The Sandman
- Shared Guilt
- From Beyond
- The Thing on the Doorstep
- Scholar of the Unspeakable
- The Book
- The White Ship
- The amulet of the Ancients
- The dreamlike investigation
- No prohibition for Darkwater
- The Outsider
- Companion in arms
- Attack the docks
- The Good Samaritan
- The Rats in the Walls
- Hippocratic Oath
- Voyage into history
- Fluent in R'lyehian
- The Abomination of Darkwater
Professor of Arkham University
How to unlock: Unlock all remaining achievements.
Description: This achievement is only available on PS4. In order to unlock it, you have to complete the 49 remaining achievements.
Detective Edward Pierce
How to unlock: Achieve Expert status in any ability.
Description: Obtain Expert status in any ability of the protagonist. You don't have to worry about this achievement - you will be able to develop your chosen skill to the required rank after just a few hours of gameplay.
John Reynold Legrasse
How to unlock: Find 20 hidden items.
Description: To get this trophy, you need to find 20 hidden items in the game. These can be books that develop the abilities of Medicine of the hero, occult objects that develop Occultism, as well as the case, closed documents. The location of hidden objects can be found both in the description of the passage and in a separate chapter devoted to this issue.
Jack of all trades
How to unlock: Examine 50 items.
How to unlock: Fail a skill test.
Description: Ability tests take place during some conversations with NPCs - you will then have the option to perform a test (e.g. for strength or eloquence) and hence influence another character. The easiest way to achieve this is by trying to do an aptitude test that you don't develop at all.
The good time to fail the test is the beginning of the game - chapter 2 to be more precise. When an attempt is made to break into the magazine (the exact description can be found in the description of the passage of chapter 2), the hero is covered by Cat. Here you will be able to perform a strength test - if you don't have enough of this skill, you will fail the test and get this achievement.
The most trivial object
How to unlock: Find all blue small flasks.
Description: To get this trophy, you need to find all the small blue Sleeping Pills. These bottles can be found in several locations in the game - the first one can be found in chapter 1, in the office of detective Pierce.
A detailed description of this achievement can be found in a separate chapter of the guide. The individual stages are also shown in the walkthrough of the following chapters: 1, 2, 3, 5, 6 and 7.
How to unlock: Organize the memories of Margaret Wyckwood.
Description: To unlock this achievement, you need to find 5 logs of the pastor's wife. They are to be found in chapters 4, 6, 7, 9 and 13, and their exact location is shown in the above video.
The Shadow Out of Time
How to unlock: Discover all of the Forgotten Tribe's frescos.
Description: Frescos can be found in three different locations:
The first fresco can be found in chapter 2. Go to warehouse 36 through the secret passage in one of the buildings (described in the "How to get to Warehouse 36?" chapter). After the hallucinogenic water, get to the surface and examine the fresco located next to the ladder that goes up.
The second fresco (rather a group of them) can be found in chapter 4, right after you and Officer Bradley split to go through the flooded cave entrance. Just continue along the path upwards and examine the frescos to the right.
The last fresco can be found in chapter 14, right before meeting the doctor. When exploring the caves, focus on the wall to your left - in a small pit you will find the last fresco.
After you explore these three locations, you will unlock the desired achievement.
How to unlock: Find occult objects.
More sober than Zadok Allen
How to unlock: Don't drink alcohol.
Description: The achievement is quite specific because it requires the player not to do something. Throughout the game, you'll come across glasses of whiskey, which the hero can drink - the first such opportunity will already come in chapter 1. In order to get the achievement, you simply have to ignore these items - don't drink alcohol from them once and you will get the achievement when you're done.
How to unlock: Read an unholy book.
Description: Unholy books are objects that you can read in the game world. This action is not required to complete the game, but it allows you to raise the level of Occultism of the hero, so it is worth doing it. A detailed description of the location of all books of this type can be found in the walkthrough, as well as in a separate chapter devoted to this issue - for the purpose of this achievement you only need to read one of them.
How to unlock: Read all unholy books in the game.
Description: Unholy books are objects that you can read in the game world. This action is not required to complete the game, but it allows you to raise the level of Occultism of the hero, so it is worth doing it. A detailed description of the location of all books of this type can be found in the description of the transition, as well as in a separate chapter devoted to this issue - to unlock this achievement you need to read all the books in the game.
The Sarah Hawkins case
How to unlock: Take over the case of Sarah Hawkins.
Description: This achievement is automatically unlocked at the end of the first chapter - this is an achievement related to the storyline, which cannot be omitted.
The Delusional Investigator
How to unlock: Be the plaything of an hallucination.
Description: This achievement/trophy is related to one of the ways of entering the warehouse no. 36 - this is part of the chapter 2. Go to captain Fitzroy and speak with him. Leave his office and go further into the town - notice a large group of people going from the opposite direction. Those people where blocking the access to this part of the town.
You come across a small hall with a trapdoor that blocks the access to the lower level. You need to find three items:
- Lever - you can find it on the left side of the entrance, behind the box.
- Ratchet Device - right next to the lever, near the broken cart.
