Overview:
- Estimated achievement difficulty: 1/10 [with the walkthrough below; skill dependent without] [Achievement Difficulty Rating]
- Offline: 34 [1000gs.png]
- Online: 0
- Approximate amount of time to 1000gs.png: 3-5 hours [with the walkthrough below; 6-8 hours without] [Estimated Time to 100%]
- Minimum number of playthroughs needed: 1
- Missable achievements: None [chapter select]
- Does difficulty affect achievements: No difficulty option
- Unobtainable/glitched achievements: None

Introduction:
Welcome to Call of the Sea, a first person adventure puzzle game that has a similar feel to games like Myst and Riven, where you're pretty much on your own to figure out what to do, how to progress, etc. There is no HUD, no objective marker, no on-screen hints, etc. Just exploration and puzzle solving at its purest. That being said, with a guide to follow, there is essentially no difficulty to the game and it can be completed relatively quickly. However, the story is great to follow along with. If you want all of the achievements, you won't be able to just input the solutions to all puzzles, as you need to obtain all of the clues in your journal and interact with a bunch of stuff for achievements, so even the achievements essentially force you to actually play the game, it's just a matter of if you decide to solve the puzzles yourself or not. Let's get started.

Abbreviated Walkthrough:
Because this is an open puzzle adventure game, there are a couple ways you can use the guide below for the completion.
  1. Each of the achievements for completing the chapters in the game contains a walkthrough of that chapter that includes all story logs, journal notes, murals, miscellaneous achievements, and how to actually solve all of the puzzles. If you follow along with each of them you'll unlock all of the achievements in the game by the time you complete it, aside from Play it again, Norah (15G). This is the fastest way to complete the game.
  2. If you prefer to actually solve the puzzles and such yourself, and explore as much as you want, you could instead refer to each of the achievement solutions for the miscellaneous achievements to see where to get them, either as you go so you don't miss one, or to mop them up via chapter select after you beat the game.
If you choose the latter approach, or miss anything, or just want to keep track of which achievements are unlocked where, here is a list of all chapters and which miscellaneous achievements are unlocked in them, in the order they're unlocked.

Prologue
None

Chapter 1
A brigantine, a brig and a barque (20G) 
Gently down the stream... (25G) 


Chapter 2
Weekend at Walakea's (20G) 
Fawning Developers (25G) 


Chapter 3
The Lady Shannon Recording (25G) 
Marsh Cannery (20G) 
You looked that up in a guide! (25G) 
Not Another Boring Slideshow! (25G) 


Chapter 4
Soundcheck (25G) 
The Norahnomicon (25G) 
Greetings from Y'ha-nthlei! (20G) 


Chapter 5
Naacalvision (25G) 
Underwater Royalty (20G) 


Chapter 6
Candid Photo (20G) 
Otherwordly Portal (25G) 
Meta-reference (25G) 


If you follow along with the walkthrough in the achievement guide, you should unlock all achievements by the time you complete the game, aside from Play it again, Norah (15G). At this point you can simply load up a chapter via chapter select from the main menu to unlock it and finish off this completion.

Mop-Up:
If you missed any miscellaneous achievements, you can replay the chapter they're in from chapter select, quickly plow through the puzzles without interacting with notes and logs, to get them. If you're missing any collectibles, from the chapter select screen you can go to each chapter and see which ones aren't at 100% for story logs and notes, murals, and secret objects. Replay any levels you don't have at 100% and use the walkthrough in the guide to make sure you don't miss anything.

Conclusion:
Call of the Sea is an awesome adventure puzzle game. The story starts a bit slow but really picks up and is engaging. The purist approach to the game and its puzzles is a welcome style after so many games with tutorials and hand-holding. Even without a guide it's not an overly difficult puzzle game, but one well worth experiencing for any fans of the genre out there.

[XBA would like to thank Necrophage33 for this Roadmap]

Call of the Sea Achievement Guide

Printable Guide
Show completed achievements
Show secret achievements

There are 34 achievements with a total of 1000 points

  • Complete the Prologue.

    Story-related; cannot be missed.

    Here is a walkthrough of this chapter, including all miscellaneous achievements, notes, logs, and murals.

    Swim forward on the linear path until you're back on the boat. Once in control, turn right and pick up the ticket on the stand next to the bed (Log 1/2). Head over to the desk against the back wall, and take your gloves.in the middle and the diary on the left side of the desk. Pick up the receipt on the right side of the desk (Note 1/2). Open the case with the code 506. Inside the case, pick up the picture on the left, rotate it, and take the key on the back (Note 2/2). Take the picture on the right (Log 2/2) and the dagger in the middle. Head to the door and interact with the handle to exit and finish the prologue.
  • Complete Chapter 1.

    Story-related; cannot be missed.

    Here is a walkthrough of this chapter, including all miscellaneous achievements, notes, logs, and murals.

    When you get off the boat, head left and into the cave, all the way to the end. Interact with the wooden things in the water in the distance (Note 1/7).  Leave the cave then take the left path all the way to the closed wooden gate at the end. Pull the lever on the left to raise a bag, and you can pull the lever on the right. Interact with the opening on top of the podium on the right (Note 2/7). Turn around to go back the way you came but immediately make a left, following the sign that says "Norah" to a little lockbox on a table. Interact to open it with the key you have. Interact with the page inside (Note 3/7). Head back toward the boat but make a left into the next opening, with the two colorful floral strands. Next to the one on the ground in the back, interact with the slab of rock to the right of it to find the cap for the podium at the gate. Take it to the gate, place it on the right, pull the lever to open the gate, and head inside.

