All 54 Clues and Evidence Locations
Use this numbered list as your 54-clue completion checklist. The first achievement requires 48 clues before you report to Sinthia. Six more become available during the later investigation, bringing the final Case File total to 54.
Finding a clue card is not always enough. Open each clue in the Case File and finish every available page, recording, message, film, and labeled action. These details may be required for a Suspicion or achievement.
The checklist follows the investigation in order and is grouped by location. Some puzzles, recordings, and discoveries update evidence you already have instead of adding a new numbered clue.
Prologue: The Beginning — Clues 1–9
- Case File — Stonetop Inn: Inspect the red file on the bar and read it.
- The Hex of the Helmsman — Stonetop Inn: Inspect and read the book beside Sally.
- Wooden Buoy — Fore Deck: Inspect the face-shaped buoy before entering the submarine.
- HER Painting — Parlor: Examine the painting above the fireplace. This is the first of two separate HER Painting clues.
- Sun Tablets — Mess Hall: Solve the shape-dial cabinet and collect the tablets.
- Illusion Poster — Illusion Theatre: Inspect the poster at the crime scene and read all available details.
- Sail Cloth — Illusion Theatre: Inspect the cloth and its reverse side.
- Moon Vial — Illusion Theatre: Inspect the broken vial on the floor.
- Stone Cauldron — Illusion Theatre: Inspect and rotate the cauldron, including the scratches inside it.
Prologue cleanup: Collect all nine clues before finishing the opening investigation. The stool, blood, body outline, and similar crime-scene observations help with the deduction, but they are not additional Case File clues.
Before the Report — Clues 10–48
Child’s Room
- Newspaper Page: Inspect the page and read both sides.
- Glass Eyeball / Eyeball Key: Solve the Wooden Chest puzzle and collect the eye. Ask Zephyr or Tadpole about it to identify it as the Eyeball Key.
Control Room
- Submarine Blueprint: Inspect the blueprint and use any additional view unlocked through conversation.
- Captain’s Jacket: Inspect the jacket display.
- Ship’s Wheel: Inspect the wheel and its central mechanism.
- Command Contract: Read the contract. A later discovery adds another page.
- Captain’s Log: Solve the Control Panel switchboard puzzle, open the compartment, and read the log.
Symmetry and Sinthia’s Bunk Room
- Golden Locket: Ask Sinthia about Symmetry, then ask Symmetry about her locket. Inspect it and choose Open.
- Movie Magazine: Inspect the magazine and read every page.
- Family Photo: Inspect the framed photograph.
- Underwater Photo: Solve the Piggy Bank puzzle and collect the photograph.
- Inn Deeds: Ask Symmetry about the Underwater Photo, then inspect beneath Sinthia’s mattress and read the deeds.
Dream Chamber
- Hex Bottle: Inspect the bottle. The later investigation adds another scene to this evidence.
- Dream Helmet: Inspect the helmet.
- Fog Ball: Inspect the separate device beside the Dream Helmet.
- Caretaker’s Journal: Solve the bottle-shelf puzzle, inspect the opened bookcase, and read the journal.
Dirk and Wirman’s Bunk Room
- Action Figure: Inspect the figure and the artwork behind it.
- Cell Phone: Take the phone from Dirk’s tuxedo, solve its lock, and check its calls, contacts, emails, and messages.
- Typewriter: Inspect Wirman’s typewriter and solve its dial puzzle.
- Handwritten Letter: Collect the letter from the solved Typewriter and inspect both sides.
Engine Room
- Broken Compass: Inspect the compass near Gripp.
- Ocean Map: Solve the four-compass panel, open the crate beneath it, and inspect both sides of the map.
- Balloon Basket: Inspect Gripp’s basket and all available close-up details.
- Cornelius Cane: Ask Symmetry about Gripp, then ask Gripp about his cane. Inspect it and remove the bandage.
Important: The four-compass panel is a puzzle mechanism, not one of the 48 clue cards. The Ocean Map found inside the crate is the clue.
Cargo Hold
- Silkwirm Map: Inspect the map in Mariana’s area.
- Wooden Pipe: Ask Gripp about Mariana, then ask Mariana about her pipe. Open its controls to reveal the Dictaphone and listen to every available recording.
- Moon Photo: Speak to Mariana, solve the Pin Board puzzle when it becomes available, and inspect both sides of the photograph.
Illusion Theatre Revisit
- Lifesize Doll: Solve the card-suit panel when it becomes available, then inspect the hidden doll.
- Film Projector: Collect the projector from the doll and watch its available reel. Two later reels are added to this same clue.
Airlock Grotto
- Message in a Bottle: Inspect the bottle display and read the message. During the later room sweep, you can break the bottle and recover another Command Contract page.
