Walkthroughs / The Mermaid Mask / All 54 Clues and Evidence Locations

All 54 Clues and Evidence Locations

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 54 Clues and Evidence Locations

By the late investigation, Grimoire’s Case File looks like a maritime junk drawer with its own filing system. A recorded clue is a card you can reopen and inspect in 3D. Room scenery, puzzle controls, extra film reels, recordings, and newly exposed object details may update a card without adding another one.

The labels keep the count honest. Story evidence advances the case. Confrontation evidence is used during a suspect’s Suspicion interview. Completion clues may be optional to the final murder solution, but they still count toward the two clue achievements. Achievement-only actions do not create extra cards. Story completion by itself is not proof that the Case File is full.

Prologue: The Beginning — Clues 1–9

  1. Case File — Stonetop Inn: Open the red file on the bar and read its pages. [Story]
  2. The Hex of the Helmsman — Stonetop Inn: Inspect the book beside Sally. [Confrontation]
  3. Wooden Buoy — Fore Deck: Inspect the glowing face-shaped buoy before entering the submarine. [Confrontation]
  4. HER Painting — Parlor: Examine the painting above the fireplace. The later painting in the Captain’s Cabin updates this same card; it is not a second clue card. [Completion; confrontation; achievement-linked]
  5. Sun Tablets — Mess Hall: Solve the serpent cabinet and take the tablets from the opened compartment. [Story]
  6. Illusion Poster — Illusion Theatre: Inspect the upside-down poster at the crime scene. [Story; confrontation]
  7. Sail Cloth — Illusion Theatre: Inspect the large cloth and its reverse. [Story; confrontation]
  8. Moon Vial — Illusion Theatre: Inspect the broken vial on the floor. [Story; confrontation]
  9. Stone Cauldron — Illusion Theatre: Inspect the cauldron, rotate it, and select the scratches inside during the opening deduction. [Story; confrontation]

Prologue cleanup: Collect these nine before completing the body-outline deduction. The stool, blood, body outline, and other crime-scene hotspots are required observations, but they do not add more clue cards.

Initial Investigation — Clues 10–48

Child’s Room

  1. Newspaper Page: Inspect the loose page and read both sides. [Confrontation; achievement-linked]
  2. Glass Eyeball / Eyeball Key: Solve the Wooden Chest and collect the glass eye. It becomes the Eyeball Key when used on the Captain’s Cabin lock. [Story; confrontation]

Control Room

  1. Submarine Blueprint: Inspect the blueprint in the room. [Confrontation]
  2. Captain’s Jacket: Inspect the coat before the later electronic-panel sequence. [Confrontation]
  3. Ship’s Wheel: Inspect the helm and its center mechanism. [Story; confrontation]
  4. Command Contract: Read the contract. A later action adds its missing page to the existing evidence. [Confrontation]
  5. Captain’s Log: Solve the wire puzzle on the Control Panel, open the compartment, and read the logbook. [Story; confrontation]

Symmetry and Sinthia’s Bunk Room

  1. Golden Locket: After the first Symmetry and Sinthia interviews, ask Symmetry about her locket. Inspect it and use Open. [Completion; achievement-linked]
  2. Movie Magazine: Inspect the magazine and read every page. [Confrontation; achievement-linked]
  3. Family Photo: Inspect the framed photograph above Sinthia’s bunk. [Confrontation; achievement-linked]
  4. Underwater Photo: Solve the Piggy Bank puzzle and collect the photograph. [Story; confrontation; achievement-linked]
  5. Inn Deeds: Show the Underwater Photo to Sinthia and Symmetry, then follow Symmetry’s new prompt and search beneath Sinthia’s mattress. Read every page. [Story; confrontation]

Dream Chamber

  1. Hex Bottle: Inspect the sleeping creature and the funnel. Later events add a vision to this same card. [Confrontation]
  2. Dream Helmet: Inspect the helmet and its antenna. [Confrontation]
  3. Fog Ball: Inspect the separate receiver beside the Dream Helmet and examine its antenna. [Confrontation]
  4. Caretaker’s Journal: Solve the Perfume Shelf, inspect the opened bookcase, take the journal, and read its pages and back-cover drawing. [Confrontation]

