Mystery Of The Nautilus - Walkthrough by Allia - v1.1 ======================== Table of Contents I. Introduction A. Controls B. General Tips II. Revision History III. Walkthrough A. "First Stage" A1. Decompression Chamber A2. Diving Gear Chamber A3. Corridor A4. Library A5. Dining Room A6. Kitchen B. "Second Stage" B1. Lounge B2. Cartography Room B3. Gears Room B4. Engine Room B5. Dormitory B6. Electrified Corridor B7. Museum C. "Third Stage" C1. Nemo's Bedroom C2. Grand Corridor C3. Guest Room C4. Officers' Mess C5. Laboratory C6. Technical Room C7. Pump Room D. "Fourth Stage" D1. Damaged Museum D2. Damaged Corridor D3. Submerged Dormitory D4. Submerged Engine Room D5. Submerged Gears Room D6. Damaged Lounge D7. Damaged Cartography Room E. "Fifth Stage" E1. Library E2. Diving Gear Chamber E3. Dining Room E4. Kitchen E5. Corridor IV. Misc. I. Introduction ======================== This is just a partially completed walkthrough. I hope to have the whole game completed and documented by the end of the week. Important items will be highlighted throughout the walkthrough with asterisks, i.e. Pick up the *polka-dotted cow*. A. Controls _______________ Just a few notes about the controls to make your life easier. 1. Items can be quickly placed into your backpack/inventory by dropping them onto the backpack icon. This is better than scrolling through your inventory to try and find an empty slot. You can open and close your Backpack/Inventory quickly by right-clicking anywhere in the screen. Also, the PDA can be closed this way, but not opened. You still have to click on the PDA icon to open it. 2. Conversation windows can be advanced by right-clicking anywhere. Sure beats clicking the small button in the top-left corner. 3. On some doors you must first click the handle to partially open the door before you can move through it. Conversely, you can close the door the same way. This will be important in one of the puzzles. B. General Tips _______________ 1. When searching for small objects, the default round cursor will not detect the small object and change to a hand cursor unless the top-left corner of the round cursor passes over it. Kinda like the top-left point of the standard pointer cursor in Windows. 2. Turning up the brightness on you monitor can help. Most objects don't stand out against the backgrounds. They are of the same brightness and contrast. This may have you squinting and wondering "Can I pick this up?" Moving your mouse back and forth in a search pattern helps a lot. When the cursor changes to a hand, you're in business. 3. Unlike Myst, you can actually die in this game. When you touch something that can harm you or you are in a dangerous room, a health meter appears on the right side of your screen. If you die you will have to reload from your last save point. This brings up my next tip... 4. Save often. You never know when you'll enter a room or trigger something that can be hazardous to your health. 6. Each room has a specific name, which I refer to throughout this walkthrough. When you save your game, it includes the name of the room you are currently in. There is also a listing of each room you have visited in the Sketches section of your PDA. Each room includes a bird's-eye view screenshot. This list is cleared when you enter a new "stage". 5. Check EVERYTHING. From the smallest fragment of wire to a huge statue. You may be surprised at what you are able to pick up. II. Revision History ======================== v1.0 - 03.11.02 - Complete through killing the robot in the "Third Stage". v1.1 - 03.13.02 - Completed Third, Fourth, and partial Fifth Stages. Acquired nice new bald spot by pulling my hair out because of where I'm stuck now. :/ III. Walkthrough ======================== A. "First Stage" _______________ A1. Decompression Chamber: Note the "N" symbol on the hatch on the floor. Its design will be referenced in a later puzzle. Click the chain in the left corner of the room. This will equalize the pressure in the room and allow you to open the door in front of you. Move forward and click on the glass portal in the top of the door 3 times to wipe off the moisture. You will see an apparition. Now you can click the wheel in the center of the door and move forward to the next room. A2. Diving Gear Chamber: Click on the piece of paper on the floor sticking out from underneath the chest of drawers. After you're done reading about Captain Nemo's "protection system", click the bottom right corner of the paper to return to the main screen. Click on the partially opened top drawer and pick up the *leather gloves* inside. Open your inventory and place the gloves on top of your head icon. This allows you to wear them. Is it the fashionable thing to wear gloves on top of your head nowadays? Hmm. On the shelf just above the drawer you just opened is a *rusted