Return to Mysterious Island

Return to Mysterious Island

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Return to Mysterious Island: A Comprehensive Guide
By fbax
This comprehensive guide will explore all possible avenues for completion of the game. Guide features screenshots and maps for convenience. No stone left unturned! Enjoy.
   
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Act 1: Operation Survival
Deserted or inhabited island?
As Mina, a solo sailor swept off your boat by a wave, you find yourself on an unknown beach. Right-click to open your inventory and press "Phone"—your mobile phone’s battery is dead. With no way to send an SOS and only your clothes and phone, you have nothing else.

Shore


From the spot where you washed up (1), head to (3). You glimpse a man’s silhouette in an opening in the cliff, but when you call, he doesn’t reappear—perhaps it was just your imagination. You’ll have to manage alone. On the right wall, there are two nests; take an egg from the lower nest, the only one within reach for now.

The egg is inedible raw, so avoid eating it. You’ll find a way to cook it later.

Blocked path
Head to (7), towards the plateau overlooking the beach. Fallen tree trunks block your path, and you'll need food to regain strength before clearing the way. Continue exploring and take the forked branch on the left.

Pick the fungus growing on the trunk above the branch; it's amadou, a great fuel source.

Fire
Go back to the beach and find a fire-making spot in a crevice at (8). Nearby, collect the sharp flint and the large sandstone on the right.



Go to (2), where you'll find the boat wreck. Use the sandstone to break an upright section of the boat. Pick up the dry wreck wood and a piece of rusty metal.



You now have everything you need to make a fire.

Right-click to open your inventory and combine the following items:
Rusty metal + Flint = Lighter
Lighter + Amadou + Wreck wood = Ready-made fire



Go back to (8) and place the "Ready-made fire" in the fire-making spot. Once the flames rise, take the egg from your inventory and place it on the fire. After it cooks, you can eat the egg to regain some health points.

Knife
Dismantle the lighter in your inventory to retrieve the rusty metal. You can then use the metal to craft a knife, which will be a valuable tool for your survival on the island.



Combine the knife with the forked branch in your inventory to create a "Knife with handle."

Now, go back to (5) and use your new tool to cut the higher acacia thorns that were previously out of reach. These thorns will be useful for your survival on the island.

With this object, cut the curved thorns from the bush that you previously could not reach:


Pick up the red worms on the ground.

Fishing
At (7), dismantle the knife with the handle to get the knife and forked branch. Use the knife to cut a short vine.


Now you have what you need to make a fishing rod:
Vine + Forked branch + Curved thorns + Worm = Fishing rod.

At (9), use your fishing rod to catch fish in the saltwater pool near the rocky arch. Then use your knife to dislodge the four oysters from the rock (marked in red in the screenshot).


There's a fifth oyster hidden well, but avoid taking it for now to ensure you don't miss a good surprise later!

Hidden treasures
At (10), dig in the sand to collect two turtle eggs and discover a hidden treasure chest, though you cannot open it just yet. You'll return later!


Turn round with your back to the sea and collect the lichen growing on the rock in front of you. It will help to make a second fire.

Go to (11), dig in the sand and collect the extra two turtle eggs.

Seafood and coconuts
At (12), in the coconut grove, bend down to collect the two crabs feeding on the porcupine carcass.

Wait until the crabs turn their backs on you, then catch them.

Pick up the porcupine carcass, the palm leaf on the left, and two fallen coconuts.

When you go past (11), pick up the coconut that falls in front of you.

Rustic feast
At (8), place the fish, crabs, and oysters from your inventory onto the fire to cook them for later.

Broken knife?
It's better to cook the oysters rather than opening them with your knife to avoid damaging it. If the knife breaks, don't worry—at (5), near a rock, you'll find a metal plaque. It can be used like the rusty metal to craft a new knife and lighter.

To open coconuts, combine a coconut with your knife to strip it. If it's not green, you'll also get coconut fibers, which can be used to make a rope. After stripping the coconut, use the knife again to open it and eat, which will restore points to your life bar.

Eat all edible items to fill your life bar, then return to (3) to collect the egg you missed before heading inland to the plateau.

Rusty nail and silver coins

At (3), dismantle the fishing rod for the forked branch and use it to reach the highest nest.

An egg falls and breaks, but you get a feather that will be useful later. If you catch the feather in midair, you earn 20 bonus points!