    Shortly after going through the gate, you'll see a little campfire on the right. Head to the wooden crate and pick up the photo on it (Log 1/2). as well as the contract of passage (Log 2/2). Continue along the path (ignoring the totem and wooden bridge off to the left for now), until you get to a fork. Take a sharp right to follow that path, around and over some boards over water, to a red piece of wood, Interact with the handle on the side to get the sun symbol (Note 4/7). Continue along the path to the left of the red wooden thing until you cross more boards and come to another fork. Make a right and follow the path to a large open area with tons of red wooden things again. On the far right, you can pull a lever to open a gate back to the starting area, if you want. Turn around and look for the red wooden thing with birds all over it. Head to it and interact with it to get the bird symbol (Note 5/7).  Directly across the area from where you entered it is a green rock ramp you can walk up. Walk to the end and look down in the water to your right. Interact with the barrel to unlock A brigantine, a brig and a barque (20G)

    Leave back the way you came in, following the path until you see an obvious partially submerged wooden house in the water on your right. Get close to the red wooden thing in the water near it and interact with it to get the fish symbol (Note 6/7). Turn left and continue on the path until you get to another obvious red wooden thing sticking out of the bush on your right. Interact with it to get the mountain symbol (Note 7/7). Turn left and continue on the path, back to the puzzle totem at the wooden bridge. Interact with the puzzle totem and input, from top to bottom, sun, birds, mountain, water, fish. A screenshot of the solution can be seen below.



    Press the red button to open the bridge, but before crossing it, backtrack to the starting area where your boat landed. It's gone, so interact with the marks in the sand to unlock Gently down the stream... (25G). Now you can head back and cross the bridge to end the chapter and unlock this achievement.
  • Complete Chapter 2.

    Story-related; cannot be missed.

    Here is a walkthrough of this chapter, including all miscellaneous achievements, notes, logs, and murals.

    Follow the path until you get to a little village. Head to the house ahead on the right. Interact with the tiki totem to the right of the steps (Note 1/16).  Look up above the steps and interact with the shield (Note 2/16). Head to the left house and interact with the tiki totem to the left of the steps (Note 3/16).  Head up the steps and interact with the note inside the box on the right (Log 1/7). Leave this hut down the steps and go to the hut off to the right. Interact with the tiki totem outside of it (Note 4/16). Look up above the steps and interact with the shield (Note 5/16). In this hut, as soon as you enter, interact with the diary page on the table in front of you (Log 2/7). 

    Leave the hut and make a sharp left to go towards two huts tucked in a little area. In front of the one on the right is another tiki totem to interact with (Note 6/16). Between the two huts is a grave. Interact with the tombstone (Log 3/7). Head inside the hut on the right, go to the back of it, then turn around so you can see the back of the tombstone. Interact with the coat of arms on the back of it (Note 7/16). 

    Leave this area and head across and straight ahead to a path that leads uphill to two more huts. Enter the closest one and go to the table in the back on the right. Assemble the simple jigsaw puzzle (Note 8/16), then interact with the coat of arms to the left (Note 9/16). Cross the wooden planks to the second hut and go to the telescope on the opposite side and interact with the view port (Log 4/7). Now head back across the boards to the first hut, and go to the totem puzzle pillar in the middle and interact with it. You have all the clues in your journal to solve it, but a picture of the solution is below. Input the solution (Note 10/16).



    After solving it, the wall behind it will open. Head inside (you need to interact with the opening to enter) and turn left toward the green and purple armor. Look on the floor behind it to see a photo on the floor. Interact with this photo to unlock Weekend at Walakea's (20G). Interact with the square stone piece on the table on the right to pick it up (Note 11/16). Leave these huts, go back down the hill, turn right, and head to the big stone structure in the back. Interact with the opening in the floor to place the square stone piece in it, then interact with the stone on the wall to ride the elevator to the top.

    Turn right and head inside the medical tent (with the red cross logo). Open the case on the table on the left and interact with both notes (Log 5/7), then interact with the pictures on the back table (Log 6/7). Leave, and go clockwise around the big opening in the center until you can interact with the top of the ladder to climb down into the pit. Go through the doorway and interact with the mural on the right (Mural 1/2) and the mural on the left wall (Mural 2/2), then interact with the three pages on the bench on the left (Log 7/7). Exit out the other side to the wooden bridge. Pull the lever on the left to lower the bridge, cross it, and go up the ladder. You're back at the two huts on top of the hill. Head down the hill back to the strone elevator, which is still up all the way. Get close enough so you can interact with the graffiti that says "RAW FURY" on the elevator, unlocking Fawning Developers (25G). Go back to the pit you were in (the quickest way is probably to lower the elevator, take it back up, then take the ladder back down).

    Go around the wall of the pit interacting with the "eyes" on the walls until you get three flashes on screen total (Notes 12, 13, and 14/16). Now leave across the wooden bridge and up the ladder back to the two huts on the hill, going to the second one across the boards, and interact with the case on the table in the middle to open up and activate the lens-making equipment. You need to use analog-left.png to choose between the sliders and the buttons, and you need to use analog-right.png to move the sliders to change where the red dot is, and then button-a.png to press the buttons to make the spots bigger or smaller. Unfortunately the puzzle goes off screen as soon as it is solved, so here is a screenshot from my journal of the completed lens. You just need to replicate the three eye patterns on the lens (Note 15/16). 



