Mutropolis

Mutropolis

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Mutropolis - Full Text Walkthrough
By TheDeluxeTux
This will help you if you get stuck! It also includes how to earn all of the Steam achievements.
   
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Part 1
Welcome to MUTROPOLIS! Have a look around and speak to everybody. Take the GEOLOGICAL CHRONOMETER from the bag near Cobra. USE it on all of the people here for Date Your Friends. Also grab the MUSHROOM from the right side of the cave.

Use the CHRONOMETER on the door and then speak to Totel about everything. We need to get through the door.

Try to open the LOCKED SAFE on the left side of the cave. We need a combination. Luc gives us half of the password, and Micro gives us the other half. If Micro is distracted by the dark well, drop the MUSHROOM down the hole to help him see.

Get AQUA DENTATA from the safe, and use it on the door. It's not quite enough to break through. We will need a trowel to finish the job.

Examine the rubble. Speak to Carlotta. Speak to Micro and accuse him. Examine the rocks near the entrance. Speak to Cobra. Examine the sparkly dust that falls by her feet. Search the mushroom patch behind Carlotta. Get TROWEL (finally!) and use it to open the door. Walk through.
Part 2 - Section A: The Office
Immediately examine the portraits for EL GRECO. Take the PLANT in the far right hand corner of the hallway.

Enter the office and speak to Carlotta. Try to take her Mojito, and she won't let you. You can use the printer here to make a face that looks like Carlotta. Show her the printout for SPITTING IMAGE. She takes it, but we don't need it anyway. You can print another if you really feel like carrying around a Carlotta memento for the rest of the game.

Enter the office and look around. It's been ransacked! Take a WIRE from the mask, and use the trowel in the hole at the back of the room for a PEN. There is also a BREATH SPRAY knocking about. The plant is upset and needs a cool drink.

Read every entry on all of the books of the shelf for BOOKWORM. In particular, the botany book has important information for your current predicament. The mummy book has information for a later puzzle as well.

We need Carlotta's mojito for the plant in the office. Use the plant in your inventory on the floating planet here, and get EMPTY POT. Return to the lab.

Examine the samples behind Luc for a LINDEN BLOSSOM and use the pot on Cobra's jar for some WATER. Take the LAB COAT behind Cobra, as well as the ID BADGE hanging under the coat.

Back in the office, use the LAB COAT on the CHILI to take it.

In the lab, use the Thermal Regulator machine. Put the POT in the clamp and the CHILI in the chamber. We get HOT WATER. Add the LINDEN BLOSSOM for RELAXING TEA.

Give the tea to Carlotta and take her MOJITO. Use this on the irate plant in the ransacked office. Get SECRET NOTE. Show this to Luc.
Part 2 - Section B: Prepping the Expedition
We need to find a survival kit, secure transportation, and locate Totel. This is going to take a while.

Go to the first floor. Use the vending machine on the left. Insert your ID into the machine. Our ID is expired; we will need to take care of that.

Grab the THERMOMETER here and go back to the courtyard. Try to use the MONOLITH. We don't have the proper access; we will need to take care of that, too.

Head around the corner to overhear a suspicious conversation! Cobra mentions a secret panel in the elevator. While you are here, grab the ROPE; we only get a small knot.

Backtrack to enter the hangar and have a look around. Take the SCREWDRIVER. Ask about transportation. We will need to get passage from the shifty pilot here.

There is a package for you that can't be delivered because they are too busy cleaning. Speak to the cops about the lost and found. Speak to the pilot and pay attention to how he looks. Ask him about the lost and found; he will help you steal what is in it if you can provide a distraction.

Next, enter the elevator and use the trowel on the new "suspicious panel" hotspot. We need a flathead screwdriver. We don't have one yet, so put the panel back.

Go to the basement and have a look around. Note the book on the shelf, which has lockpicking instructions. Speak to Frieda and ask her about her level. She has the correct access, but won't help. We need her fingerprint.

We need to help with her mummy. The solution to this puzzle is in the mummy book upstairs. It is:

NOSE - THUMB - LITTLE FINGER - TONGUE- NOSE - CLOSED EYE - DANGLY EYE - CLOSED EYE - TONGUE.

Take the FLASK. Uncover the other mummy and take SMOKE BOMB REMAINS.

Next, open the box in the back of the room. It is a subtle Gabriel Knight easter egg. There is an achievement for trying to dust everything for fingerprints. In addition to the flask, at this moment, we can try to dust the pen, the smoke bomb remains, the breath spray, and the glass. Trying to dust the glass will result in it breaking, and we will get BUTTERFINGERS.