Pick up the rusty nail and use it to open the chest at (10), revealing silver coins and a broken telescope.

Combine the following items:
Knife + damaged telescope = Lens.
The lens can be used instead of the lighter in the combinations for making fire.

Now go to (7) and move the logs that were blocking the way. The path to the plateau is now free!

You have now completed Act 1!
Act 2: Finding some company
I see smoke…

Plateau


You arrive on the plateau at (1).
Take the uprooted young palm tree lying at your feet.
Then go to the hillock (2). Use the knife on the flowering plant:

The hibiscus fibers can be used to make a strong, elastic rope, useful for crafting a bow later. Looking towards (4), you'll spot some unusual telegraph poles. Turn to (3) and you’ll see smoke—possibly indicating a house.

Slingshot
At (3), you realize the smoke is from a hot source, indicating someone has been here before. However, there's no evidence to suggest the island is still inhabited.

Turn away from the smoke source and use the forked branch to block the snake. Once it’s dealt with, use your knife to make a cut in the rubber tree and collect the rubber. Then, cut the medicinal plant to the right of the snake.

Remove the forked branch to free the snake, then combine it with the rubber to create a slingshot.

Now you have a non-lethal weapon that will soon come in handy!

Go to (4), where a sheer drop blocks your path. Return later when better equipped. For now, pick the narcotic plant, powerful enough to have killed a rat that tried eating it.



Fight against the monkeys
At (7), you hear distant cries of an animal being beaten. Rush to (10), where a scarecrow startles you. After regaining composure, turn right and head toward the ruins of an old house. Monkeys ambush you and start throwing stones!

To drive the monkeys away without harming them, use the slingshot. Take it from your inventory and quickly fire rubber pellets at the monkeys until their resistance bar reaches 0, causing them to flee. Once the area is clear, continue along the path to (12).

Alternative to the fight
If you'd rather not use the slingshot, take some clay from (11) and a brick mould from (9).
Combine them to make unfired bricks.
Then, head to (Shore - 8) to fire the bricks in the flames.
Return to (Plateau - 9) to repair the stairs with the fired bricks, and go up to reach (14).
Finally, proceed to (12), where the monkeys hiding in the ruins will run off when surprised from behind.

Jep
At (12), enter the ruins of the workshop at (13). Inside, you'll find a little monkey, whom you decide to call "Jep."

Jep has suffered a beating from the other monkeys. Head back to the plateau to gather everything needed to help Jep. You'll find the necessary items there to treat and feed him.

Plants and fruit
At (10), take the clothes from the scarecrow, then pick up two oranges nearby. Turn right, use your knife to cut some wild wheat and straw, then pick up the two lemons.


At (11), take more clay near the wild animal tracks. Then, use your knife to cut the following:
  • Click the stump: wicker shoots and willow bark
  • Thin bamboo shoots
  • Large pieces of bamboo
  • Medium piece of bamboo
  • On the small shrub: elderberry pith

At (9), pick up the three pine kernels.
At (14), pick some grapes growing on the wall of a fallen-down shed:


Go to (16) and wash the dirty cloths taken from the scarecrow.


Use a clean cloth to bandage Jep’s head, but to heal him, you’ll need to make a remedy. Infuse willow bark or headache plant in boiling water, which requires pottery.

Kiln and pottery
At the workshop (13), take clay from (11) and place it on the potter's wheel to shape it into unfired pottery. At (12), collect firewood, then combine the lighter, lichen, and firewood to create a ready-made fire. Use it to fire the pottery.

To fix the kiln, you need to make bricks. Refer to the "Alternative to the fight" section for instructions on how to make them, then use the bricks to repair the kiln and increase the temperature.

To repair the bellows, you'll need sealskin. Go to (1), where a dead seal washed ashore. The seabirds circling the area indicate its location. Use the sealskin to fix the bellows and continue with the kiln repairs.

Return to (Shore - 1). Pick up the seal and use the knife to skin the seal, obtaining sealskin, tendons, and two grease.

Then, head to the coconut grove at (12), aim your slingshot at a coconut, and pick it up when it falls.

The "Coconut + Knife" combination isn't needed for food anymore, but it can be used to open a coconut, which can be offered as a gift to Jep or another monkey.

Go back to the plateau at (12), repair the bellows with the sealskin and use them. Place your unfired pottery in the kiln, the heat will fire it.

