Return to Mysterious Island 2: Mina's Fate walkthrough Return to Mysterious Island 2: Mina's Fate by Kheops Walkthrough by MaGtRo July 2009 Gameplay: This is a first person point and click game. The manual is found in the installed game folder. The Main Menu has new game, load game, options, credits, gallery and quit game.
In a new game, select a profile from 5 choices. The options menu has subtitles, rotation, object info, brightness, overall volume, music volume, sound effects and voice volume.
The usual cursors are found in the game as well as horizontal and vertical click-move where in hold down the left mouse button and then move in the appropriate direction. The in game menu is accessed by right click of the mouse button. It has the inventory frame and buttons for main menu, inventory, documents, goals, shortcuts, dialogues and puttering about. There are 7 inventory frames accessed using the 7 tabs on top of the frame. There is a assembly area below the inventory where items can be combined or disassembled. The transit area has the items collected in the game before they are placed in the inventory frame. Below the transit area is the score.
More innovative actions in the game increase the score. There are pictures of Mina and Jep at bottom left.
Here you can use an item on them to either feed or clean the character. There are several gauges in the game. The energy gauge is seen below the avatar.
The friendship gauge at top of screen shows interaction with another character. The pride gauge under the score lowers when in easy mode. There are several dialogues available for Jep and Mina's interaction with other characters. ESC key also access the main menu. There's an optional tutorial that explains the game manipulation at start of the game. Notes: To work together, get Jep to be carried by Mina. To work separate, go to places that Jep doesn't want to go to or where Mina can't go to.
An option for Jep to work alone is seen. Some places are: the lake, climb to scarecrow, climb to get Trulca. Thanks, Margie! Above the select profile screen are pictures that show a synopsis of what occurred in the previous game. The same can be accessed at the first set of pictures in the gallery. Mina is rescued by a helicopter from Mysterious Island that is 30 km long with a mountain at west. Carrying Jep, Mina climbs the ladder to the helicopter.
On the flight out of the island and passing close to the volcano, a fireball hits the helicopter. The helicopter sinks to the bottom of the lake. The volcano is active.
Main Island As Jep Save Mina. Mina is unconscious and the pilot is slumped on his chair.
Pull the knob of Mina's life jacket by her shoulder. This inflates the life jacket. Click on the clasp of the seat belt to release Mina.
Check the pilot. Click on the window beside Mina. Automatically, Jep clings to Mina's leg as she floats to the surface. Jep pulls her to shore.
Talk to Mina. The volcano has awakened, the lake has risen and Granite House is under water.
Mina's leg has a wound. Mina asks to bring back a bandage for her leg. Care for Mina so her energy gauge rises from red to orange.
Lake - Windmill crossroad: Select 'caress' and Jep asks for a hug. That raises Mina's energy a bit.
Go to top path, be at a crossroad and Jep smells something. Turn around and take the leaf of a tree from under some boards. Beach crossroad: Turn around at the crossroad and go to the next one with a view of smoke in the sky. Go forward from the crossroad. See the hot spring. Take the tinder from under the roots of the tree at right. Turn around and go back to the crossroad (one click).
Go forward and Jep smells something again. Turn right and take the short branch from under the plant.
In inventory, click the short branch on Jep's picture in inventory frame to get pointed stick. Continue forward to the downed tree to get to the beach. Go down the steps. Pick up broken stoneware bottle, jerry can of gasoline, pipe, seaweeds and wheat mixed with sand that washed ashore. Turn around, and see a turtle trying to go inland. Go back to the crossroad and then go forward. See a distressed monkey at other side of the ravine.
Go back to the crossroad Meet Slugger: Turn left to go back to windmill crossroad. Go to windmill at right. Left of the path by the steps is a large broken branch. Take the branch. To the left is a big monkey, Slugger. He is eating a carcass and there's a rifle beside him.
Turn around and see pine nuts on the ground under a tree. Take pine nuts from the ground and Slugger gets very angry. Refuse when he asks for them and Jep gets scared. Go left to the next cross road.
Go back and see if you can take the rifle. Scarecrow crossroad: Go left to another crossroad. Jep smells something. Look up and see a scarecrow hanging on a tree and a hornet's nest beside it. Turn left and get 2 oranges.
Turn around from oranges and take the slough-skin of snake. Windmill area: Go back to the windmill area where Slugger is located. Climb up the stairs to the windmill.
See a chest right of a dug hole. Open it and take a hook and dirty rag. Wash dirty rag: Go back down the steps right of the windmill and forward to the lake where Mina is located. Use the dirty rag on lake to get clean rag. Give clean rag to Mina.
Fill Jep's energy bar to green. Ask for a caress. That raised Jep's energy. Muddy lake: Go back to crossroad and left to scarecrow area.
Turn left and forward to muddy area of the lake. Take bamboo stick. Turn right and take 3 raw eggs from nest.
Turn around from nest and take clay. See on the water is a tree branch with purple fruit. It is too far. Kiln: Go back to scarecrow crossroad and then go forward. Take 3 dried twigs between the kiln and the destroyed shed.
Click on white crucible at destroyed shed. Pick up worms and ocarina. Amber, young female monkey: Enter the workshop and see Amber cracking nuts. Turn left and see a tub with water. Talk to Amber and then groom her. She liked that. Break open nuts: Beg for food.
She gives a rock to break open nuts. Click to raise the arm. Once the arm is just above Jep's bent head click again.
Wait for the green circle to around the nut and then click to break it cleanly. 10 nuts (seeds) are needed to finish the puzzle. Easy mode is available by clicking on the cartoon at bottom right. In inventory screen, take pine nuts and seeds then click them on Jep's picture.
Feed Jep until his energy becomes green. Exit the building. Turn right and forward to scarecrow crossroad. Go left and forward to the crossroad close to the windmill. Turn right and go back to Mina Find the source of the motor sound that Mina and Jep heard.
Talk to Mina. Hear a sound of a machine. Get a hug from Mina. Go right to the crossroad. Jep turns right. Go forward towards the hot spring where the sound came from. Go forward closer to hot spring and see a robot.
Turn around and hear Mina scream. Discover what happened to Mina. Go back to Mina.