screwdriver*. You can pick it up if you want, but it is a useless item. Behind you on the other set of shelves, pick up the *metal ball* on the bottom shelf to the right of the boots. Continue forward through the room and pick up the *wooden box* on the bottom shelf on the right. Move towards the sparking box on the wall and insert your metal ball to complete the circuit. Move back away from the circuit box and open the door. Go through to the Corridor. A3. Corridor: The door with the mermaid in front of you leads to the Dining Room. Down the hall to your left is a door leading to the Kitchen. Down the hall to your right is a locked door and a door leading to the Library. The locked door is protected by a 3-digit code that must be entered into the keypad to the right of the door. Do not attempt to guess the code because after 3 incorrect attempts you can no longer push the buttons. Go into the Library. A4. Library: Click on the open book on your left to read a letter from Auguste Champenois. On your right, you can click on a book that is leaning on the second shelf from the bottom. You'll see its title, "Complex Mechanics And Imitating The Human Mind". Nemo's reading selection shows he isn't your average captain. Move forward into the room, then left towards the lone book sitting on a shelf. Click once on the book to open it, then click again to read about tips to making a proper smoking room. Looks like the hole in the book is where someone once hid their stogies. Pick up the *matches* hidden inside the hanging lamp to your left. Move back out into the Corridor and enter the Dining Room. A5. Dining Room: Move to the right to the end of the table. Pick up the *candle holder* on the table. Continue around the table and click on the curtains to open them. Click both levers below the iris portal to open it. The USS Shark is prowling around outside. Move to the other end of the room and open the door to enter the Kitchen. A6. Kitchen: Before exploring the Kitchen, close the door behind you by clicking on the handle. This is very important for the next puzzle. Move to the right of the stove, then pick up the *pressure cooker* on your left. Open the drawer on your right to collect a pile of *notes*. Move forward to the sink area. The cabinet above the small stove is locked. Put the pressure cooker in the sink and click on the faucet to fill it with water. Pick up the *full pressure cooker* and place it on top of the small stove. Put your notes and wooden box inside the bottom part of the stove. Now use your matches to start a fire in it. Click on the steam coming out of the top of the pressure cooker to close the valve. The cooker will explode and blow open the cabinet above it. It will also damage a pipe and toxic gas will fill the room. You must quickly grab the *oyster knife* in the cabinet and drop it into your backpack, exit into the Corridor, and close the door behind you by once again clicking on the handle. You are now safe from the toxic gas. Go down the Corridor and enter the Library. Go to the metal grate at the back of the room. Use the oyster knife to remove the 4 screws at the corners of the grate. If you try to use the rusted screwdriver it will break after removing only 2 screws, so just use the oyster knife. Jam your candle holder into the fan to stop it from spinning. You can now safely crawl through into the Lounge. B. "Second Stage" _______________ B1. Lounge: When you enter this new "stage", you may notice that your inventory has been wiped empty. Don't worry. You won't need any of those items anymore. Let's take a look at the layout of this huge room. There are 3 levels. The 1st and 2nd levels are the Lounge. The 3rd level is the Cartography Room. You are currently on the 2nd level. This level has a set of chains hanging on the left and right side of the room. There is also a fuse box and 2 doors to your right. Entering the door next to the fuse box right now would be hazardous to your health. We need to collect some protective clothing first. Move towards the chains on the left. These chains control the protective shutters on the ship. You will not be able to move the orbs on the chains until you fix the ship's gears and restore power. Pick up a *bolt* sitting on the floor behind the chains. Continue forward down the steps. Turn slightly right and move forward in front of the steering wheel. Click on the steering wheel for another puzzle. You must place the round pieces from the left into the holes on the right to create the "N" symbol. This puzzle is made easy by the fact that you cannot place a piece in the wrong place. Each piece will only drop into the 1 hole it's meant to go in. After you insert a piece you can rotate it by clicking on it. Rotate the piece if necessary to correctly form the "N" symbol. After completing the steering wheel