    Place the lens in the telescope to get a star map (Note 16/16). Head out of the huts, back down the ladder, across the wooden bridge, and into the pit. Right as you get to the doorway into the pit, look at the star button on the floor by your left foot. You'll see it's a golden color rather than whiter like the other ones. This gold star button corresponds to the black spot on the star map you got from the telescope. Press the buttons in order from the black spot to the white spot on your map to solve the puzzle and raise the podium in the center, then press the button on top of the podium to finish the chapter.
  • Play an ancient instrument.

    Story-related; cannot be missed.

    This will unlock during Chapter 3. Refer to The Vanishing of the Lady Shannon (30G).
  • Complete Chapter 3.

    Story-related; cannot be missed.

    Here is a walkthrough of this chapter, including all miscellaneous achievements, notes, logs, and murals.

    Swim ahead and follow the path to the glowing orbs until you get a cutscene and end up on a beach. Head along the beach until you get to the first wrecked boat on your left, and look out to the sea (Log 1/14). Go past this boat to the upside down wrecked boat on your left just ahead and look at it (Log 2/14). Now head inside the large destroyed ship (Log 3/14). Make an immediate left turn and go around the back of the crates on your left when you enter and look on the floor to see a recorder. Interact with it and let it play until the end to unlock The Lady Shannon Recording (25G). I tried to take a screenshot of where this is, since it's tough to spot. The white dot in the center is my cursor and the white dot on the bottom is the recorder to interact with.



    Head to the back of the ship and up the ladder. Make a left across the catwalk when you can to get to breaker switches. From left to right, pull the 2nd, 3rd, 4th, and then 1st handles, then pull the handle on the box to your left. Head back across the catwalk and pull the handle on this box on the wall in front of you too. Turn left and go into the hallway, into a room on the left. Interact with all the notes in here and listen to the recording, and you should get a log (Log 4/14). Leave the room, go back down the ladder, and as soon as you exit the ship, there is another box on the left, to pull its handle. Now the power is on at the camp ahead of you. Head into the camp (Log 5/14). Head to the covered area in the back left where all the crates are. In the one crate is a can you can interact with, unlocking Marsh Cannery (20G). The screenshot below shows where this is. My cursor in the center is on the crate that has the can inside.



    Just to the right of this crate is another box on the ground, leaning up against some barrels. Pull the handle on it to send power on further. Go across the camp, ignoring the opening on the left that the game just pointed you toward, and go to the tent across from you. The right side in the tent is where photographs are developed. Interact with the photos hanging above the table (Logs 6 and 7/14). Head on through the opening the game pointed you toward to find another tent in the distance. In it, on the right side of the table is a case. Open it and look at the note inside (Note 1/12) for a clue for the piano. To your left on the table is the piano. Interact with it to be able to use it, and then, from left to right, interact with: the 5th white key, the 2nd white key, the last black key, the last white key, the 6th white key. You'll hum a tune and then You looked that up in a guide! (25G) will unlock. Now interact with all of the keys indicated on the note you picked up (Notes 2-8/12). Back out and turn left to see a projector pointed at the wall. Look under the table with the projector to see a crumpled note, and interact with it (Log 8/14). Press the black button next to the projector to turn it on, then look on top of the projector to see two buttons. Press the right button over and over until you get to the end of the slideshow, which is a picture of a cartoon character. Walk up to the screen and interact with the picture to unlock Not Another Boring Slideshow! (25G). Now turn right and interact with the calendar on the wall (Note 9/12) and then interact with the two pages to your left on the table (Log 9/14).

    Leave the tent and go up the stairs next to the entrance to this area, taking them all the way to the top to find a mural you can interact with (Mural 1/1). Now head all the way back to the big destroyed ship, back up the ladder, down the catwalk, and into the room in the hallway. Straight ahead is a device with multiple knobs and such. Interact with the page to your right (not the one on the right side of the device, but the one you see when you turn to the right) (Log 10/14). Interact with the device with the knobs. There are three black knobs at the bottom you can turn. Turn all of them all the way to the left, then, for each one, tap analog-right.png right 4 times (each should be pointing approximately at the first big white line) and then press button-a.png on the button on the left. If done correctly, numbers above the knobs should light up and be added to your journal (Note 10/12).

    Leave the ship, and make a hard left, going behind the wrecked ship, to the left of the tents with all the crates. You'll come to some more tents. On your left will be an "improvised workshop" you'll comment on. Go to the second table, farther back, and read the paper on the table (Log 11/14). Turn around with your back to the tent and go up the stairs in front of you, making a left at the top, and you'll get to the tide puzzle platform (Log 12/14). Head right and go down the stairs all the way to the bottom, and interact with the symbols across the gap (Note 11/12) that show the correct tide level.