Go forward to windmill crossroad and go left. See that Mina is gone. Go forward to the crossroad. See blood on the ground.
Go forward to the steps. See and hear Mina up at the windmill. There's a jaguar prowling up there. Pick up the soiled bandage from bottom of step.
Turn right and climb the tree with no leaves. See Jep jump to the windmill. Care for Mina to bring her energy gauge back to orange and get her to leave the mill. Talk to Mina. She asks for antiseptic and Jep thinks of austral thyme with lavender flowers. Austral thyme: Exit through the window.
Go forward to the crossroad. Turn left at crossroad and then right to chasm with broken bridge.
See a desperate monkey across the chasm. Turn around and see austral thyme under some fronds.
Snake: Try to take thyme. A snake emerges from behind the thyme. Take the ocarina and click it on snake.
Play the ocarina by randomly clicking on the holes covered by Jep's fingers. There are 4 holes. Play as long as you like. Then right click to stop. Take austral thyme while the snake is mesmerized by the music you created. Go back to Mina.
Giver her an austral thyme. Catch carnivorous ants: Mina says that there are ants that eat meat used by Indians to heal wounds. Go out the window and turn right to the porcupine carcass Slugger was eating. Take blade of grass right of the porcupine and the rifle if it still there.
Carnivorous a nts: Look close at dead porcupine and see ants crawling about. Use the blade of grass to catch-click on ants. There are 10 ants that can be caught with the blade of grass. I select an ant, lay in wait on the path it takes and click when it passes. Easy mode is available by clicking on the cartoon at bottom right. Wash bandage: Go back to the lake. Forward to crossroad and forward to lake.
Click the bandage on the lake to get clean rag. Suture the wound: Go back to Mina at the windmill and give her the ants.
She wants Jep to place the ants on the wound and immediate cut their head off. Click an ant on the open wound. Immediately click again to cut the head off. Start at one end. Place another close to the placed ant. 7 ants are used.
If there are left over ants, they can be food for monkeys. Scare the jaguar: Give Mina the clean rag. Mina wants to go outside. Exit through the window. Go to the scarecrow crossroad.
Get Jep dirty: Go to the muddy lake. Automatically, Jep jumps in and gets muddy. See him dirty at bottom left.
Go back to the scarecrow crossroad. Look up and climb up to the scarecrow. Now that the mud protects Jep, use the bamboo stick from the muddy lake on the hornet's nest to get the nest on a stick. Walk with nest on a stick and go forward to the mill crossroad.
Climb the stairs. Immediately click on the jaguar. See Jep throw nest on a stick on jaguar.
Take the stick. Take hornet larvae from the broken hornet's nest. Climb inside the mill and talk to Mina. Wash Jep: Ask for a caress. Mina tells that he better clean up. Exit the mill.
Go forward to the workshop. Sponge: Look left to tube water. Chew the leaf of tree to get dirty sponge. Use the sponge on water and click it on Jep to get dirty sponge again.
Go back to Mina. Mina carries Jep on her shoulder. Try to exit the mill. As Mina and Jep: Find the robot seen through the mill window. Exit the mill through the floor. Go to the crossroad and left to the next one. Turn to the left and see the broken robot.
This is the one that thinks Mina is Captain Nemo. Repair the robot and interrogate it. Numeric plaque: Look close at the robot. See numbers above the numeric buttons, blank bar below it and red lights at bottom. The aim is to change the number above the numeric buttons, see it entered at bottom and get the lights turn green.
At top is the inscription Nautilus 1860. Note that: 1 is in position 1, 8 is in position 2, 6 is in position 3 and 0 is in position 4. So: 1 is 1, 8 is 2, 6 is 3 and 0 is 4. Any other numbers are 0.
Check the number that is above the numeric buttons and check the equivalent of those numbers based on above values. This puzzle is random. Press the buttons to enter the deduced equivalent numbers to be seen at the bottom.
The lights turn green. The robot is deactivated. Recover equipment in the wrecked helicopter. Look close again at the top of the robot. Mina says to remove the screws and she needs tools. Lake: Go back to the lake at next crossroad.
Play Mina and Jep is left behind since he hates water. Take the 2 mussels left of helicopter.
Pan right and take the steel cable from below the helicopter's nose. Enter through the window.
Take the plastic envelope and the multiblade knife under the pilot. Take the spool of string that rolled off. Take the handle on the door of passenger side. Take as many (3) crawfish from the back of the pilot as your air allows. Exit through the window. Look up and click to surface.
You can dive back in if you missed an item. Caress and pick up Jep. In inventory, disassemble the plastic envelope to see the delivery slip of the cargo the helicopter is carrying. Open the robot: Go back to the robot. Look close at robot. Use the multiblade knife on each of the screws.
See that the circuits are burned. Place the multiblade knife back in inventory. Take off all the burned components. Mina says to replace them. Look for components: Beach: Take the path right of the robot.
Go forward until the beach. See the turtle still climbing up to safety. See that the water has risen. Look at the water fall and see that it is the water from the lake coming out of Granite House.
Pick up items that came out of Granite House that Jep has not taken: sextant sight. Look close at robot neutralized in RTMI 1. Use the multiblade knife on the screws. See that all the parts of the circuit still works.
Take the parts of the circuit. Go back up the cliff. See the jaguar pacing above. Make the jaguar run away: Turn around and see the electric cannons on walls at both side of the path. Go down to the lower side of the cannons and under the control box.
Check and look close at the control box of the cannons - trap. The lights are off; the circuits must have burned out. Use the knife on the 2 large screws at left side of the panel. See that the parts of circuit are also burned.
Be sure you are under the control panel - not at top of the steps. The laser light to be activated should be between you and the jaguar. Place parts of circuit on control panel: Remove the burned parts. Take the parts of circuit taken from the robot at the beach from inventory. They are seen at the bottom of the screen.
Place the appropriate components on the slots. See that the sides of the empty slots have different numbers of lit lights.
Find the corresponding part from bottom of screen that has the same numbers as the lights of the panel surrounding it: that is the number of lights on all 4 sides must match each other. Change the green lights to red: Close the panel.
