Call of the Elder Gods focuses on Harry Everhart and Evangeline Drayton as they try to figure out a way to answer the call of the Great Engineer. The duo has encountered many challenges so far, as well as infiltrating the headquarters of the Starry Wisdom society. Now, they’re heading towards Spitzbergen to get more answers.
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Table of contents
Path To Spitzbergen
The duo will arrive in the cold Norwegian lands. You’ll have to walk all the way in the snowy area until you reach a cave-like path.
As you exit the path, you’ll notice the gigantic radio station in the distance. That’s your destination.

Keep going, and you’ll find a garage. The power is out here. If you cross the fence and go near the station, you’ll find that none of the buildings has any power.
There’s a building in the right half of the area. It’s a power generator room. However, it is locked. To get the key, you’ll have to go to the radio station.

Finding The Key
As you enter the radio station, you won’t be able to interact with any clues without the power on. First, you’ll have to find the key. The key is on the ground floor, next to the giant board with the antenna poster on it.
Take the key from the wall and head to the power generator room. Now, if you interact with the generator, something will short-circuit. You’ll then switch to Evangeline.

Restoring Power
As Evangeline, you have to go upstairs and interact with the circuits. Here, you’ll find a number of circuits. You’ll have to activate each one individually, and then activate the power in the structures before moving on to the next circuit.
You’ll also be able to switch characters at will now. Here, you have to activate the lowest circuit. This will enable the connection to the garage. Switch to Harry and go to the garage and pull the lever on the power board.

Switch back to Evangeline and activate the switch on the left. If you activate the right switch, it will unlock the power to a structure where the power board is broken, so you won’t be able to restore power to it.

As Harry, look above the garage. You’ll find an antenna. Two cables will be going to other structures inside the fence.
Now, one of these structures has the power board broken, so you have to go to the other building. It’s a canteen, near the garage. Activate the power in it.

Then, switch back to Evangeline and activate the third switch. As Harry, you’ll have to go to the storage building in the middle of the area. There’s a lot of mess here, but make your way to the power board and activate it.
Now, for the last switch, you’ll have to go to the radio station. Go upstairs. There will be a door here. Open it, and you’ll spot a spaceship in the distance. Take the ladder here and go up. You’ll find the final power board here. Activate it, and the entire area will power up.

Decryption Memory
As you enter the upper floor of the radio station after restoring power, Harry will spot the Enigma Machine, which was used to decrypt text.
The scene then shifts to Harry’s memory, where he used to use the machine to decrypt the text during the war. Here, you’ll have to go through the offices until you reach the one with the machine on the table. This is Harry’s office.

Now, you’ll find some notes inside the office. There’s an instruction book and a date sheet for decryption. Then, you have to pick the paper sheet that needs to be decrypted from the table near the wall.
Take the paper sheet and place it on the machine. Check the first three letters and match them with the date sheet. Use the instructions to decrypt the text. You’ll first have to adjust the discs’ position, and then the number on the disc.

Then, unlock the lower half of the machine. Here, you’ll have to connect two pairs of letters using the cables according to the date sheet. You’ll need the following details to decrypt the text in the memory:
- Code: GMR
- Discs Position: 3, 1, 2
- Discs Number: 15, 26, 1
- Plugs: UA, WF
Once you’ve decrypted the message, you’ll receive a phone call. Interact with the phone, and you’ll be talking to Norah Everhart. After the conversation, you will return to the present.

Decrypting The Text
After you’re back, you have to pick up the encrypted sheets of paper from around the room. There are three main pages that you can find on the same floor. You’ll also find two date sheets, one for January and one for February 1943.