    Head all the way back to the back tent with the projector and piano. Go to the projector, and from the first slide (Tide Levels Measurements), progress 5 slides. You'll comment on finding the right one. Walk up to the slide on the wall and interact with it to add it to your journal (Note 12/12). Head all the way back up to the tide puzzle platform. As you head through the little tunnel to the platform, look to your right at the diamond symbol. Interact with it to open it (diamond and symbol on top, bottom open). Proceed to the puzzle platform. There is a big circular hole in the center, with a little podium in front of it. Interact with it twice (so the black circle is at the top and white circle is at the bottom). From the podium look off to the left to see two more diamonds on the wall. Make sure both are down (closed). Go down the nearby stairs (that led to the tide level symbols) and locate the diamond on the left halfway down the stairs. Interact with it to open it (it should go up). Go back up and to the other side of where the hole was in the center. The nearest diamond on this side, the one with two little diamonds side by side in the middle, needs to be open (up). The farther one needs to be down, and then go down the nearby stairs to find another diamond that needs to be down. Head back up to the little podium where the hole was, and while facing it, turn around to see a stone thing you can interact with to flip it over. Interact with it again, and if all diamonds are in the correct position, Seaside Serenade (25G) will unlock. Cross the platforms that come, take the elevator up, and open the box to read the note inside (Log 13/14). Go to the little pedestal and press the four buttons (order doesn't matter) and then the fifth one in the middle (Log 14/14). Walk down the platforms and straight ahead through the tunnel and through the now open doorway to end the chapter.

     
  • Get to your house in Englewood, Colorado.

    Story-related; cannot be missed.

    This will unlock during Chapter 4. Refer to Quite a Show (30G).
  • Complete Chapter 4.

    Story-related; cannot be missed.

    Here is a walkthrough of this chapter, including all miscellaneous achievements, notes, logs, and murals.

    Follow the path up the hill, ignoring the path off to the right, and continue up. Look at the structure on the right (Log 1) and then go to the structure on the left to get some dialogue as you're forced to look up at the top (Log 2). Right next to this tower with ladders is a little hut. Go inside and interact with the four pages on the table in front of you and the one page on the box on the right (Logs 3 and 4). Walking out of the hut, go left along the path, ignore the stairs on your right, and instead look at the grave on your left. Interact with the tombstone (Log 5).  Head to the end of the path to the workshop area with the turbine (Log 6). 

    Leave this area back along the path, and this time take the stairs up on your left. At the top of the steps, make an immediate hard left to see a gold mural with some buttons below it. Interact with the mural (Mural 1) (Note 1). Go the other way (as if you made a right at the top of the stairs, automatically getting a log (Log 7). Another mural is on your right to interact with (Mural 2) (Note 2) and then farther along this upper path is a third (Mural 3) (Note 3). Go down the steps at the end of this upper path, on the right. Make a left at the bottom of the steps and you'll get a log (Log 8) as you head towards the toppled mural at the end you can interact with (Mural 4) (Note 4). Turn around and head back the way you came, passing the steps on the right that you came down, and you'll see a huge mural on your right to interact with (Mural 5) (Log 9). Head back up to the top level where the first three murals were, and go to the center where it looks down into a lower area. Right in the middle is a "microphone" on a stand. Interact with it to test it and find it doesn't work. Turn right and interact with the crumbled paper on the case (Log 10), then interact with the recorder and listen to the recording. Go back to the microphone and mash button-a.png to interact over and over until you start singing, unlocking Soundcheck (25G). Walk straight ahead down the steps and look down to interact with the four white diamonds (Note 5), getting the clue to the diamond buttons under the murals around the area.

    Going in the same order we originally interacted with them, starting with the one at the top of the stairs where you made a hard left to see it, press the top diamond on it. Moving along the upper path to the next one, press the right diamond only. For the third one on the path, past the microphone, press the bottom diamond only. Go down the stairs to the right, making a left to the last mural, and press the top diamond (it's the top one from your perspective, but it would be the left if the mural was upright). This will cause a heavy vibration and complete the puzzle.

    Head to the turbine area at the end of the lower path by the waterfall, and you'll see the turbine wheel is turning, and there are three handles next to it. Go around to the backside of these handles to see one green button and three little wheels. Press the green button three times such that the hole in the left wheel is at the bottom. Run around to the front and pull the right handle, closest to the spinning wheel, to put that gear in place. Repeat this for each gear, in order from one end to the other, ensuring the hole is at the bottom before you pull the handle, to start up the turbine and activate the device at the left end of it. Interact with this end, and you'll see a circle of buttons, one of which is white and the rest are blue. The goal is to turn all of them white. Pressing one changes its color and the two on each side of it. With one white, there are six blue ones in a row, so with two button presses you can change them all white and complete the puzzle, turning on the lights (Note 6). Now go toward the two switches in the shed and turn them both on to turn on the power. Head back to the tower with ladders and go in the side hut. Turn on the power box on the wall in there, then go up the ladders and turn on the power up top.

    After the cutscene, you can press button-y.png to open your journal and unlock The Norahnomicon (25G). Follow the relatively linear path through the desert and up into the house. You need to interact with the doorway to enter. Once inside, head straight up the stairs and all the way to the room at the end of the hall where the fireplace is. On the left side of the fireplace is a blue picture you can interact with and rotate to read, which unlocks Greetings from Y'ha-nthlei! (20G). Turn arond and interact with the music box on the armchair, which unlocks 506 East Hampden Avenue (25G).