See that the lights are green. See that the path of the metals is still broken and no flow of electricity from right to left. Click on top right red knob and the laser trap is set. The jaguar sees Mina and leaps down but is burned by the laser. Turn off the control panel: Look close at control panel. Open the left side of the panel. Take the 3 parts placed and the laser lights are off.
Fix the robot: Go back to the malfunctioning robot at the crossroad. Look close at the panel. Do the same here as that of the laser control panel. Use the parts of the circuit on the slots. The robot gives his report. When he deactivated the screen, he suffered a malfunction that eventually caused the geothermal motor to stop.
This caused the volcano to be active again and if not stopped will destroy the island. The robot gives directions to the geothermal motor. In the cliff on the north plateau, look for a passage at an altitude of 340 feet. To the inlet.
And cross the sanctuary. To the geothermal motor. The map he gives is burned. The robot burns out. Hear an explosion. Explore the island to find a route to the geothermal motor. Scarecrow crossroad: Turn left and forward to the scarecrow crossroad.
See a volcanic bomb. The scarecrow is on the ground. There's a new path going north. Workshop: Go to right path and check out the workshop. This will trigger the shortcut later in the game. Spillway and mud flats: Go back to crossroad and turn right. Go forward to the spillway.
Look left and see that a big boulder blocked the spillway. The bridge is down. Try to go do down and Mina says that her leg might get infected. Tell Jep to go to the other side. Northern Plateau As Jep: Cross the mud flats. Look down and jump in the mud. Blue dessert: Look up and see blue fruits on the branch of the tree.
Use the bamboo stick on the fruit. Pick up 2 soiled blue fruits.
Find safe route: Using the bamboo stick, click on active (gears) spots to see how deep the water is. The shadow of the tree trunk at right is shallow. Click forward there.
Turn left and find a shallow spot on the edge of the scummy water. Click forward there. Turn right to the shore and find a shallow spot on the edge of the scummy water. Click forward there. Mina says to find a way to get her over here.
Help Mina get to the other side of the mud flats. Turn right and forward to the broken bridge. Check the leaning post. Jep needs more energy to push the post. Raise Jep's energy gauge to green.
Turn left and forward to the path. Kiln crossroad: Turn to the right and forward to the kiln hut. Go up the stairs and see a baby bird on the rim of the chimney. Pan left and up the tree and place the bird back with momma at the nest. Go to the other side of the crossroad.
Take the charcoal at right corner. Go forward and look up at top of cliff.
See a monkey up there. See also a hole in the ground filled with water.
Turn back and take 4 Tahitian gardenia from the left and 3 bunches of palm fruits on the right of the path. Go back to the crossroad. Lemurid: Turn left at crossroad and forward. See a lemurid ran and hide under the big leaves. Take and use the short pointed stick on active spot under the leaf. Get a lemurid. Pool: Turn around and see a small pool of water.
While Jep is dirty, look up at tree left of the pool and take 3 honeycombs from the bees. Take water spinach from the pool. Use the pool to wash Jep clean. Wash the 2 soiled fruits and get 2 Blue desserts and a clean Jep.
Post: Go back to the pole and mud flats. Eat food to raise the energy.
Best to eat the lemurid, Mina would not like seeing this in inventory. Save some oranges, egg, honeycomb and crawfish. Get oil palm kernels after eating a bunch of oil palm fruits. Wear a gardenia and later an Austral thyme to gain energy. Now that Jep's energy is green, push that post and get a makeshift bridge for Mina. As Mina and Jep: The robot mentioned a passage located at an altitude of 340 feet.
Go forward to the path. At the crossroad, check the writing on the base of the signpost. It is illegible altitude. Geyser: Turn left and forward to the end. See the dirty pool.
Look up and see the monkey on top of the cliff hide or leave. Turn right and look at the kiln building.
The shortcut feature is activated. You can now jump to specific places. Large kiln: Go forward and look around. There are tools here for working the kiln. Turn around from furnace and check the post's stone base.
It says: Altitude 325 feet. Altitude: If this is 325 feet, we need to find a passage on the cliff 15 feet higher.
Pool: Go back to the path and turn right. Check the stone base right of the pool. We're at 306 feet. Make 340 feet marker. Sawmill: Continue forward to the sawmill.
See a still, empty cooling tank and saw table. Chest: Look at the slab right of the saw table. Push the heavy slab to access the chest.
Robber Monkey: A monkey steals things from Mina's bag. In inventory, find the monkey's hand. Click on hand to stop it from taking that particular item. One trick to this is to go back to a saved game, place the items you don't want it to steal on the auto box or in frames other than the first 2. Open the chest.
Journal: Read the journal completely. We will follow procedures from this journal. Read documents about stone mason level: a square, plumb line and better if a sight is fitted. Take red pigments, grindstone, plumb or weight, rusty axe and chalk.
Turn around and see a stone base with illegible writing. Sharpen the axe: Take the nail off the saw blade. Take the blade off and replace it with the grindstone.
Place the nail back on to hold the grindstone in place. Press the pedal on the ground. Use the axe on the grindstone to get sharpened axe. Pine forest: Turn around and go forward to the cliffs. Turn to the left and see a pine forest. Use the sharpened axe on the pines to make a pile of 21 foot long pole.
Take 3 21 foot poles. Trulca: Turn right and see a succulent with red berries. In front of it are brambles.
Use a 21 foot pole on the brambles. Go to the succulent.
Use a 21 foot pole to drop the trulca. Get 2 trulca red berries. See that Jep smells 2 monkeys up the cliff. We will deal with them later.
Mina needs us here. Go back to Mina and ask for a hug and be carried. 15 foot pole: Go back to the saw mill. See that the saw blade is rusty. Sharpen the blade on the grindstone.
Take the grindstone off and replace with the saw blade. Don't forget to secure with nail.
To lay it on the table, click the 21 foot pole on the space between the grooves of the table. Move the cursor over the lever to check how long the cut pieces will be. See the measurement of the resulting cut poles. Move the pole right or left until: 21 foot long pole = 6 foot + 15 foot long pole.
Press the pedal and then pull down the lever to get a 15 and 6 foot pole. Make a stone mason level: Review documents. Use the multiblade knife on spool of string to get cord.
Combine cord + weight + sextant sight = level. Make a 340 marker: Go to the Large kiln building. Place the 15 foot pole on the stone base. There, we have a 340 feet marker.
