Total possible points so far: 60 2. Rescuing Mina. Back to the windmill.
There’s Mina, besieged by a jaguar. You can enter the mill through the tree closest to it.
Give Mina the austral thyme to medicate her. +1. Exit the windmill the way you came in. Pick up a grass blade +1 and the soiled bandage +1 from the stairs. Slugger is gone, so pick up the rifle +1. There's a carcass with carnivorous ants. Click on the carcass and equip the grass blade.
Click on the ants’ heads to capture them; collect all ten ants +1. You need seven ants to heal Mina, but you only get +1 if you get all ten. Now to get rid of the jaguar. Go to the swamp to get Jep dirty, then go to the tree with the scarecrow and climb up. Equip the stick and use it to get the bee hive +1.
Do not put the bee hive in your inventory, or Jep will be hurt. Go to the windmill and the bees will chase the jaguar away. +1 When it’s gone, recover the stick and get the hornet larva. +1. Go to the workshop and wash the soiled bandage into the basin again to obtain another clean rag.
Wash yourself, too! Enter the windmill and give Mina the ants to start the suture mini-game. Click on an ant, then on the wound, and then on the same ant again +10. Once you've stitched up Mina, give her the clean rag. She is now able to walk comfortably. +35. Alternatively, you could grab the bandage/rifle/ants first, then the bee hive, and chase away the jaguar before healing Mina. But that makes less sense, story-wise.
Total possible points so far: 112 3. The Robot. (Play as Mina).
From now on, you can switch back and forth between Mina and Jep depending on the occasion. The robot again! This time it crashes. Head for the sulfur spring and see the robot at the crossroads. Click on its control panel. If you’ve played the previous game, you know that the Nautilus’ built year is 1860.
This date is always a puzzle hint. Four digits are displayed above the robot's control panel, and to solve the puzzle you will enter four digits on the robot's keypad. Let’s call the digits 1,8,6,0 the 'Nautilus digits' and let's call the digits displayed on the robot's control panel the 'robot digits.' Take the first robot digit. Is it also a Nautilus digit, so either 1, 8, 6, or 0? If yes, then you need to enter the position of the Nautilus digit in the number 1860. All other robot digits correspond to a zero.
For example, robot digits 0458 correspond to 4002. The 0 has the fourth position in 1860 and thus turns into a 4; the 4 and the 5 don’t appear in 1860 and thus turn into zeroes; and the 8 holds the second position in 1860 and thus turns into a 2. Likewise, 4372 would be 0000 and 1860 would be 1234. Unfortunately, you get no points for this puzzle! Click again on the control panel.
You need to unscrew it, so you must go looking for a screwdriver. Go back to the lake. Jep will wait while Mina takes a dive.
Swim back to the helicopter. Grab two fresh water mussels +1 from the rock at left and the frayed steel cable +1 at right. Swim in from the window. Get the string spool +1, the envelope +1, and the Swiss knife +1 from the pilot. Also get three crawfish +1 crawling on the pilot’s back.
From right of Mina’s seat pick up a handle +1. The winch controls don’t work, so swim back up.
Frayed steel cable on the inventory's assembly area = two steel wires. +1. Envelope on assembly area = documents.
Swiss knife + string spool (four times) = five cords. +1. Back to the robot. Use the Swiss knife on each screw to open the panel. Click on the fused circuits to take them out. You’ll need new ones. Where did you kill a robot in the first game?
On the beach, so let’s go there. On the shore, pick up a jerry can of gasoline +1, a sextant +1, a pipe +1, some wheat mixed with sand +1, a broken stoneware bottle +1, and seaweed +1. Click on the robot’s panel, unscrew it like you did before, and get its circuits. +1. Broken stoneware bottle + Swiss knife = cork.
+1. Go back up the slope. The jaguar is back! You can use the wall-mounted defense lasers to chase it off. Go down a step toward the beach and click on the laser’s panel up on the left. Unscrew the panel, open it, take out the bad circuits, and use your circuits on it. Study the pattern of the green lights: you need to place a circuit whose green lights match those on the board, as in this picture.
(click to enlarge). Close the panel and flip any one switch to arm the lasers. Exit and see the jaguar run.
Click on the control panel again, recover the circuits, and return inland. Go to the robot and use the circuits on its control panel. This is a harder version of the previous puzzle. Start with the circuits that have four sets on green lights on the board, then move to those that have three, etc. Some circuits will burn out, but that's okay. Whenever you place a circuit correctly, you will hear a beep or a mechanical sound. Or you can just copy this solution: +10. The robot says the geothermal motor is breaking down and the island will blow up!
It gives you a map of the island and then tries to give you a map of the route to the geothermal motor, but the latter is an illegible map +1. All you know so far is that the passage to this route is at an altitude of 340 feet. Total possible points so far: 140 4. New Side of the Island. Go back through and past the cornfield.
The volcanic bomb has opened a route to a new side of the island. You need to get past the swamp somehow. (Play as Jep). Go down on the ledge.
Look up, equip the stick, shake the purple fruit down from their branch, and pick up the soiled fruit +1. Use the stick to probe the mud and find a place without quicksand so Jep can cross over. The first safe place is right ahead of you, slightly on the left. From there, about 90 degrees left, and from there, about 90 degrees right.
Or see the pictures below. Jep must restore his energy bar to green before he can lower the tree trunk to help Mina across. DON’T EAT ANY OF THE FOOD YOU FIND JUST YET.
At the crossroads, pick up the charcoal +1. Go left toward the volcano. Grab the Tahitian gardenia +1 and the oil palm fruits +1.
Return to the crossroads and go straight, to the furnace. Not much to do here as Jep, but get up the kiln and use the pointed stick to get the dying bird +1 on the kiln and another bird +1 on the nest above. Return to the crossroads and go right, down the slope. A critter tries to run away: stake it with the pointed stick and get a lemurid +1. Look up on the tree and take three honeycombs +1. Take some water spinach +1 from the pond. Go back across the swamp and to the workshop.
Wash up and return to Mina. Hug Mina (+10 energy for Jep, but no bonus points for you). Get on Mina's shoulder.
Austral thyme + Tahitian gardenia = bouquet. +1. Adorn Jep with the bouquet. +12. Adorn Jep with the Tahitian gardenia. +5. Eat a bunch of oil palm fruits.
+6. Eat the lemurid. +5. Go back across the swamp and lower the trunk so Mina can pass.
Total possible points so far: 178 5. Finding 340 Feet. (Play as Mina). Go right, to the furnace with the blacksmith tools.
Take the hardy +1 at left. Also observe that the base of the signpost reads '325 feet.' .
Back to the crossroads, down the slope at right, and to the sawmill. Get the nail +1 and saw blade +1. Also note the still, though you can’t use it yet. Save your game. Move the stone near the sawmill. A monkey tries to steal your items! Salvage as many as you can, but if he steals any you’ll be able to recover them later (or reload and retry). From the chest under the stone, get a stack of papers from the castaways full of clues for future puzzles.
Also red pigment +1, some chalk +1, a grindstone +1, a weight +1, and an ax +1. Put the grindstone on the sawmill and replace the nail. Push the pedal on the ground to spin the grindstone. Use the saw blade, the hardy, and the ax on the grindstone to sharpen them. Get the sharpened saw blade +1, the sharpened hardy +1, and the sharpened ax. +1. Go to the grove at the foot of the mountain.
Use the ax on the trees to get a pile of poles. Take three 21-foot long poles +1. Return to the sawmill. Replace the grindstone with the sharpened saw blade. Place one pole on the bench, push the pedal to start the blade, and pull the lever at right to saw the pole in two.
Collect the two shorter poles. Now do the same with another pole, but this time move it by one position to the right before you saw it; drag and drop with your mouse to do so. Then do the same with the third pole, this time moving it two positions to the right. In all, you will have:. 18-foot long pole +1. 15-foot long pole +1.
12-foot long pole +1. 6-foot long pole +1. 9-foot long pole +1.
3-foot long pole +1. Read the castaways' papers that you got in the chest to learn that you can build a level to estimate altitudes:. Sextant + weight + cord = level +1. Go to the furnace. Put the 15-foot pole on the stone that reads 325, so that the top of the pole is now at 340 feet. Go up to the crossroads and look toward the furnace.
Equip the level and set its sight to just above the 15-foot pole you've just placed. Keeping the sight stable vertically, pan around horizontally and look for a landmark: a good one is a grey bird on top of a tree.
Now return to the sawmill, equip the level again, and look for the grey bird, which you know is at 340 feet. From there, pan right toward the cliff. Mina sees some bushes move. There’s the passage at 340 feet! (click to enlarge) Total possible points so far: 197 6. Healing Mina. Before exploring the new passage, you need restore Mina's energy.
There is also a lot of new stuff you can do now that you would need later anyway. First, light three fires: one at the furnace, one at the sawmill under the still, and one at the kiln by the workshop. Disassemble the level. Sextant + twigs + large broken branch = fire. +1. Sextant + tinder + any pole = fire. Sextant + illegible map + any pole = fire.
At the furnace, put the nail in the fire. Pick it up with the tongs on the wall, place it on the rock, and beat it once with the hammer from the wall.
Right-click to exit and put the nail in the basin on the ground to obtain a twisted nail. +1.
Do the same with the rifle. Hit it once to obtain a rifle barrel.
+1. Do the same again with the rifle, this time to obtain a flattened barrel. +1. Place the sharpened hardy on the rock. Repeat the process twice more to obtain first the flattened tube +1 and then the final product: steel tube. +1.
( Jep). Grab another 21-foot pole from the grove. Go to the swamp. Use the pole on the blue desserts and pick up the soiled fruit. Go wash them and yourself in the basin and collect more blue dessert +1. Also wash the dirty sponge to get the sponge +1. Go back to Mina. Go to the workshop to make pottery. Equip clay and click on the potter's wheel.
