| The Mystery of
the Nautilus
Walkthrough by Jen
May 2002
Airlock
After the opening cutscene, you will see a dialogue at the top
of the screen and a palm computer and backpack at the bottom left.
Click on the green dot to the left of the dialogue, or right-click,
until you have read everything and it goes away.
I'll tell you right off the bat, this game is one giant pixel
hunt. I will tell you when and where to pick up items, and provide
pictures where I think necessary, but you're pretty much on your
own as far as finding the stuff. Anytime I give pictures, you
can click on the thumbnail to see the full deal.
There are several inventory items that you never need. I have
you pick them up anyway because I did not know they weren't needed
at the time I played and wrote this walkthrough.
Okay, to the game: In this airlock room, look around a bit and
familiarize yourself with the controls. You can look at the dial
on one wall. Touch the pull on the chain to the left of the door
in the wall to unlock the door. The dial moves to the other side.
Click on the window in the door three times to see a ghostly cutscene.
Then touch the N in the middle of the door to open it. Go through.

The lever to pull
Diving Suit Room
Pick up the zinc ball near the boots. Click it on your backpack
to put it away. Pick up the screwdriver on the shelf near the
desk. Put it away. Open the desk drawer and take the leather gloves.
With these, put them away, then open your inventory (right-click)
and put them on your character's face to wear them. To close your
inventory, right-click again. Look at the sheet of paper under
the corner of the desk. You can't take it, but it gets recorded
in your PDA in case you want to look at it again (not likely).
Click on the lower right corner of the page to exit this view.

The zinc ball
Cross the room; this door is locked. Look down and to the right
and take the bucket. Turn to the left and approach the sparking
thing. Use the zinc ball on it (except now it's a lead ball).
Step toward the door again, and now you can click on it to open
it, then click again to go through.

The bucket of wood
Corridor
The door directly in front of you leads to the dining room. If
you go to the left, there is a locked door at the end of the corridor
and a door to the kitchen on the right wall. If you go to the
right, there is a locked door at the end of the corridor (again)
and a door on the left wall that leads into the library. For now,
head in to the library.
Library
After the encounter with Nemo's ghost, turn to the right and
click on the book that's tilted. Then turn around and click on
the book on the podium. Cross the room, turn around, and approach
the writing desk. Read the book on the table. Turn to the left
and take the matches.

The book
|

The matches
|
Return to the fan and use the screwdriver on the two bottom corners
of the grate. It breaks. Time to go get something else. Go through
the corridor and into the dining room (the door in the middle
and on the right).
Dining Room
Step to the right. You will be facing the table. Take the candlestick.
Step toward the draperies on the right side and touch to open.
Touch the two little levers at the bottom of the circle to open
the iris. I don't think this part is required, but you do get
a pretty cutscene.

The candlestick
|

The iris
|
Now step toward the door at the end of the room. This is another
door to the kitchen. Open the door and go in.
Kitchen
Take a step into the room, to the right of the center island.
Open the drawer on the right and take the note. Turn to the left
and take the pressure cooker. Continue to the far side of the
room. Put the pressure cooker in the sink, then turn on the water
by touching the faucet. Take the pressure cooker and put it down
on the stove to the right of the sink. Put the bucket of wood
in the stove, then put the notes in, then use the matches. Save
here.

The faucet
Make sure you're wearing the leather gloves (they should be on
your character's face in the inventory), make sure only one of
the doors into the kitchen is open, then touch the steam coming
out of the pressure cooker. It will explode and open the locked
cabinet above it. Take the oyster knife from the open cabinet,
then leave through whichever door you left open. Turn around and
close the door (click with the pointing finger cursor, not the
arrow cursor). If you left the other door from the kitchen open,
go back and close it too (there should be enough time).
Library
Go back to the library and use the oyster knife on the other
two fan screws. Use the candlestick on the fan. Go through the
opening.
Lounge
Take a step to the right and turn right and look at the fuse
box. Touch one of the colored rectangles. Continue to the right
and touch the hotspot on one of the shutter chains. Go back around
to the shutter-opener on the other side of the room and pick up
the bolt lying at the base of the mechanism. Now go down the stairs
and approach the steering wheel for another encounter with Nemo.
After he's done talking, touch the steering wheel and solve the
puzzle. This one is super-easy. All you have to do is place the
pieces from the left side in the only place each will fit on the
right side, then turn each piece by clicking on it so that they
all line up to complete the picture. Here is a picture with all
of the pieces correctly oriented. After you complete it, you will
get a flash of light and a message about fixing the rudder.