Let's get closer to the cliff where the passage is supposed to be. Go forward to the cross road. Transfer marker: Turn around to the 340 pole at the large kiln. Use the level to sight the top of the pole.
Return To Mysterious Island Walkthrough
Click-hold the cursor on top of the pole. Release the mouse. Pan left until you see a bird on top. The bird or the top of the tree can serve as the next marker.
Right click to exit close up. Mark the 340 feet on the cliff: Go up to the sawmill. Use the level and look for the bird on top of the tree. Click on the bird to mark the height. Pan right to the cliff to find a 340 mark.
Hey, the bushes moved. Go to the cliff and see a monkey and a passage behind the bushes. Fill Mina's energy bar up to the green. Mina needs to have more energy to climb the cliff. Make containers: It is time to make containers for liquids. Using the shortcut, jump to Workshop or any place close by and then go to workshop. M ake pottery: Use clay on the wood wheel on the table to get a close up.
Note: You only need the clay this first time. There will be clay on the table from now on. No need to click clay for later vase making. Wet hands on the basin left of the wood wheel. Take clay from right of the wood wheel. Click on wood wheel to start spinning.
Click on 1 or 2 or 3 side(s) of the spinning clay to give it a shape. Wait for the wheel to stop and then take the pottery to be fired. Make 2 each of 6 possible shapes to get 12 potteries to be fired.
Make shapes by clicking at: middle, top, bottom, top and bottom, top and middle, middle and bottom. To make fire, 3 things are needed: A starter like: dried twigs, tinder or paper. A large material that can be burned long like: wood, logs, branches or poles. An igniter like: matches, lighter (if you have them), friction or the sun. Fire the potteries: Go to the kiln outside. In inventory, click the level on disassemble icon under the score frame to get plumb, cord and sextant sight. In inventory, combine: twigs or tinder or illegible sheet of paper + large broken branch or pole + sextant sight = fire ready to burn.
Place fire ready to burn in the kiln. Click the bellows string (at end of the bellows structure) to make a bigger fire. Place one pottery to be fired in the kiln.
Wait until it glows and becomes lighter in color. Immediately click to take it out or it will crack. The hand cursor briefly closes when the vase is ready to take out. Fire all 12 vases. Ingredients: Water: Fill 3 vases with water from the tub inside the workshop.
Blue Dessert: Get Jep to go to the muddy lake at end of path where the scarecrow was before. Pole on the blue fruit on the branch in the water. Take the dirty blue dessert. Go to the lake and wash the dirty sponge. Use clean sponge on Jep.
Wash the dirty blue dessert on the lake also. Go back to Mina and climb on her shoulder. Maple syrup: Go to the lake and use 2 vases to collect 2 maple syrup from the tree close to where Mina was sitting earlier. Sugar: Place one maple syrup on fire and get sugar. Palm oil: Go to windmill.
Place oil palm kernels in the top bin. Use a vase on the palm oil in box on the floor. Wheat: Combine wheat with sand with vase with water to get wheat, sand and water. Flour: In the windmill, place wheat in the top bin. Use a vase on the flour in box on the floor. Cook: Use only ingredients that you have enough of.
Don't exhaust your supply. Check the journal-documents. Seasoned salad: Combine water spinach + palm oil. Cake batter: Combine water + flour + (sugar, honey or maple syrup) + egg. Tart: Make the batter as above + fruit (oranges, trulca or blue dessert).
Place in kiln. Seafood: Cook fish, crawfish or mussel in kiln.
Still: Use only ingredients that you have enough of. Don't exhaust your supply. Prepare the still: Jump to sawmill.
Fill the cooling barrel with water. Attach the pipe from the beach on the still. In inventory combine: twigs or tinder or illegible sheet of paper + large broken branch or pole + sextant sight = fire ready to burn. Place fire under the still. Alcohol: Open the door of the still. Use any fruits (oranges, trulca or blue dessert) or sugar or honeycomb available.
Use vase to collect alcohol. Perfume: Place Tahitian Gardenia or Austral thyme in still. Use vase to collect perfume. Red paint: Combine red pigment and alcohol = red paint. Bouquet: Combine Gardenia + thyme = bouquet. Fish: In inventory, combine multiblade knife and broken bottle to get cork. Combine cork with red paint to get red cork.
Combine 6 ft pole + cord + hook + red cork = fishing pole. Jump to the lake. Combine fishing pole + worm = fishing pole with lure. Drop the baited fishing pole on the lake. Wait for red cork to bob.
Click hold to maintain the fish in the bar at right to be green. If it turns red, release the mouse button a bit to get it back to green. The aim is to get the green fish down to the net at bottom of bar. Have fun with the fish.
Raise Mina's energy: Give Mina the seasoned salad or tart, cooked crawfish, cooked mussels, astral thyme and perfume. Inlet Explore the inlet to find a way to the motor. Passage: Now Mina has full energy. Go to the cliff. Climb to the bushes that were marked earlier (340 feet) on the cliff. Leonard, the robber: Turn right and see the monkey that robbed Mina. He's doing it again.
Press space bar to start the puzzle. Click on Leonard's hand to prevent him from taking more items. Inlet: This is the inlet the robot mentioned. Climb down using the liana-vine.
See Mina's boat. Turn around and see a termite hill, fresh water and wild peas. This will make a good pea soup. Use vase to get water. Pick the cliff reed growing in the water and the wild peas from the plant at right.
Get some termites: Use the pointed stick on termite hill. See a close of the stick with termites. Now slowly and with steady cursor move that stick to get it outside with some termites on it. Beach: Go forward to the beach. Mina reminisces about the boat. Strange object: Look down in the sand and see an object with square slots. A token was on the side but it disintegrated when touched.
Face: Look up on the cliff and see a face. This is the face mentioned in the journal. Go forward and pick up shellfish and the can of dried out green paint by the boulders on the shoreline. Turn towards the cliff.
Take the path ahead. A monkey on top of the cliff threw something. Pick up the empty coconut shell. Basin with potting soil: Turn to the cliff and see a basin with potting soil on the ground. Green crystal mold: Turn to the right see something glowing green under the sand. Mina clears the sand and sees a green crystal mold.