Click on the clay to put it on the wheel, then on the basin to wet your hands. Click on the wheel to spin it.
You can mold the clay six ways: top only, middle only, bottom only, top and bottom, middle and bottom, middle and top. Make two of each possible shape and collect a total of twelve pieces of pottery to be fired +6. At the kiln, pull the strings on the bellows to revamp the fire, then place each vase on the kiln to fire it. You now have twelve vases +6.
Collect three vases full of water from the basin in the workshop +3. Each time you pour a liquid or powder into a vase of a new shape, the game gives you a point. You have 6 shapes now, plus 6 more later, and a total of 9 liquids/powders (water, sand, flour, alcohol, perfume, quicklime, lime, blue paint, and magenta gas).
That's 108 free points. This walkthrough DOES NOT use this trick to inflate the score: it's tedious work and feels like cheating, so my point totals only reflect when you have to put a liquid in vases of different shapes, such as with water. Empty the three vases of water and fill three different ones +3. Go to the windmill.
Wheat mixed with sand + water = wheat +1 and sand +2. Do that for both of the bags you have. Wheat on mill = flour +3 (do this three times with three vases). Oil palm kernels on mill = palm oil +1. Go to the maple tree by the lake and grab two vases full of maple syrup +2.
Red cork + steel wire + twisted nail + stick = solid fishing rod. +1.
Fishing rod + worms = solid fishing rod with lures. +1. Go to the lake by the maple tree and start the fishing mini-game. Click on the lake to throw.
As soon as the floater moves, click again to start pulling. Keep your left click pressed until the fish on the right turns red, then immediately let go. Press the left click again as soon as it turns green again, and so on, until the fish is in your net. It will take a while.
You have unlimited tries. Each fish you capture is worth a point. I don't think there's a limit to how many fish you can catch. For the sake of equity and sanity, I will count only one fish +1, plus the related points later for cooking or eating it.
Go to the kiln by the workshop to make food. Water spinach + palm oil = seasoned salad.
+1. Swiss knife + mussels = open mussels.
+1. Mussels on the fire = cooked mussels. +1. Three crawfish on the fire = three cooked crawfish. +1. Fish on the fire = cooked fish.
+1. Water + flour + palm oil + cooked fish = fish pie batter. +1. Water + flour + egg + honey or sugar or maple = cake batter. +1. Water + flour + egg + honey or sugar or maple = second cake batter.
Cake batter + blue dessert or orange = tart batter. +1. Fish pie batter on the fire = fish pie. +1. Cake batter on the fire = cake. +1.
Tart batter on the fire = tart. To restore Mina's health, you can do a variety of things:. Adorn Mina with Tahitian gardenia. +5. Adorn Mina with austral thyme.
+5. Adorn Mina with bouquet. +12.
Adorn Mina with perfume. +6. Eat a cooked fish. +4 to +6 depending on size of catch. Eat a cooked crawfish. +3. Eat an orange.
+5. Eat a berry. +5. Eat a blue dessert. +6. Eat hornet larvae.
+5. Eat sugar. +5.
Eat honey. +5. Eat seasoned salad. +13. Eat tart. +31.
Eat fish pie. +28. Eat cake. +24. Eat oil palm fruits. +5.
Eat seaweed. +5. Eat seeds. +1 each.
Drink alcohol. Mina gets drunk and sings pirate songs. LOL. These are both energy points for Mina and bonus points for you. Mina only needs 34 points to restore her energy bar to full, but she will keep eating well past that. Follow this exact order. Mina: eat seasoned salad: +13.
Mina: eat fish pie. +28. Mina: eat tart. +31.
Mina: adorn with Tahitian gardenia. +5. Mina: adorn with austral thyme. +5. Mina: adorn with bouquet. +12. Mina: adorn with perfume.
+6. Jep: eat cake.
+24. Jep: adorn with perfume. +6 Total possible points so far: 384 7. The Inlet.
Once Mina is back at full health, go to the woods at the foot of the mountain by the sawmill and explore the new passage at 340 feet. You'll come out on a cliff overlooking the inlet on the other side of the island. Look right. The naughty monkey is trying to steal your stuff again! This time he keeps trying until he manages to steal something, so wait until he goes for an item that you don't need right now (such as an empty vase) and let him steal it. You'll recover it soon enough anyway. Go down to the beach.
Behind you is a pool. Get some cliff reeds +1 from the pool and some wild peas +1 from the plant at right. Use the pointed stick on the termite nest on the right. Move the stick slowly so that it doesn't touch the walls.
It will take a few tries, but eventually you will get some termites. +1. Reeds + knife = reed stalk +1 and paintbrush +1. Reed stalk + wild peas = blowgun. +1. Go left, walking along the wall.
A monkey throws something at you from above! Pick up the empty coconut shell +1. See a basin with potting soil, but you can't use it yet. Dig in the sand on the left to reveal a shiny green device.
It can be used as a mold, so use clay on it to get 6 unfired clay tokens +1. Go to the shoreline. Pick up shellfish +1 and a can of dried out green paint +1. Can of dried out paint + jerry can of gasoline = can of green paint.
+1. Shellfish + knife = pierced seashells. +1. Pierced seashells + cord = seashell necklace. +1. Pierced seashells on Mina = +14.
Pierced seashells on Jep = +14. (Jep). Climb up the palm on the left and jump to the nearest ledge in the cliff. Climb up to the right eye of the face-shaped sculpture and move the plants aside to reveal another shiny green device. Use clay on it to get 9 unfired clay tokens +1. Go back down to Mina.
Go right along the shoreline and see a device half-buried in the sand. Here's where you'll need to put the tokens once you've fired them, so keep this spot in mind. Return to the cliff, climb back up, and go back to the furnace. Climb up on top of the furnace and use the seashells on it.
Return to Mina. Collect quicklime +1 from the furnace. Go to the workshop and place both sets of tokens on the kiln to get 6 terracotta tokens and 9 terracotta tokens +2. Seaweed on fire = soda ash. +1. Soda ash + quicklime + charcoal + sand = vitrifiable mixture.
+1. Quicklime + water = hydrated lime. +1. Hydrated lime + chalk + palm oil = white paint. +1. (Hydrated lime on fire = quicklime again.) As you read in the castaways' papers, to make hydrated lime you must add the quicklime to water and not the other way around, or it will explode. Click on the crucible on the ground just outside the workshop to put it the kiln. Use the vitrifiable mixture on it, wait until it turns into a hot vitreous paste, and use the steel tube on the crucible to make a bottle.
+1. Go back to the inlet and the beach, find the control panel, and place the tokens on it to reproduce the shape in the upper left-hand corner on each row. From the top of the cliff, go right and meet the monkey, whose name is Leonard. He's a painter, so give him the red paint +8 and he will paint lava on the volcano on the wall. As soon as his back is turned, go left and jump to the palm.
Quickly open the bag on your right and recover the objects that were stolen from you, if any. Jump back to the ledge before Leonard spots you. On the ledge, use the pointed stick to get the lizard +1 hiding in a wall crack. Give Leonard the white paint +13, the green paint +8, and the turquoise liquid +20. Each time he will paint something new, and when he has turquoise he will paint a symbol. Before you leave, Jep can also have fun with painting: dip the paintbrush into each color in turn ( +5) and click on the wall on the right to paint Mina! Go back down to the beach. Dip the paintbrush in the turquoise liquid to get a turquoise paintbrush and use it to draw the symbol in the arch.
+10 Total possible points so far: 510 8. The Monkeys. Inside is an ancient cave!
If you go down the slope the monkeys attack. Slugger and Sentinel are very angry, but Leonard and Amber can be pacified, and there's a monkey missing. You can try to attack the monkeys with the blowgun, but you can't take four. So Jep must act as an 'ambassador of good will' and befriend Leonard, Amber, and the missing monkey. Befriending Amber. Amber is on the cliff that gives access to the inlet, near the passage at 340 feet. Before you climb up, disassemble the fishing rod: you will need the hook soon.
Also, lay down a 21-foot pole across the bed of thorns. Get another 21-foot-pole from the pile. Walk the pole to the ledge. Use another pole to shake down the fruit from the plant in front of you.
Pick up the Trulca berries +1. Climb up to the higher ledge. Amber is here, but so is Slugger. Scare Slugger away with either the snake slough or the can of green paint: equip one, talk to Slugger, and choose 'Intimidate.'
He will run away. Use the hook on the bone on the ground to extract bone marrow +1. Look in the 'mouth' of the sculpture on the wall and find a Tahitian gardenia and an enameled vase +1. These are hints to what Amber likes.
Go back to Mina. Paint s ix vases with the turquoise paintbrush to get six enameled vases ready to be fired +6. Do one of each shape, even the one that you took from Amber, because you don't have the 'ready to be fired' version yet. Then burn them all on the kiln by the workshop to settle the color and obtain six enameled vases +5. (To do this, you will have to transfer at least one liquid or powder to free up one vase of each shape: which will give you +1). Return to Amber and scare Slugger away again, but you will need to use a different object than last time.
Give Amber all six vases. +18. Give Amber the bouquet. +12. Give Amber the seashell necklace.
+14. Give Amber the Tahitian gardenia.
+5. Give Amber the austral thyme. +5. Give Amber the perfume.
+6. Play two songs for Amber, as shown below. (click to enlarge). Go through the gate.
See the island from the eyes of the face-like sculpture. At left are the archives and language machine. Get the metallic ovoid +1 from the archive, then put it back as the alarm sounds. Pick up the organic ovoid +1 to its right. The island is filling with green gas!. Organic ovoid on Jep = adulterated ovoid.
+1. Put the adulterated ovoid where you'd picked it up and the gate opens +10. You could pass, but you need to understand the strange language first, as you'll need it later.
So you must solve the language machine puzzle. Language machine. Each blue cap contains part of a sentence and each pipe speaks the sentence at different speeds and pitches. The goal is to match each cap with the appropriate pipe so that the resulting sentence makes sense.
