In this walkthrough, we will meet with all the submarine members in The Mermaid Mask.
Sally and Detective Grimoire finally reach the submarine where Captain Mortuga’s body was found. Solving a puzzle, we found a Sun Tablet bottle. With these little clues and the scratches inside the locked cauldron, the mystery grows deeper.
Table of contents
- Submarine | Child’s Room
- Submarine | Parlor (Revisit)
- Submarine | Child’s Room | Talking To Symmetry
- Submarine | Control Room | Talking To Sinthia
- Submarine | Bunk Room
- Submarine | Bunk Room #2
- Submarine | Dream Chamber
- Submarine | Cargo Hold
- Submarine | Captain’s Cabin
- Submarine | Engine Room | Illusion Theatre and Cargo Hold Revisit
- Submarine | Airlock Grotto
Submarine | Child’s Room

After completing the Illusion Theatre, open the map and go to the room to its left. This will lead you to the Child’s Room, which, surprisingly, has more illusions than the theatre itself.
Here, click on the newspaper attached to a shelf. It tells us about the Lady of the Looking Glass, an illusion master who stunned everyone on the big stage with her illusory tactics. On the back, the newspaper reveals the discovery of a mysterious sea serpent.

Once you’re done reading the newspaper, click on the box to your left with numerous cards on top of it. This is a puzzle where you have to place six cards and four glass lenses into the correct arrangement.
The puzzle’s hint is written on the box:
“Jeniffer and Margaret gaze jealously at Patricia, whose doll is neither too large nor too small.”
The six cards can be combined in pairs, making an image of a child three times. Line them all up in a row, and now it’s time to set up the lenses. There are two fish-eye lenses, one magnifying and one minifying lens.
Place the magnifying and minifying lenses on the doll of the left and right cards; don’t do anything with the pairs in the middle. Now, place the fish-eye lenses on the girls’ faces, on whose doll you put the other lenses. If you’re finding this puzzle difficult, then check the image below.

By solving the puzzle, you will find an eerie-looking glass eyeball inside the chest. With that, return to the submarine’s parlor.
Submarine | Parlor (Revisit)

While everything looks the same at the parlor, there’s something different. Someone is watching you from the control room. Click on the eyes, and the individual inside will tell you to solve the case. They ask whether you have talked with Symmetry in the child’s room.

However, Grimoire says that they didn’t see anything interesting except a girl’s painting; she is the “weird” girl.
Submarine | Child’s Room | Talking To Symmetry

Return to the Child’s Room to find the girl’s painting blinking. She’s Symmetry Silkmoth, an illusionist. After the detective duo and the illusionist become familiar, it’s time to question her about the submarine.
When a menu pops up, ask her about “Yourself” and “The Mortuga Submarine.” She tells everything about herself, including how old she is and how she performs the magic on the big stage. But when Grimoire asks if she can do it here, Symmetry takes out a card and asks us to think of either a duck or a rabbit.

However, this illusion doesn’t go anywhere with either option. Ask everything available, then move towards the ” Ask about Suspects” section. Talking to Symmetry reveals more about the people on the submarine. Besides Captain Mortuga and Symmetry herself, there were seven people:
- Tadpole
- Dirk
- Zephyr
- Wirman
- Mr Gripp
- Captain Seafoam
- Mariana
When you’re done with the suspects, ask Symmetry about the Newspaper Page, Sail Cloth, Illusion Poster, Stone Cauldron, and the Glass Eyeball.

The final question, “Suspicion,” is locked until we further explore the submarine. So, it’s time to dive deeper into the mystery.
Submarine | Control Room | Talking To Sinthia

Return to the Parlor and interact with the individual on the Control Room’s door. Talking to Symmetry reveals that she’s Sinthia, her friend. She will open the door and then head inside the control room.
It’s further revealed that she’s Sinthia Seafoam, the acting captain of the submarine after Mortuga’s murder. Now, we have to question her.

Before becoming the captain of this submarine, she worked as a nautical engineer and shipyard mechanic for fifteen years. Keep questioning her with the available dialogues, and you’ll learn about how she arrived at the submarine and her desperation to find Mortuga’s murderer.
She will reveal what she was doing on the day of the murder. While some of it sounds fishy, we can’t be certain as we haven’t talked to everyone on the ship. After that, ask her about Captain Mortuga and Symmetry, then follow it up by showing her all of the things you have found on the ship.

Once you’ve talked to her completely, it’s time to explore the control room. On the table, there’s a Submarine Blueprint. Check the submarine control panel, and click on the switchboard to start a puzzle.
Here, you have to put the six colored plugs into the correct sockets to light up the screen, similar to the image below it. This puzzle can take a while, and if you want to save yourself some time, then check the image below for the correct locations of the plugs.
Completing the puzzle unlocks the control panel’s hatch containing the captain’s log. Inside, you will find numerous pieces of information about how the crew members were found.

Now, check the ship’s wheel and the captain’s jacket to keep them as evidence. Talk with Sinthia and ask her about the newly discovered items.
Then, return to Symmetry. Sally will talk about Sym and Sin’s bunk bed that you can now explore, but before going there, talk to Symmetry and ask her about the locket she’s wearing and Sinthia. With this, it’s time to head to the Bunk Room, which is located in the left-most area of the middle floor.
Submarine | Bunk Room

The Bunk Room belongs to Sinthia and Symmetry. Interact with the movie magazine first, read it, then check the pink piggy bank; it’s a puzzle.
To solve it, we have to move the parts of the piggy bank to form numbers on its back. See the immovable, red solid numbers? The body parts that you move should add up to that exact number. There are seven body parts that you can interact with. Here’s the solved image of this puzzle:

Inside the piggy bank, there’s a gloomy underwater photo. Since the detective duo can’t understand the photo, asking Sinthia and Symmetry would help.
Sinthia is the one who took this photo on the day of Mortuga’s Murder. She hid it in the piggy bank as she wanted to compartmentalize. So, talk to Symmetry in the child’s room, and she will ask whether you found this photo under Sinthia’s mattress. While Symmetry doesn’t really provide anything good about the photo, we know that Sinthia is hiding something below her mattress.

