A 100% run in Call of the Elder Gods is a ledger problem, not a second full walkthrough. The story unlocks many achievements automatically; the real work is finishing 113 journal clues, taking one chapter-specific detour before each exit, and replaying the final decision for its opposite result. Chapter Select makes cleanup possible, so there is no reason to restart a six-chapter save because one desk or hidden object was missed.

Verified boundary: Steam displayed 31 achievements when this checklist was researched on July 19, 2026. The official Steam announcement feed showed patch v0.1.0.1 as the latest named patch found. Global unlock percentages are deliberately omitted because they change; achievement names come from Steam, while triggers were cross-checked against two readable completion guides.
Spoiler warning: this route identifies every chapter, hidden room, secret object, the 2006 sequence, Pnakotus, and both final sacrifice options.
Build one ledger around the seven chapter ranges
Use the journal percentage only as a warning, not as a locator. The stable way to audit the collection is by the numbered range for each chapter:
| Section | Clue range | Count | Most common loss |
|---|---|---|---|
| Prologue | 1-11 | 11 | Not pressing every piano key or not rotating all seven ornaments |
| Chapter 1 | 12-29 | 18 | Leaving a portrait fragment, balcony frame, or urn uninspected |
| Chapter 2 | 30-36 | 7 | Missing one mural after the towers change height or direction |
| Chapter 3 | 37-63 | 27 | Skipping small office items or failing to develop the photograph |
| Chapter 4 | 64-77 | 14 | Missing evidence above, below, or behind the radio-room desks |
| Chapter 5 | 78-106 | 29 | Not logging all seven brainwave pairs or both computer-lab boards |
| Chapter 6 | 107-113 | 7 | Inspecting only one of the two mirror-fed mechanisms |
The numbered source has one visible labeling defect near the end: it groups 111-112 together and then prints 112 again. Treat the two independently powered mirror mechanisms as separate journal checks. Do not assume the duplicate label means one can be skipped.
Prologue and Chapter 1 contain 29 clues before Virginia
Prologue: Clues 1-11
- 1: leave the starting room and enter the Christmas-memory room with the piano; the first entry registers through progression.
- 2: operate every piano key, including keys that do not belong to the safe answer. The journal needs the complete set of shapes.
- 3: inspect the paper on the piano and turn it over.
- 4: examine the locked safe before opening it.
- 5-11: find all seven numbered ornaments on the tree and rotate each one until its number and symbol are recorded.
Before solving the safe, earn You Looked That Up in a Guide… Again! by playing 6-1-9-11-8 on the piano. The route safe itself uses 146, but that short melody is the optional achievement input.
Chapter 1: Clues 12-29
Work the manor interior before the garden. In Harry’s small office, inspect the unusual books for 12 and take the drawer key for 13. Back in the main library, read the round-table note for 14 and inspect its nearby wall portrait for 15. Use the key, then examine both torn portraits in the storage room for 16-17.
Upstairs, enter the room Evangeline calls dark. The large frame is 18 and the photograph on the center table is 19. Leave that room, cross to the balcony, turn left, and follow it to the hanging frame for 20.

The five garden urns are 21-25. Register them separately: the well-side urn, the urn across the first bridge, the gazebo urn, the one beside Norah’s statue, and the urn behind the greenhouse. The metal face gate is 26. Once the urn solution opens it, take and inspect the mausoleum’s greenhouse key for 27 and the baby portrait for 28. Unlock the greenhouse and inspect the missing shelf book for 29.
Combine this collection pass with two achievements:
- Bouquet: take the white flowers from a low shelf on the greenhouse’s right side. Carry them to Norah’s statue and place them on the bench.
- The Terrible Old Man: collect all three secret objects: the driver’s license on the upstairs dark-room bench, the letter behind the chairs at the far left of the upper balcony, and the switchblade on the sacks immediately right after entering the back garden.
Chapters 2 and 3 move the collection into machinery and offices
Chapter 2: Clues 30-36
The first three clues are above water: inspect the mural behind Harry on the raised excavation ledge for 30; descend, keep right, and enter the lower cave for mural 31; continue beyond the diving equipment to the end mural for 32. Underwater, the first obvious mural is 33. At the black-ooze apparatus, inspect the lower portion of the mural on the left for 34.
The last two depend on tower state. After Harry raises the towers and turns them so the left entrance is usable, enter the left tower and inspect its mural for 35. Restore the orientation, raise the towers to the next useful level, enter the right tower, and record the mural beside the statuette socket for 36.
Take both optional detours before leaving:
- Peaslee’s Parliament: from the broad excavation area, stay against the left wall until it reaches the water. Turn left along the narrow shore and follow it into the dark corner for the recording.