One bolt
|

The other bolt
|

The steering wheel puzzle
|
Turn around and step to the left of the center and the right
of the statue. Turn to the right and take a step between the raised
walkway and the steel structure. Pick up the bolt from the base
of the far steel structure, then push the white rectangular button
on the same structure. Go up the stairs.
Step toward the podium and touch it to discover the periscope.
Turn to the left and take a step toward the projector. Turn to
the left and look at the note behind the trunk. It's a diagram
of the shutter-opening mechanisms. Turn a little further to the
left and take the rod leaning to the left of the green chair.

The note
|

The rod
|
Go back downstairs and touch the hatch to the left of the steering
wheel. Use the rod on it and go in.
Gears Room
Go all the way down the ladder and take the belt that's on the
floor. Turn to the right and take a step into the room, then turn
left and pick up the gear. Go back up the ladder one click. Get
out, turn to the left, and use the two bolts on the two gears.
Go back up the ladder another click. Take one step, then turn
to the left and use the belt on one of the two wheels. Take another
step away from the ladder, turn to the left, and use the gear
on the spindle near the other two gears. Return to the ladder
and go all the way back down, then head up the stairs to the door.
Go in.
Engine Room
If you step into the steam enough times you will die, so you'd
best turn it off before going further into the room. Turn around
and look at the diagram on the wall to the right of the door.
This represents the two sets of levers on either side of the door.
On the right side of the door, pull down the middle and right
levers, and on the left side of the door, pull down the left lever.
This turns off the steam.

The diagram
Take a couple of steps into the room to trigger another Nemo
visitation. Touch the case near where he was standing and take
the fuses that pop up. Take another step deeper into the room
and look at the battery compartment to the left. Go another step
toward the back of the room and pick up the red wire that's laying
to the right. In your inventory it's called a claw. Leave through
the door at the far end of the room.
Dormitory
Turn around and touch the light switch that's to the right of
the door you just came through. You get an ominous message. Turn
around and touch the switch that's to the right of the spiral
staircase. This opens an iris at the top of the stairs, giving
you a new location.
Take two steps into the dormitory, turn left, and touch the bed.
Take the bottle that's revealed. Continue to the end of the dormitory,
turn right, open the leftmost locker, and take the rubber boots.
Put them on by placing them on your character's face in inventory.

The boots
Return to the spiral staircase and head up. You are now in an
electrified corridor, but you're safe with the boots on. Pull
the lever on the right wall to put away the stairs. Cross the
stairs and go out through that door.
Museum
Another appearance by Nemo; this time he speaks of a deadly problem
in the diving suit room. Step into the room and take the bulb
from the projector. Go back out through the door you came in,
cross the electrified corridor, and go through the door on the
other side. You'll be back in the lounge.
Lounge
Return to the upper platform and use the bulb on the projector.
Go back downstairs and with the steering wheel to your back, take
a step to the right and then into the central area of the room.
Turn to the right and face the cabinet. Open the right side and
place the bottle from the dormitory on the middle shelf. Take
the icepick from the ice bucket.
Battery Power
Return to the electrified corridor and use the icepick on the
grating near the floor, then take the cable. Return to the engine
room and use the cable on the battery. Return to the lounge and
use the fuses on the fuse box in the order blue, grey, green.
Return to the gear room and pull the lever that didn't do anything
before. Stuff happens.

The lever
Lounge
Return to the lounge and work the shutter mechanisms according
to the diagram you found earlier. Each shutter has three "knobs,"
and each knob has three positions. Starting with your back to
the steering wheel, go to the shutters on the right side. Set
the left knob in the bottom position, the middle knob at the top
position, and the right knob at the middle position. Go to the
other set of shutters and set the left knob at the middle, the
middle knob at the top, and the right knob at the middle. The
Nautilus is on the move!

These are the knobs to touch
Go back to the upper level and use the periscope. If you left
it open last time, you have to close it and reopen it to make
it work. Uh oh, danger alert! Open your PDA and use the calculator.
It shows you the new route you have to take, which is azimuth
120, list 0. Go back down to face the steering wheel, then take
the direction slightly to the left of it. Set the left dial to
the 120 and the right dial to the 0, then push the button that's
between them, up on the wooden part.

