This guide provides a walkthrough for some of the trickier achievements in Overboard!. Note that this isn’t a full walkthrough, but rather for the more complex achievements in the game. Obviously, spoilers ahead!
Fast Work & Smooth Operator
1. Get rid of the steward as fast as you can.
- Don’t come in!
- Go away now!
Images: Step 1 & 2
2. Go into your bathroom, examine the sleeping pills, and pocket them for safekeeping.
3. Leave your cabin and run up to the upper deck. Choose to examine the deck and you’ll find your missing purple earring.
4. At this point, you’ll likely be approached by Carstairs.
- He’ll invite you to walk the deck, but decline his invitation (or get through the walk as fast as possible, it’s tight).
- Tell him whatever you want about your husband, just remember to use the same answers later on.
5. Rush to the bell at the front of the ship and ring it.
6. When the guests convene in the restaurant to talk, remember to keep your story straight and choose dialogue options that point to Clarissa being the culprit or a suicide. (Why didn’t you tell anyone?, Well, it certainly wasn’t me, You think he killed himself?, I’m innocent, He must’ve jumped, etc.)
There isn’t enough evidence to convict you or Clarissa (since you snagged the sleeping pills and earrings), so everyone else should conclude that Malcolm died by suicide. The achievements should lock as the epilogue finishes. Freedom!
Fast Finagling & Excellent Execution
1. Get rid of the steward as fast as you can.
- Don’t come in!
- Go away now!
2. Leave the room immediately and head down to the empty Smoking Room.
- Examine Malcolm’s jacket.
- Take the key.
- Hurry away.
3. Run up to the Aft Cabins (Clarissa should still be out of her room before 9am). Use Malcolm’s key on the door to get inside.
Images: Steps 2 & 4
4. Examine her desk to find her love poetry.
- Read one.
- Take one.
- Then leave the room.
5. Wait in the corridor until Clarissa arrives, then immediately show her the poem you found. To convince her the whole sordid affair is her fault, say:
- He gave it to me.
- Right before he jumped.
- Because of you.
- What’s done is done.
Images: Steps 5 & 6
6. Leave the room and knock on the Major’s door across the hall. Immediately tell him:
- Please, I need help.
- I think Malcolm has gone overboard!
- Clarissa says it’s her fault.
7. The rest of the show should go pretty smoothly, but remember to keep choosing dialogue options that support Clarissa and Malcolm’s affair being the reason he jumped. The achievements should pop after the epilogue.
NOTE: Sometimes both achievements won’t pop at the same time, and I don’t know how to fix this. If they don’t both pop for you, just try it again but take a little longer than 2 hours.
No Loose Ends + Storm & Tornado Protocol
1. Get rid of the steward as fast as you can.
- Don’t come in!
- Go away now!
2. Go into your bathroom, examine the sleeping pills, and pocket them for safekeeping as fast as possible.
3. Leave your cabin and head to the upper deck, then examine the deck to pick up your missing earring. (If Carstairs approaches you, choose non-committal choices and don’t ask him or agree to a walk along the deck.)
4. After Carstairs finishes his pleasantries, wait by the railing once or twice until Anders appears. You’ll have a short, pleasant conversation before Anders heads back to the bridge.
5. Leave the deck and head up to the bridge. Wave to Anders and he’ll let you inside.
5. Get your sweet talking on! From here you need to convince Anders to give you the pass-key and ask to meet you in your cabin later. The most direct route I’ve found is this:
- The view from here is very nice.
- Oh, yes?
- You saw something…
- Does she?
- What’s that key?
- Can I borrow it?
- Which pocket was that now?
- Maybe this one, then?
- I’ll take very good care of it.
- I can be very persuasive you know.
- Take the key.
Images: Step 5
6. After this interchange, agree to meet Anders in your cabin at 11:30 (you may or may not make the tryst on time, and that’s okay).
7. Leave the bridge with the pass-key and go to the Forward Cabins.
8. Use the pass-key to enter Lady H (Armstrong)’s room and head inside.
- Choose to examine her books.
- Select “The Nine Tailors.”
- Read a page and a photo will fall out of the book.
- Look at the photo or don’t, but make sure to keep it after you’re done.
9. Leave the room and head back to see Anders. At this point, he’ll be in one of two locations, depending on what time it is. If it’s before 11am, he’ll be in the bridge. Go there to continue your conversation. If it’s after 11, he’ll likely be waiting in your cabin; you can also continue this conversation there.