- Best Served Cold: after placing the unfinished statuette in the right tower, enter 3-5-2-4 at the refinery instead of the normal heat melody. Visit and inspect the frozen statuette so the achievement registers; then return to the required crafting state.
Chapter 3: Clues 37-63
In the statue hall, inspect the hieroglyph wall for 37 and the paper beneath it for 38. Solve the upper pyramid, climb the left stair, and enter the first office. The first new object is 39; the table and desk provide 40-42. Move through the remaining offices slowly:
- 43-47: entering the next office registers 43; inspect the left-side evidence, camera, desk material, and the chemical trays in its rear room.
- 48-52: the third office grants 48 on entry. Clear its left table, desk papers, and calendar before moving on.
- 53-57: the fourth room grants 53. Inspect both table items, the desk, and the film cylinder inside the suitcase.
- 58-62: the fifth room grants 58. Check its desk, waste bin, diploma behind the desk, and the table on the left.
- 63: return the film to the archeologist’s darkroom, expose a sheet, and develop it in the middle tray, then left, then right. Take the finished photograph.

Chapter 3 also carries three easy-to-lose achievements:
- You Damn Brat!: select every response explicitly marked sarcastic during Bowen’s interrogation. When the game offers the unmarked line about helping with a medical condition, choose it as part of the sarcastic run.
- Meta-Reference: in the dream after the interrogation, pass through the giant book. When the garage appears on the left, turn around instead of continuing; take the floating blue key behind you.
- The Man Behind the Curtain: after the five-statue solution raises the lift, find the two concealed buttons on the columns flanking the door to the last room. Press both and inspect the opened space behind the curtain.
Chapter 4 stores 14 clues on both floors of the radio station
During Harry’s wartime Enigma memory, inspect both items on the machine table for 64-65. After the memory and power restoration, sweep the present-day building from bottom to top:
- 66: downstairs, left of the door through which you first entered.
- 67-68: the table to the entrance’s right, then the calendars on the wall behind it.
- 69: the photograph resting on a book beneath the stairs.
- 70: upstairs at the far-right machine; press its large control and collect the dispensed paper.
- 71-72: two boxes on separate upper tables near that machine.
- 73-74: the pair of central upper tables.
- 75-77: decode all three present-day messages. Each successful Enigma result adds one entry.
Three achievement detours fit the same pass:
- This City is Afraid of Me: in the wartime memory’s first office, search the waste bin behind the left desk for the comic.
- Unspeakable Cults: after the first tower building, look left for the bunkhouse with a damaged corner and broken breaker. The hidden book is under the first bed on the right.
- I can hold my breath for ten minutes!: during Harry’s underwater segment, continue until he comments on the remaining air. Stay submerged and idle until the achievement registers. Expect this attempt to end the current underwater run; use it as a deliberate cleanup action, not during a no-reload story push.
Chapter 5 is the largest audit, with 29 clue entries
In the frozen bunker, inspect the paper or object on the machinery cart for 78 and the elevated communication chair for 79. The brainwave console produces 80-86, one entry per tested pairing. Connect and check the journal after each of these seven states: A3, B1, B2, C2, C4, D3, D4. Progress only needs a smaller subset, but completion needs all seven recordings.
In the Pnakotus memory, take the first garden path left and inspect the pond creature for 87; turn back and find the nearby mural for 88. In the tall-corridor building, stop before the first yellow traversal beam:
- Enter the left room for 89 on the table, 90 on the large wall mural, and 91 on the left-side table.
- Cross to the opposite side for 92-93 on the two desks and 94-95 on the table beside the beam.
- Ride the beam upward and inspect the right mural for 96 and the left mural for 97.
- Travel to the isolated building. Its right wall is 98; solve the symbol-and-constellation device inside for 99.
- Return through the beam network to the telescope room for 100. Descend and enter the adjacent right room for mural 101.
After the 2006 wake-up, leave through the left door. Turn slightly left and enter the first office on the right; the two papers pinned to its board are 102-103. Back in the hall, continue right to the end and enter the right-hand room. The three pinned papers on its board are 104-106.
Do not leave the two secret achievements for a blind replay:
- The Roman Quaestor: before the first yellow beam in the Pnakotus library, use the left room. A small ramp in its far-right corner leads to the miniature sword.
- Leave Him the F*ck Alone!: in 2006, leave the tube-chair room by its left door, turn left, and enter the immediate office on the right. Switch on the far-right computer monitor.
Chapter 6 closes the journal with three light-fed mechanisms
At the desert camp, inspect the item in the first tent on the left for 107. Continue to the sheltered worktables and turn over the paper on the far-left table for 108. The sign right of the enormous sealed gate is 109. Face the waterfall from the sphere machine; the wall-mounted sign before the uphill route is 110.