The direction to go
|

The button to push
|
Walk around aimlessly for a bit until you see a cutscene of the
ship brushing the rock wall and losing what looks like the little
sub that brought you here in the first place. Looks like you and
the Nautilus are joined at the hip now. Another look at the navigation
dials confirms your suspicions.
Museum
Head back to the museum, then go across the room to the organ.
It's basically a Simon game. There are seven clumps of keys on
the organ, and you have to repeat the ones you're shown until
you get a series of seven "notes." I'm not sure if it
randomizes every time or not, but for me the final order was,
numbering the key clumps from left to right: 1 4 3 7 6 5 2. If
you complete it correctly, that other mysterious door will open.
Save here, then go through.
Nemo's Bedroom
Cross the room to the right of the bed. Turn and touch the pillow,
then take the medallion that's revealed. It opens briefly and
you see the word Cassiopeia. Take a step back and step on the
scale, then turn and touch the mirror. Cross to the star chart
and use the sextant twice. You get a picture of the constellation
Cassiopeia. Make note of the star symbols. Return to the side
of the bed where you got the locket and touch the portrait on
the wall. Put the locket in the slot, then enter the star chart
symbols for Cassiopeia. Take the key.

The combination
Break the window in the door closest to the portrait. Go to the
next door and take the blue lens from the middle of it. Return
to the door with the broken glass and put the lens on the hole.
Cross to the third door, to the right of the sextant/star map,
and use the key on it, but don't go in or you will die.

The lens in the door
Stand in front of the sextant table and take the globe and the
shell from either side of it. Put them down on the creaky board
you're standing on (look straight down). This will cause the door
where you placed the lens to be openable now. So what are you
waiting for? Do it!
Grand Corridor
You are now in what is called the "grand corridor."
Directly across from you is the door to the guest room. To the
right is a door that won't open, and to the left is another door
that won't open as well as an elevator/staircase and the door
to the officers' mess. For now, turn to the right and look at
the picture on the wall.
Guest Room
Go into the guest room, across the corridor from Nemo's bedroom.
Take the statue that's to the left just inside the entrance, then
turn to the right and get the rope that's under the desk. Take
the mirror and the grease from the sink. Cross to the armoire
and look at the grate to the right of it. There's something inside,
but you can't move the grate. Return to the corridor and put the
statue down on the floor to the left of the guest room door.
Officer's Mess
Go through the door opposite the elevator at the other end of
the grand corridor. Take the coat that's hanging to your left
and wear it. Go to the dartboard at the other side of the room
and take some darts from the cup below it. Also take the lens
that's to the left of the darts cup, then turn more left and get
the mechanical arm. Turn some more and take the platter from the
table. Step back toward the grate and turn to face the dartboard,
now across the room. When you hover your cursor over the dartboard,
you only get the movement arrow, but take the darts pile from
your inventory and use it on the bull's-eye. Throw three darts
like this. When you're done, go back out to the corridor, turn
around to the right, and place the mirror above the grate in the
wall.
Killer Robot
Go down the steps across from the officers' mess. You do not
have to use the elevator, but make sure it's in the lower position
before continuing any further (push the button on the wall to
the right of the staircase). Save, then enter the door to the
left. A killer robot will come out. You must turn around quickly,
leave the room, and push the elevator button. You will be upstairs
and the robot will be trapped downstairs.
Laboratory
Return to Nemo's bedroom and cross to that room you had unlocked
with the key earlier. Now that you're wearing the coat, you're
safe from the laser. Go across the room and turn off the laser.
Use the rope on the periodic chart. I don't know how this workschalk
it up to the strange and wonderful physics of adventure gamingbut
the rope then connects to the laser and a grate on the other side
of the room. Turn around and take a step back into the room and
take the phial of acid. Near the entrance is a drawer that opens;
take the rag from inside. Use the acid on the window in the door
and replace the window with that other lens from the mess hall.

The acid
|

The drawer with the cloth
|
Grand Corridor
Go back out into the corridor. Use the dull plate from the mess
on the statue, then the grease/polish from the guest room on the
plate, then the cloth from the laboratory drawer on the plate.
Robot Killer
Now the booby trap is set for the robot. Go stand where you're
looking at the robot and can touch the elevator buttons. Above
the buttons is the rope from the laboratory. If the elevator is
still up, send it down. Save here! This next part took me about
10 tries even though I knew what to do. You have to push the button
to bring the robot up and then immediately pull the rope to turn
on the laser. When I tried, many times I never got the pointing
finger over the rope in time to avoid death by robot, so be prepared
to reload and try this a few times. Eventually you will prevail.
Technical Room
Now go back into that room the robot had been guarding. On the
floor on the other side of the room is a dry battery; use the
rest of the acid on it. Turn around and take the chisel and the
iron bar from the shelf.