Dirk and Wirman’s Bunk Room

  1. Action Figure: Inspect Dirk’s figure, including the artwork behind it. [Confrontation]
  2. Cell Phone: Take the phone from Dirk’s tuxedo, solve its lock, and inspect every available section. [Story; confrontation; achievement-linked]
  3. Typewriter: Inspect Wirman’s typewriter and solve its dial puzzle when that interaction becomes available. [Confrontation]
  4. Handwritten Letter: Take the letter from the solved Typewriter and inspect its writing and reverse-side directions. [Confrontation]

Engine Room

  1. Broken Compass: Inspect the compass in Gripp’s room. [Story; confrontation]
  2. Compass Panel: Inspect the four-compass mechanism. The panel itself is a clue; do not count only its reward. [Completion]
  3. Ocean Map: Solve the Compass Panel, open the crate beneath it, and collect the map. Turn it over and inspect the service record. [Story; confrontation]
  4. Balloon Basket: Inspect Gripp’s basket when its closer-look interaction appears. Select the picture showing Gripp with his cane. [Confrontation]
  5. Cornelius Cane: Discuss the Lifesize Doll and Film Projector with Symmetry, then ask Gripp about his cane. Inspect the bandaged section. [Confrontation; achievement-linked]

Cargo Hold

  1. Silkwirm Map: Inspect the map in Mariana’s room. [Confrontation]
  2. Wooden Pipe: Ask Gripp about Mariana, then question Mariana about her pipe. Open its controls to expose the Dictaphone and listen to every available recording. [Story; confrontation; achievement-linked]
  3. Moon Photo: After meeting the full crew, solve the Pin Board. Inspect the photograph revealed behind it and read the writing on its reverse. [Confrontation]

Illusion Theatre Revisit

  1. Lifesize Doll: After discussing the Illusion Poster with Wirman, solve the card-suit panel and inspect the hidden doll. Lift its locket and open the flap. [Confrontation]
  2. Film Projector: Take the projector from inside the doll. Later reels update this card instead of creating new cards. [Confrontation; achievement-linked]

Airlock Grotto

  1. Message in a Bottle: Inspect the bottle display and read the message. A later action removes the page from the bottle and adds another side to this card. [Confrontation]
  2. Pocketbook: Solve the Diving Helmet safe and take the locked book. Ask Tadpole about it, then ask Dirk to open it with Tadpole’s birthday. Inspect the photographs, contents, and scratched initials. [Confrontation]

Bilge

  1. Strange Device: Use the Cell Phone as a light, solve the two-orb mechanism, and collect the device from the water. [Confrontation]
  2. Diving License: Collect the license beside the Strange Device and inspect both faces. [Confrontation]

Captain’s Cabin

  1. Handheld Radio: Unlock the cabin with the Eyeball Key and collect the radio. The second radio later updates this card. [Story; achievement-linked]
  2. Ship in a Bottle: Inspect the model ship and test its movable actions, including Shake. [Confrontation]
  3. Iron Bell: Inspect the large bell and the fitting hanging inside it. Later discoveries update this card. [Story; confrontation]

HER Painting update: Inspect the painting in the Captain’s Cabin, ask Sinthia about it, then return and rotate the sun above the woman. This updates clue 4 and opens the route to the Captain’s Quarters; it does not create clue 47.

Captain’s Quarters

  1. Model Town: Inspect the town and solve its boat-route puzzle. The film reel inside updates the Film Projector card. [Story; confrontation]
  2. Black Box: Inspect the box on the bed and test its handle and movable parts. Finding that it will not open begins Chapter Two. [Story]

48-card check: Scroll through the whole Case File instead of counting only the rows currently on screen. The easy counting traps are the Compass Panel, which is its own card; the Fog Ball, which is separate from the Dream Helmet; and the second HER Painting, which updates the original card rather than adding another.