Use clay to make a mold and get plaque of 6 unfired tokens. These tokens look like a match of the strange object in the sand. Go forward to the beach and look up the palm tree.
Get Jep to climb the palm tree and check that face on the cliff. Jump to cliff side: To successfully get to the cliff side, click when the arrow is in the green area of the bar. On the cliff ledge, look up and see something shiny under the vine. Click to move the vine. Hear strange words again and smoke coming out of the face. Look close and see another green crystal mold. Use clay on the mold to get plaque of 9 unfired tokens.
Jump back to the palm tree and then go down to the sand. Get a hug from Mina.
Then climb on her shoulder. Make tiles: Now that there are imprints of the 2 green molds, it is time to fire them. Jump to workshop.
Place the plaque of 6 unfired clay tokens in the kiln. Take the tiles as soon as they lightened in color. Get 6 terracotta tokens. Place the plaque of 9 unfired clay tokens in the kiln. Take the tiles as soon as they lightened in color. Get 9 terracotta tokens. Strange object: Jump back to the inlet.
Go gown to the beach and forward to the strange object in the sand. Terracotta tokens: Look close at the terracotta puzzle. Take the 9 and the 6 tiles fired. The object of the puzzle is to place the tiles in specific slots that would show specific combination of lines.
Lines on a tile on the top row and lines on a tile on the first column should be seen combined on a tile placed in the intersected position of those 2 tiles. For example: Lines on tile placed in top right and lines of bottom left tile should be seen combined on tile placed at bottom right. Place the 6 top tiles at the bottom in correct place at top row and left column. Place the bottom tiles in slots that would show that those tiles have combined lines from the top row and left column. Hear that scary voice again.
Take the young sprout that appeared at top of the strange object. Plant the sprout: Turn around and go to the cliff wall under the face. Plant the young sprout on the basin filled with potting soil. Hear that voice again. Water the plant. What a green thumb!
A vine forming a gorgeous design grew so fast. Use a vase to collect the turquoise liquid. Fill 3 vases with water from the pool beside the termite hill. Climb back up to the cliff ledge.
As Jep: Leonard, the painter: As Jep, go to the far side of the ledge and see Leonard. Look around and see paintings on the cliff wall. See an Alien, hot air balloon, the vine, the Nautilus and the volcano. To the right is an empty space ready for another drawing. They look like a history of the island. The rock by Leonard has indentations for different colors. Only black paint is there.
He is out of other colors. The vine painting is similar to that actual vine from the young sprout. Get lizard and/or get stolen good: Try to go to the left and Leonard does not approve. You can scare him with the slough of the snake or the can of green paint but I think getting his ire and difficulty in pacifying him later is not worth it. Offer him turquoise liquid. While his back is turned, go left immediately: If you do want to try to recover stolen goods, turn to face the palm tree with a nest on top.
To successfully get to the nest, click when the arrow is in the green area of the bar. Jump to the nest. You can use easy mode on this arcade puzzle.
Once on the nest, look down and open the bag. Take one important object that you might need later. Food and flowers are not important. You can get only one item at a time. Jump back to the ledge or see Leonard come and throw Jep out. At the ledge, see a lizard at crack on wall.
Use the pointed small stick to get the lizard. Go back and look at the new painting Leonard did inside the vine that is similar to the young sprout's vine. Go back to Mina. If your energy is down, ask for a hug first and then get carried.
Save the food. As Jep and Mina: Vine: Go down to the vine under the face. In inventory combine the multiblade knife + cliff reed = reed stalk + paint brush. Use paint brush with the turquoise liquid.
Paint the drawing Leonard did on the wall inside the vine. The wall with the drawing pushes out.
Click on that large button and enter the Sanctuary. Sanctuary Push the button and enter. See an old temple. A sentinel monkey calls out.
The rest of the monkeys appear. There are 4 monkeys and one missing. Maybe the fifth one is the one across the chasm. Cross the pit guarded by the monkeys. Attack monkeys: Pan left and try to walk down the stairs.
The monkeys start throwing mud at Mina. Mina retreats to the beach. Counter attack is required. In inventory, combine the reed stalk and the wild peas to get a blowgun. Go back inside the temple and shoot only at the sentinel, the 4th monkey from left and Slugger the first monkey. Do not hit Amber and Leonard. That didn't work.
Ambassador of Goodwill: Mina and Jep hold a council meeting. Mina says that they need allies. Jep will be the Ambassador of Goodwill. To get their goodwill, raise the friendship bar of each monkey to green. Momma monkey: Before going to fulfill the mission, get a hug from Mina. Ask to be carried by Mina. Jump to lakeside.
Go to the beach-chasm crossroad, south from here. Go right to the chasm. Mina sees the destroyed vine. See a desperate monkey across the chasm.
Rope: In inventory, combine multiblade knife and spool of string to get cord. Make 3 cords.
Combine the 3 cords to get rope. As Jep: Go to the other side.
This is Jep's job. Cross the chasm. Talk to momma monkey and she points to baby monkey stranded on a pole amid the lava flow. Go up the destroyed wall. Throw the rope on the baby monkey's pole. Baby monkey crawls on the rope and is caught by Jep.
Go down and give baby monkey to momma. Momma monkey has green friendship bar and is happy. Cross the chasm and ask to be carried by Mina. As Jep and Mina: Amber, the gentle monkey: Jump to sawmill. Go to the cliff wall.
Get Jep to cross the laid pole over the brambles to the trulca plant. Look up and Jep shows that Slugger and Amber is up the cliff. See Slugger eating ants and Amber fanning herself. Look down and see a broken bone. Use hook on broken bone to get marrow. Slugger: Try to look inside the hole on the wall.
A very angry Slugger growls. Try to talk to Amber and again Slugger, the alpha male does not permit it. Talk to Slugger. Pacify and then groom Slugger. Looks like diplomacy will not work with Slugger.
Frighten him off by using the slough of a snake or the can of green paint on Slugger. This will work only if those items have not been used with him before. Now that Slugger is gone, look inside the hole on the wall. Take the Gardenia and enameled vase. So this is what Amber likes. Ask for a hug since the energy is down after the fight with Slugger. Make blue vases: Go to the workshop.
