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Call of the Elder Gods Cheats

Call of the Elder Gods

Hints and Tips:
---------------
Submitted by: David K.

Call of the Elder Gods is a first-person Lovecraftian narrative puzzle adventure from
Out of the Blue Games (the studio behind Call of the Sea), published by Kwalee and
built in Unreal Engine 5. Set thirty years after Call of the Sea and inspired by H.P.
Lovecraft's "The Shadow Out of Time", it follows Professor Harry Everhart and student
Evangeline "Eevee" Drayton across a prologue and six chapters, from Everhart Manor to
the Australian outback, a frozen facility, and the otherworldly ruins of Pnakotus. At
its core it is an escape-room game: search every location, gather clues, and solve
environmental and logic puzzles to move on. The tips below cover how to approach the
puzzles; the Solutions section walks through the trickiest ones step by step.

-= Live in your journal =-
Your journal is the single most important tool in the game. As you inspect objects,
symbols, portraits, and notes, the journal automatically records the relevant details
for you, so you rarely have to run back and forth between rooms. When a puzzle stumps
you, open the journal first and reread every entry for the current area before doing
anything else; the clue you need is almost always already written down.

-= Inspect absolutely everything =-
This is an observation game above all. Many puzzles are "press this" or "rotate that"
challenges that only reveal themselves once you have examined a painting, a statue, a
mural, or a scrap of paper. Walk every room, zoom in on anything that looks
deliberate, and let the journal log it. Missing a single clue can turn an otherwise
fair puzzle into pure guesswork.

-= Use the difficulty and hint options =-
You can tailor the challenge from the menu with toggle-able hints, on-screen icons,
and journal entries. If a puzzle has you stuck, the built-in hint system nudges you
toward the right way of thinking rather than just handing over the answer, though it
will spell out the full solution if you keep asking. There is no penalty for using it,
so lower the friction whenever a puzzle stops being fun.

-= Swap between Harry and Evangeline =-
Several sequences let you switch between Harry and Evangeline, and a few puzzles can
only be solved by moving between the two and sharing what each one can see across time
and space. When you hit a wall, check whether you can swap characters; the missing
piece is often something only the other protagonist has access to.

-= Take it slow =-
Call of the Elder Gods is a deliberate, slow-burn adventure with no action and no time
pressure. New chapters can feel overwhelming, dropping you into an area full of locks,
out-of-reach spots, and cryptic clues at once. The best approach is to take a breath,
gather every clue first, and work through the puzzles methodically rather than brute-
forcing locks.

-= Dare to read the Occult Books =-
Scattered through the world are optional Occult Books. Reading them opens extra,
reality-warping puzzles for players who want a tougher challenge. They are not
required to finish the story, so treat them as bonus content, but they are the closest
thing the game has to a hard mode.

-= Hunt secret objects and clean up with Chapter Select =-
Each chapter hides a handful of secret objects and tied-in trophies. You can miss them
on a single run, but the Chapter Select feature lets you return to any chapter
afterward to find anything you skipped, so you never have to restart the whole game to
reach 100% completion.

-= The ending is a choice =-
The roughly seven-hour story, narrated by Call of the Sea's Norah Everhart, builds to
a final choice at the climax, and the game has multiple endings. If you want to see
more than one outcome, make a save before the finale so you can reload and pick the
other path.


Solutions:
----------
-= Prologue: open the Christmas safe =-
1. Examine the Christmas tree and interact with all seven baubles; each one is logged
   in your journal with a symbol and a number.
2. Read the note on the piano, then play the piano keys, which are marked with the
   same symbols as the baubles.
3. Three keys make no sound: the spiral, the star, and the triangle. Those are the
   symbols you need.
4. The baubles matching the spiral, star, and triangle carry the numbers 1, 4, and 6.
   Enter 146 into the safe to open it.