    Head up to the microphone and pull the handle on the power box to the right of it, then interact with the microphone to open the mountain door, then head inside (Log 11). After passing a little campsite on your right, there will be a series of five murals on the right side to interact with, one right after another (Murals 6, 7, 8, 9 and 10). Head into the little room, and on your right are two boxes. The back one has a page to interact with (Log 12). Interact with the purple podium to take the elevator up to the top (Log 13). At the top, interact with the four large murals around the room (Murals 11, 12, 13 and 14/14) (Notes 7, 8, 9 and 10). On the crate by itself by the end mural (not at the tent) is a paper to interact with (Log 14). Head over to the tent and interact with the page on the crate (Log 15), the letter on the sleeping bag (Log 16), the page on the crate next to the upright sack (Log 17), and then on the table, the document on the left (Log 18), the next page (Note 11), the third page (Note 12), and the fourth page (Note 13). Head farther left and interact with another document on a crate (Note 14). Head farther left to the stone done and interact with the broken bottle on the ground in front of it (Log 19), and then look up and interact with the panel on the stone door (Note 15). Lastly, look left on the wall to see symbols and one circled in white that you can interact with (Note 16). 

    Now to solve this puzzle, while facing the mountain door where the broken bottle is, the first wheel on your left press the button once (so the diamond is on the right side) and the farther left one doesn't need to be touched (diamond should be on top). From the mountain door to the right, both diamonds on that side should be on the bottom (press both buttons twice). The door will open when done correctly. Two screenshots are provided below to show the solutions.





    Head through the newly opened door, and on top of the steps interact with the page on the crate on your right (Log 20). Now interact with the drums. I'll refer to the drum on the left as 1, the middle as 2, and the right as 3. Start by interacting with the middle one to start the sequence and make purple shapes appear on the wall. Now interact with the following drums in these sets. At the end of each set, more purple will be revealed on the wall.

    1 3
    2 3 1
    1 2 1
    3 3 1 2
    1 3 3 2 2 2

    When done, a portal will assemble. Interact with the middle of it to end the chapter.
  • Venture through an unknown passage.

    Story-related; cannot be missed.

    This will unlock during Chapter 5. Refer to Sunken (30G).
  • Sunken

     

    30

    Complete Chapter 5.

    Story-related; cannot be missed.

    Here is a walkthrough of this chapter, including all miscellaneous achievements, notes, logs, and murals.

    Swim forward and up (Log 1/10) to find a purple portal ring. Interact with the podium in it to teleport up to solid ground. Head forward to the next one and use it to teleport back underwater. Swim down to the opening in the wall surrounded by blue stones. Go under the opening to a panel you can interact with (Note 1/9). Press the button on the right side, wait a couple seconds, and then press the button on the left side. You want the fluid from both sides to meet in the middle at the same time, so it's just a matter of getting the timing right. Once successful, the hole above you will open. Go in and the current will take you to a new area. Swim up to the surface and you should see a portal you can use on rocks near the surface, teleporting you to solid ground. Head forward and down the steps into the village area (Log 2/10). 

    Go left first and go into the second tent. Interact with the well in the middle (Log 3/10). This is the first of seven you need to interact with for an achievement, so I will mark them (Well 1/7). Leave and go up the stone ramp to two more tents. Go into the second one and interact with the well (Well 2/7). Leave, go back down the ramp back to the stairs you came down and proceed past them. Go into the first tent on the left. Go to the little well in the back and interact with it (Well 3/7). Leave and continue the way you were going, ignoring the next tent on your left, and interact with the two big murals on the wall on your right (Murals 1 and 2/6) (Log 4/10). Head up the stone ramp and go into the tent and interact with the well inside (Well 4/7). Leave and go up the next stone ramp and into the tent right in front of you, and interact with the well inside (Well 5/7). As you exit the tent, you'll see another pillar with a button to press on it, ignoring it for now like the rest. Head back down the ramps, and when you get to the murals, facing them, turn left to go down a ramp to the lowest level, right at the water.

    When you get to the bottom you'll see a big pillar with hands painted on it. Interact with the orange hands right in front of you (Note 2/9), on the right side interact with the red hands (Note 3/9), on the left side interact with the light ones on the bottom (Note 4/9) and the purple symbols on top (Note 5/9). Now look across the gap to the other pillar and interact with the scratch marks on the back of the pillar (Note 6/9), giving you all five symbols on the pillar in your journal. Now we need to press the buttons in order from lowest to highest. The first one with the light hands is the pillar right at the base of the steps you used to enter this area. Press the button on that pillar. Now head to the very top of both stone ramps by the murals and press the button on this pillar (the orange hand symbols are inside the tent). Go down one ramp to the tent with the red hands, and press the button on that pillar. Go down the ramp past the murals and into the second tent on the right with the scratch marks on it and press the button on the pillar in that tent. Go past the stairs to the two tents across the stone walkway, and press the button on the back of the stone turtle on the right. This will lower the two big pillars all the way. Walk back down to the one you interacted with to get all the hand symbols, and press the button on the back of the turtle to lower the water level (Note 7/9) (Log 5/10).

    With the water level lowered, go to the purple portal across the walkway and use it to teleport underwater. Immediately after you teleport underwater, you'll see a little podium on the rock in front of and below you. Turn left, swim over the edge, and look straight down. You should see some bright orange coral below you. At the right angle, you should be able to see two sets of bright orange coral, so swim out a bit farther if need be. At the orange coral on the left is a tiara on a rock against the wall. I have provided three screenshots below to help guide you to this tiara. The first screenshot is from where you teleport, looking slightly left.



    The next is looking down, after swimming back a bit to be able to see both orange corals.



    Approach the left one, and the cursor in this screenshot is pointed right at the tiara.