You need 2 of each shaped vases empty. Make more vases. Fire the vases.
Paint all (2 sets of 6 different shapes) empty vases with blue paint. Combine vase + turquoise paintbrush.
Place the enameled vase to be fired in the kiln. Take it out as soon as the color lightens. Make shell necklace: Combine shellfish + Multiblade knife = shellfish with holes. Combine shellfish with holes with cord (from string) = Shell necklace. Go back to Amber up the cliff. Talk to Amber.
Amber is a lady, see if you can court her with feminine items. Give her shell necklace, tart, Austral thyme, gardenia, bouquet or perfume. Sorry no chocolates here. Give her 6 different shaped blue enameled vases.
She might also want some food. She loves fish if you already caught one.
Ocarina: Play the ocarina by clicking on any of the holes covered by Jep's fingers. Right click to stop. Amber whistles a tune.
Reproduce what she whistles. If correct, a music that repeats the tune is heard. Play another tune and again she will whistle another tune. Reproduce what she whistles. If correct, a music that repeats the tune is heard.
Amber is now your friend. Leonard the painter: Jump to Mina and be carried. In inventory, combine can of dried green paint and gasoline = green paint. Make white paint: Read the settler's journal.
Learn how to make white paint. Make lime: Jump to large kiln. Build a fire. In inventory, combine: twigs or tinder or illegible sheet of paper + large broken branch or pole + sextant sight = fire ready to burn. Place fire in fireplace. Get Jep to go up the stairs.
Place shellfish in chimney. See lime pour out of chimney. As Mina, collect lime with vase. Hydrate lime: Add lime to water (in that order) = hydrated lime. White paint: Palm oil + Hydrated lime + chalk = white paint. Jump to Inlet. Go to Leonard and see if you can convince him.
Talk and then groom Leonard Ocarina: Play the ocarina by clicking on any of the holes covered by Jep's fingers. Right click to stop. Leonard whistles a tune. Reproduce what he whistles. If correct, a music that repeats the tune is heard. Play another tune and again he will whistle another tune.
Reproduce what he whistles. If correct, a music that repeats the tune is heard. Paint: Give him red, green and white paint.
Watch him use each of the paints given to enhance the murals on the cliff wall. Paint Mina: Take the paint brush and click on a color on the rock. Use the colored paint brush on the empty space on the right part of the cliff wall. Use all 5 colors: black, red, turquoise, green and white. See a magnificent drawing of Mina. Gifts: Give Leonard fish, marrow, lizard, orange, bunch of palm fruit, and blue desserts (or other food still left). Leonard is green!
Attack monkeys part 2: Go back down to the vine button and enter the temple. See the 5 monkey pictures on top. Our allies: Leonard, Amber and momma are all green. Slugger has no friendship bar at all - he's really mad and the sentinel has only red. Use the blow gun on either Slugger or the sentinel. Once one enemy is red go to the other enemy. The aim is to have both of them red at the same time.
Happy shooting. Slugger and the sentinel beat a hasty retreat.
Click on your allies and they wave back to you. Explore the underground galleries and halls.
Cemetery: Go down the stairs. See the cemetery. Vase puzzle: There are 5 shelves; one has a blue enameled vase. Under the shelves are lines. The lines are sometimes part apart or close together.
The blue vase seen here is skinny at the bottom. The lines underneath is made mostly of close together lines and wide at the bottom. If we correlate the lines with the vase; it looks like the wide lines corresponds to the narrow part of a vase and the close together lines are the normal part of the vase. The aim is to place the correct blue vase on the shelves that matches the line.
From left to right: Narrow top only. Narrow bottom only (with vase already). Narrow middle only.
Narrow top and middle. Narrow middle and bottom.
Underground passage: Entrance: Hear the alien voice again. A vessel with fluid is seen at right alcove.
A set of tones is played. Reproduce those tones with the ocarina. If correct, the music is reproduced. Press the symbol on top of the fluid vessel. Hear the alien voice and the portal is opened. Underground stairway: See a long staircase going down. The left wall is filled with ovoids.
Turn to the far right and see a board with alien script. Click on a line and hear that alien voice again.
Maybe we can understand him later. Gate: Go down the stairs and try to go through the arched entryway. The gate slams down. Face: Turn right and see that it is the back of the face we saw down at the beach. Look through both eyes and see green fog over the island. Look down and see 3 posts with holes that have colored gas inside: yellow, magenta and blue. Ovoids: Turn around and see flashing ovoids.
The 2 at the bottom do not have pink centers. Take the metallic ovoid on the left and an alert blares. Place it back. Michael Ardan: Take the lowest left ovoid with pink center. It is that of Michel Ardan's (Journey to the Moon) memories of his talk with Captain Nemo and his time at the moon. Click on the X at bottom right to close the monitor. Cyrus Smith: The next ovoid with pink center on the right has the memories of Cyrus Smith.
Listen carefully to Captain Nemo talk about the builder of this place he named X and the working of this facility. Learn that the ovoids contain the essence of the individuals. Learn also about the workings of the language machine, geothermal, dynamo and other important topics. Click on the X at bottom right to close the monitor. Language machine: The aim of the puzzle is to reproduce a sentence.
Study the setup below the ovoids. Each blue cone has a different sound or words stored in it. The cones are kept at the bottom.
The pipe activates the blue cone's sound placed on top of it. The middle bottom blue tube is to start and turn off the pipes.
The sentence that should be formed is: He who has intelligence will discern the known in the unknown and understand how much the other is like him. Find the correct position: To start the pipes, place a blue cone on first pipe at bottom left and then press the center blue button at the bottom. Listen to hear if a coherent word is heard and if it forms a sentence. The text at top right shows the number of cones that are in the correct pipes. Move that cone to the next pipe and the next. Until a coherent word is heard.
Push the bottom center button again to raise it and stop the machine. Do this until all the blue cones are placed correctly and the sentence is formed. You might need to move the cones to another pipe if a some of the words are misplaced in the sentence. The picture below only shows the pipes that would produce the correct sound.
Finding the correct cone to be placed on top of that pipe is to be a systematic search. Aside for listening to the sound, check the text at top right to see if that cone is in place. The alien voice is now understandable. See if you can understand some of the other ovoids now. Writing on board: Go back up the stairs and look at the board at left close to the entryway.