Putting the pots to good use
At (16), use your pots to collect water from the lake.
Combine the water with the headache plant to make one remedy, and with willow bark to make another.
Get additional water for later use.
Then, at (12), heat both remedies over the fire.

Continue to Act 2 part 2...
Act 2: Finding some company (part 2)
Treating Jep
Return to (13) and bandage Jep’s head with a clean cloth. Then give him the two remedies.

Once his life bar is half full, feed him any fruit or item from the list to restore his health.

Here is the full list of objects that can be used to fill up his life bar:
  • Clean cloth
  • Remedy / remedies
  • Water
  • Mattress (= Coconut fibers + Straw)
  • Open coconut
  • Orange
  • Pine kernel
  • Grapes

While sleeping, you are visited by the ghost of Captain Nemo, who asks for a proper burial to rest in peace.

With Jep’s help, you can now explore the entire island and search for Nemo's body, which is your new goal.

Cake
Before you start exploring, take a moment to make a cake. It will be useful later in your adventure.

At (13), grab the egg from the nest above the entrance to the ruined workshop. Next, head to (17) by the mill with the broken sail. Face the wall of the collapsed shed and take the piece of strong cloth covering the chest.

As you take the cloth, the chest overturns, spilling out copper coins—take them.

Then, attempt use the cloth to attempt repairing the mill. A monkey keeps interfering by moving the sail.

Offer the monkey a fruit (except a lemon). It will refuse.

Open your inventory. Click on the box with Jep and combine him with the fruit that you wish to offer:
Jep + fruit = Jep offering a present.


Select "Jep offering a present," close the inventory, and click on the monkey. It will accept the present from Jep.



Presents
Here is a list of all the objects that Jep can offer as a present:
  • Open coconut
  • Pine kernel
  • Grapes
  • Orange
  • Cake
  • Alcohol
The last two objects are mentioned as a matter of interest, they are not available at this stage of the game.

"The monkey's out of the way. Fix the mill's sail with the cloth, go inside, and look up to see the rusty gears. Combine Jep with seal fat and click on the gears to grease them.

With the mill now working, place the wheat grains from (10) on the millstone and collect the flour from the tray.

Upon leaving the mill, you step on a pickaxe handle, which hits you in the face. Pick it up.

Head to (8), cut the maple tree with your knife, and collect the syrup in your pots.

Get water from (16). Combine flour, water, egg, maple syrup (or sugar), and fruit to make the cake. Cook it on the fire at (12). Any fruit works.

Rope ladders
You need long ropes to keep exploring. Go to (9), combine Jep with the knife, and send him to cut the long vines. You make two rope ladders.

Beyond the ravine
Go to (5). Combine Jep with a rope ladder and send him across the ravine by clicking on the poles or telegraph wire.


Cross the ravine via Jep's rope ladder bridge. An ill-tempered monkey blocks your path. Give it the cake to make it fall asleep.

Neutralizing the monkey
To make the monkey fall asleep, you can give it some alcohol (we'll learn how to make it later). Alternatively, scare it off by throwing a large bamboo piece into the hot spring, causing an explosion.
Another method: pick up the broken cage, repair it with wicker from (11), go to (3), immobilize the snake with a forked branch, and put it in the cage. Return to (5) and use the 'Snake in a cage' on the monkey to make it run off.

Take the flowers of sulfur next to the hot source and the sack of coal to the right of where the monkey was positioned.

Go to (6) near the volcano. Lava has scorched this area. On your left, collect the potash from the burnt vegetation:

On your right, take the iron sulfate that has formed in the hollow of a rock.

Cliff
Nemo's body isn't on the other side of the ravine, so return to the shore at (3) where you saw the man disappear. Could it have been Nemo's ghost, drawing your attention to the cavern entrance behind the vegetation?

Just to make sure, give Jep the second rope ladder and get him to climb up.


Jep fastens the rope ladder to the entrance of the cave. Now it is your turn to climb up…

You have now completed Act 2!
Act 3: Exploring Granite House
Funeral

Granite House


At (1), you find Captain Nemo's skeleton and an inscription naming the cavern 'Granite House.' Explore the area to find maps and diagrams, indicating it was a shelter for castaways.

Go to (3), take the nails, planks, and hammer, and make a coffin. Use the coffin for Nemo's remains. Attach the pulley rope to the coffin and lower it to the beach.

Note that you can only do so if you have access to the beach. If the rope ladder is no longer at the entrance to Granite House, you can fasten it to (1) by clicking on the root in front of the entrance.

