Just Adventure original
The Mystery of the Nautilus Walkthrough by Allia, variant 1
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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 bother guessing the
code. We’ll crack the sucker from the other side later.
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 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:
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 on the left. Turn around to the other set of levers
and lower the 2nd and 3rd lever so the 1st lever on the left is the
only one raised. 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. Turn right
and 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 orb 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-right 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 by 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 connects 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. Continue 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 this 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 the 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 onto 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. Exit
out to the Corridor.
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.
E6. Technical Room: Turn
left and use the pole on the small, white squares to the right of
the door to get rid of those pesky lasers. (Thanks again, freak1!)
Move towards the shelves on the left side of the room. Get the bell-shaped
*adapter* sitting on the floor. Turn around a step towards the open
doorway leading to the back part of the room. Get the *dynamite* in
the open drawer, second from the bottom right. Head back up into the
Kitchen.
Turn right and look up
towards the ceiling. Attach the adapter to the pipe with steam escaping.
Next, hook your pipe onto the adapter. Move forward, turn around,
and use the pliers on the hatch on the bottom of the left wall. Now
click on the dangling pipe hose to stick it to that pesky automated
system once and for all!
Go back to the Diving Gear
Room and you can now lower the other lever on the right wall to completely
unlock the door at the end of the Corridor.
Head back into the Kitchen.
Stand in front of the door to the Dining Room and face the stove.
Time to do some cooking, Emeril style. BAM! Flip the far-left switch
on the stove to turn on the front-left burner. Put the metal box on
the rear-left burner. Next, put the dynamite inside the metal box.
Then use the fabric on the dynamite to make a fuse. Finally, pour
the alcohol bottle into the metal box. Voila! You just made a *home-made
bomb*.
As soon as you pick it
up, you have 2 minutes before it gives you a new facelift. Go back
out into the Corridor, turn right and open the door to the Diving
Bell Room. Enter.
E7. Diving Bell Room:
Turn right and follow the walkway around the escape bell by heading
towards the pipes in the corner. Turn left and walk past the escape
bell. Drop the home-made bomb down the shaft to open the door below.
Go back around and hop
inside the escape bell. Turn around and lower the lever on the right
side of the door. Turn right and lower the left and right levers there.
You are shot out of the ship and ride a jet of lava up to safety.
Thanks for playing.
IV. Misc.
========================
If you find any corrections
that need to be made in this FAQ, please email me at .
I will gladly credit you in the FAQ.
FAQ’s written by me:
————————-
Myst III: Exile
Mystery Of The Nautilus, The
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