This picture shows where the caps must be positioned, but all the caps look alike, so you're going to have to try each and see if it matches. A good strategy is to start from the right and try each cap on the right-most column. When you know which cap belongs there, leave it in place and move to the left; that way you won't have to hear the same words over and over again as you progress. +10. Alternatively, look at by Tom Hayes. You can find his whole walkthrough.
Now you understand the alien language. Click on the various ovoids on the wall to hear the stories of all who have come in contact with the entity that Nemo has called 'X.' When you're done, go through the gate.
Here's the geothermal motor! Go left, but you can't enter Nemo's base yet. Pick up the twisted crystal holder +1 from the pool of water at right, taking care not to touch the exposed power cable. Walk past the steam turbines and access the control panel on the left. 'X' will ask you to verify that you understand its language by speaking five numbers between one and four. Press the corresponding button each time (one, two, three, or four dots) to access the panel. There are two problems with the geothermal motor: (1) the water intake pipe is blocked; (2) the gas is flowing back into the turbine from the exhaust. So we must free up the water's path and prevent the gas from entering the turbine.
Move the left-hand lever to the top and close the panel. The water intake valve will close and the gallery to your right will empty. Open the door to the gallery. Get some water from the floor +1. Use the sponge imbued with alcohol on the floor to get a clean sponge.
Go downstairs. Look up and see the crystal on the wall. Use the ax on it to obtain a crystal +1.
Water gives you a point because you only have enameled vases left, and you shouldn't have been able to put water in an enameled vase before. Crawl through the hole and into the turbine. Use the empty coconut shell on the hole at the other end. This fixes problem (2) above. Go back to Mina. Backtrack all the way out to the furnace.
Put the twisted crystal holder in the fire, pull it out with the tongs, place it on the flat rock, hit it once with the hammer, put it in the water, and collect the crystal holder +1. Go back to Nemo's base. Pick up the exposed power cable with the insulator and place it on the wall. Now the power is restored, so open the door and go in. +10.
Go left. Use the sponge on the oil stain on the shield control console to get a sponge imbued with oil +1. Go to the other side to Nemo's lab. Pick up Nemo's adulterated ovoid +1 at right and the empty sampler +1 from the mixer.
Use the sampler on the small plant on the left to get a cellular sample +1. Push the red button on the counter to reset the mixer and then put the sampler back in its place. Look through the eyepiece to see the plant is sick. Collect a sample of the other plant, the healthy-looking one, to see that it has the same cellular structure, so it's reasonable to conclude that all plant life on the island is getting sick. Nothing you can do now. Get the empty sampler again and leave.
Go to Nemo's office. Look at the portraits and read the notes on the desk and in his jacket. Pick up the mask +1. Use the sponge imbued with oil on the hatch. Mask + hydrated lime = diving mask.
+1. Open the hatch, go down, and turn the red handle to flood the airlock. Click on the mask and then on Mina's picture in the inventory to make her wear it. You're in the lake. Go forward to the helicopter, then left to the area that was too deep to swim to without the mask earlier.
Get the metal hook +1 from under the wheel. Notice the large rock blocking the grate. Now you can open the helicopter's cargo hold. Use the metal hook on the winch hook and then the winch hook on the cargo's door. Use the winch handle that you already have on the winch.
Click on the winch. The door opens. Swim inside and get the net +1, the nitrogen tank +1, and the uninflated float +1. Return to the large rock and use the net on it, then the float on the net, and the nitrogen tank on the float. Finally, click on the tank to activate it. The rock will rise, freeing the grate and thus the water intake.
This fixes problem (1) above. A jaguar is guarding the lake, so you must re-enter through the base. But you're locked out. The key to the combination is in the frames on Nemo's wall. Jep has thrashed the room, so one frame is visible through the hatch window. Click on the glass and then on each of the other two frames to make Jep turn them over.
The frame with the combination is the one with the picture of Nemo's family. Enter the sequence of symbols in the lock, starting from the upper left-hand corner of the frame: +10. Saving Mysterious Island. There's a new organic ovoid on the web behind the language machine. Grab it and use it on the blood that Slugger left on the floor to get an adulterated ovoid +1, then put it back on the web. This opens the gate again. Also replace the metallic ovoid on the web with Nemo's adulterated ovoid to read his memories. Before you go, use the glass bottle on the gas behind you to get some magenta gas +1. Slugger is trapped inside the turbine.
Follow him there. Slugger throws some spherical capacitors +1 at Jep. Catch five and he falls down.
Click on him to drag him out and into the motor room. Mina re-activates the motor. Jep is ill too! You must hurry. Go to Nemo's base.
Slugger was here too and broke some stuff. From Nemo's lab on the right pick up the shards of violet glass +1 and the broken fuse +1. Broken fuse + steel wire = fuse. Go back to the kiln by the workshop. On your way there, grab the empty coconut shell and the mixer's eyepiece +1 at the crossroads by the geyser. At the kiln, put the shards of purple glass in the crucible and wait until they melt into a hot purple vitreous paste. Use the steel tube to blow a violet bottle +1.
Return to Nemo's habitat. Go to Jep and use the empty sampler on him to get a blood sample. Go to Nemo's lab.
Replace the eyepiece on the mixer, place the magenta gas bottle in the empty slot on the mixer, and put the violet bottle in the movable slot under the mixer. Insert the sampler with Jep's blood in the mixer and turn the magenta gas valve. Look through the eyepiece, turn that valve too, and watch what happens. +10.
Now the game presents you with two choices:. Raise the shield. To do so, push the shield lever down very slowly. Go meet the rescuers. Get Jep and leave through the temple.
Return to Mysterious Island walkthrough Return to Mysterious Island FAQ and Points List by Dave McB This is my attempt to show how to get the maximum points in this game. Credits: I freely admit that all the solves (except for the sliders) are from walkthroughs by MaGtRo, Dennis Matheson and Kheops. What I've done is to build on their fine work to be able to find a few additional points (and some possibles). Honorable mention to Blitz, Simon Hidid and Mr. Haley for their walkthroughs. Notice: I'm not including an e-mail address because I prefer that any questions or comments be posted on the GameBoomers forum. After the opening cut-scene, the hint at the bottom of the screen leads us to right-click and explore the inventory screen.
Check the phone. Its battery is going dead so, along with our objectives to find something to eat and a way off the island, maybe we can find a way to charge the phone. Beach; Go to the cliff to the left of the waterfall where you can see birds and see the ghost of Nemo. Clicking here Mina comments that she would need to be a monkey to get up there.
Click on the high birds nest and Mina says 'It's too high.' , not that she would need to be a monkey. (Hint: maybe you can reach it some other way?) Click on the lower bird's nest. Take bird's egg +1 1 Take rusty key +1 2 Use rusty key on birds egg, eat egg +1 3 (Note: If you wait to cook the eggs, you get no points. Eating one egg like this gives you one point. Eating any more eggs like this gets you no more points so, only do one.) Go to the flat stone in front of the gap in the cliff, hear the rumbling noise and feel the shaking. Go to the notch in the cliff wall in front of you whose wall is black.
Hear Mina comment about the soot and that it's a good place for a fire. Take flint +1 4 Take sandstone +1 5 Go back to the flat rock and then towards the shore. See the ribs of a wrecked boat. Take wet seaweed +1 6 Click on the wooden post and hear Mina say 'It's rock solid.'
(Hint, hint) Take driftwood +1 7 Take rusty metal +1 8 Use sandstone on rusty metal, take knife +1 9 Go to the pool of water near the arch. Take oyster (x4) +4 13 Use knife on oyster, eat oyster +1 14 (Note: Like with the eggs, waiting to cook them in the fire gets no points, done once gives one point, done twice = no more points and, done three times breaks the knife.) Go through the arch. See a turtle that heads for the sea. Take lichen +1 15 Take turtle egg (2) +1 16 Take damaged telescope +1 17 Take silver coins +1 18 Use knife (or rusty key) on damaged telescope, take lens +1 19 Go to where you saw the turtle. Take turtle egg (2) +1 20 Go further on into the palm grove. Take palm trees +1 21 Take green coconut +1 22 Take coconut +1 23 Use sandstone (or knife) on coconut, take stripped coconut and coconut fibers +2 25 Use sandstone on stripped coconut, waste food +1 26 (Note: You may think this is all wrong, you shouldn't get a point for wasting food. But, think about it.
You're on a deserted island and you find a coconut. What would you first think of using to get through the very hard shell of a coconut? Right, a stone.
Only after you destroy the coconut might you consider using the knife.) Use knife on green coconut then on stripped coconut, eat coconut +1 27 Take crab (x2) +2 29 Take porcupine +1 30 Use knife on porcupine, take porcupine without quills and quills +2 32 Go back towards the arch. When you get to where the turtle was, a coconut falls in front of you.
Take green coconut +1 33 Go back to the flat rock and then forward to the gap in the cliffs. Take metal plaque (Nautilus 1860) +1 34 Use knife on thorny bush, take acacia thorns +1 35 Take worm +1 36 You can see curved thorns on a high branch but, they're too high.
(Note: You could take them now by combining the knife and the driftwood or, do it later as I've done.) (Hint: Remember another place that was too high?) Go forward into the gap and hear Mina comment on the metal items on the wall. Go forward again up the rocks and click on the logs blocking your way to get the objective to eat reinforced. Use knife on vine, take thin vine +1 37 Take amadou +1 38 Take forked branch +1 39 Go back to the high branch with the curved thorns. Combine driftwood (or forked branch) with knife, take knife with handle +1 40 Use knife with handle on high thorny branch, take curved thorns +1 41 Go to the fire pit. Use knife (or metal plaque) with flint, take lighter +1 42 (Note:You can also use the metal plaque with the sandstone to make another knife (useful if you broke the first one on the oysters) and, this second knife can also be used with the flint to make the lighter.) Combine lighter (or lens), amadou (or lichen) and driftwood (or palm trees), take ready made fire +1 43 Use acacia thorns on fire, take curved acacia thorns +1 44 Go back to the pool.