After burying Nemo, his ghost briefly appears at (Shore - 9) and calls you. Go to where you saw the ghost. His voice guides you to an oyster. Open it to find a large pearl, a gift from the captain.


If you had already taken the pearl oyster, Nemo does not appear, because he has nothing to offer you. Pity…

Batteries and phone batteries
Return to Granite House and go to (4). The place is messy due to curious monkeys. Turn right and click on the briefcase under a stone block. It opens to reveal a note from Nemo on the right, and a chemist's notepad from a castaway on the left.


First, check the note on the left. It details two methods for making a battery: a Becquerel battery or an easier Volta battery.
To make the Volta battery, you'll need: Lemon (Plateau - 10), Bamboo (Plateau - 11), Copper coins (Shore - 10), Silver coins (Plateau - 17), and a clean cloth (Plateau - 10, then washed). This could be the solution for recharging your phone.

There are several ways to wash the cloths:
  • Dirty cloth + Water (in a pot) = Clean cloth
  • Dirty cloth + Soap = Clean cloth
  • Go to (Plateau - 16), then use the dirty cloth on the water
You might be lacking one of the components if you used all the lemon to make a cake and then some alcohol. In this case, go to the section entitled "Still" to make a Becquerel battery.

After making the battery, recharge your phone. Leave Granite House and move away from the cliff to try making an outgoing call. Unfortunately, your phone can only receive, not send. You can use its encyclopedia to get more info on your inventory items.

Return to (4) and read Nemo's note, which reveals the island is shielded by an invention of his, blocking outgoing calls. Your goal now is to deactivate the shield to send an SOS. To do this, find Nemo's vessel, the Nautilus. He suggests repairing his diving suit to reach it.

Torn Paper
At this point, the note is incomplete due to monkey damage. When you find the Nautilus, return to (4) and notice that Nemo's ghost has filled in the missing parts, but only if you buried his body.

Light
Most of the pieces to Nemo's diving suit can be found inside the dark areas of Granite House. You will need a light source.

Open the chest at (3) and take the wicks from inside.
Combine the following items:
Wick + Seal fat = Oil lamp.

Go to (2) and place the lamp in the position shown by the old wax drippings.


This lights up vast parts of Granite House: the passage (7), (8), the room (9) and the well (10).

Candle
Perfectionists won't settle for an oil lamp—they'll make a candle like the hero in Jules Verne's novel. You'll have to figure it out yourselves!

First, go through the passage to (8). Use the pickaxe from (Plateau - 17) to break the brick wall, creating an emergency exit to the plateau at (16). This might come in handy. Remember the proverb: 'The mouse that knows but one hole is soon caught by the cat.'

Still
"Take a break from repairing Nemo's diving suit to make a still. It's not essential, but it can create interesting items.

Go to (7) for charcoal on the bottom shelf. Go to (6) to collect amadou in front of the chimney.


Combine the following items:
Lighter + Amadou + Charcoal = Ready-made fire.
Light a fire in the chimney.

Collect the parts of a still made by the previous occupants: the cooling tank (number 1 in the screenshot above), the coil just behind the tank, then look left for the boiler.

Combine the following items:
Tank + Coil + Boiler = Still.

Place the still on the iron plate above the chimney. Fan the flames if needed. The still works when the flames are high and the plate is red. To distill alcohol, place any fruit in the boiler and collect the alcohol from the bowl on the right.

Becquerel battery
Making the battery is the only way to finish the game if you have used all your lemon. First, you need some sulfuric acid. You can find some in the phial in the closet at (9), or make it using the still and iron sulfate.

Next, go down the well (10) to collect saltpeter behind the ladder rungs. Combine saltpeter with sulfuric acid to create an inert mixture, which becomes nitric acid in the still's boiler.

At (4), retrieve zinc rods and a glass tube from an old battery on the table.

Then, combine:
  • Rods and tubes
  • Nitric acid
  • Potash (Plateau - 6)
  • Clay (Plateau - 11)
This makes the Becquerel battery.

Unexpected Interlude
A monkey unfastens the ladder to the beach while you're away. Enter Granite House from the top via (Plateau - 16). The monkey at (7) blocks your path. Neutralize it with cake, alcohol, or a Snake in a cage (see further on 'Beyond the ravine' for details).

Well
Return to the main quest: repairing Nemo's diving suit.