-= Chapter 1: solve the garden vase puzzle =-
1. In the manor gardens, find the five vases (urns), each carved with a face, and
   examine the gate at the far end, which shows five faces and a symbol above each
   one.
2. Each vase's face has to point at the landmark that matches its symbol. Line up each
   one with its target around the garden: the gate, the fire pit, the tree stump, the
   greenhouse (the flower symbol), and the well (the fish symbol on the bucket).
3. With all five vases aligned, the gate opens. Enter the mausoleum, read the portrait
   inside for a clue, and take the greenhouse key from the table.
4. Use the key on the greenhouse and pick up the missing book from the table inside to
   set up the bookshelf puzzle.

-= Chapter 1: arrange the books on the shelf =-
1. You need to find the missing book, which is in the greenhouse; grab it as described
   above. Once you have all eight books on the shelf, you need to put the books in the
   right order.
2. Open up your journal. Search the manor thoroughly and you will have found four
   portraits, each with two words written above them. Those words match the books, and
   the portraits show people at different ages, so you sort them in age order,
   youngest to oldest, from left to right.
3. Place the greenhouse book on the shelf to start the puzzle, then arrange

-= the eight books in this order =-
* PRAETERITA
* MUTARE
* NON
* POSSUMUS
* SED
* FUTURA
* PROVIDERE
* DEBEMUS
4. With the books in order, the shelf unlocks the secret passage behind the fireplace.

-= Chapter 2: work the water and black ooze machine =-
You need four units of black ooze in the second tank. The machine moves fluid between
a first tank, a second tank, and a small tank using the buttons around them.
1. Press the button nearest the water to fill the first tank, then press the button on
   the far side of the first tank to send the fluid into the second tank.
2. Press the button between the second tank and the small tank to drain only the water
   into the small tank. That leaves one unit of black ooze in the second tank.
3. Fill the first tank again and send it to the second tank. Press the button to the
   right of the small tank to drain it, send the water from the second tank into the
   small tank, then drain the small tank again. You now have two units of black ooze
   in the second tank.
4. Fill the first tank once more and send what you can to the second tank. You should
   have three units of black ooze and one unit of water. Press the button between the
   first and second tanks to change the flow direction, then drain what is left in the
   first tank so it runs to the small tank.
5. Send the liquid from the second tank into the small tank; the second tank now holds
   three black ooze units and no water. Switch the flow direction back to normal.
6. Fill the first tank and transfer it to the second tank for a fourth unit of black
   ooze. Press the button on the nearby vertical pipe to send the ooze up to the
   surface.

-= Chapter 4: crack the radio tower's reinforced door =-
1. Decrypt the notes at the Enigma machine first. The door code changes every ten days
   and is built from the duty general's assigned number plus the date it was last set.
2. The final radio message is dated 25 February, so the code was last changed on 19
   February. General Adler would normally be in charge, but he died on 26 January,
   which puts Hohenberg on duty.
3. Combine Hohenberg's number with the date to get the code: enter 9519 to open the
   reinforced door.

-= Chapter 5: input the spaceship console code =-
1. The console uses a line-and-dot number system: one, two, or three lines stand for
   1, 2, and 3, and adding a dot raises the value, so you can build any digit from the
   marks shown in your journal.
2. The code you need is 89345. Enter each digit using the correct line-and-dot
   notation, then press the green "C" button to confirm and power the route forward.

Reference:
----------
* Journal - auto-logs every clue you inspect; reread it when stuck.
* Hint system - toggle-able hints and icons with no penalty for using them.
* Character swap - some puzzles need you to switch between the two leads.
* Occult Books - optional reads that unlock extra, harder puzzles.
* Secret objects - hidden per chapter; mop up missed ones via Chapter Select.
* Endings - a final choice leads to multiple endings; save before the finale.
* Prologue safe - 146 (from the spiral, star, and triangle baubles).
* Reinforced door - 9519 (general's number plus the last code-change date).
* Spaceship console - 89345, entered in the line-and-dot number system.
 
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