    Interact with the tiara to unlock Underwater Royalty (20G). Turn around and as you swim into the underwater area, you'll see a big mural on the wall on the left to interact with (Mural 3/6) and another straight ahead at the opposite end of the area (Mural 4/6). Head back to the first mural, and while facing it, turn around so your back is to it. If you look straight ahead and down at the floor on the opposite wall, there are two black tents there, tough to spot at first. Swim down to them, and inside each one is a well to interact with (Wells 6 and 7/7). Assuming you interacted with all seven, you'll unlock Naacalvision (25G). As you exit the tents and swim towards the first mural, look left and you should see two statues sticking out of the sand with a bowl of pink stuff on the floor in front of them. There should be an interact point between the tops of the two statues (Log 6/10). 

    Swim back up to where you entered the area, where the podium is. There is a ring right in front of you, interact with the panel below it, and make sure the arrow is at the top, not the bottom. Complete the same minigame as before to open the current above you. Swim ahead to the next ring slightly below you, and this one is already open with the current in the correct direction. The next ring lower and to your left has the current in the wrong direction. Interact with the panel, flip the triangle at the bottom so it's up top, and complete the minigame to switch the current to the other direction. Swim back up to the podium and press the button of the left side, while you're facing the first current portal. Swim through all of the currents to the end, then swim up to the left, and follow the path to the end. Swim up to the surface to find a portal you can use to teleport to solid ground. Follow the path to get to the other turtle statue and press the button on top to lower the water level further. Turn around to leave, but take the path straight, not the one leading left back to the portal. This will take you to the podium you used before. Head through the tunnel next to it. Interact with the portal at the end to go underwater. Swim down to the current hole that's blowing the wrong way. Interact with the panel under it, flip the triangle to the top, and do the minigame to change the current to the right direction. Ride the long auto-scrolling section of current all the way to the end, at which point Dark Water Ride (25G) will unlock. Swim up and use the portal to get to solid ground.

    As you walk forward and get a bit of dialogue, you'll see a golden mural on your left (Mural 5/6). Go up the stairs next to it to the top to another mural (Mural 6/6). Go down the steps and up the steps and ladder across from you that the game pointed out to you. Aoproach the camp (Log 7/10) and then turn left up to all the stuff at the wall. Open the case on the left and read the letter (Log 8/10), then the page of symbols on the wall on the left (Note 8/9), interact with the map next to it (Log 9/10), and then interact with the three pages on the benches to your right (Log 10/10). Leave the camp back down the ladder and make a right at the bottom of the steps, taking the steps down to the podium. Interact with it (Note 9/9). This is a more complex version of the simple minigames you've been doing to change the current flow. Press the top button ,wait 2 seconds, press the right button, wait 2 seconds, press the bottom button, wait around 4 seconds, then press the left button. You may have to do a bit of trial and error with the timing, but that's the correct order. Once successful, a boat will arrive. Board it and ride it until the chapter ends.
  • Use the ritual dagger.

    Story-related; cannot be missed.

    This will unlock during Chapter 6. Refer to FHALGOF'N' (30G).
  • Complete Chapter 6.

    Story-related; cannot be missed.

    Here is a walkthrough of this chapter, including all miscellaneous achievements, notes, logs, and murals.

    Exit the boat and head forward along the path (Log 1) and approach the altar in front of you. Interact with the syringe on the ground (Log 2), then head through the altar to the base of the stairs where you'll find a gun (Log 3) and a pool of blood (Log 4) to interact with. Head around the right side of the stairs to the wall to find a mural (Mural 1). As you walk away from the mural, go off to the left to see a little camp. On the one crate is a case you can open and a picture to interact with, which you also need to turn around and read the back of (Log 5). Head back past the altar to the other side to find another camp (Log 6). On the crate to the left of the tent is another letter to read/listen to, and then go to the hanging cloth on the right side of the tent and read the rightmost page hanging on it (Log 7). Go back to the camp on the other side of the altar and go up the steps. Interact with the statue to put your hand inside (Log 8) (Note 1). Now return to the altar and interact with the top to open the gate (Log 9) and unlock Deep Cut (25G). Head inside the mountain door.

    First head into the center, into the little puzzle pit, and interact with the gold stone in the center (Note 2). From the stairs where you entered this room, go to the right and interact with both doors (Notes 3 and 4) and the mural up the steps in the corner (Mural 2). Likewise, go interact with the two doors on the other side of the room (Notes 5 and 6). Return to the steps and go up on the two platforms at the base of the steps and press each button so two pairs of disks roll out to the pit in the center. With your back to the stairs, interact with the disk on the left closest to you, and press the only lit button. Then interact with the disk in the back on the right, and agian press the only lit button. This will open a door and you'll look towards it. Go through that door. As you go up the first steps, look to the right to the obvious mural on the wall (Mural 3). Head to to the top of the statues and use the statue to get a new symbol (Note 7). Return to the four disks.

    Remove the two symbols you used on the floor puzzle so there is no light there anymore. With your back to the steps again, the back left disk, press the first symbol we used; the front left disk, press the new symbol; the back right disk, press the new symbol. This will open a new door. Head inside and make a sharp right up the steps to find another mural (Mural 4). Now head back down and go to the podium facing the water, with three black diamond buttons and one gold button. This part is tough to describe in words, but I'll do my best and use screenshots to help. First, press the middle black button to rotate the statue in the middle until it's facing towards you and off to the right. Then press the right black button until the statue off to the right is facing the middle statue, then press the gold button. It should look like in the screenshot below.