The final three entries are tied to the moving-sphere and mirror route:
- 111: trigger the first symbol stage, climb behind the waterfall, and route light through the raised elevator mirror into the ground mechanism. Inspect the powered mechanism, not only the symbol on the wall.
- 112: return to the second mirror and send the beam along its alternate right-hand chain. Carry it back down to the receiver mounted on the rock wall and inspect that receiver after it lights.
- 113: complete the later sphere relation to open the waterfall-side door. Send the original high beam down through the opening, enter the new room, aim its mirror at the circular wall assembly, and inspect the assembly.
If the journal remains at 112, repeat only those two separate receiver checks before replaying the full sphere machine. The repeated #112 label in one external checklist is a documentation error, not proof of a permanently bugged journal.

Finish these Chapter 6 achievements while the gate is open:
- Wrong Game… or Maybe Not: after passing the great gate, stay on the upper level instead of descending the main slope. Squeeze through the narrow rock gap at the back-left area. On the cube, press faces from least ornamented to most ornamented: no diamonds first, then one, two, and onward.
- It Belongs in a (Pnakotic) Museum!: descend beyond the gate and round the first left corner. Follow the footprints and search behind the pillar directly ahead for the hidden translation book.
The 31-achievement audit separates automatic progress from deliberate acts
These 14 normally arrive through story progress or journal completion:
| Achievement | Verified trigger |
|---|---|
| Painful Memories | Finish the Prologue |
| Harry the Hermit | Finish Chapter 1 |
| Unexpected Company | Finish Chapter 2 |
| Hey, Jitterbug! | Complete Evangeline’s Chapter 3 hypnosis sequence |
| Let Me Write That Down… | Reach 50% journal completion |
| Escape from the Inner Sanctum | Finish Chapter 3 |
| Secret Agent | Complete the first Enigma decryption |
| Navigation Program | Finish Chapter 4 |
| Velh-Kan… | Recover Pnakotus’s present-day coordinates |
| Imposter Syndrome | Return from 2006 through the mind-transfer device |
| Confusing Timeline | Finish Chapter 5 |
| …For the Sake of Clarity | Reach 100% journal completion |
| Just a Matter of Perspective | Open the great Pnakotus gate |
| Close the Loop | Finish the story |
The other 17 require a choice, secret, or optional action. A compact final audit is:
- Prologue: You Looked That Up in a Guide… Again! — earned through the optional piano melody.
- Chapter 1: Bouquet; The Terrible Old Man.
- Chapter 2: Best Served Cold; Peaslee’s Parliament.
- Chapter 3: You Damn Brat!; Meta-Reference; The Man Behind the Curtain.
- Chapter 4: This City is Afraid of Me — tied to Harry’s optional detective work; I can hold my breath for ten minutes! — tied to Evangeline’s flooded route; Unspeakable Cults.
- Chapter 5: Leave Him the F*ck Alone!; The Roman Quaestor.
- Chapter 6: Wrong Game… or Maybe Not; It Belongs in a (Pnakotic) Museum!; Hard-Headed to the Very End; Always Trust the Doctor.
The final two are mutually exclusive on one decision. Hard-Headed to the Very End requires Harry to stop Evangeline and take her place. Always Trust the Doctor requires allowing Evangeline to sacrifice herself. After one ending, use Continue if it returns directly before the decision; if later Chapter Select use has displaced that state, replay Chapter 6 and choose the other line. No Hard Mode run is required for the achievement set.
When the journal or an achievement does not register
- Finish rotating, opening, or flipping the object. The journal often records the revealed side, not the initial interaction.
- Open the journal immediately after multi-state machines. Chapter 5’s seven brainwave pairs are easiest to audit one at a time.
- Let the achievement action complete before crossing the chapter exit. Pick up the frozen statuette, power the computer monitor, enter the secret room, or inspect the final receiver rather than assuming proximity is enough.
- Use the exact Steam name when auditing the list. Some third-party pages shorten Confusing Timeline or rename The Man Behind the Curtain; this checklist follows the current Steam display.
- Check the current patch before replaying a machine-heavy chapter. The June 9 official patch fixed a Polyp trigger and several visual or control issues, so a stalled animation can be build-related.
Achievement names, official media, and evidence
Steam’s official achievement page supplied the 31 displayed names and public descriptions. Steam identifies the title under AppID 2174380 and dates its release to May 12, 2026; its original screenshot feed supplied the four JPGs above. The numbered clue route and optional triggers were reconciled from readable completion references. Pages carrying removed/incompatible warnings, factual errors, blocked verification screens, third-party images, and unverified videos were not used as authoritative evidence.