Call of Cthulhu
49 Achievements
1,000
12-15h
Sandman
Make a deal with a crazed inmate
15
20.36%
How to unlock the Sandman achievement in Call of Cthulhu - Definitive Guide
In this chapter, you'll need to distract the guards to leave the Psych ward. There are several ways to do this, but you'll need to at least start one specific way.
At the front of the cell blocks, in the area the guard does not patrol, you can enter a conversation with one of the inmates. He'll ask for sleeping pills in return for distracting the guards. The pills are in the pharmacy on the center set of shelves, along the back.
The pharmacy is guarded by one guard, who follows the same path -- enters the store room, leaves the store room through the same door, enters the pharmacy, circles around the right side of the shelves and stops at the desk in the back, continues the right circle and exits the pharmacy, enter the store room, repeat. To get the pills, enter sneak mode and wait for the guard to enter the pharmacy. Follow him in and follow the same right path, waiting for the guard to leave the desk to enter the back part of the pharmacy. Once the guard is heading for the store room, quick grab the goodies back here (including the sleeping pills), then sneak over to the door and hide between the door and the desk. Wait here for the guard to re-enter the pharmacy, then sneak out the exit as he head right.
Return to the patient and give him the pills and the achievement should unlock.
NOTE: If you overload the gas pipes in the boiler room by setting all the pressure values up on the pipes than activating the boiler OR if overload the electric system in the experiment room by flipping all four electrical levers than activating the machine, you can no longer get this achievement. Therein, make sure you do this achievement first.
At the beginning you enter the "main area" with no guards.
Go left down the cell blocks and you'll talk to a man who wants some sleeping pills in exchange for distracting of the guards.
After the conversation, turn round and go back to the main area but turn left twice and you'll end up in a hallway with the kitchen to your left and the pharmacy (where the pills are located) to your right..
The kitchen has one guard in it which can obviously see through the window and spot you if your in a position where he can see you.
There is only one other guard that patrols the pharmacy but there are two ways to get in..
Heather towards the main area again but on the left before you reach it is a door you can pick lock.. this route is easier because you can simply follow the guard that way instead of guessing his movements going the other way.
Plus you can avoid the kitchen guard easier this way.
Either way, once your in the pharmacy slowly creep towards the back where the pills are on a book shelf with 2 other items to grab here.
Head towards the door but get in the nook between the door and the table.. the guard cannot see you... once he goes, go back to the main area, to the cell inmate and voila achievement unlocks.
This is my 100% achievementguide and to see this getting done if you prefer visual to text.. go to 54:30 in my playthrough 1 video to see how and where its done.
Hope this helps!
Playthrough 1
Playthrough 2
This achievement can be done in Chapter 5. You will meet an inmate who will offer to distract the guards in exchange for sleeping pills. Grab the pills from the pharmacy and return to him to unlock the achievement.
Missable.
During Chapter 5, you’ll eventually be in some kind of prison with a few guides in this area that you need to avoid. On the right path you’ll be able to talk to a prisoner on his cell and he will ask you to give him a bottle of sleeping pills. This bottle will count for the trophy related to collecting them all, and will only appear after talking to this guy. It is located in the pharmacy, on the right path of this area. After collecting it, go and give him them to unlock the trophy.
The tablets themselves are in the warehouse to the right of the kitchen.
And by the way, the patient will distract only one orderly who is standing in front of the morgue; he will not affect the main task of the mission to distract the guards.
1) The first method: raise all the switches in order to cause an overload in the experiment room. This is just the right way for a trophy. We speak with the prisoner in the cell, asking for sleeping pills in exchange for making noise for the guard who stands opposite the door to the morgue. There is the last switch for overload . (By the way, you can go there even past the guard without raising the alarm while squatting.) We bring sleeping pills from the warehouse in the second room opposite the kitchen.
2) Second method: overload the ventilation system using pressure in the basement. You need steering wheels that are level. I think you need two. I won't describe it.
So that’s the point if, out of curiosity, you decide to overload the ventilation first, or you thought about distracting more security, or, for example, you simply didn’t know. Then congratulations, you will have to go through it again. One option blocks the development of the other. I overloaded the ventilation in the basement. Then I went to give sleeping pills, but the prisoner didn’t even come to me. He hammers the wall with his head. Out of curiosity, he walked past the security guard into the morgue. The switch is not active at all. But in any case, even if you screw it up, drop by the morgue before you leave. there is +1 to madness