Mystery Of The Nautilus - Walkthrough by Allia - v1.3
Table of Contents
B. General Tips
II. Revision History
A. "First Stage"
Diving Gear Chamber
B. "Second Stage"
C. "Third Stage"
D. "Fourth Stage"
Submerged Engine Room
Submerged Gears Room
Damaged Cartography Room
E. "Fifth Stage"
Diving Gear Chamber
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
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
A. "First Stage"
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.
Gear Chamber: Click on the piece of paper on the floor
sticking out from underneath the chest
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.
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.
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
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.
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
Jam your candle holder into the fan
to stop it from spinning. You can now
safely crawl through into the Lounge.
B. "Second Stage"
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
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: 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
Turn left and move towards the projector.
Turn left and you will see a *rod*
hanging from a chain. Put it in your
Go back downstairs to the steering wheel.
Use the rod on the hatch to the left
of the steering wheel to open it. Enter
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
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.
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
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.
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
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.
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
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,
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
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
| 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
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
C. "Third Stage"
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
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.
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.
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: 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.
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.
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
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.
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"
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.
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.
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.
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: 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
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.
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"
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.
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
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.
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.
Go back by the sink and get a *metal box* from the top shelf
on the left. Exit out to the 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: 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.
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
================= This document Copyright
2001 Allia =================
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