Walkthroughs / The Mermaid Mask / All 21 Steam Achievements

All 21 Steam Achievements

Crack every contraption, chase down slippery clues, and keep your Case File shipshape with our The Mermaid Mask walkthrough—your spoiler-aware co-detective aboard the wonderfully suspicious Mortuga Submarine.

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All 21 Steam Achievements

By Chapter Two, Grimoire’s Case File can resemble an evidence cabinet after a rough voyage. The important rule is simple: collecting an object is not always enough. Reopen its clue card and use every visible Read, Use, arrow, page, latch, recording, and label control.

The Steam version has 21 achievements. It saves progress automatically and is also listed as supporting saves at any time. Keep separate saves before boarding the submarine, before reporting the eight Suspicion investigations to Sinthia, and before entering the final Parlor confrontation. A finished file cannot rewind witness testimony, so a missed dialogue choice may require an older save or a new game. This list covers Steam only and does not assume that another platform uses identical conditions.

Automatic and Required-Route Achievements

Spoiler warning: Steam hides four of the achievement descriptions in this group. The steps below reveal investigation rooms and required evidence, but not the culprit, method, or motive. The final achievement reveals only that you finish the game.

  1. The Curse in the Cauldron — Complete the Prologue deduction, then inspect the scratches inside the Stone Cauldron. This begins Chapter One. Missable: no. Cleanup: none; it unlocks through the story.
  2. Eye Eye, Captain [Hidden on Steam] — In Chapter One, solve the Wooden Chest in the Child’s Room, take the Glass Eyeball, and use it as the Eyeball Key on the Captain’s Cabin door. Missable: no. Cleanup: none; opening the cabin is required.
  3. Ceci N’est Pas Une Pipe [Hidden on Steam] — In Chapter One, question Mariana Moon in the Cargo Hold until her Wooden Pipe becomes a clue, then inspect it and expose its Dictaphone controls. Missable: no during a normal story route. Cleanup: reopen the Wooden Pipe from the Case File if the unlock is delayed.
  4. How Rude! [Hidden on Steam] — After obtaining Cornelius Cane from Gripp in the Engine Room, inspect it and remove the bandage. This manipulation is also used during Gripp’s Suspicion investigation. Missable: no on the required route. Cleanup: reopen the cane from the Case File and remove the bandage.
  5. Who’s there...? [Hidden on Steam] — Earliest point: Chapter One, Dream Chamber. Solve the Perfume Shelf, inspect the bookcase above it, and select the dark gap between the books. The same opening is used later to reach the Cabinet of Curiosities. Missable: no on the required route. Cleanup: inspect the gap when the Dream Chamber is empty in Chapter Four.
  6. Radio Seafoam [Hidden on Steam] — Take the first Handheld Radio from the Captain’s Cabin. During the post-Suspicion room sweep in Chapter Three, solve the Electronic Panel beside the Captain’s Jacket in the empty Control Room and collect the second radio. Missable: no on the required late-case route. Cleanup: collect the second radio before the Chapter Six Parlor confrontation.
  7. The Mermaid Mask — Complete the final chapter, The Wayward Navigator, speak to the cast during the Town Square farewell, and reach the closing sequence. Missable: no once the case is completed. Cleanup: finish the ending.

Optional Interaction Achievements

Hidden-condition warning: Steam conceals most descriptions below. These steps reveal optional interactions, one Suspicion answer, and a late-game object, but not the final solution.

Show the hidden conditions
  1. Lever Lover — Earliest point: Chapter One, Control Room. Inspect the submarine’s Control Panel and pull both the red and yellow levers. The electrical wire puzzle is a different interaction. Missable: yes after the late-case lock-in. Cleanup: return during the empty-room sweep before the final Parlor confrontation.
  2. Tangle Tower [Hidden on Steam] — Earliest point: Chapter One, Control Room. While questioning Sinthia, select the Case File clue topic and hear her response. Missable: yes. Cleanup: reload a save from before reporting all eight Suspicion investigations to Sinthia; finished testimony cannot be replayed.
  3. A Witch of Some Infamy [Hidden on Steam] — Earliest point: Chapter One, Child’s Room. After the sisters’ first interviews, ask Symmetry about the Golden Locket. Inspect the locket and select Open; receiving it alone is insufficient. Missable: the conversation that grants the clue can be missed. Cleanup: if the locket is already in the Case File, reopen it there; otherwise reload a pre-report save.
  4. Break Time — Earliest point: Chapter One, Symmetry and Sinthia’s Bunk Room. Inspect the Movie Magazine and read through every page. Opening only the cover does not count. Missable: yes after the late-case lock-in. Cleanup: revisit the room or reopen the magazine from the Case File before the final confrontation.
  5. Sally. We’ve been over this. [Hidden on Steam] — Earliest point: Chapter Two, Dream Chamber, during Dr. Zephyr’s Suspicion investigation. When naming the six-legged creature inside the Hex Bottle, choose the incorrect term octopus before selecting Hexapus. The wrong answer does not block progress. Missable: yes. Cleanup: reload a save from before Zephyr’s Suspicion sequence or begin a new file.
  6. Secret of the Swamp [Hidden on Steam] — Earliest point: Chapter Four, Cabinet of Curiosities. Enter through the bookcase opening in the empty Dream Chamber and inspect the displayed Boggy head. Missable: yes after the final Parlor lock-in. Cleanup: return to the cabinet before beginning Chapter Six.

