Exploring the lush, mystery-filled island in Call of the Sea requires a keen eye for detail and a patient approach to environmental storytelling. As Norah searches for her husband Harry in the 1930s South Pacific, the puzzles transition from simple mechanical locks to complex celestial and musical arrangements. This breakdown covers the essential logic and solutions for every chapter to ensure progress remains steady.

Prologue: A Family Heirloom

The journey begins in Norah’s cabin aboard the SS Monterey. This short segment introduces the inventory and journal mechanics which are vital for the rest of the game.

Inside the cabin, the primary objective is to open the locked suitcase on the desk. Examining the room reveals several items: a note, an orange diary on the left edge of the table, and a photo of Harry. Rotating the photo in the inspection view reveals a small key taped to the back.

To unlock the suitcase, check the journal (Tab key). The house number mentioned in the notes—506—serves as the combination. Entering this code and pressing the square button grants access to the island map, a strange stone artifact, and further notes. Once these items are collected, Norah can leave the cabin and step onto the island’s shore.

Chapter 1: 74 Miles East of Otaheité

After arriving on the beach, the path leads toward a massive sealed gate. Before reaching it, exploring the immediate surroundings is necessary to gather clues for the first major environmental puzzle.

The Sealed Gate

On the right side of the path near the gate, examine the crates. A box with initials contains a diagram. To open the gate, Norah needs a round stone object. This is found nearby in an area with stone slabs and flower wreaths. Sliding a loose plate off a wreath on the ground reveals the round object. Inserting this into the gate’s mechanism and pulling the red levers allows passage to the interior of the island.

The Bridge Symbols Puzzle

Further inland, a bridge must be lowered. The mechanism consists of five rotating discs, each requiring a specific symbol. These symbols are found by interacting with five red wooden boards (Unus) scattered across the lagoon and the mangrove swamp. Each board features a set of tallies (1 to 5) and a view of a specific landmark.

  1. The Sea (L-shaped waves): Found in a cave near the shore.
  2. The Mountain (Peaks): Located on a path looking toward the central peaks.
  3. The Bird: Near a clearing with a birdhouse.
  4. The Sun (Three triangles): Found in the center of the mangrove swamp where light breaks through the canopy.
  5. The Fish: Located near a hut at the exit of the swamp.

The logic for the final alignment depends on the number of sticks missing from the tally on each board. For example, if the Mountain board shows tallies 1, 2, 4, and 5, the number 3 is missing, meaning the Mountain symbol belongs on the third disc.

The final sequence from top to bottom is:

  • Sun (Three triangles)
  • Bird (Arrows pointing right)
  • Mountain (Three peaks)
  • Sea (L-shaped waves)
  • Fish (Porcupine-like figure)

Pressing the red button after aligning these symbols lowers the bridge.

Chapter 2: The Everhart Expedition

This chapter takes place in a deserted village and involves more abstract puzzles related to the island's history and celestial alignment.

The Tiki Totem Puzzle

In the village clearing, Norah encounters several huts and stone totems. The goal is to align the segments of a central totem pole based on sketches found in the village. On a table in one of the uphill huts, a jigsaw puzzle must be completed to reveal the correct order of the creatures.

The journal will record four distinct Tiki designs found near the huts and a grave. The solution requires selecting specific segments from these designs to form the central pillar. From top to bottom:

  • Top part of the upper-left totem sketch.
  • Second part of the lower-left totem sketch.
  • Third part of the lower-right totem sketch.
  • Bottom part of the upper-right totem sketch.

Completing this reveals a hidden compartment containing a stone plate.

The Star Path and Lens Puzzle

After using the stone plate to gain access to a higher area, Norah enters a chamber with pressure plates on the floor and strange "eye" symbols on the walls. First, visit the medical tent to find notes on a ritual.

In the star puzzle chamber, examine the eyes leaking red liquid to get sketches of black spots. Then, go to the telescope hut. There is a device with red toggle switches. Use these to adjust the size and position of the black spots until they match the constellation diagram. Once the lens is stained correctly, look through the telescope to see a specific pattern of stars.

Return to the pressure plates. The floor must be crossed by stepping only on the stars that match the telescope's constellation. Starting from the entrance near the lowered bridge, follow the path indicated in the journal. If done correctly, the room fills with a black substance, transporting Norah to the next area.

Chapter 3: The Vanishing of the Lady Shannon

Chapter 3 shifts the focus to the wreckage of the expedition's ship. It features the game's first significant power-management and frequency puzzles.

Restoring Power

Inside the Lady Shannon, Norah finds an electrical cabinet. There are four levers. The goal is to get all lights to turn green. The specific order to flip the switches is 3, 2, 4, and then 1 (counting from left to right). After the lights turn green, pull the master lever on the left to restore power to the ship's radio room and the surrounding camp.