The chisel
|

The iron bar
|
Go over to the desk and look at the diagram above it.

The diagram
Take the wire and the matches from the desk, and get the pliers
from the left wall just above the desk.

The wire
|

The matches
|

The pliers
|
Go back to the battery and first lay the iron bar on it, then
use the wire. You now have an electromagnet. Take it.
Go back over to the desk and open the panel on the wall to its
right. Use the cold chisel on the bar between the thing with wires
and the icy thing. You saw from the diagram that the wires leading
to the left were the positive ones. Visually trace the wires from
the left side of the apparatus up to the rectangles with the symbols,
and carefully use the pliers on the correct one. If you cut the
wrong one(s), you start losing life. The ones to cut are as follows:
the left red one, the middle blue one, the right green one, the
left gray one, and the left black one. The left yellow one's already
cut; I cut the middle one too and got a shock but didn't get hurt
in terms of life. This will unlock a bunch of doors.
Go through that force-field-looking doorway. Turns out it won't
hurt you. And to think, here I was prepared to sacrifice myself
just to see what would happen... From the top shelf in this little
storage area, take the dynamite.

The dynamite
Go back out into the corridor and place the dynamite on the other
door down here that won't open, then place the matches. Strangely
enough, you don't die in the resultant explosion.
Pump Room
Go in. You get another dire warning from the ship's computer.
Throw a dart at the back of the room.
Guest Bedroom
Return to the guest bedroom. Remember that grate? Go use the
electromagnet on it to get a key.
Pump Room
Go back down to the pump room. As soon as you enter, turn to
the right. There are two switches on the device in front of you.
Use the mechanical arm on the left switch, then use the key on
the mechanical arm. Then touch the mechanical arm to start it
working. Now you touch the right switch three times to get all
of the pistons moving again. This ends the near-death-by-suffocation
sequence, and you get to breathe easy ... for a bit.
Museum
Return now to the museum, through Captain Nemo's bedroom and
out the door that you unlocked by snipping wires in the technical
room. The Nautilus gets hit by a big squid and some stuff gets
knocked over. Try to take the harpoon from the broken case, but
you can't yet.

The harpoon
Take a step toward the left, then turn to the left and push the
upturned case. Take the ice axe. Head back toward the organ and
take the diving suite [sic]. Also get the organ piece from that
same area. Go back and use the ice axe on the harpoon. It breaks,
but you can take the harpoon now.
Squid Poking
Go back into the once-electrified corridor, take a step in, turn
around, and flip the switch to bring up the stairs. Save here.
Put on the diving suit and go down the stairs. Poke the tentacle
with your harpoon, then cross the room and face the lockers. One
of the lockers broke open during the squid crash. Take the oxygen
tank firstthis will buy you loads of time under water. Then
take the iron bar and the digicode. Turn around and push the red
button on the wall. Save again.

The iron bar and digicode
Engine Room
This next part is a little tricky and hard to do quickly enough.
My strategy was to fart around until I figured out the right thing
to do, then restore my last save and go back and do the task(s)
quickly, then save again and fart around some more, etc. That
way my saves all still had plenty of airtime left.
Move to the other end of the dormitory and return to the now-damaged
engine room. Turn to your left and pick up two hooks and five
pieces of pipe. One of the pieces of the pipe is to the left of
the main pile, and you have to turn to see it. Then turn the other
way and pick up the chain.
Now take two steps further into the room and turn to the left.
There is a broken pipe bubbling. You have to choose the correct
piece of rubber pipe from your inventory and use it on the broken
pipe to stop the leak.

Leak repair number 1
Take two more steps into the room, then look down and plug another
leak. Turn back toward the way you came and fix two more holes
near the ceiling, one on the left and one to the right of the
central walkway.

Leak repair number 2
|

Leak repair number 3
|

Leak repair number 4
|
Turn back around and take the final step across the room. You
should be at the door to the gear room. Look up and to the left.
Use the final piece of pipe on this leak, but then the cursor
shows you still need something else. Use the organ piece.