Click on each sentence and hear the report about the environment. The report is bad.
ID scan: Go back to the ovoids. Take one of the ovoids with no pink center just above the language machine. They are still not imprinted with memories and serves as identification. Mina's memories: See Mina's memories and the greetings done by the alien machine. The language of the monkeys is even understood. See the meeting of Mina and Jep and with Captain Nemo's consciousness.
Click on the X at bottom right to close the monitor. Jep's memories: Take the other blank ovoid. The alien voice states that the process of destruction is now intensified. See that more green gas is released. In inventory, use the blank ovoid on Jep. Place Jep's ovoid back on the wall.
See Jep's memories. Click on the X at bottom right to close the monitor. Repair the geothermal motor. Geothermal motor: Enter through the now opened gate and see the geothermal motor.
Go down the stairs, right, left to cross the turbines and see a large control panel at left. Control Panel: The panel shows the layout of the power source of the island. The water from the lake is not reaching the turbines. Test: Press the button at bottom of panel.
A test has to be passed before controls are given to Mina. Press the button that the voice states.
Press the button again to open the settings. There is an imbalance on the processes involved. Try one of the levers and be told that there is insufficient power.
There is a block on the water path. Then clear the path of the gas by placing in it an object of appropriate diameter. Start up the geothermal motor again, then find the optimal tuning for stabilizing the volcano.
Unblock on the water path: Go back to the entrance to this room. See a door with an N on it. Try to open Captain Nemo's room. See that there is an electrical cable in the water.
Its crystal holder is broken on the ground. The holder is a crystal held by metal clamp. Pick up the twisted crystal holder from the pool of water. Find crystal: Go back to the door with the mark of the alien beside the control panel. If the door is closed, water must be flowing in there and the door is sealed. P ress the button to pull down the cover of the levers. Enter to be at the water duct.
One side has a gate valve and the other leads to one pipe of the volcano. This is the path that sends water to the volcano and produces steam; as well as control the volcano. Enter the volcano pipe. Turn right and go forward on the ledge. Turn to face the wall and see the turbine duct that gets steam power from the volcano. This is the other end of the turbine at the control room. Look above the turbine duct and see a crystal.
Use the axe to take the crystal. Repair the crystal holder: Jump to the large kiln. Place the twisted crystal holder in the fire.
Use the tongs left of the furnace to take the red hot twisted crystal holder. Move the tongs with heated twisted crystal holder on the stone anvil and then click to hold it in place. Take the hammer hanging left of furnace. Hit the twisted crystal holder to straighten it.
Place the hammer back. Right click the tongs to take it off the anvil. Then move it to the water trough. Click to drop the crystal holder in water. Return the tongs on the wall. Restore power to Captain Nemo's door: Jump back to Motor room. In inventory, combine crystal + crystal holder = insulator.
Go to the downed power line. Use the insulator to pick up the electrical cable. Insert the insulator on the hole in the wall. Hear the door unlock. Captain Nemo's underwater base: Shield control: Go down and go left. See the shield control.
See oil spilled on the table. To the right is an intercom to the destroyed Nautilus. A light is on. Mixer: Go to the other side. See the mixer on the table. There's a sick plant on the left side of the table. To the left is an intercom to the destroyed Nautilus.
A light is also on. Nemo's ovoid: There's an adulterated or imprinted ovoid on the right side of the table. Take the adulterated ovoid at right and then go other ovoids outside the grill door. Take the metallic ovoid and replace it with Nemo's ovoid. Click on it to hear what he says.
Learn about the colored fogs, mixer, the geothermal control and the shield control. Office: Go back to Nemo's base and go to the office at end of the room. Read Darwin's book: origin of the Species. Read what Nemo wrote on the front page. Very appropriate. Read a book by Pasteur. Read the handwritten note by Nemo: his thoughts about the origin of life.
Check the pictures hanging on the wall: the cross section of the island, Nemo's family portrait and an older Captain Nemo by the windmill. Play the elephant box on the couch.
We are now in the circle underwater in #2 lake. The control room we were in earlier is #1. The volcano pipe we walked in to get a crystal is the right red one.
We need to unblock the blue line under the lake that leads to the volcano pipe at left. The white path above the lake needs to be checked also.
It carries the steam out. Diving mask: Take the diving mask left of the desk. The diving mask's can is empty. We need a source of oxygen. Read the journal.
It states that the chemical reaction of hydrated lime is reversible. That can then recycle the air. Combine diving mask + Hydrated lime. Hatch: Open the hatch and see it is stuck.
Use palm oil on the rusty lock or use sponge with oil spill. Go back to the shield control panel. Use the clean sponge on the oil spill on the table. If the sponge is dirty, combine it with water. Use the clean sponge on the oil spill. Use the sponge with oil on the rusty lock of the hatch.
Open the hatch. Dive in: Use the diving mask on Mina. Enter the hatch. Jep is left behind.
Turn right and turn the red wheel to let water in the airlock. Jep is definitely doing mischief.
Underwater: See the down helicopter ahead. Go to the helicopter. With your back to the helicopter, go forward to where an orange part of the helicopter is seen ahead. Blockage: See a big rock over a metal gate. So that is what is blocking the water flow. Look down and see a wheel. Move it and take the steel hook.
Go back to the helicopter. Surface: Look up and swim to the surface. See the jaguar pacing at the crossroad. You can get maple syrup again from the tree. Use the diving mask on on Mina and dive down to the helicopter again.
Cargo hatch: Try to open the cargo hatch left of the passenger door. See a winch attached to the side of the window. Use the handle from inventory on the winch. Place the steel hook on the loop under the winch.
Click on the hook and it will automatically attach to the cargo door. Click to turn the handle of the winch. The door is pried open. Enter the cargo hold. Take the net, uninflated float and nitrogen tank. Remove the blockage of the water line: Go back to the metal gate blocked by rock. Use net on rock.
Then use uninflated float on the net. Now, inflate the float with the nitrogen tank. Click on the nitrogen tank. Look at the gate and see that it is mouth of a water main.
Go back to Nemo's base. Open the hatch: Turn the red wheel to empty the water from the airlock. A cover opens showing the emergency panel. See that the hatch is closed and things are thrown all over on top of the hatch.