Initial cleanup window: Finish conversation-earned clues such as the Golden Locket, Wooden Pipe, Cornelius Cane, and Inn Deeds before reporting the completed Suspicion interviews to Sinthia. Exploration and interview order can vary, but reporting to Sinthia eventually gathers the crew and starts the later room sweep.

Chapter Three: Secrets of the Mortuga Submarine — Clues 49–50

Late-investigation spoiler warning: The next entries reveal evidence found after the crew gathers, but they do not name the culprit.

  1. Figurehead — Aft Deck: After the Fore Deck sequence with Sally, enter the newly opened Aft Deck and collect the large figurehead tied there. Rotate it and inspect the necklace. [Story]
  2. Ocean Treasure — Dome Tank: Solve the Treasure Chest puzzle, open the chest, and collect the treasure. Inspect its sharp coral and gemstone eyes. [Story]

The same sweep also updates old cards. Solve the Control Room electronic panel to retrieve the second Handheld Radio; break the Message in a Bottle with the Typewriter to expose the Command Contract page; and solve Mariana’s Mushroom Puzzle Box to add a second tape to the Wooden Pipe. None of those actions adds a new numbered card.

Chapter Four: The Box That Was Actually Really Easy to Open — Clues 51–54

  1. Mourning Envelope — Captain’s Quarters: Listen to all four recordings on the Wooden Pipe’s second tape, return to the Black Box, replay the relevant recording, and move the handle. Take the envelope and inspect its imprint. [Story]
  2. Ripped Scroll — Captain’s Quarters: Take the scroll from the opened Black Box and inspect both sides. The third reel found with it updates the Film Projector instead of adding another card. [Story]
  3. Zephyr’s Letters — Cabinet of Curiosities: Enter through the dark bookcase gap in the Dream Chamber and read both letters on the left. [Story; achievement-linked]
  4. The Mermaid’s Tongue — Cabinet of Curiosities: Solve the Skull Shelf and collect the object from behind the glass. [Story]

Final clue cleanup: Finish these cards and the remaining room-checklist updates before completing the Iron Bell sequence in the Illusion Theatre. The foreign metal piece found there updates the Iron Bell and begins the next deduction chapter; it is not clue 55.

Gather the Clues vs. Gather the Clues, But For Real This Time

  1. Gather the Clues: Collect the initial 48 Case File cards, ending with the Model Town and Black Box stage. Optional-to-the-final-solution cards still count, so reaching Chapter Two is not enough by itself.
  2. Gather the Clues, But For Real This Time: Add Figurehead, Ocean Treasure, Mourning Envelope, Ripped Scroll, Zephyr’s Letters, and The Mermaid’s Tongue. The finished Case File contains 54 cards.

Achievement-only actions that do not add clue cards

  • Silversnake Sleuth: Inspect the Town Square statue, Mess Hall serpent statue, Newspaper Page, and Family Photo.
  • Lever Lover: Pull both Control Panel levers.
  • Tangle Tower: Ask Sinthia about the Case File.
  • A Witch of Some Infamy: Open the Golden Locket.
  • Break Time: Read every Movie Magazine page.
  • Who’s there...?: After solving the Perfume Shelf, inspect the dark gap in Zephyr’s bookcase.
  • Prying Eyes: Open every section of Dirk’s Cell Phone.
  • How Rude!: Remove the bandage from Cornelius Cane.
  • HER: Ask every suspect about the HER Painting and Underwater Photo.
  • Triple Feature: Watch all three Film Projector reels.
  • Radio Seafoam: Reunite the two Handheld Radios.
  • Penpals: Read both of Zephyr’s Letters.
  • Secret of the Swamp: Inspect the Boggy head in the Cabinet of Curiosities.
  • Cost: Waived: Read the service record on the later Fixed Compass.
  • Sally. We’ve been over this.: Choose the incorrect term for the six-legged cephalopod when that dialogue option appears.

If a card is present but a Suspicion or achievement still refuses to open, inspect that card again. Use every labeled action such as Open, Read, or Shake, and scroll to the last page, message, film, or recording. The missing evidence is often already in the notebook, sitting behind one tiny latch and looking terribly pleased with itself.

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