    Go across the new platforms and up the steps to the second podium. Press the left black button once to rotate the far left ice statue once, the middle button to rotate the middle ice statue once, and press the right button so the right ice statue is pointed left, then press the gold button. Go back to the first podium. Press the middle black button once so the middle statue points toward you and off to the left. Press the left black button so the black statue way in the back on the left is pointed towards you and off to the left. Press the gold button. The platforms should form and look like this screenshot.

    You should be able to walk across the platform to get to an alcove in the back left of this room, where there is a photo on the floor right in the middle of the platfom. Interact with it to unlock Candid Photo (20G). Now return to the first podium and press the left black button three times so the back left statue is facing you and off to the right, and press the gold button. Now you should be able to cross the platforms to get to the back statue and put your hand in for another symbol (Note 8). Return to the four disks and remove all symbols of light from the pit.

    With your back to the steps, on the front left disk press the bottom right button, and on the front right disk press the same bottom right button to open a new door. Go in and interact with the obvious mural (Mural 5). Go up the steps and interact with the statue to get a new symbol (Note 9). Head back to the four disks and remove all of the light. Stand with your back to the steps. On the front left disk, press the upper left button; on the front right disk press the upper right button; and on the back right disk press the upper left button. This will open a new door. Head in and make a sharp left to see the last mural on the wall (Mural 6) unlocking Written in Stone (50G). Use the portal to go underwater, swim to the other side, take a portal up, go up to the statue to get the last symbol on your hand (Note 10), and then return to the four disks and remove all of the light from them.

    With your back to the stairs, on the front left disk press the leftmost button; on the front right disk press the top middle button. This will cause you to look up at a scene in the sky (Log 9), unlocking Otherwordly Portal (25G). Remove the lights and with your back to the steps, on the back left disk, press the leftmost button; on the front left disk, press the rightmost button; on the front right disk press the upper right button; on the back right disk press the top middle button (Note 10). If you're gotten all notes, I'll make a note of that... (50G) should unlock right now. Head through the open door to the end, and look at the writing on the floor (Log 10) then look up and interact with the slimy mirror (Log 11).  Walk around the corner and follow the path into the temple (Log 12). If you've been following along and gotten all story logs, The Amazing Adventures of Norah Everhart (50G) should unlock as you enter the temple. There are two endings for the game, and if you want to see them both, make a manual save now, especially because you must choose one specific ending in order to get an achievement.

    Follow the chapter to completion until you get to the point where you need to choose a door to go through, deciding your ending. To have access to a final achievement, you'll need to choose to accept your fate and leave Harry behind. When you go through the door, you'll play the music box, and then have a stone walkway to follow. Just before you reach the stone rings in the sky, stop. The screenshot below shows approximately where.



    Turn left and walk out on an invisible path towards a rock floating in the sky. Just push around the edge of the walkway until you find the invisible path. The screenshot below shows me facing the rock with my cursor pointed at it.



    Walk up to the rock and interact with the key on it to unlock Meta-reference (25G). Now just follow the paths to completion. You'll need to wait for the credits to end and see some more dialogue, at which point The only thing I have now (100G) will unlock, and you're now done with the game!
  • Complete the Game.

    Story-related; cannot be missed.

    Note that this will not unlock until you sit through the unskippable credits and then witness some more dialogue, regardless of which ending you choose.
  • Find 25% of the story logs.

  • Find 50% of the story logs.

  • Find all the story logs.

    Story logs come from two sources: things obtained automatically when progressing the story, and things you can interact with that give you more information related to the story plot. There are a ton of story logs in the game, far too many to list out. However, each chapter's story achievement above contains a walkthrough of that chapter that includes all story logs, puzzle notes, and murals. If you follow along with each one, you'll unlock all achievements related to collectibles by the time you complete the game.

    If you miss any, from the chapter select screen you can view each chapter and it shows your percentage of story logs/notes collected, murals seen, and if you found the secret item in that chapter. You can use this coupled with the chapter walkthroughs above to mop up anything you may be missing.
  • Collect all the puzzles notes.

  • Find all the murals on the island.

  • Replay a level.

    From the main menu, simply choose Chapter Selection and choose to replay any level you've already played. The achievement will unlock immediately upon choosing a level; you don't need to actually play the level again.
 

Secret achievements

  • A brigantine, a brig and a barque

    Chapter 1

    During this chapter, you'll reach a large open area with a lot of red wooden pieces sticking out of the ground. Directly across from where you enter this area is a ramp of green rocks. Walk up it to the end and look into the water down to the right to see a barrel. Interact with it to unlock this achievement.
  • Gently down the stream...

    Chapter 1

    After completing the totem puzzle to extend the wooden bridge, before crossing it to finish the level, head back to the starting area where you reached shore. Your boat is now gone. Interact with the mark in the sand where the boat was to unlock this achievement.
  • Weekend at Walakea's

    Chapter 2

    After solving the pillar puzzle in the hut at the top of the hill, the wall behind it will open. Go through the opening and turn left to see a purple and green set of feather armor. Look behind it on the floor near the wall to see a photo. Interact with this photo to unlock the achievement.
  • Marsh Cannery

    Chapter 3

    From the beach, head to the tent area off to the right, and the tent on the left has a bunch of crates and barrels and such. Inside one of the crates is a can you can interact with, unlocking this achievement.
  • Greetings from Y'ha-nthlei!