puzzle, turn right and move forward. Go between the steps and the statue. Pick up the *bolt* lying next to the pillar at the bottom of the spiral stairs. Go up the stairs to the Cartography Room. B2. Cartography Room: This is the 3rd level of this area. Go towards the device on the right side of the room. This is the ship's periscope. Click the white button on it to open the screen. Click the button again to close the screen. Turn left and move towards the projector. Turn left and you will see a *rod* hanging from a chain. Put it in your inventory. Go back downstairs to the steering wheel. Use the rod on the hatch to the left of the steering wheel to open it. Enter the hatch. B3. Gears Room: Note that you cannot go back up into the Lounge through the hatch. Don't worry because there are other ways of getting back to the Lounge. Go to the bottom of the ladder. Pick up the *belt*. Turn right and move forward. Pick up the *gear* on your left. Go back up the ladder one floor and move forward onto the walkway. Turn left and put a bolt on each of the gears there. The gears will spin for a second to show you they are fixed. Go up the ladder to the next floor and move forward onto the walkway. Turn left and put the belt on the wheels. Continue forward along the walkway, turn left and install the missing gear. The gear system is now completely fixed. We still need to restore power though. Go back to the bottom of the ladder and go up the small flight of stairs to the door. Go through into the Engine Room. B4. Engine Room: Be careful not to move forward or the steam will hurt you. Turn right and lower the 1st lever. Turn around to the other set of levers and lower the 2nd and 3rd lever. The steam is now shut off. Move forward twice and click on the wooden box to open it. Grab a set of *fuses*. They will show up as 3 separate fuses in your inventory. Blue, white, and green. Continue forward and you will see the battery on your left is missing some wire. Move to the end of this room and pick up the red *claw* on your right. Go through the door into the Dormitory. The door may be hard to find. It is the small orange rectangle. B5. Dormitory: Turn around and press the button to the right of the door to turn on the lights. Turn left and lower the lever on the wall to open the iris portal at the top of the spiral stairs. Move forward twice between the beds. Turn left and click on the lower bed to lift the mattress. Pick up the *bottle*. Continue to the end of the room. Open the far-left locker. Pick up the *boots* in the bottom of the locker. Equip them by dropping them on your face in your inventory. Boot to da head! Go up the spiral stairs. B6. Electrified Corridor: The boots protect you from the electric current running along the floor. Turn left and lower the lever on the wall to close the stair portal. Turn left again and go to the other end of the corridor. We'll come back later for the *cable* lying on the floor here once we have the right tools. Go through the door into the Museum. B7. Museum: Turn around and move towards the couch. Take the *lightbulb* from the projector sitting on the table. Go back through the Electrified Corridor and exit the door at the other end into the Lounge. Turn around and insert the fuses into the fuse box so the final order is: yellow, red, blue, white, green. Turn right and continue around down the steps by the hatch. Move forward between the right side of the couch and the wooden cabinet. Open the right side of the cabinet and put the bottle on the middle shelf. This will open the left side. Take the *icepick* out of the bucket. Now go back to the Electrified Corridor and use the icepick on the metal grate where the cable is. Pick up the *cable*. Raise the lever on the wall to open up access to the stairs. Go back to the battery in the Engine Room. Use the cable on the battery to repair it. Power is now restored. Go back to the Gears Room and pull the lever on the floor there to start the engines. Go back to the Lounge. Time to open the protective shutters. Click on each metal ball on the chains to arrange them in the following order (as you're facing the steering wheel): Left side Right side of room: of room: | O | | O | | | | | | | | | O O | | | | | | | | O | | | | O Go back up to the Cartography Room. Click on the projector to open its side panel. Insert the lightbulb and close the panel. Turn left and you will see the ship's position highlighted on one of the maps. Go to the periscope device and click the button to reveal the screen. You will see the USS Shark dropping depth charges. Are they that mad that we went AWOL? Now it is a race against time. A timer will appear in the bottom-left corner of your screen. Each marker is 30 seconds, so we have a total of 5 minutes to navigate through the canyon we're in. Sounds like plenty of