1st Runner-Up Best Adventure Game of 2007 Return to Mysterious Island follows Mina, a strong young woman stranded on the shores of a wild and apparently uninhabited island. As she explores her new surroundings, she uncovers artifacts, living spaces and technologies left behind by the people who came before her to this uncharted island. She soon becomes aware of a figure in the shadows who, seemingly aware of her troubles, offers her assistance for a price. Lush tropical island setting.
Many items to collect. Built-in hint system. Rated 5 out of 5 by BrookeLyn from I’ll Return Again. Love This No HOG Adventure Game! I’m close to a decade behind everyone on playing this game but WOW.
Based on one completed game. This is a great story that sticks with you throughout the game. You always know what your mission is. Big kudos on story-line development!
Minimal Game play info: Yes: I saved dozens of times to consult a walkthrough but it didn’t take away from the game. Oddly it was the (small stuff) I needed help with not the puzzles! This May Help If You Haven’t Played or Gave Up: I wish I had known that you do not need every single item listed in those walkthrough’s to advance depending on how you choose to play it!
Example: I used my 3 wicks right away and thought I needed another to finish. I spent hours trying to find a wick reading walkthrough’s to no avail so I just gave up and tried moving on. Turned out that I never needed it because of the way I had played it; this holds true for many other items as well. I had countless objects left I didn't need.:-) But pick up everything since you just don't know.
My advice is if you absolutely can’t find an item. Try moving on! There are so many way’s to play and finish this game that the replay value is nearly endless! It’s really a great game I only wish there were dozens that play like this in here. I’m an adventure-lover HOG hater which presents a challenge for me with BFG, finding what I like. Needless to say this was perfect for me!
More like this, please!! Rated 5 out of 5 by Shelly718 from WHERE HAS THIS GAME BEEN ALL MY LIFE?!? (And lots of other superlatives!) This is, quite simply, THE most amazing game EVER. I'm constantly searching for something intelligent, challenging and interesting and am regularly disappointed by fairies/elves, monsters/demons, inept detectives and relatives searching for lost loved ones. Return To Mysterious Island is so refreshingly different. I loved having to find and construct tools, make medicines, combine fire-building materials, etc. It really makes you feel like you're on a deserted island and scrabbling for survival.
The graphics are stunning, the voice-over acting is very believable and even the music was pertinent and enjoyable. The point and click action and 360 degree view were wonderful. I've played quite a few of the Nancy Drew games and loved each one, but they just don't compare to this one.
Judging by the comments in many of the reviews, Big Fish would do well to bring a lot more of this type of game to their site. I have to go now and buy the sequel. Rated 5 out of 5 by barraganita from VERY CHALLENGING GAME I really felt like McIver at times, it made me really think a lot and try al kinds of solutions however fantastic and sometimes this helped.Loved the scenery and the little monkeyfriend.It took me about 3 days to finish it, playing about 6 hours a day.I lost time mainly when assembling different parts of things you had to find and use.But I shall certainly play it more than once.It had things in common with the art of murder series and Siberia and no hos.
Rated 5 out of 5 by kayette from Challenging and intelligent I loved the Jules Verne novel this game is based around so that was a big draw. I also enjoy games that rely on real knowledge and can teach me something while I play. As a fan of Syberia, the game mechanics were familiar and I think a bit easier to figure out. One thing I really like is that there is often more than one way to achieve your objective. Trying to figure out a use or alternate use for the things you find may give you bonus points and adds to the replay value. There is also a sense of humor in the story, along with unexpected consequences!
More games like this one please! Rated 5 out of 5 by tuskel from Would you care for some Jules Verne? I love 'The Mysterious Island'.
It was my favourite book for years from when I was about 9. I wanted to do all of that survivalist stuff.
And now finally finally I got to! There are loads of beautiful scenes and environments to explore and while there are very few conventional puzzles, your grey cells are well excercised as you try to figure out how to make something from almost nothing and combine the items in your inventory the right way. Another wonderful thing is that for every problem there are at least two different solutions. For example, making fire. And getting gunpowder.
And getting rid of the monkeys or the huge fish in the water etc etc. Like real life, and not linear either, like many other Adventure games. What was slightly unbelievable was the monkey and his incredible talents. But oh well, it's a game.:) What I loved the most was that it was the actual 'Mysterious Island' and we got to explore all the famous places, like Granite House (I was slightly disappointed, but then again it had been derelict for about 150 years.) and the windmill and even Nautilus itself. The fact that the island was supposed to have been blown up in a massive volcanic eruption, was nicely explained away, as was the weird effect I thought was bad graphics in the beginning.
And you can see real illustrations from the book, and even the map of Lincoln Island! Controls are quite easy if you have played any Kheops games before, I have - Destination: Treasure Island and Echo: Secret of the Lost Cavern.
Basically you can play the whole game with just your mouse. This one isn't a long game, but there is plenty to do and it's fun. And there is a sequel!
This game also has a point system, which I have only seen in Nostradamus: The Last Prophecy before, and it was quite fun. Every time you collect 100 points, you get some concept art to look at in the gallery. I managed to get 295 points by the end. I have heard rumours that max. I must have missed loads of stuff even with the occasional help of a walkthrough! The only problem I have is that I don't really like the 360.
It makes my head ache. I usually put it on slow level, where possible, but in this game, even slow was too fast and blurry. Axis camera station 2.11 keygen. Apart from that, definitely one to get if you like Large File and Adventure games. Rated 5 out of 5 by frequentfrog from AWESOME game This is a real favourite of mine, I could play it all day. And I could indeed if I wanted to, this game takes a while to complete. The book on which this game is based used to be one of my favourites as well, yet this game managed to go into a very innovative direction but with enough nods towards the book for those that know it.
Mina is a very sympathetic figure, I quite liked her, she has character. There are so many things to tinker with in this game, so many ways to reach a goal, it's real fun trying to find them all. Learned some chemistry on the way too.
Good mix of puzzles and actions and even some fighting. The artwork scenes, instead of video scenes really worked for me and added a lot of charm to this game. That's maybe the best way for me to describe it; it's a lovely and charming game.
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.
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