Return to the Bunk Room, and click on the bunk bed to your right. Under it is the Inn Deeds, a deed of ownership. Reading the Inn Deeds reveals that Magnus Mortuga was once the owner of Stonetop Inn, but after his death, Don Drummond replaced him.
If you ask Sinthia about the Inn Deeds, she won’t comply and will remain quiet. Now, go to the right room from the Bunk Room to find another Bunk Room; there are two of them.
Submarine | Bunk Room #2

Inside this Bunk Room, you will find two new characters: Dirk Dansom, the energetic actor who was in the movie magazine, and J.D. Wirman, the author of Hex of the Helmsman. First, ask Dirk about the basics, the suspects, and the clues you have found so far. Then do the same with Wirman.
After hearing their sides, interact with the things you see inside Dirk and Wirman’s Bunk Room. First, check the cell phone inside the tuxedo to initiate the next puzzle, where you have to break its lock.

To do so, match the four available shapes with the given pieces. Here’s a solved screenshot of this puzzle:

You can check the call logs, messages, and emails inside the phone to get more clues. Now, click on Wirman’s typewriter to find another puzzle. Use the image below to solve it efficiently:

Unlocking the typewriter will provide you with a handwritten letter addressed to Wirman from an individual named Ibis. After this, head to the third room on the first floor.
Submarine | Dream Chamber

In the Dream Chamber, you will find Zacharias Zephyr, the dream doctor. Ask him the basic questions about the suspects and the clues you have discovered so far. Talk about everything, learn more about the people on the submarine, and Mortuga’s murder better.
Here, you will find three new clues: A Hex Bottle, a Dream Helmet, and a Fog Ball.

Note: Every new clue and individual you meet in the submarine should be discussed with everyone present in other rooms.
Take all the clues, talk to other people on the submarine, and then head for the lowest floor of the submarine. There are four rooms, and first, we’re visiting the left-most one.
Submarine | Cargo Hold

The Cargo Hold is a calm space with a furnace. Here, you will find Mariana Moon, who’s a very intriguing historian with no filter. Like usual, ask her the basic questions, information about the clues, and every other crew member.
After the conversation, interact with everything you see in the Cargo Hold to find newer clues. Click on the bags to your left to find Silkwirm Map inside them. Also, there’s a pinboard to the right of the room, which is a puzzle that we will solve once we’ve met all of the crew members.

Additionally, after showing the Eyeball Key to everyone, we learn that it can be used to unlock the Captain’s Cabin at the top left of the map. Click on the locked room, select the Eyeball Key, and then push it to pop a key out.
Submarine | Captain’s Cabin

As soon as you step inside the Captain’s Cabin, it feels all gloomy. First, look to your right to find two eyes peeking at you from a chest. Click on it to find a handheld radio inside, but it seems to be broken.
There’s another clue in the room: The bell on top of the table. Collect it, and then check the ship in a bottle on the captain’s desk. To your left, there’s a painting titled “Her,” and it makes the Grimoire curious. For now, keep it to yourself, and explore the remaining rooms on the submarine.
Submarine | Engine Room | Illusion Theatre and Cargo Hold Revisit

The Engine Room is located to the right of Mariana’s. In the hanging box, you will find a small hat peeking through; it’s Mr. Gripp. He’s a “shop owner” of the submarine and will try to sell you some items. Since you don’t have any money, click on three items to start the questioning session.
Once the menu pops up, follow the usual process of asking him the basics, about the clues, and the suspects. After that, Sally will talk about Mariana’s pipe. Before we return to the cargo hold, click on the “unusual compasses” that slide up and down.
This initiates a puzzle where you have to place all compasses into their correct locations. Your hints are:
- This compass tries to point away from all the others
- This compass doesn’t want to solve this puzzle right now
- This compass is actually a clock in disguise
- This compass tries to point at all the others
Below is a solved image of this puzzle. Doing so unlocks a box to Gripp’s right, in which you can find a broken compass in the process of being fixed.

Return to the Cargo Hold and ask Mariana about it. Surprisingly, her pipe is a tape recorder.
She secretly recorded conversations of other crew members, including Dirk, who talks about murdering someone to “become free.”

Now, Sally and Grimoire realize that Symmetry might be hiding something from them in the submarine. Since they have already searched her bunk room, return to the Illusion Theatre.
There’s a hole in the wall to the left, and after Grimoire pushes it, you will find a secret puzzle inside it. We don’t have to solve it just yet. So, explore the last two remaining rooms.
Submarine | Airlock Grotto

The Airlock Grotto is a charming and colorful room, which is handled by none other than the last remaining individual on the submarine: Madam Tadpole. She reveals herself to be a half-mermaid. After the introduction, begin the interrogation.
However, when you ask her about the day of the murder, she reveals seeing a “demon” on the fore deck. Its eyes were glowing, and it tried to communicate with her in an “alien language.” This, somehow, connects with everyone’s testimonies that they saw something through the glass behind the cauldron. But nobody knows what it is.
Learning about Zephyr from Madam Tadpole makes him look suspicious.
And here, as we have met every crew member and solved multiple puzzles, our The Mermaid Mask walkthrough part 2 comes to an end. Check out our complete walkthrough hub of the game right here.
Click here to read our next and final walkthrough of The Mermaid Mask.
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