10. Once you’re with Anders, show him the photograph and then give it to him. Continue the conversation, eventually wrapping up with the following prompts:
- There’s a good view from the bridge, isn’t there?
- If you say you saw something, people will believe you.
- Give Anders a kiss to cement the plan, and leave the bridge.
Images: Steps 8 & 10
11. Ring the overboard bell at the front of the ship to start the final meeting early.
12. During the meeting, you can use a variety of prompts to keep the heat off of you. These are the prompts that worked for me:
- He’s missing. Since last night.
- Why didn’t you tell anyone?
- It certainly wasn’t me.
- That’s horrible.
- Me?
- What were you doing up there?
- Perhaps he turned down your advances.
- I think she’s been drinking Subedar-Major.
- say nothing
- enjoy your freedom and insurance money!
Images: Step 12 & Final Card
The achievement for this run should pop when the final card comes up. If you didn’t make any pit stops or waste time elsewhere, you should come in under the line to make both the time-related achievements as well.
NOTE: After this story is found the official credits will roll. Sometimes the achievement doesn’t pop until after.
Tighten the Knots & Take the House
One quick note: you don’t have to finish the story for these particular achievements, so don’t worry about assuring your freedom at the end, just enjoy your blackmail and cold, hard cash (and achievements).
1. Get rid of the steward as fast as you can.
- Don’t come in!
- Go away now!
NOTE: You can still accomplish this if you pick up the sleeping pills, but it’s much easier if you leave them in the bathroom.
2. Leave your cabin and run up to the upper deck. Choose to examine the deck and you’ll find your missing purple earring.
3. Next, go chill in the restaurant until Lady Armstrong arrives at (roughly) 12pm. (Technically you can hang out anywhere, but I opted to stay and eat cheesy biscuits and scones.)
4. Once she arrives, agree to have a drink with her.
NOTE: If you took a detour earlier and insulted her at breakfast, she’ll ignore you completely, so avoid that.
5. Chat with her until an option appears to ask what she thinks about Carstairs.
- What do you make of Carstairs?
- He’s got a secret?
- He’s having an affair, is he?
- How intriguing!
- after you’ve heard the juicy tidbit about knocking on his door 9 times, leave the conversation when the option is presented to you.
Image: Step 5
6. Head over to the Forward Cabins next and knock on Carstairs’ door 9 times.
- Someone will unlock the door and you should shove it open to find out who.
- Once you’re face to face with the stowaway, don’t ask any questions. Instead, put your hands up, back away, and then leave the room immediately. (If you don’t, she’ll knock you over the head with her cricket bat and this round will be over for you.)
7. Now that you know Carstairs’ secret, head down to the Smoking Room to find him and the Major chilling. After a short chat with the Major, stop talking to him and take a seat.
Images: Step 6
8. Next, talk to Carstairs. There’ll be some superfluous choices, but these were the important prompts I chose to finish up Tighten the Knots:
- You play cards, Mr. Carstairs?
- Are you good?
- What’s your game?
- Who’s the woman in your cabin, Mr. Carstairs?
- She speaks German. (or any option works here I think)
Image: Step 8
9. Carstairs will ask the Major to temporarily leave the room, letting the two of you talk in private. Use these prompts going forward to get the info and get into cards:
- Lady H heard someone knocking 9 times at your door.
- Fine. But remember, I know.
- She means that much to you?
- Oh, I don’t gossip.
10. After the Major enters the room again, continue talking to Carstairs about Malcolm’s debts until you’re offered the prompt: “A game of cards, Mr. Carstairs?”
Images: Steps 9 & 11
11. At last, we’re playing cards! These are the prompts I found worked for me (and made my gal tons of money):
- I don’t carry any money with me.
- Bet a diamond earring.
- How much do you have?
- I’ve got two earrings…
- All right, I’ll take the five hundred.
- I’d like you to deal me a pontoon now.
- I think you can do better than that.
- A pontoon, Mr. Carstairs.
- Bet higher. > Bet 300.
- Give nothing away.
And congrats! Now you’re a rich blackmailer. (And potentially getting arrested later.) The achievements should pop when he realizes you know about the stowaway (Tighten the Knots) and when he says that you’ve cleaned him out (Take the House).
Septuple Homicide
Keep in mind, it’s a tight schedule to get all your kills done correctly, so you can’t take extra time to do side quests or go off the beaten path.