Go back to the second floor office and use the printer to make a face that looks like the pilot. If you get it right, it will be added to your inventory. While you're here, also show Carlotta your ID. Go next door and get a copy of your paycheck from one of the folders on the floor. This is one of the items that you can check for prints, so go downstairs and do so. Then give the folder to Carlotta and she will reactivate your badge.

Go to the vending machine. Buy a TURNIP and one other thing (does not matter what).

Back upstairs, enter the lab. Show Luc the smoke bomb and he gives you CHEMICAL COMPONENTS. Give Cobra the turnip for 100% ORGANIC. Use your other food item on the cage to summon Trevor.

Hand Trevor your paperclip and your hook and have him turn them into a star and a heart. Next, hand him your star and heart and have him flatten them out. Combine these two new shapes in your inventory for a set of lockpicks. Finally, give him the screwdriver and have him flatten that out as well.

Leave the lab. You can now open the lock! For this lockpick puzzle, use the oddly shaped one in the top until it sticks. Then use the zig-zaggy one up and down, back and forth until the lock opens. That's the survival kit down!
Part 2 - Section C: Prepping the Expedition (Continued)
Let's make a distraction. Combine your CHEMICALS and your STRAW for a smoke bomb. It needs a fuse. The rope is too thick, and the trowel is too blunt to help. Use the ROPE on the pointy statue here in the 2nd floor hallway. Get THIN THREAD.

Enter the elevator. Remove the panel again, and use your new flathead screwdriver. A fingerprint reader emerges! We will need Cobra's fingerprint.

Go to the first floor hangar. We don't need the flask anymore; trying to grab some oil in the flask will cause it to break. Soak the thread in the oil. Use your fuse to complete the SMOKE BOMB.

Approach the pilot. Use the PEN on the portrait and you will doctor it to resemble the pilot. Show him the doctored portrait. He will dye his hair. Take BLONDE HAIR DYE.

Hand him the smoke bomb. Navigate the smoke to where the lost and found is, get GUM. Speak to the pilot and split the gum with him. Before leaving, speak to Petra and she will send your packages upstairs.

Go to the courtyard. Since we now have a level three fingerprint, we can use the monolith to manipulate the seasons in the yard.

First, set the season to SUMMER. Take APPLE.

Next, set the season to WINTER. Note the icicles.

Next, set the season to FALL. Throw your lab coat over the branch. Set the season back to WINTER and use the TROWEL to break off the icicle.

You can also take SNOW and use it with the other snow at the base of the tree a few times to build a little snowman and earn the FROSTY FRIENDSHIP achievement. It is not possible or necessary to remove the snow from this area.

Back in the lab, give Cobra the apple, and then take it from the trash can.

Examine your new delivery. Speak to Micro about it. Open the drawer, read the plaque, and take a HAIR FIBER. Hop on your computer and research. Follow the trail until you find a picture of your subject. Following some of the incorrect leads will also lead you to the achievements DELETE BROWSER HISTORY and WAKE UP, SHEEPLE. Open the drawer and compare your sample with the shirt and the sandwich to rule them out.

Go back downstairs to the lab. If you encounter a strange bird-woman, the elevator will temporarily stop working. Simply leave and come back to the elevator and it will function again.

Dust the apple to get Cobra's fingerprint. You can also dust the HAIR DYE. While you're here, give Freida the hair sample and show her the photograph.

Enter the elevator and use Cobra's fingerprint to enter her secret lab.
Part 2 - Section D: Prepping the Expedition (Continued)
In the lab. press the switch and investigate the sparks to turn on the lights. Investigate the suspicious curtain, and this will lead you outside. Speak to the bird woman to find out what her deal is.

When you are ready, head back up the steps to the lab and look around. Look at all of the photos on the photo board. Note each one has a symbol. The password to the safe has to do with Cobra's happiest times.

The password is: The wings, the backwards C with a + shape inside, the eye, and the oval with the line through the bottom.

Take the contents of the safe. Before giving this to Isis, try dusting it for fingerprints for METHODICAL DETECTIVE (if you have been dusting everything I told you to up to this point).

Return to Isis and present her with the data crystal. That's the second objective down!

Go back up to the lab. Throw the apple back in the trash can for YOU ARE FORGIVEN, HUMAN. Compare the paper from Freida with the skin sample to rule it out. Since the finger is the only thing left, grab it.