The Projector and the Piano

In the camp, there is a tent with a projector and a piano. View all the slides in the projector to gather data on sea levels. One slide specifically shows the tide level required for the organ puzzle.

Next, interact with the piano. Each key corresponds to a frequency and a symbol. These will be recorded in the journal. These symbols are essential for the massive stone organ found in the bay.

The Stone Organ (Tide Puzzle)

This is one of the most complex puzzles in the game. It involves three distinct steps:

  1. Set the Tide Level: On the mechanism at the top of the basalt pillars, there is a dial. Use the symbols found from the sea-level markings (located down the stairs near the water) to set the correct tide.
  2. Adjust the Pipes: Seven pipes lead to the organ. Based on the notes in the workshop, three specific pipes must be opened while the others remain closed.
  3. Keyboard Input: Finally, use the keyboard device. The keys must be pressed in a sequence that matches the frequencies found on the piano.

The result is a massive sonic resonance that opens the path forward through the basalt columns.

Chapter 4: Quite a Show

Norah enters a massive underground temple. This chapter relies heavily on mural interpretation and frequency synchronization.

The Mural Room

After climbing the stairs and reaching the circular room, Norah finds a series of murals and a central console with three microphones. The murals depict the transformation of the islanders. By interacting with the murals and the rotating floor segments, Norah must align the symbols of the Sun, the Earth, and the Sea.

The Microphone Synchronization

Each microphone produces a specific pitch. Norah must adjust the levers on the microphones to match the vibrations seen on the water's surface in the central pool.

  1. Left Microphone: Set to the frequency of the "Mountain."
  2. Center Microphone: Set to the frequency of the "Sun."
  3. Right Microphone: Set to the frequency of the "Sea."

Once synchronized, the floor will descend like an elevator. This leads to a sequence where Norah must activate four wall panels in a specific order to create a bridge of light. The order is determined by the sequence of the murals in the previous room, representing the stages of the ritual.

Chapter 5: Sunken

In this chapter, Norah spends significant time in an amphibious state. The puzzles here involve moving liquid between different stone basins and managing pressure plates underwater.

The Liquid Basins

In the sunken village, there are several stone heads that pour a glowing substance into basins. The objective is to guide this liquid to the central structure. This is a logic puzzle where opening one gate might close another.

  • First, clear the debris blocking the upper channel.
  • Rotate the circular stone joints to direct the flow toward the main gate.
  • Use the pressure plates to raise or lower the water level, allowing Norah to reach the higher levers.

The Three Stone Gates

To reach the final area, three stone gates must be opened by finding the corresponding symbols in the underwater caves. Each gate requires a specific pattern to be traced on a circular pad. The clues for these patterns are found on the walls of the nearby coral reefs. Note that some symbols are only visible when Norah is in her "human" form near air pockets, while others are visible in her "creature" form.

Chapter 6: Fhal G of 'n

The final chapter takes place in a grand sanctuary. The puzzles here are the culmination of everything learned so far.

The Constellation Floor

In the sanctuary, Norah finds a large floor with various symbols. To progress, she must walk across the symbols in a specific order that tells the story of her transformation. The journal entries from the previous five chapters provide the sequence:

  1. The Ship (Lady Shannon)
  2. The Island
  3. The Transformation (Fish/Creature)
  4. The Temple
  5. The Star/Eye

Walking this path activates the final portal.

The Final Choice

At the end of the sanctuary, Norah is faced with two pedestals. This is not a puzzle of logic, but a narrative choice that determines the game's ending.

  • Accepting the Transformation: Walking toward the throne and the white light signifies Norah embracing her new form and staying on the island.
  • Rejecting the Transformation: Turning back and heading toward the stone door signifies Norah choosing to spend her remaining days as a human, even if it means a shorter life.

Essential Tips for All Chapters

  • Journal Completion: If a puzzle doesn't seem to have a solution, it’s usually because Norah hasn't "noted" a specific clue in her journal. Always interact with photos, notes, and murals until Norah makes a sketch.
  • Perspective Matters: Many clues in Call of the Sea are perspective-based. If a symbol looks incomplete, try standing on a higher ledge or viewing it through a specific opening in a wall.
  • Audio Clues: While the game is primarily visual, the frequency puzzles in Chapters 3 and 4 rely on the pitch. If playing without sound, pay close attention to the visual vibrations in the water or the movement of the needles on the dials.
  • Replaying Chapters: The main menu allows for chapter selection. This is useful for picking up missed logs or murals, as the journal carries over progress. If an achievement for "Full Notes" is the goal, check the chapter selection screen to see how many items are missing from each section.

By following these logic steps and sequences, the mysteries of the island can be fully unraveled, allowing Norah to discover the truth behind Harry's expedition and her own mysterious illness.