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Submitted by System on 09/03/2006, 09:50. Print file.
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The Mystery Of The Nautilus - Walkthrough by Allia - v1.3
========================


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
E6. Technical Room
E7. Diving Bell Room
IV. Misc.


I. Introduction
========================

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. Kind of 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. 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
a nice new bald spot by pulling my hair out because of where
I'm stuck now. :/

v1.2 - 03.13.02 - Yes, another update on the same day. The good news is this is
the FINAL update. The walkthrough is now complete to the end.
A HUGE thanks goes out to freak1 for pointing out the one
thing that was keeping me from advancing in the game. Also,
thanks to thomas for suggesting some clarifications.

v1.3 - 03.14.02 - It ain't over till the fat lady sings. More clarifications
and
missing parts submitted by thomas. What would I do without
you
guys? LOL


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 silver *metal ball* on the bottom shelf to
the right of the boots. It's tiny, so look carefully.

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 are 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* from 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
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Other files from this game:
  1. Mystery Of The Nautilus document by System on 14/03/2006, 06:30
    Hints in UHS format
  2. Mystery Of The Nautilus solution by System on 09/03/2006, 09:50