Use the temperature device. Place your thermometer in the clamp. We need five things to cool this down and turn it purple. The ice cubes from the mojito, the mint breath spray from the office, the mint gum from the lost-and-found, the icicle from the tree in thr courtyard, and the frozen finger. Finally, use the hair dye on the thermometer to get PURPLE HAIR DYE.

Return to the pilot and spray him with the purple hair dye. Alert the cops, and then leave the room and come back. He agrees to take you.

When you are ready to go, talk to Luc!
Part 3 - Section A: Base Camp
Look at the horizon. Take the TROWEL from the backpack, TWO LEMONS from the plant, and the KNIFE from the tree.

Use the trowel to open one box and get UNIVERSAL REMOTE. Open the other box for the SURVIVAL KIT. Use the knife to open the kit; you get SUNBLOCK and a single MATCH.

Have a chat with everyone, starting with Micro. Ask Luc for Max's instruction manual after Micro tells you about it. Ask Carlotta about it. Get JOURNAL.

Ask Max about his instructions. Use JOURNAL with Max to give him paper. Get INSTRUCTIONS; give these to Micro.

Send Max to the lake. He comes back with a FISHING ROD. Speak to Max and get the fishing rod. Use the rod on the dead robot nearby, get ANTENNA.

Give the remote control to Micro. Attach the antenna to the remote while it is on the table. Speak to Luc about batteries, and then give him a lemon. Use your new battery in the remote to fix it. Use the remote on Max for WHY, ROBOT?

Give the remote control to Carlotta. Get BINOCULARS.

You can look through the map with the binoculars. There is a glint on the lower left crater, examine it for ALL THAT GLITTERS. The thing you are really looking for is a small dark area at the base of the mountain above the lake.

Max leaves.

Back in the binocular view, examine the same spot. Pay attention to the pictograms and follow them from statue to statue to figure out where he ended up. The next rock is on the shore of the lake. After that, it is to the southeast, on the edge of the small crater connecting to the sea. After that, it is on the left edge of the nearby ruins. Next, on the shore by the big crater. Next, on the opposite shore. Finally, by the pink forest.
Part 3 - Section B: The Search
Go visit Max and Micro. Give Micro your knife and he will sharpen it. Head left to see Totel. We need to rescue him! While you are here, use your sketchbook on the bike to draw it.

Next, go to the village. Draw the statues on the left and right side of the village in your sketchbook. Read the board and try to talk to everyone, but no one is very cooperative.

Note that this man has a pipe. Give your MATCH to the man with the pipe. Speak to him and then give him your MAP for some new locations.

Head up the path going northwest. Sketch the giant head, and continue.

Sketch the statue here at the crossroads as well. The path forks up to the northeast and the east. Go northeast to the window and sketch the artifact behind it. Next, go east and move the branch. Use your knife to clear the bushes away. There is a board. Our hands and trowel are not strong enough to remove the board.

Backtrack all of the way out of the town and go to the beach. Sketch the bird, and try to take some MOSS. It's too prickly.

Leave, and go to the roller coaster ruins. Sketch the statue here. Take LOTUS. Examine the skeleton and move the ribs. Take PIN.

Go back to Luc at base camp and give him a status report. Ask him about gloves and a crowbar. He can't help. Return to the Mutropolis entrance. Speak to Isis. Isis will give you a BAR.

Follow the shadowy figure east. Use the BAR on the board to pry it off. Examine the door to see a keyhole. We need the key. Check out the inscription for a short scene. Immediately give the lotus to Isis for HARDCORE ROMANTIC.

Go back to town and give the man a status report. He will let you into the crypt, but only if you pass the three trials. Since you have to be naked for these trials, you strip down.
Part 3 - Section C: The Three Trials
Immediately turn around and look in your bag on the ground. Apply the sunblock.

Go back inside and walk over the hot coals. Trial 1 is done!

For trial two, try to put your hand in the hole. You are too scared. Exit the trial and get dressed again.

From here on out, you have a crush on Isis, and can try to sweet-talk her in each of the locations you visit. If you see all of these dialogues, you will get SMOOTH TALKER.

Make a quick pit stop at the crater and get GLOVES from Micro.

Go back to base camp. We need to build courage. Stick your hand in the HOLE on the tree. Next, go to the beach, and clear the moss away with the gloves. Place your hand in this hole as well. Then, back to the roller coaster ruins, and stick your hand in the statue face here. Finally, go back to the village and pass the second trial.