time, right? Not when you have to run between checking your current position on the map in the Cartography Room and inputting new headings on the controls next to the steering wheel down in the Lounge a few times. But since this is a walkthrough, we're going to cheat a little. You can enter each of the 3 sets of headings without having to run back to the Cartography Room if you know them already. Back at the steering wheel, click on the controls to the left of it to get closer. The left dial controls the ship's azimuth heading and the right dial controls the ship's pitch (or "list", as it is referred to in the PDA's calculator). Click the left dial until it is set at 120. Set the right dial to 0. Press the dome-shaped button sitting on top of the console. You will see the ship steer clear of the edge of the canyon. Now enter the next set of headings: 60, 180. Press the button again. Another close miss. Enter the last set of headings: 0, 240. Press the button. We are now clear of the canyon. You will see your mini-sub fall away from the ship. I knew I should have set the parking brake! Head back to the Museum. Move forward twice to go behind the couch. Here you will find an organ. Moving your cursor over the keyboard, you will see there are 7 distinct sets of keys that highlight. We'll number these sets 1 through 7, from left to right. Click on any set of keys once. The organ will play 3 notes. You must repeat the pattern. Press 1, then 4, then 3. After you successfully repeat the pattern the organ will play the notes again and add an additional note to the end of the sequence. Just repeat the pattern each time. Here is the total pattern: 1, 4, 3, 7, 6, 5, 2. After the last note in the pattern, the door on the other side of the room will unlock. FYI, the song played on the organ is Johann Sebastian Bach's "Toccata and Fugue in D minor". Go through the unlocked door into Nemo's Bedroom. C. "Third Stage" _______________ C1. Nemo's Bedroom: Upon entering the room, the ship's automated system will announce that intruder countermeasures have been activated. Oxygen will start pumping out of the ship. A new gauge will appear in the bottom-right corner of your screen showing the remaining oxygen. It takes a long time for this gauge to go down, so don't start worrying yet. Turn around and click on the glass portal on the door to obtain a *holographic lens*. Turn right and move in front of the star chart on the wall. That part of the floor in this room has a pressure plate. The plate must stay pressed down to unlock the door on the right side of the room. Pick up the giant *shell* and *map of the world* sitting on the floor in front of the star chart. Put both of them on the floor where the pressure plate is underneath you. Go to the weight scale and click on the mirror above the sink to turn it. Go to the right side of the bed and click on the pillow. Pick up the *pendant* underneath the pillow. Go back to the star chart and click twice on it to zoom in on the Cassiopeia constellation. Write down the seven symbols for Cassiopeia in the order they are shown. Click on the picture hanging next to the bed to reveal a safe. Put the pendant into the slot. Click on the safe to zoom in on the symbol dials. Change each dial to the correct symbol as shown on the star chart. The safe will open when all are correct. Pick up the *key* on the bottom shelf of the safe. Move in front of the door we unlocked with the pressure plate. Click on its glass portal to break it. Now put the holographic lens in its place. Go through the door into the Grand Corridor. C2. Grand Corridor: The door in front of you leads to the Guest Room. Down the hall to your left is a door leading to the Officers' Mess room and stairs leading down to doors for the Technical Room and Pump Room. Go forward into the Guest Room. C3. Guest Room: Pick up the *statue* on your left. Move towards the desk on the right side of the room. Pick up the *rope* on the floor. Move to the sink and pick up the *polish* and *mirror* sitting on the edge of the sink. Go back out into the Grand Corridor and place the statue on the floor to the left of the Guest Room door. Continue down the hall and place the mirror on the metal grate to the left of the Officers' Mess room door. Enter the Officers' Mess room. C4. Officers' Mess: Pick up the *coat* hanging on the bar to your left and "equip" it. Move around the table until you are standing in front of the dartboard. Pick up the *plate* from the table, the *mechanical arm* sitting on the floor next to the overturned chair, the *pile of darts* from the wall under the dartboard, and the *holographic lens* to the left of the darts. Step back from the dartboard and practice throwing 3 darts at the bulls-eye. If you're hoping to score a bulls-eye on a second practice run, forget it. The darts always land