The captain traveled underwater from his vessel to Granite House, emerging via the well (10). You'll need his diving suit to retrace his path.

First, go to (1) and take the captain's diving suit. Also grab the scrap of partition under the right boot and a mysterious key to the left.


Go to (7) to find the 'Lantern - not working' moved by a monkey. Recharge it with the battery.

Descend the well (10) to get Nemo's diving equipment: helmet and air tank.
Combine:
Helmet + Air tank + Diving suit + Lantern = full Diving suit.

Click towards the water to encounter a sea monster. You can shoot it, or use a non-violent approach:
Combine knife and porcupine from (Shore - 12) to remove quills.
Stuff the carcass with narcotic plant: Porcupine without quills + Narcotic plant = Laced bait.

Throw the laced bait into the water to neutralize the monster.

You have now completed Act 3!
Act 4: The Machines Awaken
Discovering the Nautilus
From the well (10), dive into the water. After swimming through the underwater galleries, you surface alongside the Nautilus.

Climb aboard. Press the flashing button on the ground near the entry hatch.


A locked hatch rises from the Nautilus’s deck, opened by a key found near Nemo in Granite House (1). The key is inactive, and you lack the items to repair it. Failing to unlock the hatch triggers an alarm, releasing guardian robots onto the deck. You escape underwater to Granite House.

The robots spread across the island, with one guarding the submarine and six others lying in ambush. Both Granite House exits are in their line of fire—you’re surrounded!

Destroying the robots
You must get inside the Nautilus.

You must first reactivate the mysterious key by replacing its deactivated crystals with active ones.
To obtain these, destroy robots and collect one crystal from each. Then, destroy the robot guarding the submarine’s deck, though it holds nothing of value.

Four out of six
To finish the game, you need four crystals. Destroy four of the six robots on the island (excluding the one guarding the Nautilus). I’ll explain how to destroy them all.

Powder and pyroxylin
To defeat the robots, you need at least one charge of powder (preferably two).
If you're stuck in Granite House, gather the following: saltpeter behind the ladder at (10), charcoal on the bottom shelf at (5), and sulfur from the closet at (9).
Combine them: Saltpeter + Sulfur + Charcoal = Powder.

If you are able to get to the plateau, take the hardened powder near the cannon at (Granite House - 4) and use the mill at (Plateau - 17) to grind it down.

Guncotton
Just like the hero in Jules Verne's novel, you can use pyroxylin or guncotton instead of the powder.

Patrolling robot
If you look through the window in (Granite House - 4), you will see a robot patrolling the beach.

The cannon left by the cave's first occupants will be of use to you. Open the breech, insert one charge of powder or pyroxylin, then a cannonball from the pile on the right. Close the breech and click the cannon's match. Be careful—if you miss, the robot will spot you and return fire!

If you miss the robot, open the breech and add some shot or nails from the shelf at (3) to the cannonball. That will make it easier to hit the robot.

After destroying the robot, go to the beach and collect the spare parts. At (Shore - 2), take a damaged key similar to Nemo's. At (1), find a thruster—an anti-gravity device used by the robots to hover. Take it; you'll need it inside the submarine.

Bow or gun?
You can't move the cannon, so you'll need a portable weapon to continue hunting the robots. Choose between a bow or a gun. Tip: only a gun will destroy the robot regardless of where you hit it.

To make a bow:
Strip the branches off the young palm tree found at (Plateau - 1):
Young palm tree + Knife = Incomplete bow.
Add a string, such as the seal's tendons:
Incomplete bow + Tendons = Bow.
For the arrows, combine the following items:
Porcupine quills + Feathers found in the nest at (Shore - 3) + Wicker found at (Plateau - 11) = Arrows.

Then combine the bow and arrows to produce a functional bow:
Bow + Arrows = Bow and arrows.

You can also use hibiscus fibers from (Plateau - 2) for the bowstring. For arrows, straight acacia thorns from (Beach - 12) can replace porcupine quills, and thin bamboo shoots from (Plateau - 11) can replace wicker.

If you chose the bow, aim for its weak spot—the thruster emitting a green light.

Find the gun at (Granite House - 7), the shot at (2), and a charge of powder.
Combine: Gun + Powder + Shot = Gun + ammunition.

You can use the nails from the same shelf instead of the shot, and pyroxylin instead of the powder.