    Chapter 4

    When you get to the point where you're walking through the dried up desert, you'll eventually head inside a house. Once inside, go up the stairs, straight down the hall into the room with the fireplace. To the left of the fireplace is a blue postcard. on a shelf. Interact with it to unlock this achievement.
  • Underwater Royalty

    Chapter 5

    After you lower the water for the first time, you'll go through a portal and appear underwater. Immediately swim ahead and to the left and look straight down to the bottom of the sea floor. You should see two sections of bright orange coral. If you only see one, swim out farther into the middle of the area. When looking at them both, swim to the left one, and next to it against the rock wall is a rock with a tiara on top. Interact with the tiara to unlock this achievement.

    Screenshots to help can be found in Sunken (30G).
  • Candid Photo

    Chapter 6

    When you arrive at the puzzle behind the constellation door where you need to rotate statues and make platforms rise up out of the water, the goal here is to get to the alcove in the back left corner of the room. To do this, from the first podium you arrive at, press the left black button so the back left statue is pointed to the left and towards you; press the middle black button until the close middle statue is pointed towards you and off to the right; press the right black button until the statue on the far right is pointing left towards the middle statue. Press the gold button to raise the platforms.

    Walk across them to the right side to find another podium, one that controls the ice statues. Press the left black button once, then press the gold button to raise the white platforms. Head back to the first podium. Press the middle black button once so the middle statue is pointing towards you and off to the left, and press the gold button. You should now be able to walk ahead to the left, across the white platforms, and then across more black platforms and to the left onto the alcove platform. On the ground in the middle of the alcove is a photo. Interact with it to unlock this achievement.
  • Fawning Developers

    Chapter 2

    After completing the pillar puzzle in the hut at the top of the hill, the wall will open behind it, you'll take the stone from the table behind the wall, and then bring that stone down to the large stone structure where the chapter starts. Place this stone in the floor to activate the elevator. Take the elevator to the top, then go around the pit opening and take the ladder into the pit. Head through the doorway to the wooden bridge, pulling the lever on the left to lower it. Go across and up the ladder. Go left down the path down the hill and back to the elevator, which should be at its top still. There will be graffiti on the elevator that says "RAW FURY." Get close and interact with the graffiti to unlock this achievement.
  • The Lady Shannon Recording

    Chapter 3

    At the start of the chapter, you'll head toward a big destroyed ship. As soon as you enter it, making a sharp left turn and go into the crates. Face the way you came in and look down to spot a recorder you can interact with. Let it play until the end to unlock this achievement.
  • You looked that up in a guide!

    Chapter 3

    After turning the power on everywhere, you'll be able to head to a tent in the back of the camp area, and there is a piano on the table in the tent. Interact with it, then interact with the following keys, from left to right: 5th white key, 2nd white key, last black key, last white key, 6th white key. If done correctly, Norah will hum the tune and then this achievement will unlock.
  • Not Another Boring Slideshow!

    Chapter 3

    After turning on the power everywhere, you'll be able to head to a tent in the back of the camp area, and there is a projector on the left side of the tent, facing the wall. Press the black button on the table next to it to turn it on, then look on top of the projector to see two buttons. Press the right one over and over until you get to the final slide, of a cartoon character. Then, walk up to the slide on the wall and interact with it to unlock this achievement.
  • Soundcheck

    Chapter 4

    This must be done before turning the power on. At the top of the level is an area with a microphone and speakers facing a mountain door. Interact with the microphone and Norah will say some dialogue and that the microphone doesn't work. Continunally press button-a.png to interact with it over and over until Norah starts singing into the microphone, which unlocks this achievement.
  • The Norahnomicon

    Chapter 4

    When you get to the part where you're walking through the desert, press button-y.png at any time to pull up your journal, automatically unlocking this achievement.

    Alternatively, after completing the game and when the credits start to roll, you can do the same here to unlock this achievement.
  • Naacalvision

    Chapter 5

    In this chapter, there are a total of 7 wells you need to interact with to unlock this achievement. Near the beginnig of the chapter, after some swimming, you'll go down some stairs and be in a village-like area with tents on both sides, in a big open chamber. There are 5 wells inside 5 different tents: one on your immediate left, one in one of the tents across the stone path in the back left, one on your immediate right from the bottom of the stairs, one in the tent up the ramp from the murals, and one in a tent at the very top of the path.

    Once you've gotten those 5, proceed with completing the puzzle to lower the water level, and go to the portal to go underwater. Once underwater, as you swim forward you'll likely notice a big gold mural on the left wall. On the opposite side of the underwater area (to your right) are two black tents on the sea floor that can be tough to spot. Swim down to them, and inside each one is a well to interact with.

    Once you've interacted with all 7 wells in a single playthrough of the chapter, this achievement will unlock.
  • Otherwordly Portal

    Chapter 6

    Towards the end of the chapter, after you've opened all four constellation doors and gotten all 5 symbols marked on your hand, you'll now have access to all 5 symbol buttons on the four disks in the center of the big chamber. To unlock this achievement, starting with all disks inactive and with your back to the stairs that lead into this chamber, on the front left disk press the leftmost button; on the front right disk press the top middle button. This should cause you to look up into the sky and see a scene, unlocking this achievement.
  • Meta-reference

    Chapter 6

    To unlock this achievement, you'll first need to choose the ending where you accept your fate and leave Harry behind. After doing so, you'll go through the door outside, listen to your music box, and then have a stone path through the sky to walk on. Right before you get to the stone circles in the air, hug the left edge of the stone path. There is an invisible path you can walk out into space on, towards a floating rock in the sky. On the rock is a key. Interact with it to unlock this achievement.

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