Combine forked branch (or driftwood), thin vine, curved thorns (or curved acacia thorns) and worms, take fishing rod +1 45 Take fish +1 46 Now that we know how to reach high places, go back to the bird's nests. Using the forked branch (or the driftwood) click on the high nest. (Note: the wooden fork from the mill won't work here.) Take feather before it reaches the ground +11 57 (Note: If you wait until it comes to rest, you only get one point. ) Go back to the fire pit and eat. After Mina says that she has had enough and it's time to explore the island, go back to the end of the gap in the cliff and move the logs. Plateau; Go through the opening in the logs.
The ground will shake again and you will hear the rumbling noise. From now on these will happen randomly. Take young palm tree +1 58 Use knife on young palm tree, take incomplete bow +1 59 Go forward to a four-way intersection. There are what look like telegraph (or telephone) poles beside the path ahead. Look left and Mina thinks she sees smoke.
Look down to the left and see a plant. Use knife on plant, take hibiscus fibers +1 60 Combine incomplete bow and hibiscus fibers, take bow +1 61 Go to where Mina saw the smoke and discover it's steam from a hot spring.
Mina comments that she can't drink it but, she could use it to cook something. Look around to the right and see a tree with a gash in its trunk and a spider. Look down to the right and see a snake beside a plant. Use the forked branch to trap the snake. Use knife on gash in tree trunk, take rubber +1 62 Use knife on plant, take medicinal plant +1 63 Take the forked branch back and, Combine forked branch and rubber, take slingshot +1 64 There are two paths from here, we came in by the right one so, take the left path. This takes us to a ruined bridge over a ravine.
There is a pole next to it. Clicking on the pole gets the 'you'd need to be a monkey' comment. To the left of the ruined bridge is a dead rat next to a plant. Use knife on plant, take narcotic plant +1 65 Take the left path back to the four-way intersection. Go left to second four-way intersection. Mina hears a commotion ahead but, we'll go left to pick up some items.We find ourselves below a short escarpment with a windmill on it and a monkey sitting on a branch.
The stairs are broken. At the bottom of the stairs is a brick mould. Take brick mould +1 66 Look down to the right past the tree trunk. Take pine kernel (x3) +3 69 Look up to the right past the path. Take note of the vines that Mina comments will need to be cut high up to be useful.
Go back to the second four-way intersection then to the right to a three-way intersection to see what the noise was about. Mina gets scared by a scarecrow. Take dirty cloth (4) +1 70 Look down to the right. Take orange (x2) +2 72 Look left past the tree with the scarecrow. Take lemon (x2) +2 74 Look left past the two paths to see a plant.
Use knife on plant, take straw and wheat grains +1 75 Combine straw and coconut fibers, take mattress +1 76 Look left and see monkeys throwing stones. Mina is out of range so, ignor them for now. Turn 180 degrees and go towards the shore of the lake. Look down to the left and Mina notices the tracks of a big cat in some clay.
Take clay +1 77 Combine clay and brick mould, take unfired bricks +1 78 Take clay again +1 79 (Note: There are two types of repeatable actions; one, like what we did with the egg and oyster, gives a point only the first time it's done; the other, like the clay (and, as we'll see later, the water) give a point each time. So, some planning is needed in order to take these items as many times as possible.) To the right of the clay is a tree stump. Use knife on tree stump, take willow bark and wicker (2) +1 80 To the right of the tree stump is a plant.
Use knife on plant, take bamboo, small shoots +1 81 Combine bamboo, small shoots, quills and feather, take arrows +1 82 Combine bow and arrows, take bow and arrows +1 83 To the right of the plant is a large piece of bamboo. Take bamboo, large piece (2) +1 84 Right again is another plant. Use knife on plant, take bamboo, medium piece +1 85 And right again for another plant. Use knife on plant, take elderberry pith +1 86 Go back to the three-way intersection where the monkeys throwing stones are. (Note: There are two ways to get past these monkeys. The simple way is to repair the stairs to the windmill and come in behind them which scares them away. This, however, gets you no points.
The other way is to use the slingshot (the bow doesn't work) on the monkeys. Each time you hit one, the green bar moves to the left and, when the green is all gone so are the monkeys, they run away. This isn't as hard as it may seem at first. Even though the green bar moves to the right whenever you haven't hit any monkeys (like when there aren't any to shoot at), you don't have to be especially quick, just steady.
Hit a couple of monkeys each time they pop up and eventually the bar will be empty (don't even watch the bar, concentrate on the monkeys).) Chase monkeys away with slingshot +10 96 Go ahead to the building. Click on the broken kiln (it's broken) and the bellows (also broken). (Note: Clicking on the bellows triggers the seal on the beach) Take logs +1 97 (Note: Don't build a fire just yet. There's a repeatable action for points that can be done here.) Go into the building and find Jep. (Note:We could give him the mattress now but it only heals him a little and gives no points.
Lets save it for later) Look at the counter to the right of the entrance. See a piece of wood that spins when you click on it. Use clay on potters wheel, take unfired pottery +1 98 To the right of the potters wheel is another brick mould.
Take brick mould +1 99 Go back to the clay pit. Take clay +1.100 Combine clay and brick mould, take unfired bricks. Take clay again +1 101 Go to the three-way intersection, turn right and go to the four-way intersection, turn right again and go forward. There is a maple tree to the right here but, we can't do anything yet.
Go forward, turn right and go forward to the lake. Click on the lake and Mina will drink. Click again and she will take a swim. Use dirty cloth with lake, take clean cloth +1 102 (Note: You could do all four cloths now but, there's another repeatable action for points that can be done here with the water.) Go back to the beach. When Mina gets to the bottom of the gap she says 'What's that?' And sees birds circling something on the sand.
Go to the start position and find a dead seal. Take dead seal +1 103 Use knife on dead seal, take seal fat (2), seal skin and tendons +3 106 Go to the fire pit and it will flare up when you look at it. Use clean cloth with fire, take burnt cloth +1 107 (Note: Repeatable action for points. Each time you burn a cloth in the fire you get a point. Burnt cloth can be used to make a fire so, use one to make the rest of the fires and burn another cloth each time to have one for the next fire.) Use unfired bricks on fire, take bricks (2) +1 108 Use unfired bricks on fire, take bricks (2) +1 109 (Note: Even though we didn't get points for making the second set of unfired bricks, we did get a point for firing them. ) Time to repair the stairs at the windmill.
Go up the gap to the first four-way intersection, turn right and go to the second four-way intersection, turn right and go to the stairs to the windmill. Use bricks on broken stairs to mill +5 114 Go up the stairs. Take pickaxe at your feet +1 115 (Note: There is a slapstick routine that can be seen here if you leave the pickaxe until Mina has been inside the mill. When she leaves, watch-out!) Take metal fork +1 116 Take strong cloth +1 117 Take copper coins +1 118 Take wooden fork +1 119 Take grapes +1 120 Try to repair the windmills sail that has no cloth with the strong cloth and the monkey on the branch won't let you. Mina can't do anything about it because the monkey doesn't trust her. There are no points to get inside the mill so, go to the kiln. Use bricks to repair the kiln and sealskin to repair the bellows.
(Note: Use the burnt cloth as one of the three elements and make a fire. ) Use the bellows to make the fire hotter. Fire unfired pottery in kiln, take pottery +1 121 Now that we have containers, it's time to heal Jep. Go to the maple tree. Use knife on gash in tree trunk, take maple syrup (2) +1 122 Go to the lake.
Click on lake, take water in pot +1 123 (Note: Another repeatable action for points. From now on I will be trying to maximumize the number of times I will be able to take water.) Combine dirty cloth with water in pot, take clean cloth +1 124 (Note: This is why you need to keep at least one dirty cloth. Cleaning it using the water in a pot gets one point (repeatable action for one point) but, it lets you take another water for an additional point.) Take water again +1 125 Use dirty cloth (x2) with lake, take clean cloth (x2) +2 127 Combine willow bark with water in pot, take ready to heat remedy +1 128 Take water +1 129 Do same with medicinal plant and then take water again +1 130 (Note: If you look to the right you will see a break in the rock wall that is closed with masonry. You can use the pickaxe now to break it open or, wait for later and open it from the other side. I chose to do it now and get it over with.) Use the pickaxe to break open the bricked up wall to the right. Mina won't go in because it's too dark.
Go back one node to the entrance to the path. Combine bamboo, medium piece, clean cloth, lemon, copper and silver coins, take battery +1 131 (Note: I prefer to do this now to get the actions with the news and GPS over with but, it could be saved until you get the instructions.) After Mina re-charges her phone, try to make a call and find out you can't. Check the news stories. Use the GPS to find the location of the island. Then return to the kiln. Use clean cloth on fire, take burnt cloth +1 132 Use ready to heat remedy (x2) on fire, take remedy (x2) +2 134 Go to Jep.
Use clean cloth on Jep to bandage him. Use both remedies on him. Use water in pot to give him a drink. In order to keep at least one of as many food items as possible, feed Jep; one orange, two pine kernels and (after using the knife to peel and cut it up) coconut pieces.
After a disturbing nights sleep, look up to see the bird's nest above the entrance of the building. Use Jep on bird's nest in rafters above door, take bird's egg +1 135 Go to the kiln. Use dry (used to be wet) seaweed on fire, take soda +1 136 Combine soda and seal fat, take soap and glycerin (2) +2 138 (Note: Read on to find out why I did this now. LOL) Go to the clay pit. Combine Jep and clay +1 139 (Note: Jep can be combined with a number of items.