Robot behind the arch
Go to (Shore - 2), equip the bow or gun, and head to (Beach - 9). Take aim and fire.


Once the robot is destroyed, take the damaged key and thruster from (Beach - 10).

Broken robot
At (Beach - 5), find a robot on its side, unable to fire. Click the panel with the flashing red lights.

A panel opens, revealing a code lock.


The upper section displays four letters—C, A, L, U (in this example). To open the lock, type the numbers corresponding to their positions in "NAUTILUS." Letters not in the word are equal to 0.

In this example, type the following numbers:
  • 0 for C (not in "NAUTILUS")
  • 2 for A (second letter in "NAUTILUS")
  • 6 for L (sixth letter in "NAUTILUS")
  • 3 or 5 for U (appears twice in "NAUTILUS")
The solution is: [0-2-6-3] or [0-2-6-5].

With the lock open, the robot falls apart. Take the thruster and the damaged key.

The gorge trap
Head towards the plateau. The robots have activated an electric trap between (Shore - 6) and (7).

On your left, a box secured by screws is mounted on the gorge wall. This powers the trap. Give Jep the screwdriver from (Granite House - 3) and send him to open the box.


Guide Jep to operate the buttons inside the box. To deactivate the trap, align the five red diodes to turn green simultaneously.

First, adjust the circular contacts in the top line so most connections point downward. Then, proceed with the other lines.

If you're stuck, leave the puzzle and return to reset the circuit. To solve it, click the buttons marked by numbers in the indicated order. Note: one button must be pressed twice—on the second and fifth presses.


Lightning arrester and dynamite
Instead of deactivating the trap, you can create a lightning arrester to deflect the discharges from the electric cannons. Combine the following items: Metal fork from (Plateau - 17) + Chain from (Granite House - 5) = Lightning arrester.

With the lightning arrester, you can safely travel between (Shore - 6) and (7). If you're skilled in chemistry like Jules Verne's hero, you can make nitroglycerin and dynamite to blow up the trap. It’s up to you to figure out how!

Robot beneath the telegraph wire
Go to the plateau and quickly head to the hillock at (2) to avoid being shot by the robot below the telegraph wire.


You can defeat the robot by passing (3) and shooting from (4) with the gun or bow, but there's a more elegant solution. The robot frequently touches the telegraph wire, and with the stormy weather and lightning, you can use it to your advantage.
Combine the following items to make a kite:
Wire from (Granite House - 3) + shirt from chest (Granite House - 3) + Thin bamboo shoots OR wicker (Plateau - 11)

Go to (Plateau - 7), give the kite to Jep, and have him tie it to the telegraph pole.


A bolt of lightning strikes the kite, sending the current through the telegraph wire and frying the robot.

If you've cut up all your shirts, you can't make a kite. In that case, use the bow or gun to destroy the robot beneath the telegraph wire.

Once the robot is down, pick up the damaged key and thruster at (Plateau - 4).

Continue to Act 4 part 2...
Act 4: The Machines Awaken (part 2)
Robot by the lake
At (Plateau - 8), destroy the robot blocking the upper access to Granite House. Then, pick up the thruster and damaged key at (15).

Alternatively, you can destroy the robot by the lake from (Plateau - 16) by exiting Granite House through the upper passage. This way, you avoid destroying the robot patrolling the beach.

Robot by the clearing
A robot guards the clearing at (Plateau - 9). Go past the workshop ruins and kiln to reach behind it at (14). Be silent to avoid being spotted!

Above the robot, lightning has struck a tree, breaking a heavy branch tangled by vines. Use a well-aimed bullet or arrow to cut the vines, causing the branch to fall and squash the robot.



Then, pick up the thruster and damaged key from the robot’s body at (9).

Alternatively, you can destroy the robot in the clearing by scoring a direct hit with the gun or using a stick of dynamite.

Repairing the mysterious key
Once you've collected at least four damaged keys from the robots, you can repair Nemo’s mysterious key.

First, remove the old inactive crystals by dismantling the mysterious key with the screwdriver from (Granite House - 3):
Mysterious key + Screwdriver = Empty key.

Next, dismantle each damaged key to salvage a crystal:
Damaged key + Screwdriver = Crystal.

Finally, combine the empty key with the four crystals:
Empty key + Crystal + Crystal + Crystal + Crystal = Repaired key.