Ending-object warning: The next condition names an object dropped during the final chapter.

  1. Cost: Waived [Hidden on Steam] — Earliest point: the final chapter, The Wayward Navigator, in the Captain’s Quarters. Inspect the dropped Fixed Compass, rotate it to the service-record label, and read the label before presenting the compass in the Control Room. Picking it up alone is insufficient. Missable: yes. Cleanup: reload a save from before the final sequence or replay the case.

Multi-Step and Collection Achievements

Show the multi-part requirements
  1. Prying Eyes [Hidden on Steam] — Earliest point: Chapter One, Dirk and Wirman’s Bunk Room. Take the Cellphone from Dirk’s tuxedo, solve its symbol lock, select Use, and inspect every screen in Contacts, Calls, Messages, and Email with the arrows and app controls. Reading only the story message is insufficient. Missable: yes after the late-case lock-in. Cleanup: reopen the Cellphone from the Case File before the final confrontation.
  2. HER [Hidden on Steam] — Earliest completion: Chapter One, in the room of the eighth suspect you finish. After obtaining the HER Painting and the Underwater Photo from the Pig Safe, discuss both clue topics with all eight suspects: Symmetry Silkmoth, Sinthia Seafoam, Dr. Zephyr, Dirk Dansom, J.D. Wirman, Godrik Gripp, Mariana Moon, and Madam Tadpole. Missable: yes. Cleanup: finish the circuit before reporting all eight Suspicion investigations; otherwise reload a pre-report save.
  3. Silversnake Sleuth [Hidden on Steam] — Examine four objects: the serpent statue in Town Square during the Prologue; the serpent statue attached to the Mess Hall cabinet; the Newspaper Page in the Chapter One Child’s Room; and the Family Photo in Symmetry and Sinthia’s Bunk Room. Earliest completion is Chapter One in the bunk room if the Family Photo is last. Missable: yes because Town Square is an early-only visit. Cleanup: an older Prologue save or a new game is required if the first statue was skipped.
  4. Triple Feature [Hidden on Steam] — Watch all three reels through the Film Projector: the built-in reel inside the Lifesize Doll behind the Illusion Theatre panel; the second reel from the lighthouse in the Captain’s Quarters Model Town; and the third reel inside the opened Black Box in Chapter Four. Collecting the reels without playing them does not count. Missable: yes after the final lock-in. Cleanup: reopen the projector from the Case File and play all three reels before Chapter Six.
  5. Penpals [Hidden on Steam] — Earliest point: Chapter Four, Cabinet of Curiosities. Inspect Zephyr’s Letters on the left side, open both letters, and read every page. Adding the clue card alone is insufficient. Missable: yes after the final lock-in. Cleanup: reopen the letters from the Case File before Chapter Six.
  6. Gather the Clues — Fill the original Case File set of 48 clue cards. This first set is completed during Chapter Two, after collecting every clue needed for the eight Suspicion investigations; the room containing the final card depends on your exploration order. Missable: yes if a limited conversation or room check is skipped before reporting to Sinthia. Cleanup: verify 48 cards before making that report, or reload a pre-report save.
  7. Gather the Clues, But For Real This Time [Hidden on Steam] — Expand the Case File from 48 to 54 clue cards during the Chapter Three and Chapter Four room sweeps. Add Figurehead from the Aft Deck, Ocean Treasure from the Dome Tank chest, Mourning Envelope and Ripped Scroll from the Black Box, plus Zephyr’s Letters and The Mermaid’s Tongue from the Cabinet of Curiosities. Earliest completion is Chapter Four in the Cabinet if its two clues are last. Missable: yes after the Chapter Six lock-in. Cleanup: verify 54 cards before entering the final Parlor confrontation.

Three Safe Save Points

  1. Before boarding: inspect the Town Square statue for Silversnake Sleuth.
  2. Before reporting to Sinthia: finish HER, Tangle Tower, the Golden Locket conversation, the incorrect Hexapus answer, and the original 48-card Case File.
  3. Before the final Parlor confrontation: reach 54 clue cards, play all three film reels, read every Zephyr letter, inspect the Boggy head, and finish the Cellphone, magazine, and lever interactions.

If an achievement still refuses to pop, reopen its linked clue from the Case File. Rotate it, select Use or Read, and visit the final page, message, recording, label, or movable part. On this submarine, the last missing check often hides behind one tiny button with the confidence of a seasoned criminal.

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