You get a point for the first time this is done.) Take clay +1 140 (Note: You can now disassemble Jep and the clay and have two lots of clay in your inventory. ) Now for some fun with Jep! Go to the lake. Take water +1 141 Use soap on Jep and give him a bath! +3 144 Jep is upset so, use the mattress on him and let him take a nap! +6 150 (Note: Now you know why I saved the mattress!) Jep took a bath so, click the soap on the lake and Mina takes a bath! Soap disappears +2 152 Go to the stairs to the mill.
(Note: You could bake the cake now but, to save me a second trip I plan to do it later.) Combine Jep with knife +1 153 Use Jep with knife on high vines, take rope ladders (2) +1 154 Go to the broken bridge over the ravine. Combine Jep and rope ladder +1 155 Click Jep with rope ladder on telegraph pole and he builds a new bridge. Cross the bridge and be confronted by an angry monkey with a big club. Use bamboo, large piece with hot spring +5 160 (Note: There are different ways to get past this (and another) monkey; exploding bamboo, snake in a cage, cake or alcohol.
All of them give the same points. I wanted to keep the ingredients for the cake for later and making alcohol would have taken me out of my way so, I chose this way.) Look down. Take sulphur +1 161 Look to the left of the centre pole of the building. Take coal +1 162 Look down to the right. Take broken cage +1 163 Combine broken cage with wicker, take cage +1 164 Go forward towards the volcano. Look down to the left.
Take potash +1 165 Turn 180 degrees and look down. Take iron sulphate +1 166 Go to the first hot spring where the snake is. Trap the snake with one of your forked sticks.
Use cage on snake, take snake in a cage +1 167 Now that we have Jep and the slingshot, it's time to get the last coconut. Go back to the beach, through the arch and to the palm grove. Turn 180 degrees and look way up. Use Jep (or slingshot) on the coconut. Take green coconut +1 16 Use the knife to strip it and cut it up.
This completes the plateau so, go to the place where you first saw the ghost of Captain Nemo. Combine Jep with the second rope ladder and click on the cliff top. Granite House; Welcome to Granite House. Look down to the right and see Captain Nemo's body. Pan right and, Take mysterious key +1 169 Take musical score +1 170 Take diving suit +1 171 Take bird's egg +1 172 Look at the rope and pully contraption that can't be used yet.
Go forward and Mina won't go forward or left because it's too dark. Go right and check the chest on the floor in front of you. Take shirt (2) (use knife on one shirt, take cloth (2)) +1 173 Take wick (3) +1 174 Combine wick and seal fat, take oil lamp +1 175 Look at the two drawings on the left and right walls. Go forward toward the windows and check out the cannon. Take hardened powder +1 176 (Note: You could take a cannonball now but, you can't use it yet and, it's so heavy to carry. LOL) Take photos +1 177 Open the portfolio and read the notes.
On the left are construction instructions for a number of useful items. On the right is an incomplete note from Captain Nemo. Take rods and tube +1 178 Go back to the entrance to this bay and check the shelves. Take planks +1 179 Take nails (2) +1 180 Take hammer +1 181 Combine hammer, nails and planks, take coffin +1 182 (Note: We could bury Nemo now but, there's a random event that we want to happen as soon as possible so, let's finish this area first.) Take screwdriver +1 183 Use screwdriver on mysterious key, take empty key +1 184 Take iron filings (2) &.
The sequel to just got MILFy. Reports that actress ( Sex and the City, Couples Retreat, Deck the Halls) has joined the cast of New Line's. The 3D pic sees Josh Hutcherson back as the first film's young explorer.
Davis will play his mom, who is also romantically involved with the film's adult male lead played by Dwayne Johnson. Michael Caine co-stars as Hutcherson's grandfather, along with Vanessa Hudgens as Hutcherson's love interest. The film's plot is loosely based on Jules Verne's novel The Mysterious Island. Shooting is now underway in Hawaii.
Return to Mysterious Island walkthrough Return to Mysterious Island by Kheops Studio Walkthrough by MaGtRo October 2004 version 1.01 With great contributions by Mordack Gameplay: Installation of the game comes in 2 CDs. Gameplay does not require CD in the CD-Rom drive. The main menu has new game, load, save, picture gallery, credits, options and quit.
The picture gallery replays cutscene and additional graphics are added as bonus points are accumulated. The options menu has choices for rendering - hardware or software, speed - slow, normal or fast, subtitles and volume adjustment.
At bottom right is the return or back to previous page. The ESC key accesses the main menu during gameplay where you can save-load games. You can overwrite on a saved game by clicking on that saved game and replace it with a new one. Right click skips the intro. There is a health bar at bottom left to show how much energy the character has until full health is obtained. Right click of mouse accesses the inventory menu.
Collect items by left click of mouse on the items. They will be stored in the transit area (right top of screen) of the inventory menu and seen by a graphic of the item at top right of the screen and description of the item at bottom of the screen.
The items have to be transferred from the transit area to the inventory slot (top squares) in order to be used. This can be done individually or all items by using the 'auto button'. Once an item is selected, it will change to be the cursor.
Right click or click the back button to go back to gameplay screen. Move the cursor to show description of each area in the inventory menu. At top left is return to menu, phone that can call, access news or GPS and objective shows the journal entries. There is also an encyclopedia available when the phone is functional. The middle pipe like area is used to combine items. Select an item and click it over the combining item.
It will be seen at this area. To separate a combined item, place the combined item (shown with a wrench icon) on the dismantling area.
Under the Auto transfer frame is the slot for Jep, the monkey. He can be combined with items in inventory to enable him to do certain actions. Thanks also to DrumBeat for additional help! I'm alive: I'm Mina. I'm being watched.
Notice the shadow over Mina. I'm feeling weak.
I need to find something to eat. NOTE: The game is non-linear and steps can be done at anytime with no dead end problem. There are instances that more than one solution to the puzzle is available. I will try to note this as the walkthrough goes along.
I might miss some alternative solutions. The game counts points for actions done. Collect items needed to eat: Right click to show the inventory bar. Click on phone at top left white frame.
Click on phone icon - the batteries are too low to send an SOS. Beach - Look down from sky, turn around 180 deg. And go to the cliff. See a man ghost above the cliff.
Climbing up is not a recourse yet. Look down and pick up rusty key +1. Turn right and look up to the nest on the ledge of the cliff. Take bird's egg +1. Right click to access inventory and click on egg.
See a description below that it is inedible raw - to be eaten cooked or used in other dishes. Click hold of the items in the transit frame and place them in the inventory square slots. Look up and see another bird's nest that is 'too high'. Turn around, go towards arch and look at the wreck of a boat. Click on the hull - biggest wood and it is 'rock solid'. Pan right and pick up the wet seaweed +1 on the sand. Stone Arch area - Go forward under the arch, look down on the left and see a trapped fish.
We can't get it yet. Look up and take 3 oysters +3 from the wall of the arch. Take the oyster at bottom of large pole in front of the wall.
You can get another oyster from the post on the left but it will be given later in the game after a cutscene. Go forward 1x pass the arch and see a turtle going back to the water. Turn right and pick up lichen +1 from the rock. Turn around towards the beach and look down. Click on sand at end of the trail marks on the sand. Pick up 2 turtle eggs +1 and see a chest.
Click on chest. Use rusty key on chest.
Take damaged telescope +1 and silver coins +1. Let's take a look at where the turtle was. Go towards the palm trees and hear 2 thuds from the palm tree area. Look down to see a sand covered turtle nest. Click on sand mound at end of the turtle trail and pick up 2 turtle eggs +1. Go forward to the palm trees and see a porcupine dead under the coconut trees being eaten by 2 crabs.
Wait until the 2 crabs +2 are feasting on the porcupine and then click on the body to 'gotcha'. Pick up the dead porcupine +1. Pan left, pick up the palm tree +1 leaves and the green coconut +1.That's the thud you heard. Look up and see coconuts that 'need to be a monkey to get up there'.
Turn around and pick up the dried brown coconut. Let's go back to the arch. That was a near miss!
Pick up the green coconut +1 that just fell in front of you. Inland path - Go through the arch, pan left, forward and go to the inland path.
Stand on the large rock on the sand floor and feel the earth move. 'What a strange noise.' Look at cliff on the left of the inland path and go forward to the small cave.
Pick up the flint +1 and sandstone +1. Look at the blackened spot on the ground and the soot on the wall. Go back to the boat wreck. Take the sandstone rock from inventory and use it on the wood hull. Take rusty metal +1 and driftwood +1. Place all picked up items in inventory slots by clicking on Auto button.
In inventory, click the sandstone rock on the rusty metal taken from the wood hull. See the sandstone + metal = knife. Now we have a knife +1. Now we have the essential tool in adventure gaming. If the knife breaks, you can always make a new one with another metal later. Go forward twice towards the inland path and look down.
Pick up metal plaque +1. In inventory, the description of the metal plaque states - Nautilus 1860. Pan straight up and see a branch. It’s too high to reach. Pan up and see thorny vine on the right. Pan up and see thorny vine on the right. Take the knife from inventory and use it on the vine to get Acacia thorns +1.
Pick up the pink worms +1 at left side of path. Go up to the top and see a green vine hanging over a log. Use the knife on the vine and get thin vine +1. See logs that prevent passage. You need to eat first to get your strength back up.
Take the Amadou +1 (highly flammable fungus) from the post on the left. Look down and pick up the forked branch +1 from the base of the left post. Turn around to go back down to the beach. See rusty pieces of metal embedded on the rock wall. Go to the place where the out of reach branch is located. Combine forked branch + knife= knife with handle +1. Use knife with handle on the out of reach branch to get curved thorns +1.
Go down to the small cave by the beach. Time to eat: Go back to the small cave. Fire - Let's make a fire. In inventory, combine flint + knife = lighter +1. Combine lighter +Amadou + driftwood = ready-made fire +1. In inventory, use knife or rusty key on broken telescope to get lens +1. Combine lens + Amadou + palm trees = ready made fire.
