The Mystery Of The Nautilus - Walkthrough by Allia - v1.3
Table of Contents
B. General Tips
II. Revision History
A. "First Stage"
A1. Decompression Chamber
A2. Diving Gear Chamber
A5. Dining Room
B. "Second Stage"
B2. Cartography Room
B3. Gears Room
B4. Engine Room
B6. Electrified Corridor
C. "Third Stage"
C1. Nemo's Bedroom
C2. Grand Corridor
C3. Guest Room
C4. Officers' Mess
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"
E2. Diving Gear Chamber
E3. Dining Room
E6. Technical Room
E7. Diving Bell Room
Important items will be highlighted throughout the walkthrough with asterisks,
i.e. Pick up the *polka-dotted cow*.
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
missing parts submitted by thomas. What would I do without
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
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
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
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
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
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,
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
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
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'
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
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
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,
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
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
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
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
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
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
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
If you find any corrections that need to be made in this FAQ, please email me
at firstname.lastname@example.org. 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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