Robot on the deck
With your repaired key and at least two thrusters, confront the robot guarding the submarine’s deck. Return to (Granite House - 10) and dive toward the Nautilus. Cling to the submarine’s ladder. When the robot passes, jump aboard and shoot it with a bullet or arrow before it turns around.

If you're fast enough, you might slip inside the submarine without destroying the robot on the deck—but it's not easy!

You have now completed Act 4!
Act 5: The Nautilus
Entry hatch

Nautilus


On the deck at (2), in front of the entry hatch, use your repaired key on the box at the end of the shaft on your left. The box opens, revealing a code lock.


A random number is displayed at the top, 4016 in this example. According to Nemo’s note, you must add this number to the Nautilus's date of manufacture (1860). In this case, the code to enter is 5876 (4016 + 1860).

Once you solve the puzzle, the Nautilus's entry hatch opens. Go down the stairs to (3).

Stair gate
A gate is firmly shut, blocking the way. On the other side, you can see a lever.



The lever is too difficult to reach, even for a monkey. Combine Jep with one of the thrusters taken from the robots. He will then float towards the lever and pull it, opening the gate.

Bridge
At (5), you notice a bridge blocking the stairway to (6). Take back the thruster from Jep and use it on the bridge—it lifts slightly. Try again with a second thruster, and the way will be clear.


Door to Nemo's room
Pass underneath the bridge and go to (6). The door is locked with a code lock.


You need to enter a code consisting alternately of numbers and letters. The numbers to enter are 1, 8, 6, and 0, and the letters must come from the word "Nautilus."

Here’s how to do it:
  1. Press the "1" button.
  2. The keypad changes, and each number is replaced by a letter. Choose a letter from the word "Nautilus" and press the corresponding button.
  3. The numbers appear again. Now press "8" (the second letter in "1860").
  4. Continue this pattern.

Upper door
If you're better at solving graphic puzzles than deciphering codes, avoid the door at (6). Instead, go to (4) and use the girder at your feet to reach the bridge and get to (7), where you'll find a door closed by the following mechanism:


You need to reproduce the letter "N" engraved in the metal.

Five pieces—A, B, C, D, and E—have come loose from the device. First, place them back according to the instructions in the left screenshot. Then, click on each piece the number of times shown in the right screenshot.

Caution: This solution will only work if the pieces haven't been moved. If they've been moved, exit the puzzle and return to reset it.

Once the door is open, jump through the hole in the floor and land in Nemo's room.

Nemo's private room


In the room, you'll encounter a robot whose detection circuits are damaged. He assumes you are Captain Nemo returning after a 150-year walk, but he has doubts about your identity. He refuses to obey your orders until you pass a confirmation test. Agree to the test.

The robot will ask you a series of questions, and you must answer by pointing to an object in the room. For the answers, refer to the "Riddle solutions" section.

If you'd rather not answer the riddles, refer to the "Organ" paragraph for a quick way to finish the game without going through this stage.

Opening the chest
At (10), you’ll find Nemo’s chest, which contains items needed to answer some of the riddles, as well as the lever for opening the organ and side portholes. The chest is locked with a code puzzle. To open it, arrange the mobile pieces to form the initial "N" of Nemo.

A helpful approach is to place all the smooth pieces in the center and the engraved pieces around the outside, allowing you to easily position the engraved pieces to form the "N."

If you get stuck, exit and re-enter the puzzle to reset the pieces, then follow the solution step by step:


As with the "Gorge trap" solution, follow the circled numbers to press the buttons in the correct order.

Once the chest is open, you'll see that along with precious manuscripts, it contains two levers:
  • The left lever opens the side portholes, offering an underwater view.
  • The right lever activates the organ at (13).

Finding the pearl
One riddle involves the "Giant black pearl," which must be shown to the robot lying in its case. The pearl has rolled under the armchair at (8); retrieve it from there.


If Nemo's ghost gifted you the pearl, you’ll already have a "Giant black pearl" in your inventory, identical to the one under the armchair.

Next, clear the debris from the display case at (9) and place the pearl on the red case in the center.


Once the pearl is in place, click on it to show the robot.

Organ
To quickly convince the robot that you are Nemo, bypass the riddles by playing his tune on the organ:

  1. Activate the organ by using the right lever in the chest (see "Opening the chest").
  2. Place the "Musical score" (found under the diving suit boot in Granite House - 1) on the stand; it completes Nemo’s unfinished tune.
  3. Play the end of the tune using the black keys only (as Nemo preferred in Twenty Thousand Leagues Under the Sea). You may recognize it from when Nemo appeared.