Place ready made fire on blackened ground. Any combination of fire starter + items shown on #1 & #2 = ready made fire. Note: S park + lichen + coal = fire + fire (zero points). When each fire is dismantled you end up with all kinds of extra stuff such as sharp flint, flint, 2 knives, lichen, amadou, coal, logs etc. Thanks, Daezie!
Fishing rod - How about a fishing rod? Use the Acacia thorns on the fire - 'it bends the acacia thorns'. In inventory, combine forked branch + thin vine + curved Acacia thorns or curved thorns from the unreachable branch + worms = fishing rod +1.
Now, a-fishing we will go. Go to the pool under the arched stone. Use fishing rod on the fish +1. Now, go back to the fire to cook and eat it. Cook the 4 turtle eggs and the 2 crabs. Dismantle the lighter on the dismantling area at middle left of the screen.
Use knife on green coconut to get stripped coconut +1. Use knife on stripped coconut to drink the milk and eat the flesh. If you use the sandstone on the coconut, the coconut breaks and wastes it.
Use knife on another green coconut to get stripped coconut +1. Do it on the brown coconut. Use knife on brown coconut to get stripped coconut +1 + coconut fibers +1. Use knife on oysters and eat until full health points are obtained and the health bar frame is closed. If you use the knife on the third oyster, it will break. You can always make a new knife using the sandstone and the rusty metal. You can also place the oysters in the fire and not break the knife (Thanks, Samantha!).
You should still have the bird's egg but another one can be picked up later if you eat this one. Time to explore the island: Go up to the inland path and click on the logs. Go through the opening.
The vibration and sound occur again. Look down and take the young palm tree +1 frond.
Go forward once and be standing on a crossroad. Look down on the left and use knife on white flowered plant to get hibiscus fiber +1. Look up and see smoke rising from afar. Go forward to the smoke and see sulfurous water that is boiling but can be used to cook on. Turn around and see a snake. Dismantle fishing rod and use forked branch to hold the snake.
Then use knife to take the medicinal plant +1 right of snake. Look up on the tree trunk above the snake. Use the knife on the gash on the trunk. Take rubber +1 from gash and the forked branch from the snake. Turn around and see 2 paths, one on the left and the other to go back to the crossroad. Take the left path. See a broken bridge and one of the posts that has the rope strung on it.
Look down at left and see a dead animal. Use knife on plant and to take narcotic plant +1 that is useful for big animals only. See a building and the volcano across the chasm. Turn around from broken bridge and take one click on the left path back to the crossroad. Turn left and then forward on this crossroad. An animal in distress: Monkeys - Hear an animal in distress.
Go forward and see a scarecrow. Click on it to get 3 pieces of dirty cloths +1. You are standing on another crossroad. Pick up 2 oranges +2 and 2 lemons +2 from the ground.
Look right from the monkeys and use knife on plant to get wheat grains +1. Look up and see attacking monkeys.
Standing by the scarecrow, you will be out of range yet. There is no need to fight them but in case you feel like doing so: combine forked branch or wooden fork, if available+ rubber = slingshot +1. Then you can shoot at them. Continuously shoot at the monkeys and the more consecutive direct hits lowers the bar on top of the screen. Once the green line of the bar disappears, the monkeys get tired of shooting at you and leaves. Bamboos and clay - Turn around from monkeys and go forward. Use knife to pick up bamboo, small shoots +1.
Use knife on broken tree above where the bamboo shoots are to get 2 wickers, straw and willow bark +1. Pick up 2 bamboos, large pieces +1. Pan right, use knife on bamboo plants to get bamboo, medium piece +1. Pan right again, use knife on plant to get elderberry pith +1. Take clay +1 from the brown area by water that has big animal tracks. Turn around and go back to the crossroad.
Windmill area - Go right and forward from crossroad by scarecrow. Let's ignore those monkeys, if they are still there. Go left on this crossroad now and forward to the end. Take the brick mould +1 from the steps.
The steps going up to the windmill is broken. There's a monkey up there sitting on the dead tree. Take 3 pine kernels +3 from the ground. Turn around and see a vine that should be cut way up high.
In inventory, use brick mould + clay = unfired bricks +1. Go back to the fire at the beach by going forward, left, forward, left, forward to cave. Use unfired bricks on fire to get 2 sets of bricks +1. Go back to the broken steps by the windmill and use the newly made bricks on steps +5. Take metal fork +1, strong cloth +1 and copper coins +1 dislodged from box under the strong cloth from the ground. Read the inscription on the box. Near the lake, your eyesight so keen Found the red metal tinged with green.
The white metal, a precious treasure, Buried on the shore on the salty water Between the forest so green and so rich And the arch eroded into the cliff. Take wooden fork +1 from ground and grapes +1 from wall. Look up on the windmill and see that one of the arms does not have any cloth on it. Click the strong cloth on the broken arm but the monkey stops you from fixing the windmill.
Try giving the monkey any fruits but he still doesn't trust you yet. Click on ladder of windmill and look around inside the windmill. Look up and notice that it is rusty at the top. Go down and ' ouch' step on a pickaxe. Pick up the pickaxe +1.
Jep - Go forward to where the other monkeys are/were. The monkeys run away. Go inside the broken shelter. See an injured monkey - you named Jep. He needs a clean dressing on his wound.
Combine straw + thin vine = mattress +1. Click mattress on Jep. Turn around and see a pottery wheel on the left. Pick up the brick mould from the far table.
Lake, post and Maple tree - Go back to the fork by the scarecrow and take a left to go to the next crossroad. Go right at this crossroad and note a pole that can has a hotspot at the corner.
Go forward close to the water. See a maple tree on the right - a lizard scampers away from the syrup spout on the trunk. Go forward to the water's edge, turn right and use dirty cloth on water to get clean cloth. Do it to all 4 dirty cloth +4. Click on water to get a drink and click on it again to bathe. Click on water again to note that you need a container to collect water. Turn right and see bricks on the wall.
Use pickaxe on brick wall. Too dark in there, you need a lamp or a candle. A lamp or candle can be made with seal fat and wick once a bowl is made or another method later in the game. Restore Jep to full health: Go back to Jep. Use clean cloth to bandage his head.
Pot making - Go out and see that the kiln is broken. Let's fix that kiln with some of the bricks left over from the windmill stairs or make new ones with more clay + brick mold = bricks. Look at the sealskin bellows and see that it has a hole. Go forward to the scarecrow crossroad and forward to the end. Go to bamboo-clay area. Take more clay +1. Use clay + mould = bricks +1.
Take more clay +1. Go back to Jep. Use clay on pottery wheel and click on wheel to turn it. Take unfired pottery.
Go back to beach. 'Hey what have we here!' Go forward and take the dead seal +1 on the beach. The fire at the small cave is not hot enough for the unfired pottery. Go back to the kiln by Jep. Pick up the logs +1 left of the kiln. Use knife on seal to get 2 seal fats +1, sealskin +1 and tendons +1.
Use sealskin on bellows. Use flint + knife = l ighter.
Use lighter + lichen + dried palm trees fronds = ready made fire. You can also try alternative method of making fire as shown at the small cave part of the wt. Use ready made fire in kiln.
It's vibrating again. Use bellows and then place the unfired pottery in kiln to get pots +1. Make remedies - Go to the lake where you bathe. On the way, use the knife (after dismantling the lighter) on the maple tree gash. Use pot on spout to get 2 maple syrups +1. Go to the lake and use pot on water +1. Use water in pot + medicinal plant = remedy to heat up +1.
Use pot on water again. Use water in pot + willow bark = remedy to heat up +1.
Use pot on water again to get water +1. Go back to the kiln. Place the 2 remedies to heat up in the kiln to get 2 remedies +2. Give the 2 remedies to Jep. He will not eat until he has taken these remedies. Jep is feeling well enough to eat.
Give the 2 Oranges, pine kernel and grapes to Jep. Use the knife on dried brown coconut to get stripped coconut and coconut fibers. Use knife on stripped coconut to get coconut strips +1. Give coconuts strips to Jep. Now Jep is restored to full health. Mina and Jep sleeps.
Captain Nemo's ghost appears - 'find my body and give me a proper burial'. Jep is very helpful: Jep is now in his special place in inventory.
He can be used as an item on active spots - alone or combined with another item. Click Jep on bird's nest on the rafter above the exit to Jep's shed to get a bird's egg.
(Thanks, FinaLMakeRr) When you save and go back into the game you can go there and get another egg plus one point every time. (Thanks, daezie). Windmill - The monkey on the tree still will not let you fix the windmill. In inventory, click on Jep + any food available (pine kernel, coconut strips, grapes, oranges) = Jep offering present. Click Jep with present on monkey on the tree. The monkey won't be any trouble.
Use the strong cloth on windmill. Climb the windmill ladder. In inventory, combine Jep + seal fat. Use Jep holding lump of fat +1 on the top of the post of the windmill. The windmill now turns.
Cake - Use wheat grains on container at base of the post. Take flour +1 from the bin below. In inventory combine: Flour + water + bird's egg (another egg is available later if this is not available now) + maple syrup + lemon = ready to bake cake +1.
Place ready to bake cake in kiln = cake +1. Rope ladders - Go back to windmill and go down the steps to the right. Combine Jep + knife. Use Jep holding a knife +1.on vine hanging on tree to get Mina to make 2 rope ladders +1.
Hanging bridge - Go to the broken bridge at the end of the left crossroad with the dead animal by going forward, left, forward, right and forward to end. Combine Jep + rope ladder and click Jep holding a rope ladder +1 on post with rope. Watch Jep make a rope bridge.
Volcano farm area - Go across to the other side. Pick up the sulfur +1 beside the hot spring. Turn to the right and see a monkey with a stick. Jep might be beaten with a stick. Take the bamboo, large piece and drop it on the hot springs +5. It scares the monkey with the stick. Take coal +1 and broken cage +1 by the shelter.