- Cogwheel - this item is located directly from the entrance, near the ladder.
After that you have to climb the ladder and reach the mechanism located at the end of the platform. Interact with it to install the parts in the following order: the lever, the cogwheel, the ratchet device. Now, activate the mechanism. This will open the passage in the floor.
Go down the ladder and enter the gassed room. Go through the flooded cave - your character gets pulled into water by a monster. The achievement/trophy is unlocked after your character reaches the surface. Keep moving towards the warehouse no. 36.
The Strange High House
How to unlock: Get a drive to the Hawkins manor.
Description: This achievement is automatically unlocked at the end of the second chapter - this is an achievement related to the storyline, which cannot be omitted.
The Terrible Old Man
How to unlock: Convince the caretaker to help you.
Description: The achievement is automatically unlocked after talking to the caretaker of the Hawkins family, an elderly man who is still in the dilapidated property. This is an achievement related to the storyline and it cannot be omitted.
How to unlock: Examine the memories of the Hawkins family.
Description: Achievement is automatically unlocked - it is related to the story, so it cannot be omitted.
The Secret Cave
How to unlock: Discover the secret passage under the Hawkins manor.
Description: This achievement is automatically unlocked at the end of the third chapter, after opening the secret passage (regardless of the chosen method) leading to the underground. For a detailed description, please refer to chapter 3. This is an achievement related to the storyline and it cannot be omitted.
The Brilliant Mind
How to unlock: Use the globe to unlock the secret passage under the Hawkins family property.
Description: Achievement can be unlocked at the end of the third chapter, before entering the secret passage under the property of the Hawkins family. In order to get them, you have to unlock the passage with the help of a globe - you have to solve a riddle related to it. The description of the puzzle can be found in a separate chapter of this guide.
First of all, you should examine the map lying on your desk - the journey is marked on it. Dashes between individual points are a hint - it is a route that now needs to be mapped on the globe. Get closer to the item and interact with it. Now follow these instructions:
- Set the initial location at 42N, 70W
- Move the pointer to 47N, 55W - you must move it up and to the right.
- Now move the pointer to 49N, 61W - a little bit up and left.
- Set it now to 57N, 51W up and right.
- Finally, move the pointer to 33N, 53W down.
Finally, the pointer should be placed in the middle of the symbol representing the directions of the world - as shown in the picture above. Now you only need to confirm your choice to finish the puzzle and open the mysterious passage. For your actions you will receive a Brilliant mind achievement.
The pit of horror
How to unlock: Fall into the sacrificial pit.
Description: The achievement is automatically unlocked at the end of the fourth chapter after the hero falls into the sacrificial cavity - an achievement related to the story, which cannot be omitted.
How to unlock: Take part in the rituals in the cave.
Description: This achievement can be achieved during the fourth chapter of the game Call of Cthulhu. The chance to unlock them comes at the end of your journey through the underground, when you reach the place where cults perform filthy rituals. . You get the achievement/trophy after the ritual. This is a story-related achievement/trophy - you can't miss it.
How to unlock: Make a deal with the insane prisoner.
Description: This achievement can be achieved during the fifth chapter of the game Call of Cthulhu. You'll find a prisoner who can help you divert the attention of the guards - in exchange for sleep pills (Sleeping Pills) he'll make noise by pulling the guards together and unblocking access to the exit. Sleepy tablets can be found in the pharmacy (it is marked with a label "Pharmacy").
How to unlock: Take Irene Sanders to the verge of sanity.
Description: You unlock this achievement after completing several activities. First, when talking to Marie Colden and Officer Bradley (beginning of chapter 6) you have to decide that you tell them the truth about what happened to her husband. Then when talking to the woman (chapter 6) tell her, he died in agony. Finally, find and play the husband's recording (mentioned in chapter 6 walkthrough). This achievement does not pop up instantly - you get it later after you find out what happened to Irene Sanders.
How to unlock: Expel the Wanderer.
Description: this achievement is unlocked during your stay at Irene Sanders' home in chapter 6 of Call of Cthulhu. There will be a meeting with the Wanderer, a ghastly creature that will come out of the painting of the same name. To unlock an achievement, you must signal it by punching the canvas with one of the daggers. This achievement is story-related - it cannot be omitted.
The Thing on the Doorstep
How to unlock: Expel the Wanderer with one dagger.
Description: The achievement is related to the previous one because it consists of the same action - the exile of the Wandering, the creature you will meet during chapter 6 Call of Cthulhu. To unlock them, you have to start fighting with the Wandering, go for the dagger and choose the right one the first time, and then destroy the canvas. If you choose the wrong dagger, you will have to repeat the stage - let yourself be caught by the monster.
Which dagger to use to get rid of Wandering can be found in the walkthrough of the game's 6th chapter.
Scholar of the Unspeakable
How to unlock: Meet Drake's Algernon and accept his help offer.
Description: This achievement can be unlocked during the 8th chapter of the game Call of Cthulhu, as soon as you open the safe containing the Necronomicon book and play the stage as your doctor. There will then be an exchange of views between the main character and Drake's Algernon - just nod at his help offer to unlock this achievement.