- Pocketbook: Solve the Diving Helmet puzzle and collect the locked book. Ask Tadpole about it, then show it to Dirk so he can open it using Tadpole’s birthday.
Bilge
- Strange Device: Use Dirk’s Cell Phone as a light, solve the two-orb mechanism, and collect the device.
- Diving License: Collect the license beside the Strange Device and inspect both sides.
Captain’s Cabin
- Handheld Radio: Unlock the room with the Eyeball Key and collect the radio from the chest.
- Ship in a Bottle: Inspect the model ship and use every available action, including Shake.
- Iron Bell: Inspect the large hanging mechanism and the fitting inside it.
- HER Painting 2: Inspect the painting in this room. It is a separate clue from the Parlor painting. Ask Sinthia about it, then return and manipulate the misaligned disc to reveal the route forward.
Captain’s Quarters
- Model Town: Inspect the model and solve its boat puzzle. The reel inside is added to the Film Projector clue.
- Black Box: Inspect the closed box on the bed. You cannot collect its contents until the later investigation.
48-clue checkpoint: Before reporting to Sinthia, confirm that you have both HER Painting cards, the separate Fog Ball and Dream Helmet cards, and the Ocean Map. Do not count the Engine Room compass panel as a clue.
Cleanup window: Finish conversation-based clues such as the Golden Locket, Wooden Pipe, Cornelius Cane, and Inn Deeds before giving Sinthia the completed report. Reporting begins the later room sweep and ends the free interview stage.
Chapter Three: Secrets of the Mortuga Submarine — Clues 49–50
Late-investigation spoiler warning: The next entries reveal evidence found after the report, but they do not identify the culprit.
- Figurehead — Aft Deck: Enter the newly accessible Aft Deck and inspect the figurehead, including its necklace.
- Ocean Treasure — Dome Tank: Enter the drained tank, solve the Treasure Chest puzzle, and collect the treasure.
During the same sweep, solve the Control Room display puzzle to collect the second Handheld Radio. Break the Message in a Bottle to recover another Command Contract page, inspect the updated Hex Bottle, and solve the Cargo Hold mushroom puzzle to obtain a second tape for the Wooden Pipe. These discoveries update existing evidence rather than adding new numbered cards.
Chapter Four: The Box That Was Actually Really Easy to Open — Clues 51–54
- Mourning Envelope — Black Box: Listen to recording four on the Wooden Pipe’s second tape, return to the Black Box, and replay the recording if needed. Use the new Pull action and inspect the envelope inside.
- Ripped Scroll — Black Box: Collect and inspect the scroll from the opened box. The film reel found with it updates the Film Projector clue.
- Zephyr’s Letters — Cabinet of Curiosity: Open the passage behind the Dream Chamber bookcase, collect the letters, and read every page.
- The Mermaid’s Tongue — Cabinet of Curiosity: Solve the Skull Shelf puzzle and collect the object from the display.
Final clue cleanup: Complete these cards and any remaining room-sweep tasks before finishing the Iron Bell sequence. The metal fragment found during that sequence advances the deduction, but it is not a fifty-fifth clue.
Gather the Clues Achievements
- Gather the Clues: Collect all 48 clues available before the report.
- Gather the Clues, But For Real This Time: Add the Figurehead, Ocean Treasure, Mourning Envelope, Ripped Scroll, Zephyr’s Letters, and The Mermaid’s Tongue. Your completed checklist should contain 54 clues.
Achievement Actions That Do Not Add Clue Cards
- Silversnake Sleuth: Examine the Town Square statue, Mess Hall statue, Newspaper Page, and Family Photo. If the achievement does not unlock, also discuss the Newspaper Page and Family Photo with the relevant suspects before the report.
- 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...?: Examine the dark hole in Zephyr’s bookcase after solving the Dream Chamber bottle puzzle.
- Prying Eyes: Look through everything on Dirk’s Cell Phone.
- How Rude!: Remove the bandage from Cornelius Cane.
- HER: Talk to every suspect about the Parlor HER Painting and the Underwater Photo.
- Triple Feature: Watch all three Film Projector reels.
- Radio Seafoam: Reunite the two Handheld Radios.
- Penpals: Read all of Zephyr’s Letters.
- Secret of the Swamp: Examine the Boggy head in the Cabinet of Curiosity.
- Cost: Waived: Later in the story, read the service-record label on the Fixed Compass.
- Sally. We’ve been over this.: Choose the incorrect term for the six-legged cephalopod during Zephyr’s Suspicion.
Tip: If a Suspicion or achievement still will not unlock, reopen the related clue and use every labeled action. Scroll through the final page, message, reel, or recording before leaving the clue view.

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