Go forward and take the iron sulfate +1 on the right. Turn left and take the potash +1 from the burned tree. Snake in a cage - Turn around and go to the snake by the other hot spring. In inventory: broken cage + wicker = cage +1. To catch the snake, use the forked branch on the snake and then click the cage on it to get a caged snake +1.
Go forward until the beach. Fulfill Captain Nemo's request: At the beach, go to the cliff side where the bird's nests are located. Click Jep on top nest. See an egg drop and a second later, feathers float down. Take feathers +1. Turn to the cliff.
Combine Jep + rope ladder = Jep holding rope ladder. Use him on top of the cliff. Watch Jep climb and drop the ladder.
Climb up to follow Jep. Granite House - Turn around and click on the inscription - Granite House 1860. Take bird's egg +1 left of the opening - you can use the egg to make the cake. Take diving suit +1, musical score +1 and mysterious key +1 from ground.
See Captain Nemo's body. Pan left and see a pulley. Go forward, turn right and see candle or lamp holder at corner of the wall. Go forward, turn left to the shelves and take the planks +1 left of the shelving.
Take 2 sets of iron fillings +1, screwdriver +1, hammer +1, nails +1 and roll of wire +1 from the shelves. Turn around and look down on chest. Click to open the chest and take the 2 cotton shirts +1 and 3 wicks +1. A shirt can be cut with knife to get 2 clean cloths +1. Turn right, look at cannon and take cannonball and hardened powder in a barrel.
Look at maps on each wall. Learn that you are on Lincoln Island and how Granite house was built. Take photo +1 from bottom shelf. Take rods and tubes +1 from cracked container under the map above the table.
Make note that the rods are made of zinc. Click on journal under the slab on top of the table. Read the words of Captain Nemo. The right side is torn and missing some parts. He states where he wants to be buried, repair his diving suit.kill you, aim at thruster. Read the left page and learn how to make several chemicals.
We will do that later. Now, let us take care of Captain Nemo's last wishes. Go to entrance.
In inventory, combine hammer + nails + planks = coffin +1. Use coffin on Captain Nemo's body. Click the rope of the pulley and then click on the coffin. See Captain Nemo buried. Go to the stone arch. 'A present for you'.
Click on post to get giant oyster +1. Use knife on giant oyster to see a large black pearl +1. Note: You will not get this cutscene and the points, if you already took this oyster earlier in the game. Granite House: Go to the palm tree area and click Jep on the coconut up the tree +1. Pick up the green coconut.
Go back up to Granite house. (If an irate monkey stops you from climbing the ladder - see the 'Monkey with a stick' under the Nautilus part of the walkthrough.) Let's read more about the chemistry notes. It has the procedure to make a Becquerel battery (potash, nitric acid, zinc strips and glass tube closed by malleable material), Volta Battery (copper, silver with cotton soaked in lemon juice), nitroglycerine (nitric acid essential. Distill sulfuric acid over saltpeter) and Sulfuric acid (calcinations of iron sulfate in closed vase). Go to the front room and place any light source (candle or oil lamp) on the corner wall of the room. Seal fat + wick = oil lamp +1. An alternative way is if you come in from the lake area in the forest, you can place the oil lamp there after breaking the brick wall.
Go down the passage with wire strung on wall and pick up the gun +1. Turn around and pick up lantern - not working +1. Projector - Go back to front room and turn right to the once dark area. Take another lantern - not working +1, small amount of sulfuric acid +1, sulfur +1 and broken projector +1 from the shelf.
Click on water to get bowl of water +1. Read the inscription on the wall. Turn around, see a table and a makeshift screen on the wall. Cavern -Hear the voice of Captain Nemo from the past when he was hurt by the monster. Turn around and look down at the hole on the floor - entrance to the cavern.
Go down, pick air tank +1, helmet +1. And saltpeter +1, the white powder on wall behind the ladder. Click on water and a monster tries to swallow Mina and Jep. Go to the room after the cannon room. Pick up steel chain +1 from floor and charcoal +1 from bottom shelf.
Look at the map on the wall. The closest land is 1200 miles away. Chemicals and weapons: Still - Pick up the boiler +1, Amadou +1, tank +1 and coil +1 further down the room. Combine tank + boiler + coil = still +1.
Place still on top of fireplace. Use knife and flint to make lighter. Combine lighter or lens + Amadou + coal or log = ready made fire.
Use ready made fire on fireplace. Alcohol - Click maple syrup on boiler. Click on tap of tank and take alcohol +1. The alcohol is an alternative solution for the cake or snake with the irate monkey.
Always move the cursor on the fire to make the fire blaze. Nitric Acid - In inventory: combine sulfuric acid and saltpeter +1. Place the combined chemicals on the heated (fired) boiler of the still to get 3 batches of nitric acid +1. Sulfuric acid - Place iron sulfate on the heated (fired) distiller and take sulfuric acid +1 at the tap of the tank. Energy source: Volta battery: This battery can be done earlier in gameplay.
In inventory, combine clean cloth + lemon + bamboo, medium piece + silver coins + copper coins = Volta battery +1. Becquerel battery: In inventory, combine nitric acid + potash + clay + rods and tubes = Becquerel battery +1. This is an alternative to the Volta battery. Phone - You recharge the phone when one of the batteries is first made.
In phone frame, click on news and click on left arrows to hear all the news about Mina's disappearance. The encyclopedia is now available. Get more saltpeter +1 behind the ladder at the cavern. Ammunitions: Gunpowder - In inventory, combine charcoal + sulfur + saltpeter = (gun)powder +1. Hardened powder can be be used if it is processed in the windmill. Go to windmill, click the barrel of hardened powder on the container at base of the post. Pick up powder +1 from the bin on the floor.
Pyroxylin - Combine clean cloth or elderberry pith + nitric acid + sulfuric acid = pyroxylin +1. Weapons: Bow and arrow - In inventory, use knife + porcupine = quills +1 + porcupine carcas +1. Combine knife + young palm tree = incomplete bow +1. Incomplete bow + hibiscus fiber or tendon = bow +1.
Feather + bamboo, small shoots + quills = arrows +1. Bow + arrows = bow and arrows +1.
Gun - Combine gun + iron fillings + powder = gun and ammunition +1. Nitroglycerin - Place dried seaweed in fire and get soda +1. Combine soda with fat = 2 glycerin +1 + soap +1. Combined glycerin and nitric acid = nitroglycerin +1. Don't forget to use the soap on Jep so that Mina will give him a bath at the lake. Dynamite - In inventory, combine wick + clay + nitroglycerine = dynamite +1.
Slingshot - Forked branch or wooden fork + rubber = slingshot. Light source: Oil lamp - Seal fat + wick = oil lamp. Candle - Glycerin + boiling water = candle wax +1. Candle wax + wick = candle +1. Lantern - Charge the lantern not working with either one of the 2 batteries +1.
This is the light source for the diving suit. Lightning arrester - Combine metal fork + steel chain = lightning arrester +1. Kite - Shirt + Wicker + Roll of wire = kite +1.
The encyclopedia states linked to the ground by metal wire, this kite can attract a bolt of lightning. The kite can be combined with Jep and used on the pole close to the Maple tree in the forest-lake area. Projector: Go to the table by the hole to the cavern. Use the Volta battery on lantern - not working to get lantern. In inventory combine charged lantern + broken projector + lens (from telescope) + photos = projector +1. Place projector on table and then click on makeshift screen on wall.
Watch the slide show +2. Use the arrows to scroll the slides. They made nitroglycerine, use Becquerel batteries and cannons. Dive, dive dive: Go down the ladder to the cavern. Diving suit - In inventory, combine diving suit + air tank + helmet + lantern (charged) = diving suit +1. Laced bait - In inventory, combine porcupine carcass with narcotic drug = laced bait +1.
Get more saltpeter +1. Monster - Either shoot the monster with your firearm or throw the laced bait on the monster. Click it on the water. Dive in the water and automatically use the complete diving suit. See a vessel in the cavern. Read the plaque - it is the fabled Nautilus 1860.
Climb up, look down on the red light. Click on red light on floor. The key stand rises. Guardian robots! You escape back to Granite House. Look at the mysterious key in inventory and the encyclopedia states that the crystals do not have energy and should be replaced. Use the screwdriver to remove the spent crystal to get empty key +1.
Now where can we find the crystals? Go to Captain Nemo's journal at the second room. See a guardian robot floating outside. Nemo's notes and see that it is now complete. Learn why the island is invisible to the outside world and that the shield is affected by stormy weather. To destroy the robots - aim at their thrusters.
The Nautilus panel code: 5401 (+1860) = 6261. Guardian robots: Going to the Nautilus activated the guardian robots and they are out to get you. You need only 2 thrusters and 4 damaged keys. Each robot has to be killed using one of the available weapons for more points but is not necessary for the completion of the game. Any weapon can be used. The weak point of of the thruster is the middle part of each body. Robot at beach area outside the Granite House - The robot outside the Granite House can only be destroyed with the cannon.
Open the cannon and place cannonball, lead fillings and pyroxylin or powder (from firearm and ammunition or hardened powder). Look close at the wick and see the target. When the robot enters the target and the thruster is at center, use the match on the fuse. Go down the rope ladder.
See an irate money drop the ladder. Pick up the rope ladder +1. Go forward on the beach and pick up the thruster +1 (no damaged key) by the robot destroyed by the cannon. The phone will ring. Click on the phone icon and listen to mom. The phone can receive but not transmit.
Check the news and then the GPS - W:150 deg 30 S: 35 deg 57. Stone arch robot - Go to the stone arch and get bow and arrow from inventory (or any weapon of your choice). The robot is just outside the arch. Once destroyed +7, pick up the thruster +1 and damaged key +1. Broken Robot code puzzle: Go towards the path and see a broken robot on the path. Click on the blinking lights on its head.
See a panel that has 2 sets of silver rectangles at top and bottom and with numbers in between. The aim of the puzzle is to get the red lights turn green. The top set of rectangles has letters on them while the ones at the bottom will show the number of the buttons pressed.
