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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 works—chalk it up to the strange and wonderful physics of adventure gaming—but 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 first—this 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 air—you 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. 

 
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