The final leak
Gear Room
Boogie on through here and up the ladder. At the final step,
you will be out of the water. Take off your diving suit to save
the remaining airyou will need it again.
Step to the other end of the platform and pick up the key. Use
the chain on the beam. Go back to the ladder, put on the diving
suit again, and go back down one step. Step out to the end of
the platform and use one of the hooks on the chain end. Go all
the way down to the bottom of the ladder, step out, and use the
other hook on the other chain end. Go back up to the first chain
end and use the iron bar on the piece of metal. The big gear comes
up; click on it and it goes into place. Return to the upper level
and take off the diving suit.

The key
|

Hook location number 1
|

Hook location number 2
|
Now you can escape through the hatch into the lounge.
Lounge
Everything up here seems to have sustained less damage from the
squid attack, but it's still a pretty sorry mess. Go to the fuse
box, turn around, and pick up the electric wires. Go to the door
that led to the electrified hallway and pick up the broken screwdriver.
Touch the plate next to the door. Open your PDA and press the
"Programmer" button. Click on "Yes" to reinitialize
the digipad. Exit your PDA and use the digipad on the door plate.
Alas, you can't open the door yet.
Now go stand in front of the steering wheel, turn around, and
point your cursor toward the left center of the room. This was
a pixel-hunt to even find the movement arrow! Click on the one
canopy piece that has a hotspot to move it on top of the other
one, then look up to find another directional arrow. Go that way.
You'll end up back on the map level.

Go this way
Pick up a cable from the floor. Go over to the periscope and
use the cable near the right side of the periscope's base, then
use the key on the contraption. Finally you got rid of the squiddie
baddie.
Return to the ground floor. Go to the right of the steering wheel
and look up to see some sort of fuse box. Touch the switch to
drain the water from the lower levels. Now you can exit through
the digipad door.
Library
Return to the library, cross the room, and find the book on the
floor that you can read. It's a diagram of the escape bells. Take
a step toward the writing desk and look down. There's a glowing
green pixel on the book. Take it; it's a diamond ring.

The ring
Diving Gear Chamber
Go to the diving gear chamber. Turn around and pick up the rope.
Take a step toward the blue tank and the broken cabinet. There
are two levers; touch the left one to unlock half of that other
door that was locked throughout the whole game. If you touch the
other lever, you get a message that you may not access the bell.
Take the pipe from the top of the cabinet housing the levers.
Cross the room and pick up the pliers.

The rope
|

The pliers
|
Dining Room
Return to the dining room. Go to the side opposite the kitchen
door to trigger the final encounter with Nemo. Go to the porthole
and pick up the fallen drapery from the floor. You don't get a
drapery but rather a pole. Go over to the fallen hutch and use
the diamond on it. Take the alcohol and the cloth.
Corridor
Out in the corridor, in the middle of the floor near the small
hatch-looking thing on the wall, is a hotspot. Click on it to
move the carpet and reveal a grate. Use the pliers on the grate,
then use the rope. It leads back to the technical room, which
is now laserfied to the max.
Technical Room
To the right of the door are two little white spots at the tip
of the laser Vs. You have to touch each of these with the pole
to get rid of the lasers. Cross the room and pick up the adapter
from the base of the tool shelves. Take a step toward the robot/supply
closet and turn to face the drawers to its left. Take the dynamite
from the open drawer second from the bottom. Leave the way you
came in.

Disarm the lasers
|

The dynamite
|
Kitchen
Return to the kitchen, through the dining room. Turn to the left
and use the pliers on the wall plate. Go stand at the door to
the corridor, then turn around and look at the ceiling. There's
a steaming pipe up there. Use the adapter on it, then use the
pipe. Step back over to the dining room door and pick up the floor
end of the pipe. It goes into the hole behind the plate and finishes
off the evil computer.

The wall plate
From the shelves to the left of the sink, take the metal box.
Return to the dining room door and turn around to face the stove.
Put the metal box on the stove, then put the dynamite in the metal
box. Then put the fabric on the box to use as a fuse, then use
the alcohol on the whole mess.

The metal box
Diving Gear Room
Go back to the diving gear room and flip the other switch to
unlock the rest of that mystery door. Go open the door and take
a look around. You can either go into the diving bell or go around
behind it. Behind it is where you will need to drop the dynamite
once you light it.
Return to the kitchen. Save. Turn on the stove, pick up your
bomb, and race back to throw it in the hole behind the diving
bell.
Escape
Get in the diving bell. To the right of the entrance is a switch;
flip it to close the door. Turn slightly to the right and pull
the left lever and then the right lever. You get to see the door
close again, hee hee.

The switch
|

The levers
|
Game over. 
|