How to unlock: Read the Necronomicon.
Description: This is a story-related achievement - you will unlock it at the end of chapter 7, after opening the safe and reading the book.
The White Ship
How to unlock: Learn Scylla's secrets.
Description: This achievement can be unlocked in chapter 8 when you reach Dr. Fuller's office. Solve the ship puzzle - maneuver the ship's masts in order for them to face the ship's bow. Turning one mast turns the rest as well, so you have to plan it properly.
The exemplary combination (masts from 1 to 3 counting from the left): 2, 2, 1, 3, 1, 3, 3, 2, 1, 3, 2, 2, 1, 1, 2, 3, 3, and 2.
The amulet of the Ancients
How to unlock: Acquire Algernon Drake's treasure.
Description: A story-related achievement, cannot be missed.
The dreamlike investigation
How to unlock: Accept the revelation.
Description: To unlock this achievement, you need to accept Leviathan's will - he will visit you in the cell, and you have to accept his knowledge.
Wait for the first dialog options appear on the screen and choose a variant to give in to Leviathan's control [Submit]. Continue the conversation with the being, and at the end, choose the option to [Accept the knowledge]. This will unlock the described achievement.
No prohibition for Darkwater
How to unlock: Deliver the liquor to the sailors.
Description: You can unlock this achievement in chapter 2 of Call of Cthulhu. Your goal during the second chapter is to get to the magazine that houses the secrets of the Hawkins family. One of the roads leading to the warehouse will require to encourage two drunken sailors to help you. You will need a liqueur for this purpose. To get it, go along the coastline of Darkwater - avoid the crowd around the dead whale and head to the huts in the distance. Get inside one of them by opening the lock with lockpicks - inside you will find a bottle with a drink. Now go back to the drunks and give them alcohol - they will draw the attention of the guards by opening the passage and you will get an additional achievement.
How to unlock: Vanquish the creature once and for all.
Description: This achievement is related to the story, it cannot be omitted. You will receive it for defeating the Shambler during Chapter 11.
Companion in arms
How to unlock: Save Drake's life when fighting the creature.
Description: During the final battle with Shambler, after the monster is exiled and pulled back into its world, it will try to take Drake with it. To prevent this - and unlock the achievement - you need to shed a light from your lamp on it.
Attack the docks
How to unlock: Escape the area occupied by the enemies.
Description: A story-related achievement, cannot be missed.
The Good Samaritan
How to unlock: Save Mitchell.
Description: This achievement can be unlocked during the 12th chapter of Call of Cthulhu. Your goal here will be to get to the whaling station - you will need to obtain the right key. You can do this by collecting the first-aid kit from the Warehouse 36 and delivering it either to Cat, who is in Captain Fitzroy's office, or to Mitchell, who is located at the marina next to the hut, where during chapter 2, you will find alcohol for drunks, which in turn will let you to get to the warehouse.
In order to get this achievement, deliver the med kit to Mitchell.
The Rats in the Walls
How to unlock: Use brutality to force suspects to speak.
Description: This achievement can be unlocked during chapter 11 when you play as the Cat. Immediately at the beginning of the chapter, you will have to question two thugs, whose actions led to the death of officer Henry West. In order to get this achievement, you have to hit one of the thugs - use the dialog options located at the bottom (Punch the one on the left or Punch the one on the right).
How to unlock: Cure all patients.
Description: This achievement can be unlocked during chapter 8 when you control the nurse working at the hospital. In order to unlock it, you need to cure all patients. This is pretty simple - go through blocks A and B and interact with each patient you find. Use all available dialogue options on each "interactive patient", which will be considered as curing the patient.
Finally, you have to get to the corridor where two fishermen wait for any information about their mother. If you cured all patients, you will have also encountered the woman in question - tell the fishermen that she is getting better to get the achievement.
Voyage into history
How to unlock: Open a sailor's chest at a whaling station.
Description: This achievement will be unlocked during the 13th chapter of the Call of Cthulhu. When you meet Sarah for the first time, you'll visit the hero's office and return to the right location, turn around and enter the room. There, in the corner, you'll find a chest - opening it will unlock the achievement described above.
Fluent in R'lyehian
How to unlock: Select all answers in R'lyehian.
Description: To unlock this achievement, you need to select a total of 9 options with the R'lyehian answer. These choices start from chapter 9, while returning with Sara Hawkins to her home.
These choices can be made:
- During the conversation with Sara Hawkins in chapter 9.
- During a conversation with Bradley Officer in chapter 9.
- In a second conversation with Sara Hawkins during chapter 9.
- During a conversation with Drake in chapter 9.
- During a conversation with Leviathan in chapter 10.
- 3 times with Marie Colden during chapter 14.
- During the final interview with Sara Hawkins in Chapter 14.
The Abomination of Darkwater
How to unlock: Kill 5 demon-possessed residents.
Description: The trophy can be unlocked during the 12th chapter of the Call of Cthulhu. You can earn it when you get out of your cell and travel through the port of Darkwater. Just shoot 5 residents to unlock this trophy.