If the correct numbers are pressed the lights at the bottom will turn green. Solution: Based on the position of the letters in the word NAUTILUS, press 1 for N, 2 for A, 3 or 7 for U, 4 for T, 5 for I, 6 for L and 7 for S. Any other letters - press 0. For example: if the letters above are V I N U, press 0 5 1 3 or 7. When correctly done the red lights turn to green +10. Pick up the thruster +1 and the damaged key +1.
Taser panel puzzle: Go up the path and see there's laser beam blocking the way the inland-beach path. Use the lightning arrester on the red laser blocking the path. You will use the it to pass through safely +5.
Then turn around and solve the next puzzle. Solve the panel puzzle: Combine Jep with screwdriver +1 and click him on blinking red panel. The aim of the puzzle is to get all the red lights green by making a continuous flow of current from the source on the right to the lights. Labeling the top vertical buttons (L-R) 1- 5 and horizontal buttons (T-B) 6-10.
One possible solution is to click once on buttons 1, 9, 6, 7. When correctly done, the blue lights are off +10. Roped bridge robot - Go toward the hot spring area and see another robot close to the rope bridge. Go to pole by the maple tree crossroad. Combine Jep + kite, click Jep with kite on pole +1. Jep will fly the kite and the electricity generated will run through the wires and blast the robot +10. Go to the wrecked robot, pick up the thruster +1 and the damaged key +1.
Or just use any weapon of your choice. Windmill robot - The next one is by the windmill, go from behind by going around Jep's shelter to go to the windmill and use the dynamite on robot from above +10 (or any weapon of your choice). Don't forget to take the damaged key +1 and thruster +1. Robot by lake area - Get the firearm, ready to fire from inventory (or any weapon of your choice). Shoot at robot.
Once the robot is hit +3, pick up the thruster +1 and pick up the damaged key +1. Do this to all the robots. Nautilus: Go back to Granite House through the lake entrance. This event can happen anytime after you leave the Granite house.
Monkey with stick - The irate monkey will block passage at the lake entrance.Give it either the cake or alcohol or scare it away with the snake in the cage +5. If you use the snake, the snake will disappear and the cage is left in inventory.
In inventory, use the screwdriver on 5 damaged key to get 5 crystals +1. Place 4 crystals on the empty key to get a repaired key +1.
Dive to go to Nautilus. There's a remaining guard on the deck. Get the bow and arrow ready, climb up and aim, fire! Use the repaired key on the green slot of the key stand. Submarine code puzzle: There's a slight difference between the damaged robot code puzzle.
See a panel that has 2 sets of silver rectangles at top and bottom and with numbers in between. The aim of the puzzle is to get the red lights turn green. The top set of rectangles has numbers on them while the ones at the bottom will show the numbers of the buttons pressed. If the correct numbers are pressed the lights at the bottom will turn green. Based on Captain Nemo's journal, use the numbers after the addition of 1860 to the shown numbers on the top panel. For example: 0013 (shown number) +1860 = 1873. The hatch opens.
Go down and find yourself in a cage. Look to the right and see a lever. The floor between the cage and the lever panel is broken. Click Jep on the lever but he might get hurt by the rusty metal.
Mysterious Island Sex And Glory Walkthrough
You call him back. Combine a thruster with Jep to get Jep hovering on a thruster +1. Click Jep on thruster on lever. The door opens. Enter Captain Nemo's Inner Sanctum: Go forward and down the stairs.
The stairs is blocked by fallen walkway. Use 2 thrusters on the fallen walkway and it is raised. There are 2 door puzzles - either one can be done and get in to the center of the submarine, but do them both for score points. Click on the fallen beam on the floor to move it over the walkway supported by thrusters.
Walk on beam to the door. Middle Nautilus door code puzzle: The puzzle on the door is based on arranging the tiles that are in position and the fallen tiles to form an N. When correctly done, the door opens and look at the hole on the floor. You can jump down but will not be able to solve the other door puzzle.
After finishing the middle door puzzle, go down the stairs and see another code puzzle. Lower Nautilus door code puzzle: There's a difference on this puzzle also. See a panel that has 2 sets of silver rectangles at top and bottom and with numbers in between.
The aim of the puzzle is to get the 2 sets of red lights turn green. The rectangles are blank. If the correct numbers are pressed the lights will turn green. The numbers to be pressed alternates from top and then for bottom panel until all numbers are entered. On the top 1860 should be entered. On the bottom, click on a letter found on the word NAUTILUS. For example press 1 and then the buttons changes into letters.
Look for a letter found in the word Nautilus. Press that letter. Then press 8, then a Nautilus letter again, etc. The door opens and see a robot. Captain Nemo's quarters: The robot mistakes you for Captain Nemo. Before you talk any further with the robot, look around the room. Display behind robot: Combine Jep with clay +1 and click him on the display plaques that cannot be read.
After that you can read the weapons behind the robot for answers. Desk - Turn around and walk to Captain Nemo’s desk. Click the map to see our location. Note the layout of how Lincoln Island is set upped. Read the letter to Captain Nemo from Jules Verne. Read Captain Nemo’s notebook. Find out more about the good Captain and the island itself.
Hey look, a Mysterious Island first edition book by Jules Verne. If you could get that to e-bay. Pearl - Go to the sofa by the door. Look under the right seat of the sofa and take pearl. (Thanks, Bert!) Safe puzzle - See a safe at corner of the room. The object of the puzzle is to form Captain Nemo's insignia - N. Move the tiles by clicking on the red pointed buttons.
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The points of the buttons show the direction of the movement. Label the buttons - top to bottom, left to right: 1-4, 5-8, 9-12 and 13-16. The numbers in parenthesis are the numbers of times those buttons are to be clicked.
1 (2xs), 2 (3xs), 9 (1x), 13 (1x) 1 (1x), 2 (1x), 3 (1x), 4 (2xs), 8 (1x) 1 (3xs) 11 (2xs), 12 (3xs), 15 (3xs) 16 (3xs), 12 (1x), 8 (1x), 16 (3xs) There are 2 levers at bottom shelf of the safe. The left lever opens the view ports at either side of the submarine. Look at the picture of Captain Nemo and family on the door. The woman looks familiar. Robot - Talk to Robot and find out that the tremors have blocked the entrance to the cave where the vessel is anchored. The rust has eaten the steering cable and the available energy is directed to the shield.
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The robot will lower the shield if you prove that you are Captain Nemo. There are 2 possible ways to get to the ending, do the organ puzzle or do the quiz: Organ: The right lever at the bottom shelf of the safe opens the organ at other end of the room. Go to the organ and see the musical score that completes the music sheet that is in inventory. This is the music you hear you hear in the background played every now and then while checking things out. It is Captain Nemo's favorite music.
Click the handle on the left side of the sheet of music to hear the organ play. The music played is missing the end part if you listened to the clue-background music. You can reproduce the music played by the organ, if you want but not necessary for the completion of the puzzle: Labeling the organ white keys (l-r) 1-9 and the black keys (l-r) 1-7: 5 6 4 2 6 rest 5 6 4 2(black) 6 rest 5 6 4 1(black) 6 rest The last passage is translated as: 6 9 4 6 1 2. But as Mordack found out in his reasearch about Captain Nemo: passage in Chapter 21 of 'Twenty Thousand Leagues Under The Sea'.' I descended to the drawing-room, from whence I heard some chords. Captain Nemo was there, bending over his organ, and plunged in a musical ecstasy.The Captain's fingers were then running over the keys of the instrument, and I remarked that he touched only the black keys, which gave his melodies an essentially Scotch character.
' After the organ stops playing and the keys are revealed - play the missing part that ends the piece but only on the black keys or one down from the translated missing part keys: Labeling the organ's white keys (l-r) 1-9 and the black keys (l-r) 1-7: Click on 5 black, 7 black, 3 black, 5 black, 1 black, 2 black. The robot will recognize you as Captain Nemo and will follow your orders.
Quiz: You can also take the quiz. Click on the robot. Learn that if you pass a quiz the robot will think you are Captain Nemo and will follow your command. The quiz requires you to get 7 correct answers and allows 1 wrong answer. The questions are random and vary from game to game. Below is a list to help match questions to answers.
Go to the front of the pearls. Click to move the fallen beam. From inventory place the pearl in its display position. Floating in it shell. Captain your twin.
Argonaut or nautilus All its twinkling sisters shine. Starfish at display case close to door What correspondence from so far away. 18 th century metal case in the safe Cedar, laurel, ulmus, beech. Aborigine club on left wall Gracing the oceans, its beauty undenied. Coral at display case close to door Its silvery surface which weighs the invisible. Mercury barometer Captain, show me this strange creature. Sponge at display case close to door Of all the creatures adorning the wall.
Swordfish on left wall Ivory daggers. Shark teeth by pearl display case When its contents turn misty. Storm glass on the wall right of door Underneath the ocean, its racing across the land. Seahorse A life saving animal.
Dolphin on left wall Found again after five hundred years. Chinese porcelain by left wall Rising from the water with her large eyes.
Dragonfly This miraculous device. A precious ally. Sextant on the wall right of door On a win-red case, it lies supreme. Giant black pearl you placed on display case Treasured possession worth more than. Picture of Captain Nemo and family on the door of the safe. When time and distance are measured.
Chronometer The respected master of the greatest conqueror. Aristotle's The Poetic, 9th C Arabic Translation, rightmost top shelf at safe. It has 5 teeth. Sea urchin This came from the sea, though not the prettiest. White janthine-mollusk third from right on display case close to safe.
The robot will recognize you as Captain Nemo and will follow your orders. Mina asks the guardian robot to deactivate the shield. Watch the departure of Mina. Note: This walkthrough has a score of 356. This document may not be distributed without express written permission of the author and the content may not be altered in any way.
For Questions or Comments on this Walkthrough, Please write to: Copyright © 10/2004.
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