NOTE: This will also complete the achievements Double Homicide, Triple Homicide, Quadruple Homicide, Quintuple Homicide, Hextuple Homicide, and (finally) Septuple Homicide.
Image
1. At the start of the game, invite the steward in after he knocks on the door.
2. Chat with him until you’re able to say “One more thing…” and then “cosh him with something.”
3. Next, we need to hide the body. Choose to examine the body and then:
- Push the body under the bed.
- Kick him under the bed.
- Hide his foot.
4. Before leaving, examine the dolphin statue and then kick it under the bed also.
5. Leave the cabin looking for your next victim.
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1. Leave your cabin and go up to the bridge. This part is kinda tricky since you need to buy time until Anders shows up. After coming up on the bridge, choose “go back down” and then “Continue.”
2. Go back to the bridge a second time (moving time forward) and then chat with the alternate officer. (You may not finish this whole dialogue before Anders shows up, which is okay. As long as Anders is in the bridge when you continue your killing spree, you’ll be good to move forward.)
- Knock.
- Where’s the Commander?
- Examine the Upper Deck.
- Try the door.
- Do you like being a sailor?
- Nevermind.
3. Around 9:00-9:05am, Anders should arrive up on the bridge and approach you. Select “Of course” to his greeting and then head back down off the bridge.
4. Head back up to the Upper Deck and greet Carstairs as he approaches you:
- It’s so bracing up here.
- Goodness, you’re right.
- You’re so right.
- Wait, look! Dolphins!
- But there’s something down there…
- Definitely! There! In the water!
- Just lean a little further.
- Push him overboard.
5. Once he’s swimming with the fishes, leave the Upper Deck and we’ll head to the Aft Cabins next.
Images
1. Once we’re in the Aft Cabins, go knock at Clarissa’s door.
- You’re going to want to talk to me.
- Are you talking about Malcolm?
- We can’t talk like this…
- Let’s talk on deck.
- The upper deck.
- Then step away and leave the corridor.
2. Head up to the Upper Deck next. (You’ll notice Lady H is up here, but don’t worry about her yet.)
- Clarissa will meet you shortly after you arrive. Say:
- Thank you for coming, Clarissa.
- Clarissa, you saw something…
- You’re sure it was him?
- Is that your porthole down there?
- You can join him, Clarissa.
3. Wipe your hands after Clarissa falls and act surprised when Lady H confronts you shortly after.
- Have what?
- Can you show me where she went over?
- Push her over.
4. Four down, three to go! Head to your cabin next.
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1. Spend a very short amount of time in your cabin killing time. I recommend tidying yourself up or just examining things nearby. Leave after 1-2 actions and head into the Smoking Room next.
2. At this point, you need to chat with Major Singh until 12:30, when he’ll ask you where Carstairs has gone. Killing this time can be tricky–you should avoid telling him that your husband is missing, but you’ll have to exhaust most of the other chat avenues to fill the entire time. Be strategic about it and don’t be afraid to use the rewind if you’re left with no more options before 12:30. (NOTE: talking about Lady H and Malcolm’s jacket will also kill some time after you’ve exhausted chat options)
3. At 12:30, Major Singh will wonder aloud where Carstairs has gone and you’ll have the opportunity to tell him that “he was walking on deck” and that he “should go look.”
4. Once Major Singh has left the room and headed upstairs, leave the room and follow him to the Upper Deck.
5. Now it’s go time:
- Creep up behind the major.
- Slip out his knife.
- Stab him in the back.
- Pull out the blade (you’ll need this weapon again later, so don’t miss this one)
- Lift his fingers roughly 3-4 times in a row and he’ll fall into the sea.
That’s number six!
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1. Anders makes it easy for you. Wait on the deck after you’ve killed Major Singh and Anders will approach you to attempt an arrest. Say:
- I had to do it, Commander.
- I know you don’t love me.
- Stay back!
- At this point, pick up the knife when the prompt appears.
- I just want us to be together!
- And finally, stab Anders.
Then, all there is to do is enjoy the bizarre (and best lol) ending to this wild story.
Eeekek ek ekkk ekk!!
Happy achievement hunting!
And that wraps up our share on
: Tricky Achievements Guide | Overboard!. If you have any additional insights or tips to contribute, don’t hesitate to drop a comment below. For a more in-depth read, you can refer to the original article here by almtzd, who deserves all the credit. Happy gaming!