in the same 3 spots. Go back to Nemo's Bedroom and use the key on the door to the right of the star chart. Go through into the Laboratory. C5. Laboratory: The coat you are wearing protects you from the laser. Move forward and open the top drawer on the counter to your right. Take the *duster* rag from inside. Go to the end of the room and use the rope on the periodic table chart on the wall. The rope connect itself to the laser device and a vent on the right side of the room. Click on the laser device to turn it off. Move one step back towards the door and pick up the bottle of *acid* sitting on the counter to your right. Go back to the door and use the acid on its glass portal. Then put the holographic lens in its place. Go back to the statue you placed in the Grand Corridor. Put the plate in the statue's hands. Now use the polish on the plate. Finally, buff the plate with the duster rag. Continue down the hall to the stairs leading down. On the wall to the left of the stairway is a red and green button. They control a lift that moves up and down the stairway. Also notice the rope is now coming out of the vent above these buttons. Go down the stairway and face the door on the left, which leads to the Technical Room. Get ready to meet Mr. Roboto! Immediately upon entering the room, a robot is activated. Turn around and exit the room. Go back to the lift at the stairs and press the red button to escape back up to the Grand Corridor. Press the green button to send the lift back down to the waiting robot. Press the red button to bring the robot up to your level, then immediately click on the rope to activate the laser and destroy the robot. After Mr. Roboto is destroyed, the ship's automated system will lock all the doors on the upper level. Go back downstairs into the Technical Room. C6. Technical Room: Move forward and grab the bare *wire* and box of *matches* on the desk. There is also a pair of *pliers* hiding up on the wall to the left in desk area. Turn left and move towards the clocks on the far wall. On the left wall are shelves with a bunch of tools. Pick up the *cold chisel* in the middle of the second shelf from the bottom and the *iron bar* on the far left on the shelf above the cold chisel. Turn around and you will see a battery with 6 holes sitting on the floor. Use the acid to fill the battery. Then use the iron bar and wire on the battery to make an *electromagnet*. Put it in your inventory. Open the cabinet next to the desk area and use the cold chisel to break the barrier between the wiring and the frozen gauges. Use the pliers to cut the following wires: top-left box: left top-middle box: center top-right box: right bottom-left box: none bottom-middle box: left bottom-right box: left Go through the shimmering doorway into the back of the Technical Room. Turn left and grab the *dynamite* on top of the shelves. Go back to the Guest Room and use the electromagnet to grab the *key* inside the vent on the left side of the room. Now head back down to the Pump Room door. C7. Pump Room: The door is locked, so we have to open it the old-fashioned way. Use the dynamite on the door to place it on the floor. Then use the matches on the door to light the dynamite. The door is now unlocked, obviously. Enter the Pump Room. Grab your darts and aim for the end of the room. You'll hit the machine and destroy it. On your right is a machine with 2 levers. Use the mechanical arm on the left lever. Now use the key to wind up the mechanical arm. Click on the mechanical arm to make it move the left lever. Use the right lever 3 times to start the oxygen pumps. Go back to Nemo's Bedroom and you are now able to go through the door back into the Museum. D. "Fourth Stage" _______________ D1. Damaged Museum: That giant squid sure knows how to make a mess. Move towards the couch and lift the box on the left to find an *ice axe*. Go around the couch to the organ. On the floor to the left is an *organ piece* (looks like a big pipe) and a *diving suit*. Back by the door to Nemo's Bedroom, use the ice axe on the *harpoon* in a display case to get it. The force of your efforts breaks the ice axe. Now enter the Damaged Corridor. D2. Damaged Corridor: The door to the Lounge has been jammed shut by the squid's attack. Use the lever on the wall to raise the stairs. The diving suit only has 45 seconds of air in it as it is, so we need to be quick in the next section. Equip the diving suit and go down the stairs into the Submerged Dormitory. D3. Submerged Dormitory: Use the harpoon on the tentacle to make it retreat into a hole. Go forward twice and pick up the following items from the locker on the right: *iron bar*, *digicode* panel, and *oxygen bottle*. With the new oxygen bottle we can breathe a little easier. It holds about 8 minutes of air. Turn around and push the red button to