Try the third trial, but you need guidance. Ask the tour guide about the third trial. Show him the pin, and take the symbol from the board.

We need all nine drawings. At this point you should have the two from the village, two on the path to Mutropolis, one in the Mutropolis window, and one each from the crater, beach, and ruins. Return to base camp.

Use the table and line the new symbol up with the west side of the map to find an island. Right after finding this island, but before doing the next step, use the binoculars to locate the thing you just found. (it is on the far left side, just off the peninsula in the water and slightly to the north of your while center line). This will earn you SEE WHAT YOU CAN SEA. (Thanks to heymynameismel) for the tip!)

Take the boat out of the nearby boxes and head to the beach. Place the boat in the water and use the remote on it. A capsule comes back. Take the paper and read it.

Next, go back to the skeleton. Open his bag and cut the lining with the knife. Take the map inside back to base camp.

On the table, fold small map to match the big one, and then mark the treasure location. Visit this location and take the CARD. Cut the rope with the knife. Sketch the statue as well.

Return to base camp. Use the CARD in the READER on the tree for WE THE PEOPLE.

Back in town, use the completed notebook with Harolyn. Learn the dance. The correct order is:

The funny statue with rabbit ears - the cupid - the moai - the guy with broad shoulders - the statue with earrings - the two soldiers - the bike - the naked man - the bird.
Part 3 - Section D: The Key
Enter the crypt. When everything goes dark, click around. Take the strange object and knock the chili to the floor. Light the torch with the chili.

Reenter the crypt. Take the CRYSTAL BALLS from behind the curtain and grab the BLANK ID. There is also a VESSEL.

Leave, and ask Clayton about Rubina.

At the beach, fill the VESSEL with seawater and take some BLUE SEAWEED.

At the ruins, fill the HOLE with water. Mix it up with your trowel. Use your vessel on it to get CLAY.

At the crater, take JUICER. Try to go left. Speak to Max and ask him to go.

As Max:

Open your inventory and get the MEOW sound effect out of the trash. Use this on Sobek and then quickly RECORD him.

Use your new ROAR sound effect on him and quickly record him a second time for a mating call.

Use your new mating call on him. A salt-shaker will drop. Take this and combine it with the hose. Insects start swarming the newly watered flowers.

Use the mating call a second time. Get KEY. Hit the lever on the console to drop it, and use the key in the slot.

Highlight all five symbols from left to right and enter the contraption. You will get a shock. Quickly move over to the puddle, and the beacon will short-circuit.

Arm the machine again, and use your mating call one last time. Sobek is trapped. Finally, enter the pyramid.

With Camera in hand, head back to the village. Look behind the curtain. Use the clay, crystal balls, and blue seaweed on the skull to the right. Take a picture. Show the picture to Clayton.

Next, juice the lemon. The photo gets all sticky. Use it on the badge for the KEY. Off to Mutropolis!
Conclusion
Use the key to pass the door. There is a metal detector here. Leave behind anything metallic and go through the door.

After a scene, examine the lemon note in your inventory. The symbols here look suspiciously like numbers but with missing bits. The pad also has the same problem, but it follows the same pattern as a standard number pad. Enter 9138 to bypass the lock.

Right here, examining the small placard will earn you CORRECT THAT TYPO. (Thanks again, heymynameismel).

Take a coin from the mountain and toss it at the bell. Sneak right, and grab the yarn. Sling another coin at the bell and sneak back. Give the yarn to Micro.

In the inner chamber, speak to everyone. Try to blow out a candle. Pass the notebook to Cobra. Use the key in the lock, and then pry off the beetle with the trowel.

Thanks for supporting Mutropolis! Enjoy the end of the game!


3 Comments
heymynameismel 20 Feb, 2021 @ 7:20pm 
Its the x that you mark with the sigil on the main map. Just look in that direction with the binoculars near the beach and you should be good :)
It'll look like the space capsule and a seagull
TheDeluxeTux  [author] 20 Feb, 2021 @ 3:28pm 
Hey! Thanks so much for the tips! I had the right idea with the binoculars, but I feel like I have been over every inch of this map with no sign of an X anywhere. Do you remember the general location where the X is?
heymynameismel 20 Feb, 2021 @ 2:48pm 
Thank you so much for this! Had a look at your profile and I know the two you're missing :)
For the sea one you need to look through the binoculars at the x marked near the beach and for the dino one you need to click the museum tag (white thing on the floor) in the final area.
Hope this helps!