If needed, press the following keys: T5, T7, T3, T5, T1, T2.


Victory!
Having solved the riddles or played Nemo's tune, you’ve convinced the robot that you are the captain. You command it to deactivate the shield isolating the island, and it obeys. You call your mom to share your location, and help is on the way. It’s been a pleasure accompanying you on this adventure—see you soon for another journey!

THE END
Riddle Solutions
Riddle
Answer
Object position
Captain, show me A strange creature it is It's always full of water But a horrible taste it gives.
Sponge - polyp
8, Display case
With five teeth for grazing Along the sea floor Its thousand spiky feet Will leave you feeling sore
Sea urchin - echinoderm
8, Display case
Gracing the oceans Its beauty undenied A curse it is to mariners Claiming so many lives But to shipwrecked sailors A blessing it can be In millions they form islands The perfect sanctuary.
Coral - polyp
8, Display case
All its twinkling sisters Shine above the crests All the eyes on its arms Guide it through the depths Cut the arms and back they grow Its food they hold so tight Its stomach comes and grabs it And pops back out of sight.
Starfish - echinoderm
8, Display case
Underneath the ocean Racing across the sand Jumping and galloping Like its big brother on land There flows around its graceful neck A mane so soft and pure All its needs are four good hooves To jump the stable door.
Seahorse - fish
8, Display case
On a wine-red case It lies supreme Its dark color The finest I've seen Of all the pearls It is the queen.
Giant black pearl
9, Display case Caution: the giant black pearl must first be placed in its case. See Act 4, "Finding the pearl".
Ivory daggers In close-knit rows How many victims God only knows Show me, Captain These pearls, this bane The cause of such misery The cause of such pain.
Shark teeth
9, Display case
Its silvery surface Which weighs the invisible Has frequently saved you From winds so terrible
Mercury - barometer
9, Wall
This miraculous device A precious ally Follows the sun With its single eye Helping lost sailors Home and dry.
Sextant
9, Wall
Time and distance When measured together Will reveal our position Whatever the weather.
Chronometer
9, Wall
When the contents turn misty And starts forming stars It strikes fear Into the weak of heart Better take cover Or feel nature's wrath.
Storm glass
9, Wall
This shell from the sea Though not the prettiest Stayed in your collection Because it's the rarest It's not like the others Why don't you show us?
Janthine - mollusk
10, Display case, third shell from the right
Your most treasured belonging, all told, Is worth more than its weight in gold.
Painting of Nemo's family
10, Chest, inside door Caution: this chest is initially closed. See Act 4, "Opening the chest"
The respected master Of the greatest conqueror Penned this treatise Before his demise You alone have read the pages Of a completed work Thought lost for ages.
Aristotle's "The Poetic" 9th century Arabic translation
10, Chest
What correspondence From so far away Can shed some light On the captain's fate? The Astrolabe and Boussole Ships of such pride Ran onto coral The captain's last ride!
18th century metal chest, marked with a fleur-de-lis. Contains letters from the naval department to Captain La Pérouse.
10, Chest
Floating in its shell Like you in your vessel Navigating the ocean blue In a world so peaceful Captain Nemo It must be your double!
Painting of the Argonaut.
12, Wall
Rising from the water With her large eyes This pretty damsel Has 4 wings to fly.
Dragonfly painting
12, Wall
Rising from the water With her large eyes This pretty damsel Has 4 wings to fly.
Swordfish painting
12, Wall
Rising from the water With her large eyes This pretty damsel Has 4 wings to fly.
Dolphin painting
12, Wall
Where are all my believers? The sun is so far away Tell me what is this ship? At the bottom of Vigo bay! The invading Spanish stole me Far from my sacred land But they were ultimately punished Revenged by fate's hand.
Aztec scepter
12, Wall
Found again After five hundred years An exotic object Lying in a vessel's store Far beneath the waves On the Pacific floor.
Chinese porcelain, Yuan dynasty
12, in front of wall
Cedar, Laurel Ulmus, Beech Take these trees And cut the root The words must go Take aim and shoot Then join their trunks To make a weapon There by the bulkhead It's ready for action Of all those I see It's the newest, I believe.
Club
14, Wall There is another interesting method for determining the dates of the weapons: give Jep a lump of clay and get him to take an imprint of the bronze plaques beneath the weapons.