close an outer bulkhead and make the squid leave. Enter the Submerged Engine Room at the other end of this room. D4. Submerged Engine Room: Get the *chain* on your right. Turn around and pick up 2 *hooks* and 5 *pieces of rubber*. Go forward twice through the room. You must find the correctly shaped piece of rubber in your inventory that will fit on the pipe to your left to stop air bubbles from escaping. Move forward twice again. Find another piece of rubber to fit the pipe on floor. On the left and right sides of the room near the ceiling are two more broken pipes. Again, fix them with a piece of rubber. Continue to the end of the room. Look above the top-left corner of the door to see another damaged pipe. First, use another piece of rubber, then the organ piece to fix this one. Enter the Submerged Gears Room. D5. Submerged Gears Room: Go forward and climb to the top of the ladder where there is no water. Take off the diving suit to preserve the remaining air. Hop onto the walkway, then go up onto the horizontal structural beam ahead. Get the *key* on the floor. Use your chain on the beam next to where the key was. Re-equip your diving gear. Go back down to the bottom of the ladder and move into the middle of the room. Use a hook on the chain to connect it to the gear on the floor. Go back up the ladder one level and get off on the walkway. Use the other hook on this end of the chain. Now use the iron bar to leverage the heavy metal piece on the floor over the edge. Click on the gear that just came up to install it. Now you can escape through the hatch at the top of the ladder. D6. Damaged Lounge: Move towards the red couch. Click on the couch on the right to stack it on top of the other one. Climb up on the couches and continue up the metal pillar. D7. Damaged Cartography Room: Move forward and get the *cable* on the floor. Turn around and go to the periscope device. Use the cable on the open panel to the right of the periscope. Then use the key in the same spot. The ship's external defenses are activated and the squid runs away. Go back down to the steering wheel in the Lounge. Just to the right of the steering wheel, move towards the metal poles. Pull the lever at the top of the pole to pump the water out of the lower levels. Go around the room to the grate through which you originally entered the Lounge. Open the Programmer in your PDA and click "Yes" to re-initialize the digicode you have. Then put the digicode on the wall next to the door. Enter the door. (Note: The electric wires and rusted screwdriver you can find in the Lounge seem to be useless. They were not used in any puzzles and they are automatically removed from your inventory when you go to the next stage.) E. "Fifth Stage" _______________ E1. Library: Turn right and enter the Library. Move forward and check out the diagram of an escape bell on the floor. Move left to the desk and get the *ring* sitting on an open book on the floor. Go back out to the Corridor and continue right down the hall to the Diving Gear Chamber. E2. Diving Gear Chamber: Grab the *rope* sitting among the boots on the floor to the left. Take the green *pipe* on the right wall below the hatch. Pull the left lever below the hatch next to the grate. Two of the bars locking the door at the end of the Corridor will retract. Try to pull the right lever and you will be denied by the ship's automated system. Go towards the steam. Get a pair of *pliers* from the drawer on the floor. Go back out and across the Corridor into the Dining Room. E3. Dining Room: Go around to the other side of the table and get the *pole* that the curtains are hanging on by the window. Use the ring to cut the glass on the cupboard. Pick up the *alcohol bottle* and *fabric* inside. Enter the Kitchen through the side door. E4. Kitchen: Go back by the sink and get a *metal box* from the top shelf on the left. E5. Corridor: Lift the patch of carpet between the dining room door and the Library door to reveal a hatch. Use the pliers to open it. Attach the rope to the hatch. Climb down into the Technical Room. _____________ Note to self: _____________ KITCHEN (standing at dining room door) far left button on stove turns on flame hatch on wall to left of stove, can use pliers to open. then no action icon :/ (standing at corridor door) steam coming from pipe on ceiling. what to do? get *metal box* on top shelf to left of sink, put on stove(?) IV. Misc. ======================== If you find any corrections that need to be made in this FAQ, please email me at tremoir@rocketmail.com. I will gladly credit you in the FAQ. Other FAQ's written by me: ------------------------- Myst III: Exile ================= This document Copyright 2001 Allia ================= If you're gonna share this on any other sites, just give credit where credit is due by leaving this statement in.