First Encrypted Message
For the first message, match the words with the date sheets. Note that you’ll first have to interact with the sheets on the left of the machine to get them ready to be decrypted.
- Code: BDA
- Date Sheet: January
- Discs Position: 3, 2, 1
- Discs Number: 19, 25, 6
- Plugs: PW, CR

Second Encrypted Message
The second encrypted message is quite tricky, as the first code is blurred. However, since one of the clues tells you that it arrived around two days after the first message, you can guess the date and use the code for it accordingly. You can also put the following details in the machine to get the correct decryption:
- Code: SSW
- Date Sheet: January
- Discs Position: 1, 3, 2
- Discs Number: 15, 25, 25
- Plugs: ZI, HP

Third Encrypted Message
The third message is small. Put it into the machine and use the following details to decrypt it:
- Code: UZW
- Date Sheet: February
- Discs Position: 2, 3, 1
- Discs Number: 23, 13, 2
- Plugs: GE, FM

Locked Gate
Now that you’ve got the identification numbers for each general and some more information, it’s time to head downstairs to the radio station.
If you look around for more clues, you’ll find out that the gate requires a four-digit code, and two of the digits are the presiding general’s identification numbers.

On the bottom floor, you’ll find a giant gate with a valve on it. There’s also a case on the left half of the gate. If you interact with it, you’ll find out the dials for the four digits that you can use to unlock the gate.
To unlock this door, you have to use the code 9519. After adjusting the digits on the dial, interact with the valve to open the door.

Interact with the lift ahead, and you’ll enter the underground area where these people have been conducting experiments.

Black Cloud
As you move ahead, you’ll encounter another locked gate with a red light on top of it. There’s a valve nearby, which can be used to open the door.
When you enter the area, you’ll find a black cloud trapped in a room. This is a Polyp, and it’s incredibly dangerous. However, you’ll need to find a way through the area to get to the other side.

There’s a map here that shows the path to the control room. However, the lower floors have been flooded. There’s a diving suit to the right of the area, near the water.
Take on the diving suit and progress on the path. You’ll eventually arrive in the control panel.

The Control Panel
The control panel has four buttons, with each one representing a door in the facility. There’s also a fifth button that requires a 3-digit code. Your goal here is to guide the Polyp away from Evangeline as she progresses towards the other end of the area.
If you press the buttons right away, it will have no effect. You first have to enable the door in the control panel by inputting its 3-digit code. For the first gate, watch through the window; you’ll see 438.

Input it into the control panel, but you won’t be able to unlock it because Evangeline is on the other side. If you look at the other door, you’ll only be able to see the digit 5 on it.

Switch to Evangeline. She can see the rest of the digits. Input the digits 527 in the control panel. This will activate the bottom-right door. Unlock it, and the Polyp will move away to it.

Now, unlock the 438 door, which is the bottom-left door. Switch to Evangeline and enter the room.
You can then see the digits on the next door from the glass window. Input 816 into the control panel. This will activate the top-left door on the control panel. Switch to Evangeline and exit the room where the Polyp was initially held captive.

Once Evangeline is out, unlock the top-left door. You can enter the room as Evangeline to see the digits for the next door. The digits will be 309. Now, make Evangeline exit the room.

After Evangeline is out, unlock the top-right door, which became active after you entered 309 in the control panel. This will make the Polyp trapped in the room parallel to where it already was, but now, Evangeline can pass to the other side.

Reunion
As Evangeline, you can interact with the valve next to the door to open it. This will cause Harry to leave the control panel and reunite with Evangeline.
Now, interact with the other gate in the room. This will allow the duo to get away from the area and also end the chapter.

This concludes the walkthrough for Chapter 4 of Call of the Elder Gods.
You can find more walkthroughs for the game on its main hub here. Don’t forget to visit the following pages as well:
- Into Indie Games Homepage
- Directive 8020 Walkthrough Hub
- Goblin Vyke: The Thief Tycoon – Walkthrough Hub
- Masters Of Albion – Walkthrough Hub
- Vampire Crawlers – Guides Hub
Fahad Suleman is an avid fan of fighting games who spends most of his time writing walkthroughs and reviews for cozy indie titles or mashing around in Tekken. If he’s not writing or playing any games, you’ll often find him watching historical videos on YouTube for hours.